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Comparing deliantra/server/server/player.C (file contents):
Revision 1.129 by root, Sat May 12 18:51:20 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 */
25
26//+GPL
27
28#include <algorithm>
29#include <functional>
24 30
25#include <global.h> 31#include <global.h>
26#include <sproto.h> 32#include <sproto.h>
27#include <sounds.h> 33#include <sounds.h>
28#include <living.h> 34#include <living.h>
29#include <object.h> 35#include <object.h>
30#include <spells.h> 36#include <spells.h>
31#include <skills.h> 37#include <skills.h>
32 38
33#include <algorithm>
34#include <functional>
35
36playervec players; 39playervec players;
37
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151 40
152/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
153static void 42static void
154set_first_map (object *op) 43set_first_map (object *op)
155{ 44{
156 op->contr->maplevel = first_map_path; 45 op->contr->maplevel = first_map_path;
157 op->x = -1; 46 op->x = -1;
158 op->y = -1; 47 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172} 48}
173 49
174void 50void
175player::activate () 51player::activate ()
176{ 52{
179 55
180 players.insert (this); 56 players.insert (this);
181 ob->remove (); 57 ob->remove ();
182 ob->map = 0; 58 ob->map = 0;
183 ob->activate_recursive (); 59 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 60 ob->clr_flag (FLAG_FRIENDLY);
185 add_friendly_object (ob); 61 add_friendly_object (ob);
186 enter_map ();
187} 62}
188 63
189void 64void
190player::deactivate () 65player::deactivate ()
191{ 66{
198 73
199 if (ob->map) 74 if (ob->map)
200 maplevel = ob->map->path; 75 maplevel = ob->map->path;
201 76
202 ob->remove (); 77 ob->remove ();
78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 79 ob->map = 0;
204 party = 0; 80 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 81
208 players.erase (this); 82 players.erase (this);
209} 83}
210 84
211// connect the player with a specific client 85// connect the player with a specific client
221 ob->close_container (); //TODO: client-specific 95 ob->close_container (); //TODO: client-specific
222 96
223 ns->update_look = 0; 97 ns->update_look = 0;
224 ns->look_position = 0; 98 ns->look_position = 0;
225 99
226 clear_los (ob); 100 clear_los ();
227 101
228 ns->reset_stats (); 102 ns->reset_stats ();
229 103
230 /* make sure he's a player -- needed because of class change. */ 104 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 105 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 106 ob->race = ob->arch->race;
233 107
234 ob->carrying = sum_weight (ob); 108 ob->update_weight ();
235 link_player_skills (ob); 109 link_skills ();
236 110
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name); 111 assign (title, ob->arch->object::name);
240 112
241 /* if it's a dragon player, set the correct title here */ 113 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 114 if (ob->is_dragon ())
243 { 115 {
244 object *tmp, *abil = 0, *skin = 0; 116 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248 117
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 119 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 120 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 121 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 122 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 123 skin = tmp;
255 124
256 set_dragon_name (ob, abil, skin); 125 set_dragon_name (ob, abil, skin);
257 } 126 }
258 127
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 129
261 esrv_new_player (this, ob->weight + ob->carrying); 130 esrv_new_player (this);
262 131
263 for (object *op = ob->inv; op; op = op->below) 132 ob->flag [FLAG_READY_WEAPON] = false;
264 if (op->flag [FLAG_APPLIED]) 133 ob->flag [FLAG_READY_SKILL] = false;
265 switch (op->type) 134 ob->flag [FLAG_READY_RANGE] = false;
266 { 135 ob->flag [FLAG_READY_BOW] = false;
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278 136
279 ob->update_stats (); 137 ob->update_stats ();
138
280 ns->floorbox_update (); 139 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 140 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 141 esrv_add_spells (this, 0);
284 142
285 activate (); 143 activate ();
286 144
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
293} 147}
294 148
295void 149void
296player::disconnect () 150player::disconnect ()
297{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
298 if (ns) 158 if (ns)
299 { 159 {
300 if (active) 160 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302 162
305 ns->reset_stats (); 165 ns->reset_stats ();
306 ns->pl = 0; 166 ns->pl = 0;
307 ns = 0; 167 ns = 0;
308 } 168 }
309 169
310 if (ob) 170 // this is important for the player scheduler to get the correct refcount
311 ob->close_container (); //TODO: client-specific 171 // when ns = 0
172 observe = viewpoint = ob;
312 173
313 deactivate (); 174 deactivate ();
314} 175}
176
177//-GPL
315 178
316// the need for this function can be explained 179// the need for this function can be explained
317// by load_object not returning the object 180// by load_object not returning the object
318void 181void
319player::set_object (object *op) 182player::set_object (object *op)
320{ 183{
321 ob = op; 184 ob = observe = viewpoint = op;
322 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
323 186
187 ob->speed = 1.0f; // object still inactive, keep it that way
324 ob->speed_left = 0.5; 188 ob->speed_left = 0.5f;
325 ob->speed = 1.0; 189
326 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
327} 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
328 208
329player::player () 209player::player ()
330{ 210{
331 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point. 212 * we deal with that below this point.
338 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
339 219
340 gen_sp_armour = 10; 220 gen_sp_armour = 10;
341 bowtype = bow_normal; 221 bowtype = bow_normal;
342 petmode = pet_normal; 222 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers; 223 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
346 do_los = 1; 225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
347} 229}
348 230
349void 231void
350player::do_destroy () 232player::do_destroy ()
351{ 233{
353 235
354 attachable::do_destroy (); 236 attachable::do_destroy ();
355 237
356 if (ob) 238 if (ob)
357 { 239 {
358 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;
359 ob->destroy (); 243 ob->destroy ();
360 } 244 }
245
246 ob = observe = viewpoint = 0;
361} 247}
362 248
363player::~player () 249player::~player ()
364{ 250{
365 /* Clear item stack */ 251 /* Clear item stack */
366 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 }
367} 281}
368 282
369/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
370 * All we can really get in this is some settings like host and display 284 * All we can really get in this is some settings like host and display
371 * mode. 285 * mode.
373player * 287player *
374player::create () 288player::create ()
375{ 289{
376 player *pl = new player; 290 player *pl = new player;
377 291
378 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
379 293
380 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
383 297
384 set_first_map (pl->ob); 298 set_first_map (pl->ob);
385 299
386 return pl; 300 return pl;
387}
388
389/*
390 * get_player_archetype() return next player archetype from archetype
391 * list. Not very efficient routine, but used only creating new players.
392 * Note: there MUST be at least one player archetype!
393 */
394archetype *
395get_player_archetype (archetype *at)
396{
397 archetype *start = at;
398
399 for (;;)
400 {
401 if (at == NULL || at->next == NULL)
402 at = first_archetype;
403 else
404 at = at->next;
405
406 if (at->clone.type == PLAYER)
407 return at;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 }
415} 301}
416 302
417object * 303object *
418get_nearest_player (object *mon) 304get_nearest_player (object *mon)
419{ 305{
422 unsigned lastdist; 308 unsigned lastdist;
423 rv_vector rv; 309 rv_vector rv;
424 310
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 312 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 314 continue;
456 315
457 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
458 { 317 {
474#endif 333#endif
475 return op; 334 return op;
476} 335}
477 336
478/* 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
479 * 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
480 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
481 * 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
482 * the deviation is 341 * the deviation is
483 */ 342 */
484#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
520 */ 379 */
521int 380int
522path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
523{ 382{
524 rv_vector rv; 383 rv_vector rv;
525 sint16 x, y;
526 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;
527 maptile *m, *lastmap;
528 385
529 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
530 387
531 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
532 return 0; 389 return 0;
533 390
534 x = mon->x; 391 mapxy pos (mon);
535 y = mon->y;
536 m = mon->map;
537 dir = rv.direction; 392 dir = rv.direction;
538 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 */
539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540 395
541 /* 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. */
542 if (diff > max) 397 if (diff > max)
543 return 0; 398 return 0;
544 399
545 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
546 { 401 {
547 lastx = x; 402 mapxy lastpos = pos;
548 lasty = y;
549 lastmap = m;
550 x = lastx + freearr_x[dir];
551 y = lasty + freearr_y[dir];
552 403
553 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
554 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
555 405
556 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
557 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
558 && (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)))
559 { 410 {
560 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
561 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
562 */ 413 */
563 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
564 if (rv.direction != dir) 415 if (rv.direction != dir)
565 { 416 {
566 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
567 * the values so it will try again. 418 * the values so it will try again.
568 */ 419 */
569 x = lastx;
570 y = lasty;
571 m = lastmap; 420 pos = lastpos;
572 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
573 } 422 }
574 else 423 else
575 { 424 {
576 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
577 * either the left or right. 426 * either the left or right.
578 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
579 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
580 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
581 * 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
582 * stepping back and forth 431 * stepping back and forth
583 */ 432 */
584 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585 { 434 {
586 if (i == 0) 435 if (i == 0)
587 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
588 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
589 * since the direction that the creature should move in 439 * since the direction that the creature should move in
590 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
591 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
592 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
594 * 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
595 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
596 * the last direction the creature has successfully 446 * the last direction the creature has successfully
597 * moved. 447 * moved.
