ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.93 by root, Mon Jan 8 14:11:05 2007 UTC vs.
Revision 1.301 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
26//+GPL
27
28#include <algorithm>
29#include <functional>
30
25#include <global.h> 31#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 32#include <sproto.h>
28#include <sounds.h> 33#include <sounds.h>
29#include <living.h> 34#include <living.h>
30#include <object.h> 35#include <object.h>
31#include <spells.h> 36#include <spells.h>
32#include <skills.h> 37#include <skills.h>
33 38
34#include <algorithm>
35#include <functional>
36
37playervec players; 39playervec players;
38
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152 40
153/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
154static void 42static void
155set_first_map (object *op) 43set_first_map (object *op)
156{ 44{
157 op->contr->maplevel = first_map_path; 45 op->contr->maplevel = first_map_path;
158 op->x = -1; 46 op->x = -1;
159 op->y = -1; 47 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 48}
174 49
175void 50void
176player::activate () 51player::activate ()
177{ 52{
180 55
181 players.insert (this); 56 players.insert (this);
182 ob->remove (); 57 ob->remove ();
183 ob->map = 0; 58 ob->map = 0;
184 ob->activate_recursive (); 59 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 60 ob->clr_flag (FLAG_FRIENDLY);
186 add_friendly_object (ob); 61 add_friendly_object (ob);
187 enter_map ();
188} 62}
189 63
190void 64void
191player::deactivate () 65player::deactivate ()
192{ 66{
194 return; 68 return;
195 69
196 terminate_all_pets (ob); 70 terminate_all_pets (ob);
197 remove_friendly_object (ob); 71 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 72 ob->deactivate_recursive ();
73
74 if (ob->map)
75 maplevel = ob->map->path;
76
199 ob->remove (); 77 ob->remove ();
78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 79 ob->map = 0;
201 80 party = 0;
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204 81
205 players.erase (this); 82 players.erase (this);
206} 83}
207 84
208// connect the player with a specific client 85// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 86// also changes, rationalises, and fixes some incorrect settings
210void 87void
211player::connect (client *ns) 88player::connect (client *ns)
212{ 89{
213 this->ns = ns; 90 this->ns = ns;
214 ns->pl = this; 91 ns->pl = this;
215 92
93 run_on = 0;
94 fire_on = 0;
95 ob->close_container (); //TODO: client-specific
96
216 ns->update_look = 0; 97 ns->update_look = 0;
217 ns->look_position = 0; 98 ns->look_position = 0;
218 99
219 clear_los (ob); 100 clear_los ();
220 101
221//TODO: must move into client 102 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 103
248 /* make sure he's a player -- needed because of class change. */ 104 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 105 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 106 ob->race = ob->arch->race;
251 107
252 if (!legal_range (ob, shoottype)) 108 ob->update_weight ();
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob); 109 link_skills ();
257 110
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259
260 assign (title, ob->arch->clone.name); 111 assign (title, ob->arch->object::name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271 112
272 /* if it's a dragon player, set the correct title here */ 113 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 114 if (ob->is_dragon ())
274 { 115 {
275 object *tmp, *abil = 0, *skin = 0; 116 object *tmp, *abil = 0, *skin = 0;
276
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279 117
280 for (tmp = ob->inv; tmp; tmp = tmp->below) 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE) 119 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force) 120 if (tmp->arch->archname == shstr_dragon_ability_force)
283 abil = tmp; 121 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force) 122 else if (tmp->arch->archname == shstr_dragon_skin_force)
285 skin = tmp; 123 skin = tmp;
286 124
287 set_dragon_name (ob, abil, skin); 125 set_dragon_name (ob, abil, skin);
288 } 126 }
289 127
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291 129
292 esrv_new_player (this, ob->weight + ob->carrying); 130 esrv_new_player (this);
131
132 ob->flag [FLAG_READY_WEAPON] = false;
133 ob->flag [FLAG_READY_SKILL] = false;
134 ob->flag [FLAG_READY_RANGE] = false;
135 ob->flag [FLAG_READY_BOW] = false;
293 136
294 ob->update_stats (); 137 ob->update_stats ();
138
295 ns->floorbox_update (); 139 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob); 140 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0); 141 esrv_add_spells (this, 0);
299 142
300 activate (); 143 activate ();
301 144
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
308} 147}
309 148
310void 149void
311player::disconnect () 150player::disconnect ()
312{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
313 if (ns) 158 if (ns)
314 { 159 {
315 if (active) 160 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 162
318 INVOKE_PLAYER (DISCONNECT, this); 163 INVOKE_PLAYER (DISCONNECT, this);
319 164
165 ns->reset_stats ();
320 ns->pl = 0; 166 ns->pl = 0;
321 this->ns = 0; 167 ns = 0;
322 } 168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
323 173
324 deactivate (); 174 deactivate ();
325} 175}
176
177//-GPL
326 178
327// the need for this function can be explained 179// the need for this function can be explained
328// by load_object not returning the object 180// by load_object not returning the object
329void 181void
330player::set_object (object *op) 182player::set_object (object *op)
331{ 183{
332 ob = op; 184 ob = observe = viewpoint = op;
333 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
334 186
187 ob->speed = 1.0f; // object still inactive, keep it that way
335 ob->speed_left = 0.5; 188 ob->speed_left = 0.5f;
336 ob->speed = 1.0; 189
337 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342} 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
343 208
344player::player () 209player::player ()
345{ 210{
346 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 212 * we deal with that below this point.
348 */ 213 */
349 outputs_sync = 16; /* Every 2 seconds */ 214 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 215 outputs_count = 4;
351 unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
352 217
353 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
354 219
355 gen_sp_armour = 10; 220 gen_sp_armour = 10;
356 last_speed = -1;
357 shoottype = range_none;
358 bowtype = bow_normal; 221 bowtype = bow_normal;
359 petmode = pet_normal; 222 petmode = pet_normal;
360 listening = 10;
361 usekeys = containers; 223 usekeys = containers;
362 last_weapon_sp = -1;
363 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
364 do_los = 1; 225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
365} 229}
366 230
367void 231void
368player::do_destroy () 232player::do_destroy ()
369{ 233{
371 235
372 attachable::do_destroy (); 236 attachable::do_destroy ();
373 237
374 if (ob) 238 if (ob)
375 { 239 {
376 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;
377 ob->destroy (); 243 ob->destroy ();
378 } 244 }
245
246 ob = observe = viewpoint = 0;
379} 247}
380 248
381player::~player () 249player::~player ()
382{ 250{
383 /* Clear item stack */ 251 /* Clear item stack */
384 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 }
385} 281}
386 282
387/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
388 * 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
389 * mode. 285 * mode.
391player * 287player *
392player::create () 288player::create ()
393{ 289{
394 player *pl = new player; 290 player *pl = new player;
395 291
396 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
293
294 pl->ob->roll_stats ();
295 pl->ob->stats.wc = 2;
296 pl->ob->run_away = 25; /* Then we panick... */
297
397 set_first_map (pl->ob); 298 set_first_map (pl->ob);
398 299
399 return pl; 300 return pl;
400}
401
402/*
403 * get_player_archetype() return next player archetype from archetype
404 * list. Not very efficient routine, but used only creating new players.
405 * Note: there MUST be at least one player archetype!
406 */
407archetype *
408get_player_archetype (archetype *at)
409{
410 archetype *start = at;
411
412 for (;;)
413 {
414 if (at == NULL || at->next == NULL)
415 at = first_archetype;
416 else
417 at = at->next;
418
419 if (at->clone.type == PLAYER)
420 return at;
421
422 if (at == start)
423 {
424 LOG (llevError, "No Player archetypes\n");
425 exit (-1);
426 }
427 }
428} 301}
429 302
430object * 303object *
431get_nearest_player (object *mon) 304get_nearest_player (object *mon)
432{ 305{
435 unsigned lastdist; 308 unsigned lastdist;
436 rv_vector rv; 309 rv_vector rv;
437 310
438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
439 { 312 {
440 /* We should not find free objects on this friendly list, but it
441 * does periodically happen. Given that, lets deal with it.
442 * While unlikely, it is possible the next object on the friendly
443 * list is also free, so encapsulate this in a while loop.
444 */
445 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
446 {
447 object *tmp = ol->ob;
448
449 /* Can't do much more other than log the fact, because the object
450 * itself will have been cleared.
451 */
452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
454 ol = ol->next;
455 remove_friendly_object (tmp);
456 if (!ol)
457 return op;
458 }
459
460 /* Remove special check for player from this. First, it looks to cause
461 * some crashes (ol->ob->contr not set properly?), but secondly, a more
462 * complicated method of state checking would be needed in any case -
463 * as it was, a clever player could type quit, and the function would
464 * skip them over while waiting for confirmation. Remove
465 * on_same_map check, as can_detect_enemy also does this
466 */
467 if (!can_detect_enemy (mon, ol->ob, &rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
468 continue; 314 continue;
469 315
470 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
471 { 317 {
487#endif 333#endif
488 return op; 334 return op;
489} 335}
490 336
491/* 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
492 * 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
493 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
494 * 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
495 * the deviation is 341 * the deviation is
496 */ 342 */
497#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
533 */ 379 */
534int 380int
535path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
536{ 382{
537 rv_vector rv; 383 rv_vector rv;
538 sint16 x, y;
539 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;
540 maptile *m, *lastmap;
541 385
542 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
543 387
544 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
545 return 0; 389 return 0;
546 390
547 x = mon->x; 391 mapxy pos (mon);
548 y = mon->y;
549 m = mon->map;
550 dir = rv.direction; 392 dir = rv.direction;
551 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 */
552 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
395
553 /* 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. */
554 if (diff > max) 397 if (diff > max)
555 return 0; 398 return 0;
399
556 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
557 { 401 {
558 lastx = x; 402 mapxy lastpos = pos;
559 lasty = y;
560 lastmap = m;
561 x = lastx + freearr_x[dir];
562 y = lasty + freearr_y[dir];
563 403
564 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
565 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
566 405
567 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
568 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
569 && (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)))
570 { 410 {
571 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
572 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
573 */ 413 */
574 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
575 if (rv.direction != dir) 415 if (rv.direction != dir)
576 { 416 {
577 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
578 * the values so it will try again. 418 * the values so it will try again.
579 */ 419 */
580 x = lastx;
581 y = lasty;
582 m = lastmap; 420 pos = lastpos;
583 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
584 } 422 }
585 else 423 else
586 { 424 {
587 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
588 * either the left or right. 426 * either the left or right.
589 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
590 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
591 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
592 * 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
593 * stepping back and forth 431 * stepping back and forth
594 */ 432 */
595 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
596 { 434 {
597 if (i == 0) 435 if (i == 0)
598 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
599 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
600 * since the direction that the creature should move in 439 * since the direction that the creature should move in
601 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
602 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
603 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
605 * 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
606 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
607 * the last direction the creature has successfully 446 * the last direction the creature has successfully
608 * moved. 447 * moved.
609 */ 448 */
610
611 x = lastx + freearr_x[absdir (lastdir + i)];
612 y = lasty + freearr_y[absdir (lastdir + i)];
613 m = lastmap; 449 pos = lastpos;
614 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
615 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
616 continue; 453 continue;
617 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
618 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
619 continue; 458 continue;
620 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
621 continue; 461 continue;
622 462
623 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
624 break; 464 break;
625 } 465 }
466
626 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
627 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
628 */ 469 */
629 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
630 return 0; 471 return 0;
472
631 diff--; 473 diff--;
632 lastdir = dir; 474 lastdir = dir;
633 max--; 475 max--;
634 if (!firstdir) 476 if (!firstdir)
635 firstdir = dir + i; 477 firstdir = dir + i;
639 { 481 {
640 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
641 diff--; 483 diff--;
642 max--; 484 max--;
643 lastdir = dir; 485 lastdir = dir;
486
644 if (!firstdir) 487 if (!firstdir)
645 firstdir = dir; 488 firstdir = dir;
646 } 489 }
490
647 if (diff <= 1) 491 if (diff <= 1)
648 { 492 {
649 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
650 * headed toward player for entire distance. 494 * headed toward player for entire distance.