598 */ 448 */
599
600 x = lastx + freearr_x[absdir (lastdir + i)];
601 y = lasty + freearr_y[absdir (lastdir + i)];
602 m = lastmap; 449 pos = lastpos;
603 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
604 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
605 continue; 453 continue;
606 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
607 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
608 continue; 458 continue;
609 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
610 continue; 461 continue;
611 462
612 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
613 break; 464 break;
614 } 465 }
466
615 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
616 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
617 */ 469 */
618 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
619 return 0; 471 return 0;
472
620 diff--; 473 diff--;
621 lastdir = dir; 474 lastdir = dir;
622 max--; 475 max--;
623 if (!firstdir) 476 if (!firstdir)
624 firstdir = dir + i; 477 firstdir = dir + i;
628 { 481 {
629 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
630 diff--; 483 diff--;
631 max--; 484 max--;
632 lastdir = dir; 485 lastdir = dir;
486
633 if (!firstdir) 487 if (!firstdir)
634 firstdir = dir; 488 firstdir = dir;
635 } 489 }
636 490
637 if (diff <= 1) 491 if (diff <= 1)
638 { 492 {
639 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
640 * headed toward player for entire distance. 494 * headed toward player for entire distance.
641 */ 495 */
642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
644 } 498 }
645 499
646 if (diff > max) 500 if (diff > max)
647 return 0; 501 return 0;
653 507
654 return firstdir; 508 return firstdir;
655} 509}
656 510
657void 511void
658give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
659{ 513{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 514 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 516
665 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
666 { 518 {
667 next = op->below; 519 next = op->below;
668 520
669 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
670 * 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
671 */ 523 */
672 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
673 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
674 526
675 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 528 * by this player due to race restrictions
677 */ 529 */
678 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
679 { 531 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
681 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
684 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))
685 { 539 {
686 op->destroy (); 540 op->destroy ();
687 continue; 541 continue;
688 } 542 }
689 } 543 }
690 544
691 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 547 * generated by multiple treasurelists specifying the same skills.
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 548 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
698 { 550 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 553 {
707 op->destroy (); 554 op->destroy ();
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 555 break;
709 continue;
710 } 556 }
711 557
712 if (op->nrof > 1) 558 if (op->nrof > 1)
713 op->nrof = 1; 559 op->nrof = 1;
714 } 560 }
715 561
716 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
717 { 563 op->inv->clr_flag (FLAG_STARTEQUIP);
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 564
721 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
722 * 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
723 * merged properly. 567 * merged properly.
724 */ 568 */
725 if (need_identify (op)) 569 if (op->need_identify ())
726 {
727 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
731 if (op->type == SPELL) 576 if (op->type == SPELL)
732 { 577 {
733 op->destroy (); 578 op->destroy ();
734 continue; 579 continue;
735 } 580 }
736 else if (op->type == SKILL) 581 else if (op->type == SKILL)
737 { 582 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 584 op->stats.exp = 0;
740 op->level = 1; 585 op->level = 1;
741 } 586 }
742 /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
743 else 588 op->set_flag (FLAG_INV_LOCKED);
744 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
746 590
747 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
748 link_player_skills (pl); 592 pl->contr->link_skills ();
749} 593}
750 594
751void 595void
752get_party_password (object *op, partylist *party) 596get_party_password (object *op, partylist *party)
753{ 597{
763 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:");
764} 608}
765 609
766/* 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. */
767static int 611static int
768roll_stat (void) 612roll_stat ()
769{ 613{
770 int a[4], i, j, k; 614 int a[4], i, j, k;
771 615
772 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1; 617 a[i] = rndm (1, 6);
774 618
775 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
776 if (a[i] < k) 620 if (a[i] < k)
777 k = a[i], j = i; 621 k = a[i], j = i;
778 622
854static void 698static void
855start_info (object *op) 699start_info (object *op)
856{ 700{
857 char buf[MAX_BUF]; 701 char buf[MAX_BUF];
858 702
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 703 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 704 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 705}
864 706
865/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
870 */ 712 */
871void 713void
872player::chargen_race_done () 714player::chargen_race_done ()
873{ 715{
874 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 717 esrv_new_player (ob->contr);
876 718
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
878 if (tl) 720 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
880 722
881 INVOKE_PLAYER (BIRTH, ob->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
882 INVOKE_PLAYER (LOGIN, ob->contr);
883 724
884 ob->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
885 726
886 if (ob->msg) 727 if (ob->msg)
887 ob->msg = 0; 728 ob->msg = 0;
888 729
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897
898 start_info (ob); 730 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 732 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 733 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 734 ob->update_stats ();
904 735
905 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
906 * is one for this race 737 * is one for this race
907 */ 738 */
908 if (*first_map_ext_path) 739 if (*first_map_ext_path)
909 { 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else 741 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
743}
744
745/*
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;
925} 762}
926 763
927void 764void
928player::chargen_race_next () 765player::chargen_race_next ()
929{ 766{
937 int x = ob->x, y = ob->y; 774 int x = ob->x, y = ob->y;
938 775
939 ob->remove_statbonus (); 776 ob->remove_statbonus ();
940 ob->remove (); 777 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 778 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 779 ob->arch->copy_to (ob);
943 ob->instantiate (); 780 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 782 ob->name = ob->name_pl = name;
946 ob->x = x; 783 ob->x = x;
947 ob->y = y; 784 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 785 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 787 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 788 ob->add_statbonus ();
952 } 789 }
953 while (!allowed_class (ob)); 790 while (!allowed_class (ob));
954 791
955 update_object (ob, UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
958 ob->stats.hp = ob->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
959 ob->stats.sp = ob->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
960 ob->stats.grace = 0; 797 ob->stats.grace = 0;
961} 798}
962 799
963void 800static void
964flee_player (object *op) 801flee_player (object *op)
965{ 802{
966 int dir, diff; 803 int dir, diff;
967 rv_vector rv; 804 rv_vector rv;
968 805
969 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
970 { 807 {
971 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
973 return; 810 return;
974 } 811 }
975 812
976 if (op->enemy == NULL) 813 if (!op->enemy)
977 { 814 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
980 return; 817 return;
981 } 818 }
982 819
983 /* 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))
984 * op->enemy_count, it is possible that something destroys the
985 * actual enemy, and the object is recycled.
986 */
987 if (op->enemy->map == NULL)
988 { 821 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL; 822 op->enemy = NULL;
991 return; 823 op->clr_flag (FLAG_SCARED);
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 {
996 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 824 return;
999 } 825 }
1000 826
1001 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
1002 828
1003 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
1005 { 831 {
1006 int m = 1 - (RANDOM () & 2); 832 int m = 1 - rndm (2) * 2;
1007 833
1008 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))))
1009 return; 835 return;
1010 } 836 }
1011 837
1012 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1013 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1014 op->enemy = NULL; 840 op->enemy = NULL;
1015} 841}
1016 842
1017/* 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.
1018 * 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
1022check_pick (object *op) 848check_pick (object *op)
1023{ 849{
1024 object *tmp, *next; 850 object *tmp, *next;
1025 int stop = 0; 851 int stop = 0;
1026 int wvratio; 852 int wvratio;
1027 char putstring[128];
1028 853
1029 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1031 return 1; 856 return 1;
1032 857
1033 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)
1034 862
1035 /* 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
1036 * destroyed */ 864 * destroyed */
1037 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1038 { 866 {
1039 tmp = next; 867 tmp = next;
1040 next = tmp->below; 868 next = tmp->below;
1041 869
870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
1042 if (op->destroyed ()) 876 if (op->destroyed ())
1043 return 0; 877 return 0;
1044 878
1045 if (!can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1046 continue; 880 continue;
1047 881
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 883 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1052 continue; 887 continue;
1053 } 888 }
1054 889
1055 /* 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? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 950 if (op->contr->mode & PU_FOOD)
951 if (tmp->type == FOOD)
1057 { 952 {
1058 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)
1059 { 1016 {
1060 case 0: 1017 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 1018 continue;
1062 case 1:
1063 pick_up (op, tmp);
1064 return 1;
1065 case 2:
1066 pick_up (op, tmp);
1067 return 0;
1068 case 3:
1069 return 0; /* stop before pickup */
1070 case 4:
1071 pick_up (op, tmp);
1072 break;
1073 case 5:
1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 pick_up (op, tmp);
1080 break;
1081
1082 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp);
1085 break;
1086
1087 default:
1088 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp);
1092 } 1019 }
1093 } 1020 }
1094 else 1021
1095 { /* old model */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 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)
1098 { 1028 {
1099 /* some debugging code to figure out item information */ 1029 CHK_PICK_PICKUP;
1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 }
1109
1110 /* philosophy:
1111 * It's easy to grab an item type from a pile, as long as it's
1112 * generic. This takes no game-time. For more detailed pickups
1113 * and selections, select-items should be used. This is a
1114 * grab-as-you-run type mode that's really useful for arrows for
1115 * example.