651 */ 495 */
652 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
653 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
654 } 498 }
499
655 if (diff > max) 500 if (diff > max)
656 return 0; 501 return 0;
657 } 502 }
503
658 /* If we reached the max, didn't find a direction in time */ 504 /* If we reached the max, didn't find a direction in time */
659 if (!max) 505 if (!max)
660 return 0; 506 return 0;
661 507
662 return firstdir; 508 return firstdir;
663} 509}
664 510
665void 511void
666give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
667{ 513{
668 object *op, *next = NULL;
669
670 if (pl->randomitems != NULL) 514 if (pl->randomitems)
671 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
672 516
673 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
674 { 518 {
675 next = op->below; 519 next = op->below;
676 520
677 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
678 * 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
679 */ 523 */
680 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
681 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
682 526
683 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
684 * by this player due to race restrictions 528 * by this player due to race restrictions
685 */ 529 */
686 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
687 { 531 {
688 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
689 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
690 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
691 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
692 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))
693 { 539 {
694 op->destroy (); 540 op->destroy ();
695 continue; 541 continue;
696 } 542 }
697 } 543 }
698 544
699 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
700 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
701 * have a good idea what to replace it with (need something like 547 * generated by multiple treasurelists specifying the same skills.
702 * a first level treasurelist for each skill.)
703 * remove duplicate skills also
704 */ 548 */
705 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
706 { 550 {
707 object *tmp;
708
709 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
710 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
711 break;
712
713 if (tmp)
714 { 553 {
715 op->destroy (); 554 op->destroy ();
716 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 555 break;
717 continue;
718 } 556 }
719 557
720 if (op->nrof > 1) 558 if (op->nrof > 1)
721 op->nrof = 1; 559 op->nrof = 1;
722 } 560 }
723 561
724 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
725 { 563 op->inv->clr_flag (FLAG_STARTEQUIP);
726 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
727 }
728 564
729 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
730 * 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
731 * merged properly. 567 * merged properly.
732 */ 568 */
733 if (need_identify (op)) 569 if (op->need_identify ())
734 {
735 SET_FLAG (op, FLAG_IDENTIFIED);
736 CLEAR_FLAG (op, FLAG_CURSED);
737 CLEAR_FLAG (op, FLAG_DAMNED);
738 } 570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
739 if (op->type == SPELL) 576 if (op->type == SPELL)
740 { 577 {
741 op->destroy (); 578 op->destroy ();
742 continue; 579 continue;
743 } 580 }
744 else if (op->type == SKILL) 581 else if (op->type == SKILL)
745 { 582 {
746 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
747 op->stats.exp = 0; 584 op->stats.exp = 0;
748 op->level = 1; 585 op->level = 1;
749 } 586 }
750 /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
751 else 588 op->set_flag (FLAG_INV_LOCKED);
752 SET_FLAG (op, FLAG_INV_LOCKED);
753 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
754 590
755 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
756 link_player_skills (pl); 592 pl->contr->link_skills ();
757} 593}
758 594
759void 595void
760get_party_password (object *op, partylist *party) 596get_party_password (object *op, partylist *party)
761{ 597{
771 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:");
772} 608}
773 609
774/* 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. */
775static int 611static int
776roll_stat (void) 612roll_stat ()
777{ 613{
778 int a[4], i, j, k; 614 int a[4], i, j, k;
779 615
780 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
781 a[i] = (int) RANDOM () % 6 + 1; 617 a[i] = rndm (1, 6);
782 618
783 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
784 if (a[i] < k) 620 if (a[i] < k)
785 k = a[i], j = i; 621 k = a[i], j = i;
786 622
792} 628}
793 629
794void 630void
795object::roll_stats () 631object::roll_stats ()
796{ 632{
797 int statsort [7]; 633 int statsort [NUM_STATS];
798 634
799 for (;;) 635 for (;;)
800 { 636 {
801 int sum = 0; 637 int sum = 0;
802 for (int i = 7; i--; ) 638 for (int i = NUM_STATS; i--; )
803 sum += statsort [i] = roll_stat (); 639 sum += statsort [i] = roll_stat ();
804 640
805 if (sum >= 82 && sum <= 116) 641 if (sum >= 82 && sum <= 116)
806 break; 642 break;
807 } 643 }
808 644
809 // Sort the stats so that rerolling is easier... 645 // Sort the stats so that rerolling is easier...
810 std::sort (statsort, statsort + 7, std::greater<int>()); 646 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
811 647
648 for (int i = 0; i < NUM_STATS; ++i)
812 stats.Str = statsort[0]; 649 stats.stat (i) = statsort [i];
813 stats.Dex = statsort[1];
814 stats.Con = statsort[2];
815 stats.Int = statsort[3];
816 stats.Wis = statsort[4];
817 stats.Pow = statsort[5];
818 stats.Cha = statsort[6];
819 650
820 stats.exp = 0; 651 stats.exp = 0;
821 stats.ac = 0; 652 stats.ac = 0;
822 653
823 stats.hp = stats.maxhp; 654 stats.hp = stats.maxhp;
835} 666}
836 667
837void 668void
838object::swap_stats (int a, int b) 669object::swap_stats (int a, int b)
839{ 670{
840 int tmp = get_attr_value (&contr->orig_stats, a); 671 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
841 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
842 set_attr_value (&contr->orig_stats, b, tmp);
843 672
673 for (int i = 0; i < NUM_STATS; ++i)
844 stats.Str = contr->orig_stats.Str; 674 stats.stat (i) = contr->orig_stats.stat (i);
845 stats.Dex = contr->orig_stats.Dex;
846 stats.Con = contr->orig_stats.Con;
847 stats.Int = contr->orig_stats.Int;
848 stats.Wis = contr->orig_stats.Wis;
849 stats.Pow = contr->orig_stats.Pow;
850 stats.Cha = contr->orig_stats.Cha;
851 675
852 //TODO: the following code looks so borked and should, at the very least, 676 //TODO: the following code looks so borked and should, at the very least,
853 // be merged with the similar code in roll_stats 677 // be merged with the similar code in roll_stats
854 stats.ac = 0; 678 stats.ac = 0;
855 679
874static void 698static void
875start_info (object *op) 699start_info (object *op)
876{ 700{
877 char buf[MAX_BUF]; 701 char buf[MAX_BUF];
878 702
879 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 703 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
880 new_draw_info (NDI_UNIQUE, 0, op, buf); 704 new_draw_info (NDI_UNIQUE, 0, op, buf);
881 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
882 //new_draw_info (NDI_UNIQUE, 0, op, " ");
883} 705}
884 706
885/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
886 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
887 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
888 * separate race and class; this actually changes the RACE, 710 * separate race and class; this actually changes the RACE,
889 * not the class. 711 * not the class.
890 */ 712 */
891int 713void
892key_change_class (object *op, char key) 714player::chargen_race_done ()
893{ 715{
894 int tmp_loop;
895
896 if (key == 'd' || key == 'D')
897 {
898 char buf[MAX_BUF];
899
900 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
901 esrv_new_player (op->contr, op->weight + op->carrying); 717 esrv_new_player (ob->contr);
902 718
903 treasurelist *tl = find_treasurelist ("starting_wealth"); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
904 if (tl) 720 if (tl)
905 create_treasure (tl, op, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
906 722
907 INVOKE_PLAYER (BIRTH, op->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
908 INVOKE_PLAYER (LOGIN, op->contr);
909 724
910 op->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
911 726
912 if (op->msg) 727 if (ob->msg)
913 op->msg = NULL; 728 ob->msg = 0;
914 729
915 /* We create this now because some of the unique maps will need it
916 * to save here.
917 */
918 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
919 make_path_to_file (buf);
920
921#ifdef AUTOSAVE
922 op->contr->last_save_tick = pticks;
923#endif
924 start_info (op); 730 start_info (ob);
925 CLEAR_FLAG (op, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
926 give_initial_items (op, op->randomitems); 732 give_initial_items (ob, ob->randomitems);
927 link_player_skills (op);
928 esrv_send_inventory (op, op); 733 esrv_send_inventory (ob, ob);
929 op->update_stats (); 734 ob->update_stats ();
930 735
931 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
932 * is one for this race 737 * is one for this race
933 */ 738 */
934 if (*first_map_ext_path) 739 if (*first_map_ext_path)
935 { 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
936 object *tmp;
937 char mapname[MAX_BUF];
938
939 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
940 tmp = object::create ();
941 EXIT_PATH (tmp) = mapname;
942 EXIT_X (tmp) = op->x;
943 EXIT_Y (tmp) = op->y;
944 op->enter_exit (tmp); /* we don't really care if it succeeded;
945 * if the map isn't there, then stay on the
946 * default initial map */
947 tmp->destroy ();
948 }
949 else 741 else
950 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
743}
951 744
952 return 0; 745/*
953 } 746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752static int
753allowed_class (const object *op)
754{
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
762}
954 763
764void
765player::chargen_race_next ()
766{
955 /* Following actually changes the race - this is the default command 767 /* Following actually changes the race - this is the default command
956 * if we don't match with one of the options above. 768 * if we don't match with one of the options above.
957 */ 769 */
958 770
959 tmp_loop = 0; 771 do
960 while (!tmp_loop)
961 { 772 {
962 shstr name = op->name; 773 shstr name = ob->name;
963 int x = op->x, y = op->y; 774 int x = ob->x, y = ob->y;
964 775
965 op->remove_statbonus (); 776 ob->remove_statbonus ();
966 op->remove (); 777 ob->remove ();
967 op->arch = get_player_archetype (op->arch); 778 ob->arch = get_player_archetype (ob->arch);
968 op->arch->clone.copy_to (op); 779 ob->arch->copy_to (ob);
969 op->instantiate (); 780 ob->instantiate ();
970 op->stats = op->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
971 op->name = op->name_pl = name; 782 ob->name = ob->name_pl = name;
972 op->x = x; 783 ob->x = x;
973 op->y = y; 784 ob->y = y;
974 SET_ANIMATION (op, 2); /* So player faces south */ 785 SET_ANIMATION (ob, 2); /* So player faces south */
975 insert_ob_in_map (op, op->map, op, 0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
976 assign (op->contr->title, op->arch->clone.name); 787 assign (ob->contr->title, ob->arch->object::name);
977 op->add_statbonus (); 788 ob->add_statbonus ();
978 tmp_loop = allowed_class (op);
979 } 789 }
790 while (!allowed_class (ob));
980 791
981 update_object (op, UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
982 esrv_update_item (UPD_FACE, op, op); 793 esrv_update_item (UPD_FACE, ob, ob);
983 op->update_stats (); 794 ob->update_stats ();
984 op->stats.hp = op->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
985 op->stats.sp = op->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
986 op->stats.grace = 0; 797 ob->stats.grace = 0;
987
988 if (op->msg)
989 new_draw_info (NDI_BLUE, 0, op, op->msg);
990
991 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
992 return 0;
993} 798}
994 799
995void 800static void
996flee_player (object *op) 801flee_player (object *op)
997{ 802{
998 int dir, diff; 803 int dir, diff;
999 rv_vector rv; 804 rv_vector rv;
1000 805
1001 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
1002 { 807 {
1003 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
1004 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
1005 return; 810 return;
1006 } 811 }
1007 812
1008 if (op->enemy == NULL) 813 if (!op->enemy)
1009 { 814 {
1010 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
1011 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1012 return; 817 return;
1013 } 818 }
1014 819
1015 /* 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))
1016 * op->enemy_count, it is possible that something destroys the
1017 * actual enemy, and the object is recycled.
1018 */
1019 if (op->enemy->map == NULL)
1020 { 821 {
1021 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 822 op->enemy = NULL;
1023 return; 823 op->clr_flag (FLAG_SCARED);
1024 }
1025
1026 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1027 {
1028 op->enemy = NULL;
1029 CLEAR_FLAG (op, FLAG_SCARED);
1030 return; 824 return;
1031 } 825 }
1032 826
1033 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
1034 828
1035 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
1036 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
1037 { 831 {
1038 int m = 1 - (RANDOM () & 2); 832 int m = 1 - rndm (2) * 2;
1039 833
1040 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))))
1041 return; 835 return;
1042 } 836 }
1043 837
1044 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1045 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1046 op->enemy = NULL; 840 op->enemy = NULL;
1047} 841}
1048 842
1049
1050/* 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.
1051 * 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
1052 * stop. 845 * stop.
1053 */ 846 */
1054int 847int
1055check_pick (object *op) 848check_pick (object *op)
1056{ 849{
1057 object *tmp, *next; 850 object *tmp, *next;
1058 int stop = 0; 851 int stop = 0;
1059 int j, k, wvratio; 852 int wvratio;
1060 char putstring[128], tmpstr[16];
1061 853
1062 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1063 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1064 return 1; 856 return 1;
1065 857
1066 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)
1067 862
1068 /* 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
1069 * destroyed */ 864 * destroyed */
1070 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1071 { 866 {
1072 tmp = next; 867 tmp = next;
1073 next = tmp->below; 868 next = tmp->below;
1074 869
870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
1075 if (op->destroyed ()) 876 if (op->destroyed ())
1076 return 0; 877 return 0;
1077 878
1078 if (!can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1079 continue; 880 continue;
1080 881
1081 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1082 { 883 {
1083 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1084 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1085 continue; 887 continue;
1086 } 888 }
1087 889
1088 /* 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? */
1089 if (!(op->contr->mode & PU_NEWMODE)) 950 if (op->contr->mode & PU_FOOD)
951 if (tmp->type == FOOD)
1090 { 952 {
1091 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)
1092 { 1016 {
1093 case 0: 1017 CHK_PICK_PICKUP;
1094 return 1; /* don't pick up */ 1018 continue;
1095 case 1:
1096 pick_up (op, tmp);
1097 return 1;
1098 case 2:
1099 pick_up (op, tmp);
1100 return 0;
1101 case 3:
1102 return 0; /* stop before pickup */
1103 case 4:
1104 pick_up (op, tmp);
1105 break;
1106 case 5:
1107 pick_up (op, tmp);
1108 stop = 1;
1109 break;
1110 case 6:
1111 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1112 pick_up (op, tmp);
1113 break;
1114
1115 case 7:
1116 if (tmp->type == MONEY || tmp->type == GEM)
1117 pick_up (op, tmp);
1118 break;
1119
1120 default:
1121 /* use value density */
1122 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1123 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1124 pick_up (op, tmp);
1125 } 1019 }
1126 } 1020 }
1127 else 1021
1128 { /* old model */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1129 /* NEW pickup handling */
1130 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)
1131 { 1028 {
1132 /* some debugging code to figure out item information */ 1029 CHK_PICK_PICKUP;
1133 if (tmp->name != NULL)
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139
1140 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1141 }
1142
1143 /* philosophy:
1144 * It's easy to grab an item type from a pile, as long as it's
1145 * generic. This takes no game-time. For more detailed pickups
1146 * and selections, select-items should be used. This is a
1147 * grab-as-you-run type mode that's really useful for arrows for
1148 * example.
1149 * The drawback: right now it has no frontend, so you need to
1150 * stick the bits you want into a calculator in hex mode and then
1151 * convert to decimal and then 'pickup <#>
1152 */
1153
1154 /* the first two modes are exclusive: if NOTHING we return, if
1155 * STOP then we stop. All the rest are applied sequentially,
1156 * meaning if any test passes, the item gets picked up. */
1157
1158 /* if mode is set to pick nothing up, return */
1159
1160 if (op->contr->mode & PU_NOTHING)
1161 return 1;
1162
1163 /* if mode is set to stop when encountering objects, return */
1164 /* take STOP before INHIBIT since it doesn't actually pick
1165 * anything up */
1166
1167 if (op->contr->mode & PU_STOP)
1168 return 0;
1169
1170 /* useful for going into stores and not losing your settings... */
1171 /* and for battles wher you don't want to get loaded down while
1172 * fighting */
1173 if (op->contr->mode & PU_INHIBIT)
1174 return 1;
1175
1176 /* prevent us from turning into auto-thieves :) */
1177 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1178 continue; 1030 continue;
1031 }
1179 1032
1180 /* ignore known cursed objects */ 1033 /* we don't forget dragon food */
1181 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;
1182 continue; 1038 continue;
1039 }
1183 1040
1184 /* all food and drink if desired */ 1041 /* bows and arrows. Bows are good for selling! */
1185 /* 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
1186 if (op->contr->mode & PU_FOOD) 1078 if (op->contr->mode & PU_BOOTS)
1187 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"))
1188 { 1112 {
1189 pick_up (op, tmp); 1113 CHK_PICK_PICKUP;
1190 continue; 1114 continue;
1191 } 1115 }
1116 }
1192 1117
1118 /* misc stuff that's useful */
1193 if (op->contr->mode & PU_DRINK) 1119 if (op->contr->mode & PU_KEY)
1194 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1195 { 1121 {
1196 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1197 continue; 1123 continue;
1198 } 1124 }
1199 1125
1126 /* any of the last 4 bits set means we use the ratio for value
1127 * pickups */
1200 if (op->contr->mode & PU_POTION) 1128 if (op->contr->mode & PU_RATIO)
1201 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
1202 { 1133 */
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* spellbooks, skillscrolls and normal books/scrolls */
1208 if (op->contr->mode & PU_SPELLBOOK)
1209 if (tmp->type == SPELLBOOK)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_SKILLSCROLL)
1216 if (tmp->type == SKILLSCROLL)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_READABLES)
1223 if (tmp->type == BOOK || tmp->type == SCROLL)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* wands/staves/rods/horns */
1230 if (op->contr->mode & PU_MAGIC_DEVICE)
1231 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* pick up all magical items */
1238 if (op->contr->mode & PU_MAGICAL) 1134 wvratio = op->contr->mode & PU_RATIO;
1239 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)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_VALUABLES)
1246 { 1136 {
1247 if (tmp->type == MONEY || tmp->type == GEM) 1137#if 0
1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1139 if (tmp->name != NULL)
1248 { 1140 {
1249 pick_up (op, tmp); 1141 fprintf (stderr, "%s", tmp->name);
1250 continue;
1251 } 1142 }
1252 }
1253
1254 /* rings & amulets - talismans seems to be typed AMULET */
1255 if (op->contr->mode & PU_JEWELS)
1256 if (tmp->type == RING || tmp->type == AMULET)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 /* we don't forget dragon food */
1263 if (op->contr->mode & PU_FLESH)
1264 if (tmp->type == FLESH)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 /* bows and arrows. Bows are good for selling! */
1271 if (op->contr->mode & PU_BOW)
1272 if (tmp->type == BOW)
1273 {
1274 pick_up (op, tmp);
1275 continue;
1276 }
1277
1278 if (op->contr->mode & PU_ARROW)
1279 if (tmp->type == ARROW)
1280 {
1281 pick_up (op, tmp);
1282 continue;
1283 }
1284
1285 /* all kinds of armor etc. */
1286 if (op->contr->mode & PU_ARMOUR)
1287 if (tmp->type == ARMOUR)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_HELMET)
1294 if (tmp->type == HELMET)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 if (op->contr->mode & PU_SHIELD)
1301 if (tmp->type == SHIELD)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 if (op->contr->mode & PU_BOOTS)
1308 if (tmp->type == BOOTS)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313
1314 if (op->contr->mode & PU_GLOVES)
1315 if (tmp->type == GLOVES)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320
1321 if (op->contr->mode & PU_CLOAK)
1322 if (tmp->type == CLOAK)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327
1328 /* hoping to catch throwing daggers here */
1329 if (op->contr->mode & PU_MISSILEWEAPON)
1330 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335
1336 /* careful: chairs and tables are weapons! */
1337 if (op->contr->mode & PU_ALLWEAPON)
1338 {
1339 if (tmp->type == WEAPON && tmp->name != NULL)
1340 {
1341 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1342 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347 }
1348
1349 if (tmp->type == WEAPON && tmp->name == NULL)
1350 {
1351 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1352 {
1353 pick_up (op, tmp);
1354 continue;
1355 }
1356 }
1357 }
1358
1359 /* misc stuff that's useful */
1360 if (op->contr->mode & PU_KEY)
1361 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1362 {
1363 pick_up (op, tmp);
1364 continue;
1365 }
1366
1367 /* any of the last 4 bits set means we use the ratio for value
1368 * pickups */
1369 if (op->contr->mode & PU_RATIO)
1370 {
1371 /* use value density to decide what else to grab */
1372 /* >=7 was >= op->contr->mode */
1373 /* >=7 is the old standard setting. Now we take the last 4 bits
1374 * and multiply them by 5, giving 0..15*5== 5..75 */
1375 wvratio = (op->contr->mode & PU_RATIO) * 5;
1376 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1377 {
1378 pick_up (op, tmp);
1379#if 0
1380 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1381 if (tmp->name != NULL)
1382 {
1383 fprintf (stderr, "%s", tmp->name);
1384 }
1385 else 1143 else
1386 fprintf (stderr, "%s", tmp->arch->name); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1387 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1388 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))));
1389#endif 1147#endif
1148 CHK_PICK_PICKUP;
1390 continue; 1149 continue;
1391 }
1392 } 1150 }
1393 } /* the new pickup model */ 1151 } /* the new pickup model */
1394 } 1152 }
1395 1153
1396 return !stop; 1154 return !stop;
1397} 1155}
1398 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
1399/* 1192/*
1400 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1401 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1402 * found object is returned. 1195 * found object is returned.
1403 */ 1196 */
1404object * 1197static object *
1405find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1406{ 1199{
1407 object *tmp = NULL;
1408
1409 for (op = op->inv; op; op = op->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1410 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1411 tmp = find_arrow (op, type);
1412 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);
1413 return op; 1209 return arrow;
1210 }
1211
1414 return tmp; 1212 return 0;
1415} 1213}
1416 1214
1417/* 1215/*
1418 * 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
1419 * 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
1420 * 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
1421 * 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.