1116 * The drawback: right now it has no frontend, so you need to
1117 * stick the bits you want into a calculator in hex mode and then
1118 * convert to decimal and then 'pickup <#>
1119 */
1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue; 1030 continue;
1031 }
1146 1032
1147 /* ignore known cursed objects */ 1033 /* we don't forget dragon food */
1148 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;
1149 continue; 1038 continue;
1039 }
1150 1040
1151 /* all food and drink if desired */ 1041 /* bows and arrows. Bows are good for selling! */
1152 /* 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
1153 if (op->contr->mode & PU_FOOD) 1078 if (op->contr->mode & PU_BOOTS)
1154 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"))
1155 { 1112 {
1156 pick_up (op, tmp); 1113 CHK_PICK_PICKUP;
1157 continue; 1114 continue;
1158 } 1115 }
1116 }
1159 1117
1118 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1119 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1121 {
1163 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1164 continue; 1123 continue;
1165 } 1124 }
1166 1125
1126 /* any of the last 4 bits set means we use the ratio for value
1127 * pickups */
1167 if (op->contr->mode & PU_POTION) 1128 if (op->contr->mode & PU_RATIO)
1168 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
1169 { 1133 */
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1134 wvratio = op->contr->mode & PU_RATIO;
1206 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)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 { 1136 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1137#if 0
1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1139 if (tmp->name != NULL)
1215 { 1140 {
1216 pick_up (op, tmp); 1141 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1142 }
1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324 }
1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1346#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL)
1349 {
1350 fprintf (stderr, "%s", tmp->name);
1351 }
1352 else 1143 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1355 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))));
1356#endif 1147#endif
1148 CHK_PICK_PICKUP;
1357 continue; 1149 continue;
1358 }
1359 } 1150 }
1360 } /* the new pickup model */ 1151 } /* the new pickup model */
1361 } 1152 }
1362 1153
1363 return !stop; 1154 return !stop;
1364} 1155}
1365 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
1366/* 1192/*
1367 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1368 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1369 * found object is returned. 1195 * found object is returned.
1370 */ 1196 */
1371object * 1197static object *
1372find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1373{ 1199{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 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);
1380 return op; 1209 return arrow;
1210 }
1381 1211
1382 return tmp; 1212 return 0;
1383} 1213}
1384 1214
1385/* 1215/*
1386 * 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
1387 * 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
1388 * 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
1389 * 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.
1390 */ 1220 */
1391object * 1221static object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1223{
1394 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1396 1226
1397 if (!type) 1227 if (!type)
1398 return NULL; 1228 return NULL;
1399 1229
1400 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1401 { 1231 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1403 { 1233 {
1404 i = 0; 1234 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1406 if (i > betterby) 1237 if (i > betterby)
1407 { 1238 {
1408 tmp = ntmp; 1239 tmp = ntmp;
1409 betterby = i; 1240 betterby = i;
1410 } 1241 }
1411 } 1242 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1243 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1244 {
1414 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1246 if (target->race && arrow->slaying.contains (target->race))
1416 { 1247 {
1417 if (arrow->attacktype & AT_DEATH) 1248 if (arrow->attacktype & AT_DEATH)
1418 { 1249 {
1419 *better = 100; 1250 *better = 100;
1420 return arrow; 1251 return arrow;
1428 else 1259 else
1429 { 1260 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1262 {
1432 attacktype = 1 << attacknum; 1263 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 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)
1435 { 1266 {
1436 tmp = arrow; 1267 tmp = arrow;
1437 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;
1438 } 1269 }
1439 } 1270 }
1271
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1273 {
1442 tmp = arrow; 1274 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1276 }
1277
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1279 {
1447 tmp = arrow; 1280 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1282 }
1450 } 1283 }
1451 } 1284 }
1452 } 1285 }
1286
1453 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1288 return find_arrow (op, type);
1455 1289
1456 *better = betterby; 1290 *better = betterby;
1457 return tmp; 1291 return tmp;
1461 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1462 * op = the shooter 1296 * op = the shooter
1463 * type = bow->race 1297 * type = bow->race
1464 * dir = fire direction 1298 * dir = fire direction
1465 */ 1299 */
1466object * 1300static object *
1467pick_arrow_target (object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1302{
1469 object *tmp = NULL; 1303 object *tmp = NULL;
1470 maptile *m; 1304 maptile *m;
1471 int i, mflags, found, number; 1305 int i, mflags, found, number;
1472 sint16 x, y; 1306 sint16 x, y;
1484 y = op->y; 1318 y = op->y;
1485 1319
1486 /* find the first target */ 1320 /* find the first target */
1487 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1488 { 1322 {
1489 x += freearr_x[dir]; 1323 x += DIRX (dir);
1490 y += freearr_y[dir]; 1324 y += DIRY (dir);
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1328 {
1494 tmp = NULL; 1329 tmp = 0;
1495 break; 1330 break;
1496 } 1331 }
1497 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)
1498 { 1333 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1501 */ 1336 */
1502 tmp = NULL; 1337 tmp = 0;
1503 break; 1338 break;
1504 } 1339 }
1340
1505 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1506 {
1507 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)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1344 break;
1515 }
1516 } 1345 }
1517 if (tmp == NULL) 1346
1347 if (!tmp)
1518 return find_arrow (op, type); 1348 return find_arrow (op, type);
1519 1349
1520 if (tmp->head) 1350 if (tmp->head)
1521 tmp = tmp->head; 1351 tmp = tmp->head;
1522 1352
1523 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1524} 1354}
1525 1355
1526/* 1356/*
1527 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1528 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1529 * op is the object firing the bow. 1359 * op is the object firing the bow.
1530 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1531 * dir is the direction of fire. 1361 * dir is the direction of fire.
1532 * 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)
1535 */ 1365 */
1536int 1366int
1537fire_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)
1538{ 1368{
1539 object *left, *bow; 1369 object *left, *bow;
1540 int bowspeed, mflags; 1370 int mflags;
1541 maptile *m; 1371 maptile *m;
1542 1372
1543 if (!dir) 1373 if (!dir)
1544 { 1374 {
1545 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!");
1546 return 0; 1376 return 0;
1547 } 1377 }
1548 1378
1549 if (player *pl = op->contr) 1379 if (op->contr)
1550 { 1380 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1381 else
1556 { 1382 {
1557 for (bow = op->inv; bow; bow = bow->below) 1383 for (bow = op->inv; bow; bow = bow->below)
1558 /* 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
1559 * 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.
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1393 return 0;
1568 } 1394 }
1569 1395
1570 // optimisation: move object to top so we will find it quickly again 1396 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below) 1397 splay (bow);
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1577 } 1398 }
1578 1399
1579 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1580 { 1401 {
1581 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);
1582 return 0; 1403 return 0;
1583 } 1404 }
1584
1585 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1586
1587 /* penalize ROF for bestarrow */
1588 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1589 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1590
1591 if (bowspeed < 1)
1592 bowspeed = 1;
1593 1405
1594 if (arrow == NULL) 1406 if (arrow == NULL)
1595 { 1407 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL) 1408 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 { 1409 {
1598 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1599 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);
1600 /* 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 */
1601 else 1413 else
1602 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1603 1415
1604 return 0; 1416 return 0;
1605 } 1417 }
1606 } 1418 }
1607 1419
1616 } 1428 }
1617 1429
1618 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1619 if (arrow->nrof == 0) 1431 if (arrow->nrof == 0)
1620 { 1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1621 arrow->destroy (); 1434 arrow->destroy ();
1622 return 0; 1435 return 0;
1623 } 1436 }
1624 1437
1625 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1); 1439 arrow = arrow->split ();
1627 if (!arrow) 1440 if (!arrow)
1628 { 1441 {
1629 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);
1630 return 0; 1443 return 0;
1631 } 1444 }
1635 arrow->direction = dir; 1448 arrow->direction = dir;
1636 1449
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1450 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1451 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1452 arrow->stats.grace = arrow->attacktype;
1453 arrow->custom_name = arrow->slaying;
1640 1454
1641 if (arrow->slaying) 1455#if 0
1642 arrow->spellarg = strdup (arrow->slaying); 1456 if (player *pl = op->contr)
1643
1644 if (op->type == PLAYER)
1645 {
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 } 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
1649 1469
1650 SET_ANIMATION (arrow, arrow->direction); 1470 SET_ANIMATION (arrow, arrow->direction);
1651 1471
1652 /* update the speed */ 1472 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1654 + bow->stats.dam / 7.0;
1655 1473
1656 arrow->set_speed (max (arrow->speed, 2.0));
1657 arrow->speed_left = 0; 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 ));
1658 1479
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660 1481
1661 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1662 { 1483 {
1683 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1684 1505
1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1688 1510
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1690 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1691 1513
1692 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1693 move_arrow (arrow); 1515 move_arrow (arrow);
1694
1695 if (op->type == PLAYER)
1696 {
1697 if (left->destroyed ())
1698 esrv_del_item (op->contr, left->count);
1699 else
1700 esrv_send_item (op, left);
1701 }
1702 1516
1703 return 1; 1517 return 1;
1704} 1518}
1705 1519
1706/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1708 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1709 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1710 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1711 * hence the function name. 1525 * hence the function name.
1712 */ 1526 */
1713int 1527static int
1714player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1715{ 1529{
1716 int ret = 0, wcmod = 0; 1530 int ret;
1717 1531
1718 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1719 { 1533 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->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);
1721 } 1535 }
1722 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)
1723 { 1537 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1725 wcmod = -1;
1726
1727 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);
1728 } 1540 }
1729 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1730 { 1542 {
1731 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);
1732 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)));
1733 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)));
1734 } 1546 }
1735 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1736 { 1548 {
1737 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);
1738 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);
1739 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);
1740 } 1552 }
1741 else 1553 else
1742 { 1554 {
1744 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);
1745 } 1557 }
1746 1558
1747 return ret; 1559 return ret;
1748} 1560}
1749
1750 1561
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1753 */ 1564 */
1754void 1565static void
1755fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
1756{ 1567{
1757 object *item = op->contr->ranged_ob; 1568 object *item = op->contr->ranged_ob;
1758 1569
1759 if (!item) 1570 if (!item)
1766 { 1577 {
1767 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1768 return; 1579 return;
1769 } 1580 }
1770 1581
1771 if (!op->change_weapon (item)) 1582 if (!op->apply (item))
1772 return; 1583 return;
1773 1584
1774 if (item->type == WAND) 1585 if (item->type == WAND)
1775 { 1586 {
1776 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1777 { 1588 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1589 op->contr->play_sound (sound_find ("wand_poof"));
1779 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));
1780 1591
1781 return; 1592 return;
1782 } 1593 }
1783 } 1594 }
1784 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
1785 { 1596 {
1786 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))
1787 { 1602 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1789 1604
1790 if (item->type == ROD) 1605 if (item->type == ROD)
1791 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));
1792 else 1607 else
1793 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));
1796 } 1611 }
1797 } 1612 }
1798 1613
1799 if (cast_spell (op, item, dir, item->inv, NULL)) 1614 if (cast_spell (op, item, dir, item->inv, NULL))
1800 { 1615 {
1801 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
1802 if (item->type == WAND) 1618 if (item->type == WAND)
1803 { 1619 {
1804 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1805 { 1621 {
1806 object *tmp;
1807
1808 if (item->arch) 1622 if (item->arch)
1809 { 1623 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1811 item->face = item->arch->clone.face; 1625 item->face = item->arch->face;
1812 item->set_speed (0); 1626 item->set_speed (0);
1813 } 1627 }
1814 1628
1815 if ((tmp = item->in_player ())) 1629 if (object *pl = item->visible_to ())
1816 esrv_update_item (UPD_ANIM, tmp, item); 1630 esrv_update_item (UPD_ANIM, pl, item);
1817 } 1631 }
1818 } 1632 }
1819 else if (item->type == ROD || item->type == HORN) 1633 else if (item->type == ROD || item->type == HORN)
1820 drain_rod_charge (item); 1634 drain_rod_charge (item);
1821 } 1635 }
1822} 1636}
1823 1637
1824/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1825 */ 1639 */
1826void 1640bool
1827fire (object *op, int dir) 1641fire (object *who, int dir)
1828{ 1642{
1829 int spellcost = 0; 1643 int spellcost = 0;
1830 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
1831 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
1833 make_visible (op); 1668 make_visible (who);
1834
1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1838 {
1839 control_golem (op->contr->golem, dir);
1840 return;
1841 }
1842
1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return;
1847 1669
1848 switch (ob->type) 1670 switch (ob->type)
1849 { 1671 {
1850 case BOW: 1672 case BOW:
1851 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1852 break; 1674 break;
1853 1675
1854 case SPELL: 1676 case SPELL:
1855 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1856 break; 1678 break;
1857 1679
1858 case BUILDER: 1680 case BUILDER:
1859 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1860 break; 1682 break;
1861 1683
1862 case SKILL: 1684 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0); 1685 do_skill (who, who, ob, dir, 0);
1865 break; 1686 break;
1866 1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1867 default: 1692 default:
1868 fire_misc_object (op, dir); 1693 fire_misc_object (who, dir);
1869 break; 1694 break;
1870 } 1695 }
1871}
1872 1696
1873/* find_key 1697 return true;
1874 * We try to find a key for the door as passed. If we find a key 1698}
1875 * and successfully use it, we return the key, otherwise NULL 1699
1876 * This function merges both normal and locked door, since the logic 1700static object *
1877 * for both is the same - just the specific key is different.
1878 * pl is the player,
1879 * inv is the objects inventory to searched
1880 * door is the door we are trying to match against.
1881 * This function can be called recursively to search containers.
1882 */
1883object *
1884find_key (object *pl, object *container, object *door) 1701find_key_ (object *pl, object *container, object *door)
1885{ 1702{
1886 object *tmp, *key; 1703 object *tmp, *key;
1887 1704
1888 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
1889 if (!container->inv) 1706 if (!container->inv)
1892 /* 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 */
1893 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1711 {
1895 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1713 break;
1714
1897 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1899 */ 1717 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1719 break;
1902 } 1720 }
1907 * a key, return 1725 * a key, return
1908 */ 1726 */
1909 if (!tmp) 1727 if (!tmp)
1910 { 1728 {
1911 for (tmp = container->inv; tmp; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1912 {
1913 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
1914 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
1915 {
1916 if ((key = find_key (pl, tmp, door))) 1732 if ((key = find_key_ (pl, tmp, door)))
1917 return key; 1733 return key;
1918 }
1919 }
1920 1734
1921 if (!tmp) 1735 if (!tmp)
1922 return NULL; 1736 return 0;
1923 } 1737 }
1924 1738
1925 /* 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,
1926 * see if we actually want to use it 1740 * see if we actually want to use it
1927 */ 1741 */
1928 if (pl != container) 1742 if (pl != container)
1929 { 1743 {
1930 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
1931 if (!pl->contr) 1745 if (!pl->contr)
1932 return NULL; 1746 return 0;
1747
1933 /* cases where this fails: 1748 /* cases where this fails:
1934 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
1935 * are not in the players inventory. 1750 * are not in the players inventory.
1936 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
1937 * containers can be used. 1752 * containers can be used.
1941 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
1942 * 1757 *
1943 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1944 * all the others. 1759 * all the others.
1945 */ 1760 */
1946 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
1947 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
1948 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1949 { 1764 {
1950 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1951 "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));
1952 return NULL; 1767 return NULL;
1953 } 1768 }
1954 } 1769 }
1955 1770
1956 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);
1957} 1797}
1958 1798
1959/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1960 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1961 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1962 * 0 otherwise 1802 * 0 otherwise
1963 */ 1803 */
1964static int 1804static int
1965player_attack_door (object *op, object *door) 1805player_attack_door (object *op, object *door)
1966{ 1806{
1967 /* 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,
1968 * 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 -
1969 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
1970 */ 1810 */
1971 object *key = find_key (op, op, door); 1811 object *key = find_key (op, op, door);
1972 1812
1973 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
1974 if (key) 1814 if (key)
1975 { 1815 {
1976 object *container = key->env; 1816 object *container = key->env;
1977
1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1979 1817
1980 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
1981 make_visible (op); 1819 make_visible (op);
1982 1820
1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1985 1823
1986 if (door->type == DOOR) 1824 if (door->type == DOOR)
1987 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 */
1988 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
1989 { 1827 {
1990 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);
1991 remove_door2 (door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1830 }
1993 1831
1994 /* Do this after we print the message */ 1832 /* Do this after we print the message */
1995 decrease_ob (key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
1996 /* Need to update the weight the container the key was in */
1997 if (container != op)
1998 esrv_update_item (UPD_WEIGHT, op, container);
1999 1834
2000 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
2001 } 1836 }
2002 else if (door->type == LOCKED_DOOR) 1837 else if (door->type == LOCKED_DOOR)
2003 { 1838 {
2004 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
2005 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...");
2006 return 1; 1841 return 1;
2007 } 1842 }
2008 1843
2009 return 0; 1844 return 0;
2010} 1845}
2013 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2017 */ 1852 */
2018void 1853bool
2019move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
2020{ 1855{
2021 object *tmp, *mon; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 int on_battleground; 1857 {
2023 maptile *m; 1858 --op->speed_left;
1859 return true;
1860 }
2024 1861
2025 sint16 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2026 sint16 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2027 1864
2028 on_battleground = op_on_battleground (op, 0, 0); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2029 1867
2030 /* 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
2031 * 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
2032 * 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
2033 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2034 * 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
2035 * 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
2036 * 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
2037 * move_ob uses. 1875 * move_ob uses.
2038 */ 1876 */
2039 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;
2040 { 1892 }
2041 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)
2042 { 1899 {
2043 m = op->map->xy_find (nx, ny); 1900 if (ob->move_block == MOVE_ALL)
2044 if (!m) 1901 move_into_wall (op, ob);
2045 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;
2046 } 1964 }
2047 else 1965 else
2048 m = op->map;
2049
2050 if (!(tmp = m->at (nx, ny).bot))
2051 return; 1966 return false;
1967 }
2052 1968
2053 mon = 0; 1969 bool on_battleground = op_on_battleground (op, 0, 0);
2054 /* Go through all the objects, and find ones of interest. Only stop if
2055 * we find a monster - that is something we know we want to attack.