1422 */ 1220 */
1423 1221static object *
1424object *
1425find_better_arrow (object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1426{ 1223{
1427 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1428 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1429 1226
1430 if (!type) 1227 if (!type)
1431 return NULL; 1228 return NULL;
1432 1229
1433 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1434 { 1231 {
1435 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1436 { 1233 {
1437 i = 0; 1234 i = 0;
1438 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1439 if (i > betterby) 1237 if (i > betterby)
1440 { 1238 {
1441 tmp = ntmp; 1239 tmp = ntmp;
1442 betterby = i; 1240 betterby = i;
1443 } 1241 }
1444 } 1242 }
1445 else if (arrow->type == ARROW && arrow->race == type) 1243 else if (arrow->type == ARROW && arrow->race == type)
1446 { 1244 {
1447 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1448 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1246 if (target->race && arrow->slaying.contains (target->race))
1449 { 1247 {
1450 if (arrow->attacktype & AT_DEATH) 1248 if (arrow->attacktype & AT_DEATH)
1451 { 1249 {
1452 *better = 100; 1250 *better = 100;
1453 return arrow; 1251 return arrow;
1461 else 1259 else
1462 { 1260 {
1463 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1464 { 1262 {
1465 attacktype = 1 << attacknum; 1263 attacktype = 1 << attacknum;
1466 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1467 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)
1468 { 1266 {
1469 tmp = arrow; 1267 tmp = arrow;
1470 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;
1471 } 1269 }
1472 } 1270 }
1271
1473 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1474 { 1273 {
1475 tmp = arrow; 1274 tmp = arrow;
1476 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1477 } 1276 }
1277
1478 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1479 { 1279 {
1480 tmp = arrow; 1280 tmp = arrow;
1481 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1482 } 1282 }
1483 } 1283 }
1484 } 1284 }
1485 } 1285 }
1286
1486 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1487 return find_arrow (op, type); 1288 return find_arrow (op, type);
1488 1289
1489 *better = betterby; 1290 *better = betterby;
1490 return tmp; 1291 return tmp;
1494 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1495 * op = the shooter 1296 * op = the shooter
1496 * type = bow->race 1297 * type = bow->race
1497 * dir = fire direction 1298 * dir = fire direction
1498 */ 1299 */
1499 1300static object *
1500object *
1501pick_arrow_target (object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1502{ 1302{
1503 object *tmp = NULL; 1303 object *tmp = NULL;
1504 maptile *m; 1304 maptile *m;
1505 int i, mflags, found, number; 1305 int i, mflags, found, number;
1506 sint16 x, y; 1306 sint16 x, y;
1518 y = op->y; 1318 y = op->y;
1519 1319
1520 /* find the first target */ 1320 /* find the first target */
1521 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1522 { 1322 {
1523 x += freearr_x[dir]; 1323 x += DIRX (dir);
1524 y += freearr_y[dir]; 1324 y += DIRY (dir);
1525 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1526 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1527 { 1328 {
1528 tmp = NULL; 1329 tmp = 0;
1529 break; 1330 break;
1530 } 1331 }
1531 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)
1532 { 1333 {
1533 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1534 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1535 */ 1336 */
1536 tmp = NULL; 1337 tmp = 0;
1537 break; 1338 break;
1538 } 1339 }
1340
1539 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1540 {
1541 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)
1542 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1543 {
1544 found++;
1545 break;
1546 }
1547 if (found)
1548 break; 1344 break;
1549 }
1550 } 1345 }
1551 if (tmp == NULL) 1346
1347 if (!tmp)
1552 return find_arrow (op, type); 1348 return find_arrow (op, type);
1553 1349
1554 if (tmp->head) 1350 if (tmp->head)
1555 tmp = tmp->head; 1351 tmp = tmp->head;
1556 1352
1557 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1558} 1354}
1559 1355
1560/* 1356/*
1561 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1562 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1563 * op is the object firing the bow. 1359 * op is the object firing the bow.
1564 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1565 * dir is the direction of fire. 1361 * dir is the direction of fire.
1566 * 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)
1569 */ 1365 */
1570int 1366int
1571fire_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)
1572{ 1368{
1573 object *left, *bow; 1369 object *left, *bow;
1574 int bowspeed, mflags; 1370 int mflags;
1575 maptile *m; 1371 maptile *m;
1576 1372
1577 if (!dir) 1373 if (!dir)
1578 { 1374 {
1579 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!");
1580 return 0; 1376 return 0;
1581 } 1377 }
1582 1378
1583 if (op->type == PLAYER) 1379 if (op->contr)
1584 bow = op->contr->ranges[range_bow]; 1380 bow = op->current_weapon;
1585 else 1381 else
1586 { 1382 {
1587 for (bow = op->inv; bow; bow = bow->below) 1383 for (bow = op->inv; bow; bow = bow->below)
1588 /* 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
1589 * 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.
1594 if (!bow) 1390 if (!bow)
1595 { 1391 {
1596 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1597 return 0; 1393 return 0;
1598 } 1394 }
1395
1396 // optimisation: move object to top so we will find it quickly again
1397 splay (bow);
1599 } 1398 }
1600 1399
1601 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1602 { 1401 {
1603 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);
1604 return 0; 1403 return 0;
1605 } 1404 }
1606
1607 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1608
1609 /* penalize ROF for bestarrow */
1610 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1611 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1612
1613 if (bowspeed < 1)
1614 bowspeed = 1;
1615 1405
1616 if (arrow == NULL) 1406 if (arrow == NULL)
1617 { 1407 {
1618 if ((arrow = find_arrow (op, bow->race)) == NULL) 1408 if ((arrow = find_arrow (op, bow->race)) == NULL)
1619 { 1409 {
1620 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1621 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);
1622 /* 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 */
1623 else 1413 else
1624 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1415
1625 return 0; 1416 return 0;
1626 } 1417 }
1627 } 1418 }
1628 1419
1629 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1420 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 } 1428 }
1638 1429
1639 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1640 if (arrow->nrof == 0) 1431 if (arrow->nrof == 0)
1641 { 1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1642 arrow->destroy (); 1434 arrow->destroy ();
1643 return 0; 1435 return 0;
1644 } 1436 }
1645 1437
1646 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1647 arrow = get_split_ob (arrow, 1); 1439 arrow = arrow->split ();
1648 if (!arrow) 1440 if (!arrow)
1649 { 1441 {
1650 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);
1651 return 0; 1443 return 0;
1652 } 1444 }
1653 1445
1654 arrow->set_owner (op); 1446 arrow->set_owner (op);
1655 arrow->skill = bow->skill; 1447 arrow->skill = bow->skill;
1656 arrow->direction = dir; 1448 arrow->direction = dir;
1657 1449
1450 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1451 arrow->stats.hp = arrow->stats.dam;
1452 arrow->stats.grace = arrow->attacktype;
1453 arrow->custom_name = arrow->slaying;
1454
1455#if 0
1456 if (player *pl = op->contr)
1457 {
1458 float speed = pl->weapon_sp;
1459
1460 /* penalize ROF for bestarrow */
1461 if (pl->bowtype == bow_bestarrow)
1462 speed *= .9f;
1463 else
1464 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1465
1466 op->speed_left += speed - op->speed;
1467 }
1468#endif
1469
1470 SET_ANIMATION (arrow, arrow->direction);
1471
1472 /* update the speed */
1473
1474 arrow->speed_left = 0;
1475 arrow->set_speed (max (2.f,
1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f
1478 ));
1479
1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1481
1658 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1659 { 1483 {
1660 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1661 op->update_stats ();
1662 }
1663
1664 SET_ANIMATION (arrow, arrow->direction);
1665 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1666 arrow->stats.hp = arrow->stats.dam;
1667 arrow->stats.grace = arrow->attacktype;
1668 if (arrow->slaying != NULL)
1669 arrow->spellarg = strdup (arrow->slaying);
1670
1671 /* Note that this was different for monsters - they got their level
1672 * added to the damage. I think the strength bonus is more proper.
1673 */
1674
1675 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1676
1677 /* update the speed */
1678 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1679 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1680
1681 arrow->set_speed (max (arrow->speed, 1.0));
1682 arrow->speed_left = 0;
1683
1684 if (op->type == PLAYER)
1685 {
1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1687 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1688 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1689
1690 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1484 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1485 wc -= dex_bonus[op->stats.Dex];
1486
1487 if (!arrow->slaying)
1488 arrow->slaying = op->slaying;
1489
1490 arrow->attacktype |= op->attacktype;
1691 } 1491 }
1692 else 1492 else
1693 { 1493 {
1694 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1695 arrow->level = op->level; 1494 arrow->level = op->level;
1696 } 1495 arrow->stats.wc -= bow->magic;
1697 1496
1698 if (arrow->attacktype == AT_PHYSICAL) 1497 if (!arrow->slaying)
1498 arrow->slaying = bow->slaying;
1499
1699 arrow->attacktype |= bow->attacktype; 1500 arrow->attacktype |= bow->attacktype;
1501 }
1700 1502
1701 if (bow->slaying) 1503 wc -= arrow->level;
1702 arrow->slaying = bow->slaying; 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1703 1505
1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1704 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1705 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1706 1510
1707 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1708 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1709 1513
1710 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1711 move_arrow (arrow); 1515 move_arrow (arrow);
1712
1713 if (op->type == PLAYER)
1714 {
1715 if (left->destroyed ())
1716 esrv_del_item (op->contr, left->count);
1717 else
1718 esrv_send_item (op, left);
1719 }
1720 1516
1721 return 1; 1517 return 1;
1722} 1518}
1723 1519
1724/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1726 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1727 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1728 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1729 * hence the function name. 1525 * hence the function name.
1730 */ 1526 */
1731int 1527static int
1732player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1733{ 1529{
1734 int ret = 0, wcmod = 0; 1530 int ret;
1735 1531
1736 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1737 { 1533 {
1738 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1534 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1739 } 1535 }
1740 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)
1741 { 1537 {
1742 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1743 wcmod = -1;
1744
1745 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);
1746 } 1540 }
1747 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1748 { 1542 {
1749 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);
1750 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)));
1751 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)));
1752 } 1546 }
1753 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1754 { 1548 {
1755 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);
1756 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);
1757 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);
1758
1759 } 1552 }
1760 else 1553 else
1761 { 1554 {
1762 /* Simple case */ 1555 /* Simple case */
1763 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);
1764 } 1557 }
1558
1765 return ret; 1559 return ret;
1766} 1560}
1767
1768 1561
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1771 */ 1564 */
1772void 1565static void
1773fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
1774{ 1567{
1775 object *item; 1568 object *item = op->contr->ranged_ob;
1776 1569
1777 if (!op->contr->ranges[range_misc]) 1570 if (!item)
1778 { 1571 {
1779 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1572 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1780 return; 1573 return;
1781 } 1574 }
1782 1575
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) 1576 if (!item->inv)
1785 { 1577 {
1786 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1579 return;
1788 } 1580 }
1581
1582 if (!op->apply (item))
1583 return;
1584
1789 if (item->type == WAND) 1585 if (item->type == WAND)
1790 { 1586 {
1791 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1792 { 1588 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1589 op->contr->play_sound (sound_find ("wand_poof"));
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1591
1795 return; 1592 return;
1796 } 1593 }
1797 } 1594 }
1798 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
1799 { 1596 {
1800 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))
1801 { 1602 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1604
1803 if (item->type == ROD) 1605 if (item->type == ROD)
1804 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));
1805 else 1607 else
1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1608 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1609
1807 return; 1610 return;
1808 } 1611 }
1809 } 1612 }
1810 1613
1811 if (cast_spell (op, item, dir, item->inv, NULL)) 1614 if (cast_spell (op, item, dir, item->inv, NULL))
1812 { 1615 {
1813 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
1814 if (item->type == WAND) 1618 if (item->type == WAND)
1815 { 1619 {
1816 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1817 { 1621 {
1818 object *tmp;
1819
1820 if (item->arch) 1622 if (item->arch)
1821 { 1623 {
1822 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1823 item->face = item->arch->clone.face; 1625 item->face = item->arch->face;
1824 item->set_speed (0); 1626 item->set_speed (0);
1825 } 1627 }
1826 1628
1827 if ((tmp = item->in_player ())) 1629 if (object *pl = item->visible_to ())
1828 esrv_update_item (UPD_ANIM, tmp, item); 1630 esrv_update_item (UPD_ANIM, pl, item);
1829 } 1631 }
1830 } 1632 }
1831 else if (item->type == ROD || item->type == HORN) 1633 else if (item->type == ROD || item->type == HORN)
1832 drain_rod_charge (item); 1634 drain_rod_charge (item);
1833 } 1635 }
1834} 1636}
1835 1637
1836/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1837 */ 1639 */
1838void 1640bool
1839fire (object *op, int dir) 1641fire (object *who, int dir)
1840{ 1642{
1841 int spellcost = 0; 1643 int spellcost = 0;
1842 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
1843 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1844 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
1845 make_visible (op); 1668 make_visible (who);
1846 1669
1847 switch (op->contr->shoottype) 1670 switch (ob->type)
1848 { 1671 {
1849 case range_none: 1672 case BOW:
1850 return;
1851
1852 case range_bow:
1853 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1854 return; 1674 break;
1855 1675
1856 case range_magic: /* Casting spells */ 1676 case SPELL:
1857 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1858 return; 1678 break;
1859 1679
1860 case range_misc: 1680 case BUILDER:
1861 fire_misc_object (op, dir);
1862 return;
1863
1864 case range_golem: /* Control summoned monsters from scrolls */
1865 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1866 {
1867 op->contr->ranges[range_golem] = 0;
1868 op->contr->shoottype = range_none;
1869 }
1870 else
1871 control_golem (op->contr->ranges[range_golem], dir);
1872 return;
1873
1874 case range_skill:
1875 if (!op->chosen_skill)
1876 {
1877 if (op->type == PLAYER)
1878 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1879 return;
1880 }
1881
1882 do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1886 return; 1682 break;
1683
1684 case SKILL:
1685 do_skill (who, who, ob, dir, 0);
1686 break;
1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1887 default: 1692 default:
1888 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1693 fire_misc_object (who, dir);
1889 return; 1694 break;
1890 } 1695 }
1891}
1892 1696
1697 return true;
1698}
1893 1699
1894 1700static object *
1895/* find_key
1896 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic
1899 * for both is the same - just the specific key is different.