2056 * if its a door or barrel (can roll) see if there may be monsters
2057 * on the space
2058 */
2059 while (tmp)
2060 {
2061 if (tmp == op)
2062 {
2063 tmp = tmp->above;
2064 continue;
2065 }
2066 1970
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp;
2070 break;
2071 }
2072
2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2074 mon = tmp;
2075
2076 tmp = tmp->above;
2077 }
2078
2079 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */
2081
2082 if (mon->head)
2083 mon = mon->head;
2084
2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (player_attack_door (op, mon))
2087 return;
2088
2089 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them.
2095 */
2096
2097 /* If the creature is a pet, push it even if the player is not
2098 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive.
2100 */
2101 if ((op->type == PLAYER)
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2106#else
2107 && mon->owner == op
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 {
2111 /* If we're braced, we don't want to switch places with it */
2112 if (op->contr->braced)
2113 return;
2114
2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 push_ob (mon, dir, op);
2117 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op);
2119
2120 return;
2121 }
2122
2123 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2125 * 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
2126 * attack them either. 1974 * attack them either.
2127 */ 1975 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 1976 if ((mon->type == PLAYER || mon->enemy != op)
2129 (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])
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 1978 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 1980 && !on_battleground))
1981 {
1982 if (op->speed_left > 0.f)
2139 { 1983 {
1984 --op->speed_left;
1985
2140 if (!op->contr->braced) 1986 if (!op->contr->braced)
2141 { 1987 {
2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1988 op->play_sound (sound_find ("push_player"));
2143 push_ob (mon, dir, op); 1989 push_ob (mon, dir, op);
2144 } 1990 }
2145 else 1991 else
2146 new_draw_info (0, 0, op, "You withhold your attack"); 1992 op->statusmsg ("You withhold your attack");
2147 1993
2148 if (op->contr->tmp_invis || op->hide) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2149 make_visible (op); 1995 make_visible (op);
2150 }
2151 1996
1997 return true;
1998 }
1999 }
2152 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2153 * 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.
2154 */ 2002 */
2155 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)
2156 { 2006 {
2007 --op->speed_left;
2008
2157 recursive_roll (mon, dir, op); 2009 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2159 make_visible (op); 2011 make_visible (op);
2160 }
2161 2012
2013 return true;
2014 }
2015 }
2162 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2163 * 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
2164 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2165 * 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
2166 * 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.
2167 */ 2021 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2169 ((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)))
2170 { 2024 {
2171 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 /* If the player hasn't hit something this tick, and does
2173 * so, give them speed boost based on weapon speed. Doing
2174 * it here is better than process_players2, which basically
2175 * incurred a 1 tick offset.
2176 */
2177 if (!op->contr->has_hit)
2178 { 2026 {
2179 op->speed_left += op->speed / op->contr->weapon_sp; 2027 --op->contr->weapon_sp_left;
2180
2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2182 }
2183 2028
2184 skill_attack (mon, op, 0, 0, 0); 2029 skill_attack (mon, op, 0, 0, 0);
2185
2186 /* If attacking another player, that player gets automatic
2187 * hitback, and doesn't loose luck either.
2188 * Disable hitback on the battleground or if the target is
2189 * the wiz.
2190 */
2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2192 {
2193 short luck = mon->stats.luck;
2194
2195 mon->contr->has_hit = 1;
2196 skill_attack (op, mon, 0, 0, 0);
2197 mon->stats.luck = luck;
2198 }
2199 2030
2200 if (action_makes_visible (op)) 2031 if (action_makes_visible (op))
2201 make_visible (op); 2032 make_visible (op);
2202 }
2203 } /* if player should attack something */
2204}
2205 2033
2206int 2034 return true;
2035 }
2036 }
2037
2038 return false;
2039}
2040
2041bool
2207move_player (object *op, int dir) 2042move_player (object *op, int dir)
2208{ 2043{
2209 int pick;
2210
2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2212 return 0; 2045 return 0;
2213 2046
2214 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2215 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2216 { 2049 {
2217 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2218 return 0; 2051 return 0;
2219 } 2052 }
2220 2053
2221 /* peterm: added following line */ 2054 /* peterm: added following line */
2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2223 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2224 2057
2225 op->facing = dir; 2058 op->facing = dir;
2226 2059
2227 if (op->hide) 2060 if (op->flag [FLAG_HIDDEN])
2228 do_hidden_move (op); 2061 do_hidden_move (op);
2229 2062
2063 bool retval;
2064 int pick = 0;
2065
2230 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231 /*nop */ ; 2067 retval = RESULT_INT (0);
2232 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2233 fire (op, dir); 2069 retval = fire (op, dir);
2234 else 2070 else
2235 { 2071 {
2236 move_player_attack (op, dir); 2072 retval = move_player_attack (op, dir);
2237 pick = check_pick (op); 2073 pick = check_pick (op);
2238 } 2074 }
2239 2075
2240 /* 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
2241 * server can handle repeat firing. 2077 * server can handle repeat firing.
2248 /* Update how the player looks. Use the facing, so direction may 2084 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities 2085 * get reset to zero. This allows for full animation capabilities
2250 * for players. 2086 * for players.
2251 */ 2087 */
2252 animate_object (op, op->facing); 2088 animate_object (op, op->facing);
2253 return 0; 2089
2090 return retval;
2254} 2091}
2255 2092
2256/* 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
2257 * new client/server stuff. 2094 * new client/server stuff.
2258 * 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
2259 * the new speed values for commands. 2096 * the new speed values for commands.
2260 * 2097 *
2261 * 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.
2262 */ 2101 */
2263int 2102bool
2264handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2265{ 2104{
2266 if (QUERY_FLAG (op, FLAG_SCARED)) 2105 if (op->flag [FLAG_SCARED])
2267 { 2106 {
2268 flee_player (op); 2107 if (op->speed_left > 0.f)
2269 /* If player is still scared, that is his action for this tick */
2270 if (QUERY_FLAG (op, FLAG_SCARED))
2271 { 2108 {
2272 op->speed_left--; 2109 --op->speed_left;
2110 flee_player (op);
2111
2273 return 0; 2112 return true;
2274 } 2113 }
2114 else
2115 return false;
2275 } 2116 }
2276 2117
2277 /* 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
2278 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2120 * called, so we recheck it here.
2280 */ 2121 */
2281 if (op->contr->ns->handle_command ()) 2122 if (op->contr->ns->handle_command ())
2282 return 1; 2123 return true;
2283 2124
2284 if (op->speed_left > 0)
2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2125 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2288 /* All move commands take 1 tick, at least for now */
2289 op->speed_left--;
2290
2291 /* Instead of all the stuff below, let move_player take care
2292 * of it. Also, some of the skill stuff is only put in
2293 * there, as well as the confusion stuff.
2294 */
2295 move_player (op, op->direction); 2126 return move_player (op, op->direction);
2296 2127
2297 return op->speed_left > 0;
2298 }
2299 }
2300
2301 return 0; 2128 return false;
2302} 2129}
2303 2130
2304int 2131static int
2305save_life (object *op) 2132save_life (object *op)
2306{ 2133{
2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2134 if (!op->flag [FLAG_LIFESAVE])
2308 return 0; 2135 return 0;
2309 2136
2310 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2312 { 2139 {
2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2140 op->play_sound (sound_find ("ob_evaporate"));
2314 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));
2315 2142
2316 if (op->contr)
2317 esrv_del_item (op->contr, tmp->count);
2318
2319 tmp->destroy (); 2143 tmp->destroy ();
2320 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2321 2145
2322 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2323 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2324 2148
2325 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2326 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2327 2151
2328 op->update_stats (); 2152 op->update_stats ();
2329 return 1; 2153 return 1;
2330 } 2154 }
2331 2155
2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2333 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2334 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2335 return 0; 2159 return 0;
2336} 2160}
2337 2161
2338/* 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
2339 * 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
2340 * 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
2341 * from. 2165 * from.
2342 */ 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
2343void 2183void
2344remove_unpaid_objects (object *op, object *env) 2184object::drop_unpaid_items ()
2345{ 2185{
2346 while (op) 2186 if (!flag [FLAG_REMOVED])
2347 { 2187 ::drop_unpaid_items (inv, this);
2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2349
2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2351 {
2352 if (env->type == PLAYER)
2353 esrv_del_item (env->contr, op->count);
2354
2355 op->insert_at (env);
2356 }
2357 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env);
2359
2360 op = next;
2361 }
2362}
2363
2364/*
2365 * Returns pointer a static string containing gravestone text
2366 * Moved from apply.c to player.c - player.c is what
2367 * actually uses this function. player.c may not be quite the
2368 * best, a misc file for object actions is probably better,
2369 * but there isn't one in the server directory.
2370 */
2371char *
2372gravestone_text (object *op)
2373{
2374 static char buf2[MAX_BUF];
2375 char buf[MAX_BUF];
2376 time_t now = time (NULL);
2377
2378 strcpy (buf2, " R.I.P.\n\n");
2379 if (op->type == PLAYER)
2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2381 else
2382 sprintf (buf, "%s\n", &op->name);
2383
2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386 if (op->type == PLAYER)
2387 sprintf (buf, "who was in level %d when killed\n", op->level);
2388 else
2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390
2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2392 strcat (buf2, buf);
2393 if (op->type == PLAYER)
2394 {
2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2397 strcat (buf2, buf);
2398 }
2399
2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403
2404 return buf2;
2405} 2188}
2406 2189
2407void 2190void
2408do_some_living (object *op) 2191do_some_living (object *op)
2409{ 2192{
2410 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2411 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2412 int over_hp, over_sp, over_grace;
2413 int i;
2414 int rate_hp = 1200; 2195 int rate_hp = 1200;
2415 int rate_sp = 2500; 2196 int rate_sp = 2500;
2416 int rate_grace = 2000; 2197 int rate_grace = 2000;
2417 const int max_hp = 1; 2198 const int max_hp = 1;
2418 const int max_sp = 1; 2199 const int max_sp = 1;
2419 const int max_grace = 1; 2200 const int max_grace = 1;
2420 2201
2202#if 0
2421 if (op->contr->hidden) 2203 if (op->contr->hidden)
2422 { 2204 {
2423 op->invisible = 1000; 2205 op->invisible = 1000;
2424 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2425 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2427 */ 2209 */
2428 if (pticks & 2) 2210 if (server_tick & 2)
2429 op->invisible--; 2211 op->invisible--;
2430 } 2212 }
2213 else
2214#endif
2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2432 { 2216 {
2433 if (!op->invisible--) 2217 if (!op->invisible--)
2434 { 2218 {
2435 make_visible (op); 2219 make_visible (op);
2436 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.");
2463 { 2247 {
2464 gen_grace = op->stats.maxgrace; 2248 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2466 } 2250 }
2467 2251
2468 /* Regenerate Spell Points */ 2252 /* Regenerate Grace */
2469 if (!op->contr->golem && --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)
2470 { 2255 {
2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472 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)
2473 { 2262 {
2474 op->stats.sp++; 2263 int over_grace = temp / rate_grace;
2475 /* dms do not consume food */ 2264
2476 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (over_grace > 0)
2477 { 2266 {
2478 op->stats.food--; 2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2479 if (op->contr->digestion < 0) 2268 op->last_grace = 0;
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 } 2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2484 } 2272 }
2273 else
2274 op->last_grace = rate_grace / temp;
2485 2275
2486 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)
2487 { 2283 {
2488 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);
2489 if (over_sp > 0) 2285
2286 if (op->stats.sp < op->stats.maxsp)
2490 { 2287 {
2491 if (op->stats.sp < op->stats.maxsp) 2288 op->stats.sp++;
2289
2290 /* dms do not consume food */
2291 if (!op->flag [FLAG_WIZ])
2492 { 2292 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--; 2293 op->stats.food--;
2497 2294
2498 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))
2499 op->stats.sp = op->stats.maxsp; 2298 op->stats.food = last_food;
2500 } 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
2501 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);
2502 } 2322 }
2503 else 2323 else
2504 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);
2505 } 2325 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509 2326
2510 /* Regenerate Grace */ 2327 /* Regenerate Hit Points */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0) 2328 if (--op->last_heal < 0)
2513 {
2514 if (op->stats.grace < op->stats.maxgrace / 2)
2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2517 if (max_grace > 1)
2518 { 2329 {
2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2330 if (op->stats.hp < op->stats.maxhp)
2520 if (over_grace > 0)
2521 { 2331 {
2522 op->stats.sp += over_grace 2332 op->stats.hp++;
2523 + (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;
2524 op->last_grace = 0; 2355 op->last_heal = 0;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2525 } 2359 }
2526 else 2360 else
2527 {
2528 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529 }
2530 }
2531 else
2532 {
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 }
2535 /* wearing stuff doesn't detract from grace generation. */
2536 }
2537
2538 /* Regenerate Hit Points */
2539 if (--op->last_heal < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 {
2543 op->stats.hp++;
2544 /* dms do not consume food */
2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2546 {
2547 op->stats.food--;
2548 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion;
2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551 op->stats.food = last_food;
2552 }
2553 }
2554
2555 if (max_hp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2561 op->last_heal = 0; 2361 op->last_heal = rate_hp / temp;
2562 }
2563 else
2564 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 }
2567 }
2568 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 } 2362 }
2572 } 2363 }
2573 2364
2574 /* Digestion */ 2365 /* Digestion */
2575 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2576 { 2367 {
2577#ifdef COZY_SERVER 2368 int bonus = max (0, op->contr->digestion),
2578 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2369 penalty = max (0, -op->contr->digestion);
2579 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2580#else
2581 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2582#endif
2583 2370
2584 if (op->contr->gen_hp > 0)
2585 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);
2586 else
2587 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2588 2372
2589 /* dms do not consume food */ 2373 /* dms do not consume food */
2590 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2591 op->stats.food--; 2375 op->stats.food--;
2592 } 2376 }
2593 2377
2594 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2595 { 2379 {
2596 object *tmp, *flesh = 0; 2380 object *flesh = 0;
2597 2381
2598 for (tmp = op->inv; tmp; tmp = tmp->below) 2382 for_inv_removable (op, tmp)
2599 { 2383 {
2600 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)
2601 { 2388 {
2602 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2389 op->statusmsg ("You blindly grab for a bite of food. "
2603 { 2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2604 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2391 op->apply (tmp);
2605 manual_apply (op, tmp, 0); 2392
2606 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2607 break; 2394 break;
2608 } 2395 }
2609 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2610 flesh = tmp; 2397 flesh = tmp;
2611 } /* End if paid for object */ 2398 }
2612 } /* end of for loop */
2613 2399
2614 /* 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
2615 * eat flesh instead. 2401 * eat flesh instead.
2616 */ 2402 */
2617 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2618 { 2404 {
2619 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.>");
2620 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2621 } 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)
2622 } 2417 {
2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2623 2420
2624 while (op->stats.food < 0 && op->stats.hp >= 0) 2421 if (op->stats.hp < 0)
2625 op->stats.food++, op->stats.hp--; 2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2626 2427
2428 /* killer should be set here already */
2627 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2628 kill_player (op); 2430 kill_player (op);
2629 } 2431 }
2630} 2432}
2631 2433
2632/* 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.
2635 * file. 2437 * file.
2636 */ 2438 */
2637void 2439void
2638kill_player (object *op) 2440kill_player (object *op)
2639{ 2441{
2640 char buf[MAX_BUF];
2641 int x, y; 2442 int x, y;
2642
2643 //int i;
2644 maptile *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2645
2646 /* int z;
2647 int num_stats_lose;
2648 int lost_a_stat;
2649 int lose_this_stat;
2650 int this_stat; */
2651 int will_kill_again; 2444 int will_kill_again;
2652 archetype *at; 2445 archetype *at;
2653 object *tmp; 2446 object *tmp;
2654 2447
2655 if (save_life (op)) 2448 if (save_life (op))
2656 return; 2449 return;
2657 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 }
2658 2486
2659 /* 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
2660 * 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.
2661 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2662 */ 2490 */
2663 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2664 { 2492 {
2665 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";
2666 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2667
2668 /* restore player */
2669 at = archetype::find ("poisoning");
2670 if (object *tmp = present_arch_in_ob (at, op))
2671 {
2672 tmp->destroy ();
2673 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2674 }
2675
2676 at = archetype::find ("confusion");
2677 if (object *tmp = present_arch_in_ob (at, op))
2678 {
2679 tmp->destroy ();
2680 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2681 }
2682
2683 cure_disease (op, 0); /* remove any disease */
2684 op->stats.hp = op->stats.maxhp;
2685 if (op->stats.food <= 0)
2686 op->stats.food = 999;
2687 2494
2688 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2689 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2690 { 2497
2691 sprintf (buf, "%s's finger", &op->name); 2498 tmp->name = format ("%s's finger" , &op->name);
2692 tmp->name = buf; 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2693 sprintf (buf, " This finger has been cut off %s\n" 2500 tmp->msg = format (
2694 " 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",
2695 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2502 &op->name, op->contr->title,
2696 tmp->msg = buf; 2503 (int)op->level,
2504 op->contr->killer_name ()
2505 );
2697 tmp->value = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2698 tmp->materialname = "organics"; 2507 tmp->material = name_to_material (shstr_organic);
2699 tmp->insert_at (op, tmp); 2508 tmp->insert_at (op, tmp);
2700 }
2701 2509
2702 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2703 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2704 op->contr->braced = 0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2705 return; 2515 return;
2706 } 2516 }
2707 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2708 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2709 2522
2710 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2711 2524
2712 if (op->stats.food < 0) 2525 op->contr->play_sound (sound_find ("player_dies"));
2713 {
2714 sprintf (buf, "%s starved to death.", &op->name);
2715 strcpy (op->contr->killer, "starvation");
2716 }
2717 else
2718 sprintf (buf, "%s died.", &op->name);
2719
2720 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2721 2526
2722 /* save the map location for corpse, gravestone */ 2527 /* save the map location for corpse, gravestone */
2723 x = op->x; 2528 x = op->x;
2724 y = op->y; 2529 y = op->y;
2725 map = op->map; 2530 map = op->map;
2753 2558
2754 lost_a_stat = 0; 2559 lost_a_stat = 0;
2755 2560
2756 for (z = 0; z < num_stats_lose; z++) 2561 for (z = 0; z < num_stats_lose; z++)
2757 { 2562 {
2758 i = RANDOM () % NUM_STATS; 2563 i = rndm (NUM_STATS);
2759 2564
2760 if (settings.stat_loss_on_death) 2565 if (settings.stat_loss_on_death)
2761 { 2566 {
2762 /* 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
2763 * what he lost. 2568 * what he lost.