1900 * pl is the player,
1901 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers.
1904 */
1905
1906object *
1907find_key (object *pl, object *container, object *door) 1701find_key_ (object *pl, object *container, object *door)
1908{ 1702{
1909 object *tmp, *key; 1703 object *tmp, *key;
1910 1704
1911 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) 1706 if (!container->inv)
1913 return NULL; 1707 return 0;
1914 1708
1915 /* 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 */
1916 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1917 { 1711 {
1918 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1919 break; 1713 break;
1714
1920 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1921 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1922 */ 1717 */
1923 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1924 break; 1719 break;
1925 } 1720 }
1721
1926 /* No key found - lets search inventories now */ 1722 /* No key found - lets search inventories now */
1927 /* If we find and use a key in an inventory, return at that time. 1723 /* If we find and use a key in an inventory, return at that time.
1928 * otherwise, if we search all the inventories and still don't find 1724 * otherwise, if we search all the inventories and still don't find
1929 * a key, return 1725 * a key, return
1930 */ 1726 */
1931 if (!tmp) 1727 if (!tmp)
1932 { 1728 {
1933 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1934 {
1935 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
1936 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
1937 {
1938 if ((key = find_key (pl, tmp, door)) != NULL) 1732 if ((key = find_key_ (pl, tmp, door)))
1939 return key; 1733 return key;
1940 } 1734
1941 }
1942 if (!tmp) 1735 if (!tmp)
1943 return NULL; 1736 return 0;
1944 } 1737 }
1738
1945 /* 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,
1946 * see if we actually want to use it 1740 * see if we actually want to use it
1947 */ 1741 */
1948 if (pl != container) 1742 if (pl != container)
1949 { 1743 {
1950 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
1951 if (!pl->contr) 1745 if (!pl->contr)
1952 return NULL; 1746 return 0;
1747
1953 /* cases where this fails: 1748 /* cases where this fails:
1954 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
1955 * are not in the players inventory. 1750 * are not in the players inventory.
1956 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
1957 * containers can be used. 1752 * containers can be used.
1961 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
1962 * 1757 *
1963 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1964 * all the others. 1759 * all the others.
1965 */ 1760 */
1966 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
1967 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
1968 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1969 { 1764 {
1970 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1971 "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));
1972 return NULL; 1767 return NULL;
1973 } 1768 }
1974 } 1769 }
1770
1975 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);
1976} 1797}
1977 1798
1978/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1979 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1980 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1981 * 0 otherwise 1802 * 0 otherwise
1982 */ 1803 */
1983static int 1804static int
1984player_attack_door (object *op, object *door) 1805player_attack_door (object *op, object *door)
1985{ 1806{
1986 /* 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,
1987 * 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 -
1988 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
1989 */ 1810 */
1990 object *key = find_key (op, op, door); 1811 object *key = find_key (op, op, door);
1991 1812
1992 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
1993 if (key) 1814 if (key)
1994 { 1815 {
1995 object *container = key->env; 1816 object *container = key->env;
1996 1817
1997 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1998 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
1999 make_visible (op); 1819 make_visible (op);
1820
2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 spring_trap (door->inv, op); 1822 spring_trap (door->inv, op);
1823
2002 if (door->type == DOOR) 1824 if (door->type == DOOR)
2003 {
2004 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 */
2005 }
2006 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
2007 { 1827 {
2008 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);
2009 remove_door2 (door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
2010 } 1830 }
1831
2011 /* Do this after we print the message */ 1832 /* Do this after we print the message */
2012 decrease_ob (key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
2013 /* Need to update the weight the container the key was in */ 1834
2014 if (container != op)
2015 esrv_update_item (UPD_WEIGHT, op, container);
2016 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
2017 } 1836 }
2018 else if (door->type == LOCKED_DOOR) 1837 else if (door->type == LOCKED_DOOR)
2019 { 1838 {
2020 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
2021 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...");
2022 return 1; 1841 return 1;
2023 } 1842 }
1843
2024 return 0; 1844 return 0;
2025} 1845}
2026 1846
2027/* This function is just part of a breakup from move_player. 1847/* This function is just part of a breakup from move_player.
2028 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
2029 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2030 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2031 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2032 */ 1852 */
2033void 1853bool
2034move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
2035{ 1855{
2036 object *tmp, *mon; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2037 sint16 nx, ny; 1857 {
2038 int on_battleground; 1858 --op->speed_left;
2039 maptile *m; 1859 return true;
1860 }
2040 1861
2041 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2042 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2043 1864
2044 on_battleground = op_on_battleground (op, 0, 0); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2045 1867
2046 /* 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
2047 * 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
2048 * 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
2049 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2050 * 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
2051 * 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
2052 * 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
2053 * move_ob uses. 1875 * move_ob uses.
2054 */ 1876 */
2055 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;
2056 { 1892 }
2057 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)
2058 { 1899 {
2059 m = op->map->xy_find (nx, ny); 1900 if (ob->move_block == MOVE_ALL)
2060 if (!m) 1901 move_into_wall (op, ob);
2061 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;
2062 } 1964 }
2063 else 1965 else
2064 m = op->map;
2065
2066 if (!(tmp = m->at (nx, ny).bot))
2067 return; 1966 return false;
1967 }
2068 1968
2069 mon = 0; 1969 bool on_battleground = op_on_battleground (op, 0, 0);
2070 /* Go through all the objects, and find ones of interest. Only stop if
2071 * we find a monster - that is something we know we want to attack.
2072 * if its a door or barrel (can roll) see if there may be monsters
2073 * on the space
2074 */
2075 while (tmp)
2076 {
2077 if (tmp == op)
2078 {
2079 tmp = tmp->above;
2080 continue;
2081 }
2082 1970
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp;
2086 break;
2087 }
2088
2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090 mon = tmp;
2091
2092 tmp = tmp->above;
2093 }
2094
2095 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */
2097
2098 if (mon->head)
2099 mon = mon->head;
2100
2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2102 if (player_attack_door (op, mon))
2103 return;
2104
2105 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them.
2111 */
2112
2113 /* If the creature is a pet, push it even if the player is not
2114 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive.
2116 */
2117 if ((op->type == PLAYER)
2118#if COZY_SERVER
2119 &&
2120 ((mon->owner && mon->owner->contr
2121 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2122#else
2123 && mon->owner == op
2124#endif
2125 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2126 {
2127 /* If we're braced, we don't want to switch places with it */
2128 if (op->contr->braced)
2129 return;
2130
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2132 (void) push_ob (mon, dir, op);
2133 if (op->contr->tmp_invis || op->hide)
2134 make_visible (op);
2135
2136 return;
2137 }
2138
2139 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2140 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2141 * 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
2142 * attack them either. 1974 * attack them either.
2143 */ 1975 */
2144 if ((mon->type == PLAYER || mon->enemy != op) && 1976 if ((mon->type == PLAYER || mon->enemy != op)
2145 (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])
2146#ifdef PROHIBIT_PLAYERKILL
2147 (op->contr->peaceful 1978 && ((op->contr->peaceful
2148 || (mon->type == PLAYER 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2149 && mon->contr->
2150 peaceful)) &&
2151#else
2152 op->contr->peaceful &&
2153#endif
2154 !on_battleground)) 1980 && !on_battleground))
1981 {
1982 if (op->speed_left > 0.f)
2155 { 1983 {
1984 --op->speed_left;
1985
2156 if (!op->contr->braced) 1986 if (!op->contr->braced)
2157 { 1987 {
2158 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1988 op->play_sound (sound_find ("push_player"));
2159 push_ob (mon, dir, op); 1989 push_ob (mon, dir, op);
2160 } 1990 }
2161 else 1991 else
2162 new_draw_info (0, 0, op, "You withhold your attack"); 1992 op->statusmsg ("You withhold your attack");
2163 1993
2164 if (op->contr->tmp_invis || op->hide) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2165 make_visible (op); 1995 make_visible (op);
2166 }
2167 1996
1997 return true;
1998 }
1999 }
2168 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2169 * 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.
2170 */ 2002 */
2171 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)
2172 { 2006 {
2007 --op->speed_left;
2008
2173 recursive_roll (mon, dir, op); 2009 recursive_roll (mon, dir, op);
2174 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2175 make_visible (op); 2011 make_visible (op);
2176 }
2177 2012
2013 return true;
2014 }
2015 }
2178 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2179 * 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
2180 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2181 * 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
2182 * 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.
2183 */ 2021 */
2184 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2185 ((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)))
2186 { 2024 {
2187 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2188 /* If the player hasn't hit something this tick, and does
2189 * so, give them speed boost based on weapon speed. Doing
2190 * it here is better than process_players2, which basically
2191 * incurred a 1 tick offset.
2192 */
2193 if (!op->contr->has_hit)
2194 { 2026 {
2195 op->speed_left += op->speed / op->contr->weapon_sp; 2027 --op->contr->weapon_sp_left;
2196
2197 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2198 }
2199 2028
2200 skill_attack (mon, op, 0, 0, 0); 2029 skill_attack (mon, op, 0, 0, 0);
2201
2202 /* If attacking another player, that player gets automatic
2203 * hitback, and doesn't loose luck either.
2204 * Disable hitback on the battleground or if the target is
2205 * the wiz.
2206 */
2207 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2208 {
2209 short luck = mon->stats.luck;
2210
2211 mon->contr->has_hit = 1;
2212 skill_attack (op, mon, 0, 0, 0);
2213 mon->stats.luck = luck;
2214 }
2215 2030
2216 if (action_makes_visible (op)) 2031 if (action_makes_visible (op))
2217 make_visible (op); 2032 make_visible (op);
2218 }
2219 } /* if player should attack something */
2220}
2221 2033
2222int 2034 return true;
2035 }
2036 }
2037
2038 return false;
2039}
2040
2041bool
2223move_player (object *op, int dir) 2042move_player (object *op, int dir)
2224{ 2043{
2225 int pick;
2226
2227 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2228 return 0; 2045 return 0;
2229 2046
2230 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2231 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2232 { 2049 {
2233 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2234 return 0; 2051 return 0;
2235 } 2052 }
2236 2053
2237 /* peterm: added following line */ 2054 /* peterm: added following line */
2238 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2239 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2240 2057
2241 op->facing = dir; 2058 op->facing = dir;
2242 2059
2243 if (op->hide) 2060 if (op->flag [FLAG_HIDDEN])
2244 do_hidden_move (op); 2061 do_hidden_move (op);
2245 2062
2063 bool retval;
2064 int pick = 0;
2065
2246 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2247 /*nop */ ; 2067 retval = RESULT_INT (0);
2248 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2249 fire (op, dir); 2069 retval = fire (op, dir);
2250 else 2070 else
2251 { 2071 {
2252 move_player_attack (op, dir); 2072 retval = move_player_attack (op, dir);
2253 pick = check_pick (op); 2073 pick = check_pick (op);
2254 } 2074 }
2255 2075
2256 /* 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
2257 * server can handle repeat firing. 2077 * server can handle repeat firing.
2264 /* Update how the player looks. Use the facing, so direction may 2084 /* Update how the player looks. Use the facing, so direction may
2265 * get reset to zero. This allows for full animation capabilities 2085 * get reset to zero. This allows for full animation capabilities
2266 * for players. 2086 * for players.
2267 */ 2087 */
2268 animate_object (op, op->facing); 2088 animate_object (op, op->facing);
2269 return 0; 2089
2090 return retval;
2270} 2091}
2271 2092
2272/* 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
2273 * new client/server stuff. 2094 * new client/server stuff.
2274 * 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
2275 * the new speed values for commands. 2096 * the new speed values for commands.
2276 * 2097 *
2277 * 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.
2278 */ 2101 */
2279int 2102bool
2280handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2281{ 2104{
2282 if (op->contr->hidden) 2105 if (op->flag [FLAG_SCARED])
2283 {
2284 op->invisible = 1000;
2285 /* the socket code flashes the player visible/invisible
2286 * depending on the value of invisible, so we need to
2287 * alternate it here for it to work correctly.
2288 */
2289 if (pticks & 2)
2290 op->invisible--;
2291 } 2106 {
2292 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2107 if (op->speed_left > 0.f)
2293 {
2294 op->invisible--;
2295 if (!op->invisible)
2296 {
2297 make_visible (op);
2298 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2299 } 2108 {
2300 }
2301
2302 if (QUERY_FLAG (op, FLAG_SCARED))
2303 {
2304 flee_player (op);
2305 /* If player is still scared, that is his action for this tick */
2306 if (QUERY_FLAG (op, FLAG_SCARED))
2307 {
2308 op->speed_left--; 2109 --op->speed_left;
2110 flee_player (op);
2111
2309 return 0; 2112 return true;
2310 } 2113 }
2114 else
2115 return false;
2311 } 2116 }
2312
2313 /* I've been seeing crashes where the golem has been destroyed, but
2314 * the player object still points to the defunct golem. The code that
2315 * destroys the golem looks correct, and it doesn't always happen, so
2316 * put this in a a workaround to clean up the golem pointer.
2317 */
2318 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2319 op->contr->ranges[range_golem] = 0;
2320 2117
2321 /* 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
2322 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2323 * called, so we recheck it here. 2120 * called, so we recheck it here.
2324 */ 2121 */
2325 if (op->contr->ns->handle_command ()) 2122 if (op->contr->ns->handle_command ())
2326 return 1; 2123 return true;
2327 2124
2328 if (op->speed_left > 0)
2329 {
2330 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2125 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2331 {
2332 /* All move commands take 1 tick, at least for now */
2333 op->speed_left--;
2334
2335 /* Instead of all the stuff below, let move_player take care
2336 * of it. Also, some of the skill stuff is only put in
2337 * there, as well as the confusion stuff.
2338 */
2339 move_player (op, op->direction); 2126 return move_player (op, op->direction);
2340 2127
2341 return op->speed_left > 0;
2342 }
2343 }
2344
2345 return 0; 2128 return false;
2346} 2129}
2347 2130
2348int 2131static int
2349save_life (object *op) 2132save_life (object *op)
2350{ 2133{
2351 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2134 if (!op->flag [FLAG_LIFESAVE])
2352 return 0; 2135 return 0;
2353 2136
2354 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2355 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2356 { 2139 {
2357 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2140 op->play_sound (sound_find ("ob_evaporate"));
2358 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));
2359 2142
2360 if (op->contr)
2361 esrv_del_item (op->contr, tmp->count);
2362
2363 tmp->destroy (); 2143 tmp->destroy ();
2364 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2365 2145
2366 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2367 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2368 2148
2369 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2370 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2371 2151
2372 op->update_stats (); 2152 op->update_stats ();
2373 return 1; 2153 return 1;
2374 } 2154 }
2375 2155
2376 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2377 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2378 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2379 return 0; 2159 return 0;
2380} 2160}
2381 2161
2382/* 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
2383 * 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
2384 * 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
2385 * from. 2165 * from.
2386 */ 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
2387void 2183void
2388remove_unpaid_objects (object *op, object *env) 2184object::drop_unpaid_items ()
2389{ 2185{
2390 object *next; 2186 if (!flag [FLAG_REMOVED])
2391 2187 ::drop_unpaid_items (inv, this);
2392 while (op)
2393 {
2394 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2395
2396 if (QUERY_FLAG (op, FLAG_UNPAID))
2397 {
2398 if (env->type == PLAYER)
2399 esrv_del_item (env->contr, op->count);
2400
2401 op->insert_at (env);
2402 }
2403 else if (op->inv)
2404 remove_unpaid_objects (op->inv, env);
2405
2406 op = next;
2407 }
2408}
2409
2410/*
2411 * Returns pointer a static string containing gravestone text
2412 * Moved from apply.c to player.c - player.c is what
2413 * actually uses this function. player.c may not be quite the
2414 * best, a misc file for object actions is probably better,
2415 * but there isn't one in the server directory.
2416 */
2417char *
2418gravestone_text (object *op)
2419{
2420 static char buf2[MAX_BUF];
2421 char buf[MAX_BUF];
2422 time_t now = time (NULL);
2423
2424 strcpy (buf2, " R.I.P.\n\n");
2425 if (op->type == PLAYER)
2426 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2427 else
2428 sprintf (buf, "%s\n", &op->name);
2429
2430 strncat (buf2, " ", 20 - strlen (buf) / 2);
2431 strcat (buf2, buf);
2432 if (op->type == PLAYER)
2433 sprintf (buf, "who was in level %d when killed\n", op->level);
2434 else
2435 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2436
2437 strncat (buf2, " ", 20 - strlen (buf) / 2);
2438 strcat (buf2, buf);
2439 if (op->type == PLAYER)
2440 {
2441 sprintf (buf, "by %s.\n\n", op->contr->killer);
2442 strncat (buf2, " ", 21 - strlen (buf) / 2);
2443 strcat (buf2, buf);
2444 }
2445
2446 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2447 strncat (buf2, " ", 20 - strlen (buf) / 2);
2448 strcat (buf2, buf);
2449
2450 return buf2;
2451} 2188}
2452 2189
2453void 2190void
2454do_some_living (object *op) 2191do_some_living (object *op)
2455{ 2192{
2456 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2457 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2458 int over_hp, over_sp, over_grace;
2459 int i;
2460 int rate_hp = 1200; 2195 int rate_hp = 1200;
2461 int rate_sp = 2500; 2196 int rate_sp = 2500;
2462 int rate_grace = 2000; 2197 int rate_grace = 2000;
2463 const int max_hp = 1; 2198 const int max_hp = 1;
2464 const int max_sp = 1; 2199 const int max_sp = 1;
2465 const int max_grace = 1; 2200 const int max_grace = 1;
2466 2201
2467 if (op->contr->outputs_sync) 2202#if 0
2203 if (op->contr->hidden)
2204 {
2205 op->invisible = 1000;
2206 /* the socket code flashes the player visible/invisible
2207 * depending on the value of invisible, so we need to
2208 * alternate it here for it to work correctly.
2209 */
2210 if (server_tick & 2)
2211 op->invisible--;
2468 { 2212 }
2469 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2213 else
2470 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2214#endif
2471 flush_output_element (op, &op->contr->outputs[i]); 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2216 {
2217 if (!op->invisible--)
2218 {
2219 make_visible (op);
2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2221 }
2472 } 2222 }
2473 2223
2474 if (op->contr->ns->state == ST_PLAYING) 2224 if (op->contr->ns->state == ST_PLAYING)
2475 { 2225 {
2476 /* these next three if clauses make it possible to SLOW DOWN 2226 /* these next three if clauses make it possible to SLOW DOWN
2497 { 2247 {
2498 gen_grace = op->stats.maxgrace; 2248 gen_grace = op->stats.maxgrace;
2499 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2500 } 2250 }
2501 2251
2502 /* Regenerate Spell Points */ 2252 /* Regenerate Grace */
2503 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2253 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2254 if (--op->last_grace < 0)
2504 { 2255 {
2505 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2506 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)
2507 { 2262 {
2508 op->stats.sp++; 2263 int over_grace = temp / rate_grace;
2509 /* dms do not consume food */ 2264
2510 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (over_grace > 0)
2511 { 2266 {
2512 op->stats.food--; 2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2513 if (op->contr->digestion < 0) 2268 op->last_grace = 0;
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 } 2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2518 } 2272 }
2273 else
2274 op->last_grace = rate_grace / temp;
2519 2275
2520 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)
2521 { 2283 {
2522 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);
2523 if (over_sp > 0) 2285
2286 if (op->stats.sp < op->stats.maxsp)
2524 { 2287 {
2525 if (op->stats.sp < op->stats.maxsp) 2288 op->stats.sp++;
2289
2290 /* dms do not consume food */
2291 if (!op->flag [FLAG_WIZ])
2526 { 2292 {
2527 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2528
2529 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2530 op->stats.sp--; 2293 op->stats.food--;
2531 2294
2532 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))
2533 op->stats.sp = op->stats.maxsp; 2298 op->stats.food = last_food;
2534 } 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
2535 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);
2536 } 2322 }
2537 else 2323 else
2538 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);
2539 } 2325 }
2540 else
2541 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2542 }
2543 2326
2544 /* Regenerate Grace */ 2327 /* Regenerate Hit Points */
2545 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2546 if (--op->last_grace < 0) 2328 if (--op->last_heal < 0)
2547 {
2548 if (op->stats.grace < op->stats.maxgrace / 2)
2549 op->stats.grace++; /* no penalty in food for regaining grace */
2550
2551 if (max_grace > 1)
2552 { 2329 {
2553 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2330 if (op->stats.hp < op->stats.maxhp)
2554 if (over_grace > 0)
2555 { 2331 {
2556 op->stats.sp += over_grace 2332 op->stats.hp++;
2557 + (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;
2558 op->last_grace = 0; 2355 op->last_heal = 0;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2559 } 2359 }
2560 else 2360 else
2561 {
2562 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2563 }
2564 }
2565 else
2566 {
2567 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2568 }
2569 /* wearing stuff doesn't detract from grace generation. */
2570 }
2571
2572 /* Regenerate Hit Points */
2573 if (--op->last_heal < 0)
2574 {
2575 if (op->stats.hp < op->stats.maxhp)
2576 {
2577 op->stats.hp++;
2578 /* dms do not consume food */
2579 if (!QUERY_FLAG (op, FLAG_WIZ))
2580 {
2581 op->stats.food--;
2582 if (op->contr->digestion < 0)
2583 op->stats.food += op->contr->digestion;
2584 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2585 op->stats.food = last_food;
2586 }
2587 }
2588
2589 if (max_hp > 1)
2590 {
2591 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2592 if (over_hp > 0)
2593 {
2594 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2595 op->last_heal = 0; 2361 op->last_heal = rate_hp / temp;
2596 }
2597 else
2598 {
2599 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2600 }
2601 }
2602 else
2603 {
2604 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2605 } 2362 }
2606 } 2363 }
2607 2364
2608 /* Digestion */ 2365 /* Digestion */
2609 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2610 { 2367 {
2611#ifdef COZY_SERVER 2368 int bonus = max (0, op->contr->digestion),
2612 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2369 penalty = max (0, -op->contr->digestion);
2613 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2614#else
2615 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2616#endif
2617 2370
2618 if (op->contr->gen_hp > 0)
2619 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);
2620 else
2621 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2622 2372
2623 /* dms do not consume food */ 2373 /* dms do not consume food */
2624 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2625 op->stats.food--; 2375 op->stats.food--;
2626 } 2376 }
2627 2377
2628 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2629 { 2379 {
2630 object *tmp, *flesh = 0; 2380 object *flesh = 0;
2631 2381
2632 for (tmp = op->inv; tmp; tmp = tmp->below) 2382 for_inv_removable (op, tmp)
2633 { 2383 {
2634 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)
2635 { 2388 {
2636 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2389 op->statusmsg ("You blindly grab for a bite of food. "
2637 { 2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2638 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2391 op->apply (tmp);
2639 manual_apply (op, tmp, 0); 2392
2640 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2641 break; 2394 break;
2642 } 2395 }
2643 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2644 flesh = tmp; 2397 flesh = tmp;
2645 } /* End if paid for object */ 2398 }
2646 } /* end of for loop */
2647 2399
2648 /* 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
2649 * eat flesh instead. 2401 * eat flesh instead.