2770 lost_a_stat = 1; 2575 lost_a_stat = 1;
2771 } 2576 }
2772 else 2577 else
2773 { 2578 {
2774 /* deplete a stat */ 2579 /* deplete a stat */
2775 archetype *deparch = archetype::find ("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2776 object *dep; 2581 object *dep;
2777 2582
2778 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2779 if (!dep) 2584 if (!dep)
2780 { 2585 {
2781 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2782 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2783 } 2588 }
2784 lose_this_stat = 1; 2589 lose_this_stat = 1;
2785 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2786 { 2591 {
2798 2603
2799 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2800 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2801 { 2606 {
2802 lose_this_stat = 0; 2607 lose_this_stat = 0;
2803 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2804 retain the stat. */ 2609 retain the stat. */
2805 } 2610 }
2806 else 2611 else
2807 { 2612 {
2808 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)
2814 } 2619 }
2815 } 2620 }
2816 2621
2817 if (lose_this_stat) 2622 if (lose_this_stat)
2818 { 2623 {
2819 this_stat = get_attr_value (&(dep->stats), i); 2624 this_stat = get_attr_value (&dep->stats, i);
2820 /* We could try to do something clever like find another 2625 /* We could try to do something clever like find another
2821 * stat to reduce if this fails. But chances are, if 2626 * stat to reduce if this fails. But chances are, if
2822 * stats have been depleted to -50, all are pretty low 2627 * stats have been depleted to -50, all are pretty low
2823 * 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
2824 * difference. 2629 * difference.
2825 */ 2630 */
2826 if (this_stat >= -50) 2631 if (this_stat >= -50)
2827 { 2632 {
2828 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2829 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2830 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2831 op->update_stats (); 2636 op->update_stats ();
2832 lost_a_stat = 1; 2637 lost_a_stat = 1;
2833 } 2638 }
2834 } 2639 }
2835 } 2640 }
2836 } 2641 }
2642
2837 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
2838 if (!lost_a_stat) 2644 if (!lost_a_stat)
2839 { 2645 {
2840 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
2841 Should I be using something else? GD */ 2647 Should I be using something else? GD */
2842 const char *god = determine_god (op); 2648 shstr_tmp god = determine_god (op);
2843 2649
2844 if (god && (strcmp (god, "none"))) 2650 if (god != shstr_none)
2845 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";
2846 else 2652 else
2847 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";
2848 } 2654 }
2849#else 2655#else
2850 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.";
2851#endif 2657#endif
2852 2658
2853 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2854 * exp loss on the stone. 2660 * exp loss on the stone.
2855 */ 2661 */
2856 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2857 sprintf (buf, "%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2858 tmp->name = buf; 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2859 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",
2860 tmp->name_pl = buf; 2666 &op->name, op->contr->title, op->contr->killer_name ());
2861 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);
2862 tmp->msg = buf;
2863 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2864 insert_ob_in_map (tmp, op->map, NULL, 0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2865 2669
2866 /**************************************/ 2670 /**************************************/
2867 /* */ 2671 /* */
2868 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2869 /* if we died cause of food, give us */
2870 /* food, and reset HP's... */
2871 /* */ 2673 /* */
2872 /**************************************/ 2674 /**************************************/
2873 2675
2874 /* remove any poisoning and confusion the character may be suffering. */
2875 /* restore player */
2876 at = archetype::find ("poisoning");
2877 tmp = present_arch_in_ob (at, op);
2878
2879 if (tmp)
2880 {
2881 tmp->destroy ();
2882 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2883 }
2884
2885 at = archetype::find ("confusion");
2886 tmp = present_arch_in_ob (at, op);
2887 if (tmp)
2888 {
2889 tmp->destroy ();
2890 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2891 }
2892
2893 cure_disease (op, 0); /* remove any disease */
2894
2895 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2896 apply_death_exp_penalty (op); 2677 apply_death_exp_penalty (op);
2897 if (op->stats.food < 100)
2898 op->stats.food = 900;
2899 op->stats.hp = op->stats.maxhp;
2900 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2901 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2902 2678
2903 /* 2679 /*
2904 * Check to see if the player has any unpaid items. If so, remove them 2680 * Check to see if the player has any unpaid items. If so, remove them
2905 * and put them back in the map. 2681 * and put them back in the map.
2906 */ 2682 */
2907 remove_unpaid_objects (op->inv, op); 2683 op->drop_unpaid_items ();
2908 2684
2909 /****************************************/ 2685 /****************************************/
2910 /* */ 2686 /* */
2911 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
2912 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
2930 if (will_kill_again) 2706 if (will_kill_again)
2931 { 2707 {
2932 object *force; 2708 object *force;
2933 int at; 2709 int at;
2934 2710
2935 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2936 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2937 force->speed = 0.1;
2938 force->speed_left = -5.0; 2713 force->speed_left = -5.f;
2939 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2940 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
2941 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2942 force->resist[at] = 100; 2719 force->resist[at] = 100;
2943 2720
2944 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
2945 op->update_stats (); 2722 op->update_stats ();
2946
2947 } 2723 }
2948 2724
2949 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2950} 2726}
2951 2727
2952void 2728static void
2953loot_object (object *op) 2729loot_object (object *op)
2954{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2955 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2956 2732
2957 op->close_container (); /* close open sack first */ 2733 op->close_container (); /* close open sack first */
2958 2734
2959 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2960 { 2736 {
2967 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2968 2744
2969 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
2970 loot_object (tmp); /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
2971 2747
2972 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))))
2973 { 2749 {
2974 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
2975 { 2751 {
2976 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2977 tmp2->destroy ();
2978 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2979 } 2754 }
2980 else 2755 else
2981 tmp->destroy (); 2756 tmp->destroy ();
2982 } 2757 }
2989 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
2990 * 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
2991 * was changed. 2766 * was changed.
2992 */ 2767 */
2993void 2768void
2994fix_weight (void) 2769fix_weight ()
2995{ 2770{
2996 for_all_players (pl) 2771 for_all_players (pl)
2997 { 2772 {
2998 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2773 weight_t old = pl->ob->carrying;
2999 2774
3000 if (old == sum) 2775 pl->ob->update_weight ();
3001 continue; 2776
2777 if (old != pl->ob->carrying)
2778 {
3002 pl->ob->update_stats (); 2779 pl->ob->update_stats ();
3003 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 }
3004 } 2782 }
3005} 2783}
3006 2784
3007void 2785void
3008fix_luck (void) 2786fix_luck ()
3009{ 2787{
3010 for_all_players (pl) 2788 for_all_players (pl)
3011 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
3012 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
3013} 2791}
3050} 2828}
3051 2829
3052void 2830void
3053make_visible (object *op) 2831make_visible (object *op)
3054{ 2832{
3055 op->hide = 0; 2833 op->flag [FLAG_HIDDEN] = 0;
3056 op->invisible = 0; 2834 op->invisible = 0;
2835
3057 if (op->type == PLAYER) 2836 if (op->type == PLAYER)
3058 { 2837 {
3059 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3060 op->contr->invis_race = 0; 2839 op->contr->invis_race = 0;
3061 } 2840 }
3064} 2843}
3065 2844
3066int 2845int
3067is_true_undead (object *op) 2846is_true_undead (object *op)
3068{ 2847{
3069 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2848 if (op->arch->flag [FLAG_UNDEAD])
3070 return 1; 2849 return 1;
3071 2850
3072 return 0; 2851 return 0;
3073} 2852}
3074 2853
3075/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3076 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3077 * indicate greater hideability. 2856 * indicate greater hideability.
3078 */ 2857 */
3079
3080int 2858int
3081hideability (object *ob) 2859hideability (object *ob)
3082{ 2860{
3083 int i, level = 0, mflag; 2861 int i, level = 0, mflag;
3084 sint16 x, y; 2862 sint16 x, y;
3085 2863
3086 if (!ob || !ob->map) 2864 if (!ob || !ob->map)
3087 return 0; 2865 return 0;
3088 2866
3089 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3090 level = ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3091 2869
3092 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3093 * 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
3094 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3095 if (has_carried_lights (ob)) 2873 if (ob->has_carried_lights ())
3096 level = -(10 + (2 * ob->map->darkness)); 2874 level = -(10 + (2 * ob->map->darklevel ()));
3097 2875
3098 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3099 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))
3100 { 2880 {
3101 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3102 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
3103 {
3104 continue; 2883 continue;
3105 } 2884
3106 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3107 level += 2; 2886 level += 2;
3108 else /* open terrain! */ 2887 else /* open terrain! */
3109 level -= 1; 2888 level -= 1;
3110 } 2889 }
3118/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3119 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3120 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3121 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3122 */ 2901 */
3123
3124void 2902void
3125do_hidden_move (object *op) 2903do_hidden_move (object *op)
3126{ 2904{
3127 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2905 int hide = 0;
3128 object *skop;
3129 2906
3130 if (!op || !op->map) 2907 if (!op || !op->map)
3131 return; 2908 return;
3132 2909
3133 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);
3134 2912
3135 /* 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! */
3136 if (op->type == PLAYER && op->contr->run_on) 2914 if (op->type == PLAYER && op->contr->run_on)
3137 if (!skop || num >= skop->level) 2915 if (!skop || num >= skop->level)
3138 { 2916 {
3148 num -= hide; 2926 num -= hide;
3149 2927
3150 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3151 { 2929 {
3152 make_visible (op); 2930 make_visible (op);
2931
3153 if (op->type == PLAYER) 2932 if (op->type == PLAYER)
3154 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!");
3155 } 2934 }
3156 else if (op->type == PLAYER && skop) 2935 else if (op->type == PLAYER && skop)
3157 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);
3172 2951
3173 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3174 player = 1; 2953 player = 1;
3175 2954
3176 else 2955 else
3177 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3178 2957
3179 /* search adjacent squares */ 2958 /* search adjacent squares */
3180 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3181 { 2960 {
3182 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3183 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3184 m = who->map; 2963 m = who->map;
3185 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3186 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3187 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3188 */ 2967 */
3191 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)))
3192 continue; 2971 continue;
3193 2972
3194 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)
3195 { 2974 {
3196 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])
3197 return 1; 2976 return 1;
3198 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3199 {
3200 /*don't let a hidden DM prevent you from hiding */
3201 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3202 return 1; 2978 return 1;
3203 }
3204 } 2979 }
3205 } 2980 }
3206 return 0; 2981 return 0;
3207} 2982}
3208 2983
3209/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3210 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3211 * 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
3212 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3213 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3214 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3215 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3216 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3217 * imply the way your head, or body is facing? Its possible 2992 * imply the way your head, or body is facing? It's possible
3218 * 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.
3219 * -b.t. 2994 * -b.t.
3220 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3221 */ 2996 */
3222
3223int 2997int
3224player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3225{ 2999{
3226 rv_vector rv; 3000 rv_vector rv;
3227 int dx, dy; 3001 int dx, dy;
3239 3013
3240 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3241 3015
3242 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3243 * through the object and find if it has any 3017 * through the object and find if it has any
3244 * part that is in the los array but isnt on 3018 * part that is in the los array but isn't on
3245 * a blocked los square. 3019 * a blocked los square.
3246 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3247 */ 3021 */
3248 while (op) 3022 while (op)
3249 { 3023 {
3250 dx = rv.distance_x + op->arch->clone.x; 3024 dx = rv.distance_x + op->arch->x;
3251 dy = rv.distance_y + op->arch->clone.y; 3025 dy = rv.distance_y + op->arch->y;
3252 3026
3253 /* only the viewable area the player sees is updated by LOS 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3254 * code, so we need to restrict ourselves to that range of values
3255 * for any meaningful values.
3256 */
3257 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3258 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3259 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3260 return 1; 3028 return 1;
3029
3261 op = op->more; 3030 op = op->more;
3262 } 3031 }
3263 return 0;
3264}
3265 3032
3266/* routine for both players and monsters. We call this when
3267 * there is a possibility for our action distrubing our hiding
3268 * place or invisiblity spell. Artefact invisiblity is not
3269 * effected by this. If we arent invisible to begin with, we
3270 * return 0.
3271 */
3272int
3273action_makes_visible (object *op)
3274{
3275
3276 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3277 {
3278 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3279 return 0;
3280
3281 if (op->contr && op->contr->tmp_invis == 0)
3282 return 0;
3283
3284 /* If monsters, they should become visible */
3285 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3286 {
3287 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3288 return 1;
3289 }
3290 }
3291 return 0; 3033 return 0;
3292} 3034}
3293 3035
3294/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3295 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3300 * 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
3301 */ 3043 */
3302int 3044int
3303op_on_battleground (object *op, int *x, int *y) 3045op_on_battleground (object *op, int *x, int *y)
3304{ 3046{
3305 object *tmp;
3306
3307 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3308 * 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),
3309 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3310 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3311 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3312 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3313 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3314 { 3054 {
3315 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3316 { 3056 {
3317 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3057 if (tmp->flag [FLAG_NO_PICK]
3318 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))
3319 { 3061 {
3320 /*before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3321 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))
3322 {
3323 object *invtmp;
3324
3325 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)
3326 { 3066 {
3327 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3328 {
3329 if (x != NULL && y != NULL) 3067 if (x && y)
3330 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3331 return 1; 3070 return 1;
3332 }
3333 } 3071 }
3334 } 3072
3335 if (x != NULL && y != NULL) 3073 if (x && y)
3336 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3337 return 1; 3076 return 1;
3338 } 3077 }
3339 } 3078 }
3340 } 3079 }
3080
3341 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3342 return 0; 3082 return 0;
3343} 3083}
3344 3084
3345/* 3085/*
3361 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3362 int i = 0, j = 0; 3102 int i = 0, j = 0;
3363 3103
3364 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3365 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3366 trlist = treasurelist::find ("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3367 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3368 trlist = treasurelist::find ("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3369 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3370 trlist = treasurelist::find ("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3371 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3372 trlist = treasurelist::find ("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3373 3113
3374 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3375 return; 3115 return;
3376 3116
3377 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++);
3381 /* 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]); */
3382 return; 3122 return;
3383 } 3123 }
3384 3124
3385 /* everything seems okay - now bring on the gift: */ 3125 /* everything seems okay - now bring on the gift: */
3386 item = &(tr->item->clone); 3126 item = tr->item;
3387 3127
3388 if (item->type == SPELL) 3128 if (item->type == SPELL)
3389 { 3129 {
3390 if (check_spell_known (who, item->name)) 3130 if (check_spell_known (who, item->name))
3391 return; 3131 return;
3450 { 3190 {
3451 /* forces in the treasurelist can alter the player's stats */ 3191 /* forces in the treasurelist can alter the player's stats */
3452 object *skin; 3192 object *skin;
3453 3193
3454 /* first get the dragon skin force */ 3194 /* first get the dragon skin force */
3455 shstr_cmp dragon_skin_force ("dragon_skin_force");
3456 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)
3457 ; 3196 ;
3458 3197
3459 if (!skin) 3198 if (!skin)
3460 return; 3199 return;
3461 3200
3475 else 3214 else
3476 j = 1; 3215 j = 1;
3477 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3478 } 3217 }
3479 } 3218 }
3219
3480 strcat (buf, "."); 3220 strcat (buf, ".");
3481 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3482 } 3222 }
3483 3223
3484 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3485 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3486 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3487 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3488 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3489 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3490 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3491 3231
3492 /* print message if there is one */ 3232 /* print message if there is one */
3493 if (item->msg != NULL) 3233 if (item->msg != NULL)
3494 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3495 } 3235 }
3496 else 3236 else
3497 { 3237 {
3498 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3499 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3500 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));
3501 tmp = insert_ob_in_ob (tmp, who); 3241 who->insert (tmp);
3502 if (who->type == PLAYER)
3503 esrv_send_item (who, tmp);
3504 } 3242 }
3505} 3243}
3506 3244
3507/** 3245//-GPL
3508 * Unready an object for a player. This function does nothing if the object was
3509 * not readied.
3510 */
3511void
3512player_unready_range_ob (player *pl, object *ob)
3513{
3514 if (pl->ob->current_weapon == ob)
3515 pl->ob->current_weapon = 0;
3516
3517 if (pl->combat_ob == ob)
3518 pl->combat_ob = 0;
3519
3520 if (pl->ranged_ob == ob)
3521 pl->ranged_ob = 0;
3522}
3523 3246
3524sint8 3247sint8
3525player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3526{ 3249{
3527 if (!ns) 3250 if (!ns)
3528 return 0; 3251 return LOS_BLOCKED;
3529 3252
3530 int dx, dy; 3253 int dx, dy;
3531 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)
3532 return 0; 3286 return;
3533 3287
3534 x += dx - ns->current_x + ns->mapx / 2; 3288 va_list ap;
3535 y += dy - ns->current_y + ns->mapy / 2; 3289 va_start (ap, format);
3536 3290 contr->failmsg (vformat (format, ap));
3537 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3291 va_end (ap);
3538 return 0;
3539
3540 return 100 - blocked_los [x][y];
3541} 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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