2650 */ 2402 */
2651 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2652 { 2404 {
2653 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.>");
2654 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2655 } 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)
2656 } 2417 {
2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2657 2420
2658 while (op->stats.food < 0 && op->stats.hp >= 0) 2421 if (op->stats.hp < 0)
2659 op->stats.food++, op->stats.hp--; 2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2660 2427
2428 /* killer should be set here already */
2661 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2662 kill_player (op); 2430 kill_player (op);
2663 } 2431 }
2664} 2432}
2665 2433
2666/* 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.
2669 * file. 2437 * file.
2670 */ 2438 */
2671void 2439void
2672kill_player (object *op) 2440kill_player (object *op)
2673{ 2441{
2674 char buf[MAX_BUF];
2675 int x, y; 2442 int x, y;
2676
2677 //int i;
2678 maptile *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2679
2680 /* int z;
2681 int num_stats_lose;
2682 int lost_a_stat;
2683 int lose_this_stat;
2684 int this_stat; */
2685 int will_kill_again; 2444 int will_kill_again;
2686 archetype *at; 2445 archetype *at;
2687 object *tmp; 2446 object *tmp;
2688 2447
2689 if (save_life (op)) 2448 if (save_life (op))
2690 return; 2449 return;
2691 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 }
2692 2486
2693 /* 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
2694 * 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.
2695 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2696 */ 2490 */
2697 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2698 { 2492 {
2699 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";
2700 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2701
2702 /* restore player */
2703 at = archetype::find ("poisoning");
2704 if (object *tmp = present_arch_in_ob (at, op))
2705 {
2706 tmp->destroy ();
2707 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2708 }
2709
2710 at = archetype::find ("confusion");
2711 if (object *tmp = present_arch_in_ob (at, op))
2712 {
2713 tmp->destroy ();
2714 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2715 }
2716
2717 cure_disease (op, 0); /* remove any disease */
2718 op->stats.hp = op->stats.maxhp;
2719 if (op->stats.food <= 0)
2720 op->stats.food = 999;
2721 2494
2722 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2723 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2724 { 2497
2725 sprintf (buf, "%s's finger", &op->name); 2498 tmp->name = format ("%s's finger" , &op->name);
2726 tmp->name = buf; 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2727 sprintf (buf, " This finger has been cut off %s\n" 2500 tmp->msg = format (
2728 " 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",
2729 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2502 &op->name, op->contr->title,
2730 tmp->msg = buf; 2503 (int)op->level,
2504 op->contr->killer_name ()
2505 );
2731 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2732 tmp->materialname = NULL; 2507 tmp->material = name_to_material (shstr_organic);
2733 tmp->insert_at (op, tmp); 2508 tmp->insert_at (op, tmp);
2734 }
2735 2509
2736 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2737 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2738 op->contr->braced = 0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2739 return; 2515 return;
2740 } 2516 }
2741 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2742 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2743 2522
2744 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2745 2524
2746 if (op->stats.food < 0) 2525 op->contr->play_sound (sound_find ("player_dies"));
2747 {
2748 sprintf (buf, "%s starved to death.", &op->name);
2749 strcpy (op->contr->killer, "starvation");
2750 }
2751 else
2752 sprintf (buf, "%s died.", &op->name);
2753
2754 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2755 2526
2756 /* save the map location for corpse, gravestone */ 2527 /* save the map location for corpse, gravestone */
2757 x = op->x; 2528 x = op->x;
2758 y = op->y; 2529 y = op->y;
2759 map = op->map; 2530 map = op->map;
2787 2558
2788 lost_a_stat = 0; 2559 lost_a_stat = 0;
2789 2560
2790 for (z = 0; z < num_stats_lose; z++) 2561 for (z = 0; z < num_stats_lose; z++)
2791 { 2562 {
2792 i = RANDOM () % NUM_STATS; 2563 i = rndm (NUM_STATS);
2793 2564
2794 if (settings.stat_loss_on_death) 2565 if (settings.stat_loss_on_death)
2795 { 2566 {
2796 /* 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
2797 * what he lost. 2568 * what he lost.
2804 lost_a_stat = 1; 2575 lost_a_stat = 1;
2805 } 2576 }
2806 else 2577 else
2807 { 2578 {
2808 /* deplete a stat */ 2579 /* deplete a stat */
2809 archetype *deparch = archetype::find ("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2810 object *dep; 2581 object *dep;
2811 2582
2812 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2813 if (!dep) 2584 if (!dep)
2814 { 2585 {
2815 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2816 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2817 } 2588 }
2818 lose_this_stat = 1; 2589 lose_this_stat = 1;
2819 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2820 { 2591 {
2832 2603
2833 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2834 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2835 { 2606 {
2836 lose_this_stat = 0; 2607 lose_this_stat = 0;
2837 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2838 retain the stat. */ 2609 retain the stat. */
2839 } 2610 }
2840 else 2611 else
2841 { 2612 {
2842 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)
2848 } 2619 }
2849 } 2620 }
2850 2621
2851 if (lose_this_stat) 2622 if (lose_this_stat)
2852 { 2623 {
2853 this_stat = get_attr_value (&(dep->stats), i); 2624 this_stat = get_attr_value (&dep->stats, i);
2854 /* We could try to do something clever like find another 2625 /* We could try to do something clever like find another
2855 * stat to reduce if this fails. But chances are, if 2626 * stat to reduce if this fails. But chances are, if
2856 * stats have been depleted to -50, all are pretty low 2627 * stats have been depleted to -50, all are pretty low
2857 * 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
2858 * difference. 2629 * difference.
2859 */ 2630 */
2860 if (this_stat >= -50) 2631 if (this_stat >= -50)
2861 { 2632 {
2862 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2863 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2865 op->update_stats (); 2636 op->update_stats ();
2866 lost_a_stat = 1; 2637 lost_a_stat = 1;
2867 } 2638 }
2868 } 2639 }
2869 } 2640 }
2870 } 2641 }
2642
2871 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
2872 if (!lost_a_stat) 2644 if (!lost_a_stat)
2873 { 2645 {
2874 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
2875 Should I be using something else? GD */ 2647 Should I be using something else? GD */
2876 const char *god = determine_god (op); 2648 shstr_tmp god = determine_god (op);
2877 2649
2878 if (god && (strcmp (god, "none"))) 2650 if (god != shstr_none)
2879 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";
2880 else 2652 else
2881 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";
2882 } 2654 }
2883#else 2655#else
2884 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.";
2885#endif 2657#endif
2886 2658
2887 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2888 * exp loss on the stone. 2660 * exp loss on the stone.
2889 */ 2661 */
2890 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2891 sprintf (buf, "%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2892 tmp->name = buf; 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2893 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",
2894 tmp->name_pl = buf; 2666 &op->name, op->contr->title, op->contr->killer_name ());
2895 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);
2896 tmp->msg = buf;
2897 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2898 insert_ob_in_map (tmp, op->map, NULL, 0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2899 2669
2900 /**************************************/ 2670 /**************************************/
2901 /* */ 2671 /* */
2902 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2903 /* if we died cause of food, give us */
2904 /* food, and reset HP's... */
2905 /* */ 2673 /* */
2906 /**************************************/ 2674 /**************************************/
2907 2675
2908 /* remove any poisoning and confusion the character may be suffering. */
2909 /* restore player */
2910 at = archetype::find ("poisoning");
2911 tmp = present_arch_in_ob (at, op);
2912
2913 if (tmp)
2914 {
2915 tmp->destroy ();
2916 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2917 }
2918
2919 at = archetype::find ("confusion");
2920 tmp = present_arch_in_ob (at, op);
2921 if (tmp)
2922 {
2923 tmp->destroy ();
2924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2925 }
2926
2927 cure_disease (op, 0); /* remove any disease */
2928
2929 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2930 apply_death_exp_penalty (op); 2677 apply_death_exp_penalty (op);
2931 if (op->stats.food < 100)
2932 op->stats.food = 900;
2933 op->stats.hp = op->stats.maxhp;
2934 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2935 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2936 2678
2937 /* 2679 /*
2938 * Check to see if the player is in a shop. IF so, then check to see if
2939 * the player has any unpaid items. If so, remove them and put them back 2680 * Check to see if the player has any unpaid items. If so, remove them
2940 * in the map. 2681 * and put them back in the map.
2941 */ 2682 */
2942 2683 op->drop_unpaid_items ();
2943 if (is_in_shop (op))
2944 remove_unpaid_objects (op->inv, op);
2945 2684
2946 /****************************************/ 2685 /****************************************/
2947 /* */ 2686 /* */
2948 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
2949 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
2967 if (will_kill_again) 2706 if (will_kill_again)
2968 { 2707 {
2969 object *force; 2708 object *force;
2970 int at; 2709 int at;
2971 2710
2972 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2973 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2974 force->speed = 0.1;
2975 force->speed_left = -5.0; 2713 force->speed_left = -5.f;
2976 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2977 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
2978 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2979 force->resist[at] = 100; 2719 force->resist[at] = 100;
2980 2720
2981 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
2982 op->update_stats (); 2722 op->update_stats ();
2983
2984 } 2723 }
2985 2724
2986 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2987} 2726}
2988 2727
2989void 2728static void
2990loot_object (object *op) 2729loot_object (object *op)
2991{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2992 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2993 2732
2994 if (op->container) 2733 op->close_container (); /* close open sack first */
2995 esrv_apply_container (op, op->container); /* close open sack first */
2996 2734
2997 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2998 { 2736 {
2999 next = tmp->below; 2737 next = tmp->below;
3000 2738
3001 if (tmp->invisible) 2739 if (tmp->invisible)
3002 continue; 2740 continue;
3003 2741
3004 tmp->remove (); 2742 tmp->remove ();
3005 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2744
3006 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
3007 { /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
3008 loot_object (tmp); 2747
3009 } 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3010 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3011 { 2749 {
3012 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
3013 { 2751 {
3014 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
3015 tmp2->destroy ();
3016 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
3017 } 2754 }
3018 else 2755 else
3019 tmp->destroy (); 2756 tmp->destroy ();
3020 } 2757 }
3026/* 2763/*
3027 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
3028 * 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
3029 * was changed. 2766 * was changed.
3030 */ 2767 */
3031
3032void 2768void
3033fix_weight (void) 2769fix_weight ()
3034{ 2770{
3035 for_all_players (pl) 2771 for_all_players (pl)
3036 { 2772 {
3037 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2773 weight_t old = pl->ob->carrying;
3038 2774
3039 if (old == sum) 2775 pl->ob->update_weight ();
3040 continue; 2776
2777 if (old != pl->ob->carrying)
2778 {
3041 pl->ob->update_stats (); 2779 pl->ob->update_stats ();
3042 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 }
3043 } 2782 }
3044} 2783}
3045 2784
3046void 2785void
3047fix_luck (void) 2786fix_luck ()
3048{ 2787{
3049 for_all_players (pl) 2788 for_all_players (pl)
3050 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
3051 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
3052} 2791}
3089} 2828}
3090 2829
3091void 2830void
3092make_visible (object *op) 2831make_visible (object *op)
3093{ 2832{
3094 op->hide = 0; 2833 op->flag [FLAG_HIDDEN] = 0;
3095 op->invisible = 0; 2834 op->invisible = 0;
2835
3096 if (op->type == PLAYER) 2836 if (op->type == PLAYER)
3097 { 2837 {
3098 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3099 op->contr->invis_race = 0; 2839 op->contr->invis_race = 0;
3100 } 2840 }
2841
3101 update_object (op, UP_OBJ_FACE); 2842 update_object (op, UP_OBJ_CHANGE);
3102} 2843}
3103 2844
3104int 2845int
3105is_true_undead (object *op) 2846is_true_undead (object *op)
3106{ 2847{
3107 object *tmp = NULL; 2848 if (op->arch->flag [FLAG_UNDEAD])
3108
3109 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3110 return 1; 2849 return 1;
3111 2850
3112 return 0; 2851 return 0;
3113} 2852}
3114 2853
3115/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3116 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3117 * indicate greater hideability. 2856 * indicate greater hideability.
3118 */ 2857 */
3119
3120int 2858int
3121hideability (object *ob) 2859hideability (object *ob)
3122{ 2860{
3123 int i, level = 0, mflag; 2861 int i, level = 0, mflag;
3124 sint16 x, y; 2862 sint16 x, y;
3125 2863
3126 if (!ob || !ob->map) 2864 if (!ob || !ob->map)
3127 return 0; 2865 return 0;
3128 2866
3129 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3130 level = ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3131 2869
3132 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3133 * 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
3134 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3135 if (has_carried_lights (ob)) 2873 if (ob->has_carried_lights ())
3136 level = -(10 + (2 * ob->map->darkness)); 2874 level = -(10 + (2 * ob->map->darklevel ()));
3137 2875
3138 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3139 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))
3140 { 2880 {
3141 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3142 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
3143 {
3144 continue; 2883 continue;
3145 } 2884
3146 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3147 level += 2; 2886 level += 2;
3148 else /* open terrain! */ 2887 else /* open terrain! */
3149 level -= 1; 2888 level -= 1;
3150 } 2889 }
3158/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3159 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3160 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3161 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3162 */ 2901 */
3163
3164void 2902void
3165do_hidden_move (object *op) 2903do_hidden_move (object *op)
3166{ 2904{
3167 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2905 int hide = 0;
3168 object *skop;
3169 2906
3170 if (!op || !op->map) 2907 if (!op || !op->map)
3171 return; 2908 return;
3172 2909
3173 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);
3174 2912
3175 /* 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! */
3176 if (op->type == PLAYER && op->contr->run_on) 2914 if (op->type == PLAYER && op->contr->run_on)
3177 if (!skop || num >= skop->level) 2915 if (!skop || num >= skop->level)
3178 { 2916 {
3188 num -= hide; 2926 num -= hide;
3189 2927
3190 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3191 { 2929 {
3192 make_visible (op); 2930 make_visible (op);
2931
3193 if (op->type == PLAYER) 2932 if (op->type == PLAYER)
3194 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!");
3195 } 2934 }
3196 else if (op->type == PLAYER && skop) 2935 else if (op->type == PLAYER && skop)
3197 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);
3212 2951
3213 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3214 player = 1; 2953 player = 1;
3215 2954
3216 else 2955 else
3217 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3218 2957
3219 /* search adjacent squares */ 2958 /* search adjacent squares */
3220 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3221 { 2960 {
3222 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3223 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3224 m = who->map; 2963 m = who->map;
3225 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3226 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3227 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3228 */ 2967 */
3231 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)))
3232 continue; 2971 continue;
3233 2972
3234 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)
3235 { 2974 {
3236 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])
3237 return 1; 2976 return 1;
3238 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3239 {
3240 /*don't let a hidden DM prevent you from hiding */
3241 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3242 return 1; 2978 return 1;
3243 }
3244 } 2979 }
3245 } 2980 }
3246 return 0; 2981 return 0;
3247} 2982}
3248 2983
3249/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3250 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3251 * 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
3252 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3253 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3254 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3255 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3256 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3257 * imply the way your head, or body is facing? Its possible 2992 * imply the way your head, or body is facing? It's possible
3258 * 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.
3259 * -b.t. 2994 * -b.t.
3260 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3261 */ 2996 */
3262
3263int 2997int
3264player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3265{ 2999{
3266 rv_vector rv; 3000 rv_vector rv;
3267 int dx, dy; 3001 int dx, dy;
3279 3013
3280 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3281 3015
3282 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3283 * through the object and find if it has any 3017 * through the object and find if it has any
3284 * part that is in the los array but isnt on 3018 * part that is in the los array but isn't on
3285 * a blocked los square. 3019 * a blocked los square.
3286 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3287 */ 3021 */
3288 while (op) 3022 while (op)
3289 { 3023 {
3290 dx = rv.distance_x + op->arch->clone.x; 3024 dx = rv.distance_x + op->arch->x;
3291 dy = rv.distance_y + op->arch->clone.y; 3025 dy = rv.distance_y + op->arch->y;
3292 3026
3293 /* only the viewable area the player sees is updated by LOS 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3294 * code, so we need to restrict ourselves to that range of values
3295 * for any meaningful values.
3296 */
3297 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3298 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3299 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3300 return 1; 3028 return 1;
3029
3301 op = op->more; 3030 op = op->more;
3302 } 3031 }
3303 return 0;
3304}
3305 3032
3306/* routine for both players and monsters. We call this when
3307 * there is a possibility for our action distrubing our hiding
3308 * place or invisiblity spell. Artefact invisiblity is not
3309 * effected by this. If we arent invisible to begin with, we
3310 * return 0.
3311 */
3312int
3313action_makes_visible (object *op)
3314{
3315
3316 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3317 {
3318 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3319 return 0;
3320
3321 if (op->contr && op->contr->tmp_invis == 0)
3322 return 0;
3323
3324 /* If monsters, they should become visible */
3325 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3326 {
3327 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3328 return 1;
3329 }
3330 }
3331 return 0; 3033 return 0;
3332} 3034}
3333 3035
3334/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3335 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3340 * 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
3341 */ 3043 */
3342int 3044int
3343op_on_battleground (object *op, int *x, int *y) 3045op_on_battleground (object *op, int *x, int *y)
3344{ 3046{
3345 object *tmp;
3346
3347 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3348 * 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),
3349 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3350 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3351 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3352 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3353 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3354 { 3054 {
3355 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3356 { 3056 {
3357 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3057 if (tmp->flag [FLAG_NO_PICK]
3358 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))
3359 { 3061 {
3360 /*before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3361 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))
3362 {
3363 object *invtmp;
3364
3365 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)
3366 { 3066 {
3367 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3368 {
3369 if (x != NULL && y != NULL) 3067 if (x && y)
3370 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3371 return 1; 3070 return 1;
3372 }
3373 } 3071 }
3374 } 3072
3375 if (x != NULL && y != NULL) 3073 if (x && y)
3376 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3377 return 1; 3076 return 1;
3378 } 3077 }
3379 } 3078 }
3380 } 3079 }
3080
3381 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3382 return 0; 3082 return 0;
3383} 3083}
3384 3084
3385/* 3085/*
3401 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3402 int i = 0, j = 0; 3102 int i = 0, j = 0;
3403 3103
3404 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3405 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3406 trlist = find_treasurelist ("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3407 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3408 trlist = find_treasurelist ("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3409 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3410 trlist = find_treasurelist ("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3411 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3412 trlist = find_treasurelist ("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3413 3113
3414 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3415 return; 3115 return;
3416 3116
3417 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++);
3421 /* 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]); */
3422 return; 3122 return;
3423 } 3123 }
3424 3124
3425 /* everything seems okay - now bring on the gift: */ 3125 /* everything seems okay - now bring on the gift: */
3426 item = &(tr->item->clone); 3126 item = tr->item;
3427 3127
3428 if (item->type == SPELL) 3128 if (item->type == SPELL)
3429 { 3129 {
3430 if (check_spell_known (who, item->name)) 3130 if (check_spell_known (who, item->name))
3431 return; 3131 return;
3490 { 3190 {
3491 /* forces in the treasurelist can alter the player's stats */ 3191 /* forces in the treasurelist can alter the player's stats */
3492 object *skin; 3192 object *skin;
3493 3193
3494 /* first get the dragon skin force */ 3194 /* first get the dragon skin force */
3495 shstr_cmp dragon_skin_force ("dragon_skin_force");
3496 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)
3497 ; 3196 ;
3498 3197
3499 if (!skin) 3198 if (!skin)
3500 return; 3199 return;
3501 3200
3515 else 3214 else
3516 j = 1; 3215 j = 1;
3517 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3518 } 3217 }
3519 } 3218 }
3219
3520 strcat (buf, "."); 3220 strcat (buf, ".");
3521 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3522 } 3222 }
3523 3223
3524 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3525 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3526 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3527 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3528 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3529 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3530 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3531 3231
3532 /* print message if there is one */ 3232 /* print message if there is one */
3533 if (item->msg != NULL) 3233 if (item->msg != NULL)
3534 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3535 } 3235 }
3536 else 3236 else
3537 { 3237 {
3538 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3539 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3540 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));
3541 tmp = insert_ob_in_ob (tmp, who); 3241 who->insert (tmp);
3542 if (who->type == PLAYER)
3543 esrv_send_item (who, tmp);
3544 } 3242 }
3545} 3243}
3546 3244
3547/** 3245//-GPL
3548 * Unready an object for a player. This function does nothing if the object was 3246
3549 * not readied. 3247sint8
3550 */ 3248player::darkness_at (maptile *map, int x, int y) const
3249{
3250 if (!ns)
3251 return LOS_BLOCKED;
3252
3253 int 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
3551void 3263void
3552player_unready_range_ob (player *pl, object *ob) 3264player::infobox (const char *title, const char *msg, int color)
3553{ 3265{
3554 rangetype i; 3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3555
3556 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3557 {
3558 if (pl->ranges[i] == ob)
3559 {
3560 pl->ranges[i] = NULL;
3561 if (pl->shoottype == i)
3562 {
3563 pl->shoottype = range_none;
3564 }
3565 }
3566 }
3567} 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)
3286 return;
3287
3288 va_list ap;
3289 va_start (ap, format);
3290 contr->failmsg (vformat (format, ap));
3291 va_end (ap);
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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines