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Comparing deliantra/server/server/player.C (file contents):
Revision 1.82 by elmex, Wed Jan 3 02:30:52 2007 UTC vs.
Revision 1.246 by root, Wed Nov 11 04:45:23 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36player * 38playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45
46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
63 {
64 if (*buf == '#')
65 continue;
66
67 strncat (motd + size, buf, HUGE_BUF - size);
68 size += strlen (buf);
69 }
70
71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
97 {
98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 break;
100 }
101
102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
151 }
152 }
153
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156 close_and_delete (fp, comp);
157}
158 39
159/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
160static void 41static void
161set_first_map (object *op) 42set_first_map (object *op)
162{ 43{
164 op->x = -1; 45 op->x = -1;
165 op->y = -1; 46 op->y = -1;
166} 47}
167 48
168void 49void
169player::enter_map () 50player::activate ()
170{ 51{
171 object *tmp = object::create (); 52 if (active)
53 return;
172 54
173 EXIT_PATH (tmp) = maplevel; 55 players.insert (this);
174 EXIT_X (tmp) = ob->x; 56 ob->remove ();
175 EXIT_Y (tmp) = ob->y; 57 ob->map = 0;
176 ob->enter_exit (tmp); 58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
177 62
178 tmp->destroy (); 63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
179} 84}
180 85
181// connect the player with a specific client 86// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
183void 88void
184player::connect (client *ns) 89player::connect (client *ns)
185{ 90{
186 this->ns = ns; 91 this->ns = ns;
187 ns->pl = this; 92 ns->pl = this;
188 93
189 next = first_player; 94 run_on = 0;
190 first_player = this; 95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
191 97
192 ns->update_look = 0; 98 ns->update_look = 0;
193 ns->look_position = 0; 99 ns->look_position = 0;
194 100
195 clear_los (ob); 101 clear_los ();
102
103 ns->reset_stats ();
196 104
197 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
200 108
201 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 110 link_skills ();
206 111
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220 113
221 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
223 { 116 {
224 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
225 118
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
232 abil = tmp; 122 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
234 skin = tmp; 124 skin = tmp;
235 125
236 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
237 } 127 }
238 128
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 130
246 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
247 132
248 ob->update_stats (); 133 ob->update_stats ();
134
249 ns->floorbox_update (); 135 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
253 138
254 ob->activate_recursive (); 139 activate ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 140
261 INVOKE_PLAYER (CONNECT, this); 141 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
263} 143}
264 144
265void 145void
266player::disconnect () 146player::disconnect ()
267{ 147{
268 if (ob) 148 if (ob)
269 ob->deactivate_recursive (); 149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
270 153
271 //TODO: don't be so harsh and destroy :)
272 if (ns) 154 if (ns)
273 { 155 {
274 if (enable_save) 156 if (active)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279 158
280 INVOKE_PLAYER (DISCONNECT, this); 159 INVOKE_PLAYER (DISCONNECT, this);
281 160
282 client *ns = this->ns; 161 ns->reset_stats ();
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0; 162 ns->pl = 0;
286 this->ns = 0; 163 ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 } 164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
291} 171}
172
173//-GPL
292 174
293// the need for this function can be explained 175// the need for this function can be explained
294// by load_object not returning the object 176// by load_object not returning the object
295void 177void
296player::set_object (object *op) 178player::set_object (object *op)
297{ 179{
298 ob = op; 180 ob = observe = viewpoint = op;
299 ob->contr = this; /* this aren't yet in archetype */ 181 ob->contr = this; /* this aren't yet in archetype */
300 182
183 ob->speed = 1.0f;
301 ob->speed_left = 0.5; 184 ob->speed_left = 0.5f;
302 ob->speed = 1.0; 185
303 ob->direction = 5; /* So player faces south */ 186 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306 187
307 ob->roll_stats (); 188 ob->flag [FLAG_READY_WEAPON] = false;
189 ob->flag [FLAG_READY_SKILL] = false;
190 ob->flag [FLAG_READY_BOW] = false;
191
192 for (object *op = ob->inv; op; op = op->below)
193 if (op->flag [FLAG_APPLIED])
194 switch (op->type)
195 {
196 case SKILL:
197 ob->flag [FLAG_APPLIED] = false;
198 break;
199
200 case WAND:
201 case ROD:
202 case HORN:
203 case BOW:
204 ranged_ob = op;
205 break;
206
207 case WEAPON:
208 combat_ob = op;
209 break;
210 }
211
212 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
213 ob->deactivate (); // change_weapon activates, fix this better
308} 214}
215
216void
217player::set_observe (object *op)
218{
219 observe = viewpoint = op ? op : ob;
220 do_los = 1;
221}
222
223void
224player::set_viewpoint (object *op)
225{
226 viewpoint = op ? op : (object *)observe;
227 do_los = 1;
228}
229
230//+GPL
309 231
310player::player () 232player::player ()
311{ 233{
312 /* There are some elements we want initialised to non zero value - 234 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 235 * we deal with that below this point.
314 */ 236 */
315 outputs_sync = 16; /* Every 2 seconds */ 237 outputs_sync = 4;
316 outputs_count = 8; /* Keeps present behaviour */ 238 outputs_count = 4;
317 unapply = unapply_nochoice; 239 unapply = unapply_nochoice;
318 240
319 savebed_map = first_map_path; /* Init. respawn position */ 241 savebed_map = first_map_path; /* Init. respawn position */
320 242
321 gen_sp_armour = 10; 243 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal; 244 bowtype = bow_normal;
325 petmode = pet_normal; 245 petmode = pet_normal;
326 listening = 10;
327 usekeys = containers; 246 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 247 peaceful = 1; /* default peaceful */
330 do_los = 1; 248 do_los = 1;
331 249
332 /* we need to clear these to -1 and not zero - otherwise, 250 weapon_sp = 1.0f;
333 * if a player quits and starts a new character, we wont 251 weapon_sp_left = 0.5f;
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345} 252}
346 253
347void 254void
348player::do_destroy () 255player::do_destroy ()
349{ 256{
350 disconnect (); 257 disconnect ();
351 258
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 259 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376 260
377 if (ob) 261 if (ob)
378 { 262 {
379 ob->destroy_inv (false); 263 ob->destroy_inv (false);
380 ob->destroy (); 264 ob->destroy ();
381 } 265 }
266
267 ob = observe = viewpoint = 0;
382} 268}
383 269
384player::~player () 270player::~player ()
385{ 271{
386 /* Clear item stack */ 272 /* Clear item stack */
387 free (stack_items); 273 free (stack_items);
274}
275
276/*
277 * get_player_archetype() return next player archetype from archetype
278 * list. Not very efficient routine, but used only creating new players.
279 * Note: there MUST be at least one player archetype!
280 */
281static archetype *
282get_player_archetype (archetype *at)
283{
284 // archetypes could have been reloaded
285 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
286
287 if (!nat)
288 return at;
289
290 archvec::iterator i = archetypes.find (nat);
291
292 for (;;)
293 {
294 if (++i == archetypes.end ())
295 i = archetypes.begin ();
296 else if (*i == at)
297 cleanup ("not a single player archetype found");
298
299 if ((*i)->type == PLAYER)
300 return *i;
301 }
388} 302}
389 303
390/* Tries to add player on the connection passed in ns. 304/* Tries to add player on the connection passed in ns.
391 * All we can really get in this is some settings like host and display 305 * All we can really get in this is some settings like host and display
392 * mode. 306 * mode.
395player::create () 309player::create ()
396{ 310{
397 player *pl = new player; 311 player *pl = new player;
398 312
399 pl->set_object (arch_to_object (get_player_archetype (0))); 313 pl->set_object (arch_to_object (get_player_archetype (0)));
314
315 pl->ob->roll_stats ();
316 pl->ob->stats.wc = 2;
317 pl->ob->run_away = 25; /* Then we panick... */
318
400 set_first_map (pl->ob); 319 set_first_map (pl->ob);
401 320
402 return pl; 321 return pl;
403}
404
405/*
406 * get_player_archetype() return next player archetype from archetype
407 * list. Not very efficient routine, but used only creating new players.
408 * Note: there MUST be at least one player archetype!
409 */
410archetype *
411get_player_archetype (archetype *at)
412{
413 archetype *start = at;
414
415 for (;;)
416 {
417 if (at == NULL || at->next == NULL)
418 at = first_archetype;
419 else
420 at = at->next;
421
422 if (at->clone.type == PLAYER)
423 return at;
424
425 if (at == start)
426 {
427 LOG (llevError, "No Player archetypes\n");
428 exit (-1);
429 }
430 }
431} 322}
432 323
433object * 324object *
434get_nearest_player (object *mon) 325get_nearest_player (object *mon)
435{ 326{
436 object *op = NULL; 327 object *op = NULL;
437 objectlink *ol; 328 objectlink *ol;
438 unsigned lastdist; 329 unsigned lastdist;
439 rv_vector rv; 330 rv_vector rv;
440 331
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 332 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 333 {
443 /* We should not find free objects on this friendly list, but it
444 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop.
447 */
448 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
449 {
450 object *tmp = ol->ob;
451
452 /* Can't do much more other than log the fact, because the object
453 * itself will have been cleared.
454 */
455 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
456 ol = ol->next;
457 remove_friendly_object (tmp);
458 if (!ol)
459 return op;
460 }
461
462 /* Remove special check for player from this. First, it looks to cause
463 * some crashes (ol->ob->contr not set properly?), but secondly, a more
464 * complicated method of state checking would be needed in any case -
465 * as it was, a clever player could type quit, and the function would
466 * skip them over while waiting for confirmation. Remove
467 * on_same_map check, as can_detect_enemy also does this
468 */
469 if (!can_detect_enemy (mon, ol->ob, &rv)) 334 if (!can_detect_enemy (mon, ol->ob, &rv))
470 continue; 335 continue;
471 336
472 if (lastdist > rv.distance) 337 if (lastdist > rv.distance)
473 { 338 {
549 x = mon->x; 414 x = mon->x;
550 y = mon->y; 415 y = mon->y;
551 m = mon->map; 416 m = mon->map;
552 dir = rv.direction; 417 dir = rv.direction;
553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 418 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
554 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 419 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
420
555 /* If we can't solve it within the search distance, return now. */ 421 /* If we can't solve it within the search distance, return now. */
556 if (diff > max) 422 if (diff > max)
557 return 0; 423 return 0;
424
558 while (diff > 1 && max > 0) 425 while (diff > 1 && max > 0)
559 { 426 {
560 lastx = x; 427 lastx = x;
561 lasty = y; 428 lasty = y;
562 lastmap = m; 429 lastmap = m;
644 max--; 511 max--;
645 lastdir = dir; 512 lastdir = dir;
646 if (!firstdir) 513 if (!firstdir)
647 firstdir = dir; 514 firstdir = dir;
648 } 515 }
516
649 if (diff <= 1) 517 if (diff <= 1)
650 { 518 {
651 /* Recalculate diff (distance) because we may not have actually 519 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 520 * headed toward player for entire distance.
653 */ 521 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 522 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 523 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
656 } 524 }
525
657 if (diff > max) 526 if (diff > max)
658 return 0; 527 return 0;
659 } 528 }
529
660 /* If we reached the max, didn't find a direction in time */ 530 /* If we reached the max, didn't find a direction in time */
661 if (!max) 531 if (!max)
662 return 0; 532 return 0;
663 533
664 return firstdir; 534 return firstdir;
665} 535}
666 536
667void 537void
668give_initial_items (object *pl, treasurelist * items) 538give_initial_items (object *pl, treasurelist *items)
669{ 539{
670 object *op, *next = NULL;
671
672 if (pl->randomitems != NULL) 540 if (pl->randomitems)
673 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 541 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
674 542
675 for (op = pl->inv; op; op = next) 543 for (object *next, *op = pl->inv; op; op = next)
676 { 544 {
677 next = op->below; 545 next = op->below;
678 546
679 /* Forces get applied per default, unless they have the 547 /* Forces get applied per default, unless they have the
680 * flag "neutral" set. Sorry but I can't think of a better way 548 * flag "neutral" set. Sorry but I can't think of a better way
685 /* we never give weapons/armour if these cannot be used 553 /* we never give weapons/armour if these cannot be used
686 * by this player due to race restrictions 554 * by this player due to race restrictions
687 */ 555 */
688 if (pl->type == PLAYER) 556 if (pl->type == PLAYER)
689 { 557 {
690 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
559 &&
691 (op->type == ARMOUR || op->type == BOOTS || 560 (op->type == ARMOUR || op->type == BOOTS
692 op->type == CLOAK || op->type == HELMET || 561 || op->type == CLOAK || op->type == HELMET
693 op->type == SHIELD || op->type == GLOVES || 562 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE))
694 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
695 { 565 {
696 op->destroy (); 566 op->destroy ();
697 continue; 567 continue;
698 } 568 }
699 } 569 }
700 570
701 /* This really needs to be better - we should really give 571 /* Here we remove duplicated skills (as duplicated spell objects have
702 * a substitute spellbook. The problem is that we don't really 572 * _very_ confusing effects for players), which could for instance be
703 * have a good idea what to replace it with (need something like 573 * generated by bad treasurelists. - elmex
704 * a first level treasurelist for each skill.)
705 * remove duplicate skills also
706 */ 574 */
707 if (op->type == SPELLBOOK || op->type == SKILL) 575 if (op->type == SKILL)
708 { 576 {
709 object *tmp;
710
711 for (tmp = op->below; tmp; tmp = tmp->below) 577 for (object *tmp = op->below; tmp; tmp = tmp->below)
712 if (tmp->type == op->type && tmp->name == op->name) 578 if (tmp->type == op->type && tmp->name == op->name)
713 break;
714
715 if (tmp)
716 { 579 {
717 op->destroy (); 580 op->destroy ();
581 LOG (llevError,
718 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
719 continue; 583 break;
720 } 584 }
721 585
722 if (op->nrof > 1) 586 if (op->nrof > 1)
723 op->nrof = 1; 587 op->nrof = 1;
724 } 588 }
725 589
726 if (op->type == SPELLBOOK && op->inv) 590 if (op->type == SPELLBOOK && op->inv)
727 {
728 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
729 }
730 592
731 /* Give starting characters identified, uncursed, and undamned 593 /* Give starting characters identified, uncursed, and undamned
732 * items. Just don't identify gold or silver, or it won't be 594 * items. Just don't identify gold or silver, or it won't be
733 * merged properly. 595 * merged properly.
734 */ 596 */
735 if (need_identify (op)) 597 if (need_identify (op))
736 { 598 {
737 SET_FLAG (op, FLAG_IDENTIFIED); 599 SET_FLAG (op, FLAG_IDENTIFIED);
738 CLEAR_FLAG (op, FLAG_CURSED); 600 CLEAR_FLAG (op, FLAG_CURSED);
739 CLEAR_FLAG (op, FLAG_DAMNED); 601 CLEAR_FLAG (op, FLAG_DAMNED);
740 } 602 }
603
741 if (op->type == SPELL) 604 if (op->type == SPELL)
742 { 605 {
743 op->destroy (); 606 op->destroy ();
744 continue; 607 continue;
745 } 608 }
747 { 610 {
748 SET_FLAG (op, FLAG_CAN_USE_SKILL); 611 SET_FLAG (op, FLAG_CAN_USE_SKILL);
749 op->stats.exp = 0; 612 op->stats.exp = 0;
750 op->level = 1; 613 op->level = 1;
751 } 614 }
752 /* lock all 'normal items by default */ 615 else /* lock all 'normal items by default */
753 else
754 SET_FLAG (op, FLAG_INV_LOCKED); 616 SET_FLAG (op, FLAG_INV_LOCKED);
755 } /* for loop of objects in player inv */ 617 } /* for loop of objects in player inv */
756 618
757 /* Need to set up the skill pointers */ 619 /* Need to set up the skill pointers */
758 link_player_skills (pl); 620 pl->contr->link_skills ();
759} 621}
760 622
761void 623void
762get_party_password (object *op, partylist *party) 624get_party_password (object *op, partylist *party)
763{ 625{
778roll_stat (void) 640roll_stat (void)
779{ 641{
780 int a[4], i, j, k; 642 int a[4], i, j, k;
781 643
782 for (i = 0; i < 4; i++) 644 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 645 a[i] = (int) rndm (6) + 1;
784 646
785 for (i = 0, j = 0, k = 7; i < 4; i++) 647 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 648 if (a[i] < k)
787 k = a[i], j = i; 649 k = a[i], j = i;
788 650
794} 656}
795 657
796void 658void
797object::roll_stats () 659object::roll_stats ()
798{ 660{
799 int statsort [7]; 661 int statsort [NUM_STATS];
800 662
801 for (;;) 663 for (;;)
802 { 664 {
803 int sum = 0; 665 int sum = 0;
804 for (int i = 7; i--; ) 666 for (int i = NUM_STATS; i--; )
805 sum += statsort [i] = roll_stat (); 667 sum += statsort [i] = roll_stat ();
806 668
807 if (sum >= 82 && sum <= 116) 669 if (sum >= 82 && sum <= 116)
808 break; 670 break;
809 } 671 }
810 672
811 // Sort the stats so that rerolling is easier... 673 // Sort the stats so that rerolling is easier...
812 std::sort (statsort, statsort + 7, std::greater<int>()); 674 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
813 675
676 for (int i = 0; i < NUM_STATS; ++i)
814 stats.Str = statsort[0]; 677 stats.stat (i) = statsort [i];
815 stats.Dex = statsort[1];
816 stats.Con = statsort[2];
817 stats.Int = statsort[3];
818 stats.Wis = statsort[4];
819 stats.Pow = statsort[5];
820 stats.Cha = statsort[6];
821 678
822 stats.exp = 0; 679 stats.exp = 0;
823 stats.ac = 0; 680 stats.ac = 0;
824 681
825 stats.hp = stats.maxhp; 682 stats.hp = stats.maxhp;
837} 694}
838 695
839void 696void
840object::swap_stats (int a, int b) 697object::swap_stats (int a, int b)
841{ 698{
842 int tmp = get_attr_value (&contr->orig_stats, a); 699 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
844 set_attr_value (&contr->orig_stats, b, tmp);
845 700
701 for (int i = 0; i < NUM_STATS; ++i)
846 stats.Str = contr->orig_stats.Str; 702 stats.stat (i) = contr->orig_stats.stat (i);
847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853 703
854 //TODO: the following code looks so borked and should, at the very least, 704 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats 705 // be merged with the similar code in roll_stats
856 stats.ac = 0; 706 stats.ac = 0;
857 707
876static void 726static void
877start_info (object *op) 727start_info (object *op)
878{ 728{
879 char buf[MAX_BUF]; 729 char buf[MAX_BUF];
880 730
881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 731 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
882 new_draw_info (NDI_UNIQUE, 0, op, buf); 732 new_draw_info (NDI_UNIQUE, 0, op, buf);
883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
885} 733}
886 734
887/* This function takes the key that is passed, and does the 735/* This function takes the key that is passed, and does the
888 * appropriate action with it (change race, or other things). 736 * appropriate action with it (change race, or other things).
889 * The function name is for historical reasons - now we have 737 * The function name is for historical reasons - now we have
890 * separate race and class; this actually changes the RACE, 738 * separate race and class; this actually changes the RACE,
891 * not the class. 739 * not the class.
892 */ 740 */
893int 741void
894key_change_class (object *op, char key) 742player::chargen_race_done ()
895{ 743{
896 int tmp_loop;
897
898 if (key == 'd' || key == 'D')
899 {
900 char buf[MAX_BUF];
901
902 /* this must before then initial items are given */ 744 /* this must before then initial items are given */
903 esrv_new_player (op->contr, op->weight + op->carrying); 745 esrv_new_player (ob->contr);
904 746
905 treasurelist *tl = find_treasurelist ("starting_wealth"); 747 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
906 if (tl) 748 if (tl)
907 create_treasure (tl, op, 0, 0, 0); 749 create_treasure (tl, ob, 0, 0, 0);
908 750
909 INVOKE_PLAYER (BIRTH, op->contr); 751 INVOKE_PLAYER (BIRTH, ob->contr);
910 INVOKE_PLAYER (LOGIN, op->contr); 752 INVOKE_PLAYER (LOGIN, ob->contr);
911 753
912 op->contr->ns->state = ST_PLAYING; 754 ob->contr->ns->state = ST_PLAYING;
913 755
914 if (op->msg) 756 if (ob->msg)
915 op->msg = NULL; 757 ob->msg = 0;
916 758
917 /* We create this now because some of the unique maps will need it
918 * to save here.
919 */
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
921 make_path_to_file (buf);
922
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 759 start_info (ob);
927 CLEAR_FLAG (op, FLAG_WIZ); 760 CLEAR_FLAG (ob, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 761 give_initial_items (ob, ob->randomitems);
929 link_player_skills (op);
930 esrv_send_inventory (op, op); 762 esrv_send_inventory (ob, ob);
931 op->update_stats (); 763 ob->update_stats ();
932 764
933 /* This moves the player to a different start map, if there 765 /* This moves the player to a different start map, if there
934 * is one for this race 766 * is one for this race
935 */ 767 */
936 if (*first_map_ext_path) 768 if (*first_map_ext_path)
937 { 769 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
938 object *tmp;
939 char mapname[MAX_BUF];
940
941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
942 tmp = object::create ();
943 EXIT_PATH (tmp) = mapname;
944 EXIT_X (tmp) = op->x;
945 EXIT_Y (tmp) = op->y;
946 op->enter_exit (tmp); /* we don't really care if it succeeded;
947 * if the map isn't there, then stay on the
948 * default initial map */
949 tmp->destroy ();
950 }
951 else 770 else
952 LOG (llevDebug, "first_map_ext_path not set\n"); 771 LOG (llevDebug, "first_map_ext_path not set\n");
772}
953 773
954 return 0; 774void
955 } 775player::chargen_race_next ()
956 776{
957 /* Following actually changes the race - this is the default command 777 /* Following actually changes the race - this is the default command
958 * if we don't match with one of the options above. 778 * if we don't match with one of the options above.
959 */ 779 */
960 780
961 tmp_loop = 0; 781 do
962 while (!tmp_loop)
963 { 782 {
964 shstr name = op->name; 783 shstr name = ob->name;
965 int x = op->x, y = op->y; 784 int x = ob->x, y = ob->y;
966 785
967 op->remove_statbonus (); 786 ob->remove_statbonus ();
968 op->remove (); 787 ob->remove ();
969 op->arch = get_player_archetype (op->arch); 788 ob->arch = get_player_archetype (ob->arch);
970 op->arch->clone.copy_to (op); 789 ob->arch->copy_to (ob);
971 op->instantiate (); 790 ob->instantiate ();
972 op->stats = op->contr->orig_stats; 791 ob->stats = ob->contr->orig_stats;
973 op->name = op->name_pl = name; 792 ob->name = ob->name_pl = name;
974 op->x = x; 793 ob->x = x;
975 op->y = y; 794 ob->y = y;
976 SET_ANIMATION (op, 2); /* So player faces south */ 795 SET_ANIMATION (ob, 2); /* So player faces south */
977 insert_ob_in_map (op, op->map, op, 0); 796 insert_ob_in_map (ob, ob->map, ob, 0);
978 assign (op->contr->title, op->arch->clone.name); 797 assign (ob->contr->title, ob->arch->object::name);
979 op->add_statbonus (); 798 ob->add_statbonus ();
980 tmp_loop = allowed_class (op);
981 } 799 }
800 while (!allowed_class (ob));
982 801
983 update_object (op, UP_OBJ_FACE); 802 update_object (ob, UP_OBJ_FACE);
984 esrv_update_item (UPD_FACE, op, op); 803 esrv_update_item (UPD_FACE, ob, ob);
985 op->update_stats (); 804 ob->update_stats ();
986 op->stats.hp = op->stats.maxhp; 805 ob->stats.hp = ob->stats.maxhp;
987 op->stats.sp = op->stats.maxsp; 806 ob->stats.sp = ob->stats.maxsp;
988 op->stats.grace = 0; 807 ob->stats.grace = 0;
989
990 if (op->msg)
991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
994 return 0;
995} 808}
996 809
997int 810static void
998key_confirm_quit (object *op, char key)
999{
1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1002 op->contr->ns->state = ST_PLAYING;
1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004 return 1;
1005 }
1006
1007 INVOKE_PLAYER (LOGOUT, op->contr);
1008 INVOKE_PLAYER (QUIT, op->contr);
1009
1010 op->contr->enable_save = false;
1011
1012 terminate_all_pets (op);
1013 op->remove ();
1014 op->direction = 0;
1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1016
1017 strcpy (op->contr->killer, "quit");
1018 check_score (op);
1019 op->contr->party = 0;
1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1022
1023 return 1;
1024}
1025
1026void
1027flee_player (object *op) 811flee_player (object *op)
1028{ 812{
1029 int dir, diff; 813 int dir, diff;
1030 rv_vector rv; 814 rv_vector rv;
1031 815
1034 LOG (llevDebug, "Fleeing player is dead.\n"); 818 LOG (llevDebug, "Fleeing player is dead.\n");
1035 CLEAR_FLAG (op, FLAG_SCARED); 819 CLEAR_FLAG (op, FLAG_SCARED);
1036 return; 820 return;
1037 } 821 }
1038 822
1039 if (op->enemy == NULL) 823 if (!op->enemy)
1040 { 824 {
1041 LOG (llevDebug, "Fleeing player had no enemy.\n"); 825 LOG (llevDebug, "Fleeing player had no enemy.\n");
1042 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
1043 return; 827 return;
1044 } 828 }
1045 829
1046 /* Seen some crashes here. Since we don't store an
1047 * op->enemy_count, it is possible that something destroys the
1048 * actual enemy, and the object is recycled.
1049 */
1050 if (op->enemy->map == NULL)
1051 {
1052 CLEAR_FLAG (op, FLAG_SCARED);
1053 op->enemy = NULL;
1054 return;
1055 }
1056
1057 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1058 { 831 {
1059 op->enemy = NULL; 832 op->enemy = NULL;
1060 CLEAR_FLAG (op, FLAG_SCARED); 833 CLEAR_FLAG (op, FLAG_SCARED);
1061 return; 834 return;
1064 get_rangevector (op, op->enemy, &rv, 0); 837 get_rangevector (op, op->enemy, &rv, 0);
1065 838
1066 dir = absdir (4 + rv.direction); 839 dir = absdir (4 + rv.direction);
1067 for (diff = 0; diff < 3; diff++) 840 for (diff = 0; diff < 3; diff++)
1068 { 841 {
1069 int m = 1 - (RANDOM () & 2); 842 int m = 1 - rndm (2) * 2;
1070 843
1071 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 844 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1072 return; 845 return;
1073 } 846 }
1074 847
1075 /* Cornered, get rid of scared */ 848 /* Cornered, get rid of scared */
1076 CLEAR_FLAG (op, FLAG_SCARED); 849 CLEAR_FLAG (op, FLAG_SCARED);
1077 op->enemy = NULL; 850 op->enemy = NULL;
1078} 851}
1079 852
1080
1081/* check_pick sees if there is stuff to be picked up/picks up stuff. 853/* check_pick sees if there is stuff to be picked up/picks up stuff.
1082 * IT returns 1 if the player should keep on moving, 0 if he should 854 * It returns 1 if the player should keep on moving, 0 if he should
1083 * stop. 855 * stop.
1084 */ 856 */
1085int 857int
1086check_pick (object *op) 858check_pick (object *op)
1087{ 859{
1088 object *tmp, *next; 860 object *tmp, *next;
1089 int stop = 0; 861 int stop = 0;
1090 int j, k, wvratio; 862 int wvratio;
1091 char putstring[128], tmpstr[16];
1092 863
1093 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you cna't pick up anything */
1094 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
1095 return 1; 866 return 1;
1096 867
1097 next = op->below; 868 next = op->below;
1098 869
870 int cnt = MAX_ITEM_PER_ACTION;
871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
872
1099 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
1100 * destroyed */ 874 * destroyed */
1101 while (next && !next->destroyed ()) 875 while (next && !next->destroyed ())
1102 { 876 {
1103 tmp = next; 877 tmp = next;
1104 next = tmp->below; 878 next = tmp->below;
1105 879
880 if (cnt <= 0)
881 {
882 op->failmsg ("Couldn't pickup all items at once.");
883 return 0;
884 }
885
1106 if (op->destroyed ()) 886 if (op->destroyed ())
1107 return 0; 887 return 0;
1108 888
1109 if (!can_pick (op, tmp)) 889 if (!can_pick (op, tmp))
1110 continue; 890 continue;
1111 891
1112 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 892 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1113 { 893 {
1114 if (item_matched_string (op, tmp, op->contr->search_str)) 894 if (item_matched_string (op, tmp, op->contr->search_str))
1115 pick_up (op, tmp); 895 CHK_PICK_PICKUP;
896
1116 continue; 897 continue;
1117 } 898 }
1118 899
1119 /* high not bit set? We're using the old autopickup model */ 900 /* pickup handling */
901 if (op->contr->mode & PU_DEBUG)
902 {
903 /* some debugging code to figure out item information */
904 const char *str = tmp->name
905 ? format ("item name: %s item type: %d weight/value: %d",
906 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
907 : format ("item name: %s item type: %d weight/value: %d",
908 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
909
910 new_draw_info (NDI_UNIQUE, 0, op, str);
911 }
912
913 if (op->contr->mode & PU_INHIBIT)
914 return 1;
915
916 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
917 return 1;
918
919 /* philosophy:
920 * It's easy to grab an item type from a pile, as long as it's
921 * generic. This takes no game-time. For more detailed pickups
922 * and selections, select-items should be used. This is a
923 * grab-as-you-run type mode that's really useful for arrows for
924 * example.
925 * The drawback: right now it has no frontend, so you need to
926 * stick the bits you want into a calculator in hex mode and then
927 * convert to decimal and then 'pickup <#>
928 */
929
930 /* the first two modes are exclusive: if NOTHING we return, if
931 * STOP then we stop. All the rest are applied sequentially,
932 * meaning if any test passes, the item gets picked up. */
933
934 /* if mode is set to pick nothing up, return */
935 if (op->contr->mode == PU_NOTHING)
936 return 1;
937
938 /* if mode is set to stop when encountering objects, return */
939 /* take STOP before INHIBIT since it doesn't actually pick
940 * anything up */
941 if (op->contr->mode & PU_STOP)
942 return 0;
943
944 /* useful for going into stores and not losing your settings... */
945 /* and for battles wher you don't want to get loaded down while
946 * fighting */
947 if (op->contr->mode & PU_INHIBIT)
948 return 1;
949
950 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID))
952 continue;
953
954 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
956 continue;
957
958 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */
1120 if (!(op->contr->mode & PU_NEWMODE)) 960 if (op->contr->mode & PU_FOOD)
961 if (tmp->type == FOOD)
1121 { 962 {
1122 switch (op->contr->mode) 963 CHK_PICK_PICKUP;
964 continue;
965 }
966
967 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
969 {
970 CHK_PICK_PICKUP;
971 continue;
972 }
973
974 if (op->contr->mode & PU_POTION)
975 if (tmp->type == POTION)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* spellbooks, skillscrolls and normal books/scrolls */
982 if (op->contr->mode & PU_SPELLBOOK)
983 if (tmp->type == SPELLBOOK)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 if (op->contr->mode & PU_SKILLSCROLL)
990 if (tmp->type == SKILLSCROLL)
991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995
996 if (op->contr->mode & PU_READABLES)
997 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* pick up all magical items */
1012 if (op->contr->mode & PU_MAGICAL)
1013 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1014 {
1015 CHK_PICK_PICKUP;
1016 continue;
1017 }
1018
1019 if (op->contr->mode & PU_VALUABLES)
1020 {
1021 if (tmp->type == MONEY || tmp->type == GEM)
1123 { 1022 {
1124 case 0: 1023 CHK_PICK_PICKUP;
1125 return 1; /* don't pick up */ 1024 continue;
1126 case 1:
1127 pick_up (op, tmp);
1128 return 1;
1129 case 2:
1130 pick_up (op, tmp);
1131 return 0;
1132 case 3:
1133 return 0; /* stop before pickup */
1134 case 4:
1135 pick_up (op, tmp);
1136 break;
1137 case 5:
1138 pick_up (op, tmp);
1139 stop = 1;
1140 break;
1141 case 6:
1142 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1143 pick_up (op, tmp);
1144 break;
1145
1146 case 7:
1147 if (tmp->type == MONEY || tmp->type == GEM)
1148 pick_up (op, tmp);
1149 break;
1150
1151 default:
1152 /* use value density */
1153 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1154 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1155 pick_up (op, tmp);
1156 } 1025 }
1157 } 1026 }
1158 else 1027
1159 { /* old model */ 1028 /* rings & amulets - talismans seems to be typed AMULET */
1160 /* NEW pickup handling */
1161 if (op->contr->mode & PU_DEBUG) 1029 if (op->contr->mode & PU_JEWELS)
1030 if (tmp->type == RING || tmp->type == AMULET)
1162 { 1031 {
1163 /* some debugging code to figure out item information */ 1032 CHK_PICK_PICKUP;
1164 if (tmp->name != NULL)
1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1167 else
1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1170
1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1172 }
1173
1174 /* philosophy:
1175 * It's easy to grab an item type from a pile, as long as it's
1176 * generic. This takes no game-time. For more detailed pickups
1177 * and selections, select-items should be used. This is a
1178 * grab-as-you-run type mode that's really useful for arrows for
1179 * example.
1180 * The drawback: right now it has no frontend, so you need to
1181 * stick the bits you want into a calculator in hex mode and then
1182 * convert to decimal and then 'pickup <#>
1183 */
1184
1185 /* the first two modes are exclusive: if NOTHING we return, if
1186 * STOP then we stop. All the rest are applied sequentially,
1187 * meaning if any test passes, the item gets picked up. */
1188
1189 /* if mode is set to pick nothing up, return */
1190
1191 if (op->contr->mode & PU_NOTHING)
1192 return 1;
1193
1194 /* if mode is set to stop when encountering objects, return */
1195 /* take STOP before INHIBIT since it doesn't actually pick
1196 * anything up */
1197
1198 if (op->contr->mode & PU_STOP)
1199 return 0;
1200
1201 /* useful for going into stores and not losing your settings... */
1202 /* and for battles wher you don't want to get loaded down while
1203 * fighting */
1204 if (op->contr->mode & PU_INHIBIT)
1205 return 1;
1206
1207 /* prevent us from turning into auto-thieves :) */
1208 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1209 continue; 1033 continue;
1034 }
1210 1035
1211 /* ignore known cursed objects */ 1036 /* we don't forget dragon food */
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1037 if (op->contr->mode & PU_FLESH)
1038 if (tmp->type == FLESH)
1039 {
1040 CHK_PICK_PICKUP;
1213 continue; 1041 continue;
1042 }
1214 1043
1215 /* all food and drink if desired */ 1044 /* bows and arrows. Bows are good for selling! */
1216 /* question: don't pick up known-poisonous stuff? */ 1045 if (op->contr->mode & PU_BOW)
1046 if (tmp->type == BOW)
1047 {
1048 CHK_PICK_PICKUP;
1049 continue;
1050 }
1051
1052 if (op->contr->mode & PU_ARROW)
1053 if (tmp->type == ARROW)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1058
1059 /* all kinds of armor etc. */
1060 if (op->contr->mode & PU_ARMOUR)
1061 if (tmp->type == ARMOUR)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_HELMET)
1068 if (tmp->type == HELMET)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_SHIELD)
1075 if (tmp->type == SHIELD)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1217 if (op->contr->mode & PU_FOOD) 1081 if (op->contr->mode & PU_BOOTS)
1218 if (tmp->type == FOOD) 1082 if (tmp->type == BOOTS)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 if (op->contr->mode & PU_GLOVES)
1089 if (tmp->type == GLOVES)
1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1095 if (op->contr->mode & PU_CLOAK)
1096 if (tmp->type == CLOAK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 /* hoping to catch throwing daggers here */
1103 if (op->contr->mode & PU_MISSILEWEAPON)
1104 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* careful: chairs and tables are weapons! */
1111 if (op->contr->mode & PU_ALLWEAPON)
1112 {
1113 if (tmp->type == WEAPON)
1114 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1219 { 1115 {
1220 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1221 continue; 1117 continue;
1222 } 1118 }
1119 }
1223 1120
1121 /* misc stuff that's useful */
1224 if (op->contr->mode & PU_DRINK) 1122 if (op->contr->mode & PU_KEY)
1225 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1123 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1226 { 1124 {
1227 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1228 continue; 1126 continue;
1229 } 1127 }
1230 1128
1129 /* any of the last 4 bits set means we use the ratio for value
1130 * pickups */
1231 if (op->contr->mode & PU_POTION) 1131 if (op->contr->mode & PU_RATIO)
1232 if (tmp->type == POTION) 1132 {
1133 /* use value density to decide what else to grab */
1134 /* >=7 was >= op->contr->mode */
1135 /* >=7 is the old standard setting. Now we take the last 4 bits
1233 { 1136 */
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* spellbooks, skillscrolls and normal books/scrolls */
1239 if (op->contr->mode & PU_SPELLBOOK)
1240 if (tmp->type == SPELLBOOK)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_SKILLSCROLL)
1247 if (tmp->type == SKILLSCROLL)
1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1252
1253 if (op->contr->mode & PU_READABLES)
1254 if (tmp->type == BOOK || tmp->type == SCROLL)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 /* wands/staves/rods/horns */
1261 if (op->contr->mode & PU_MAGIC_DEVICE)
1262 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1263 {
1264 pick_up (op, tmp);
1265 continue;
1266 }
1267
1268 /* pick up all magical items */
1269 if (op->contr->mode & PU_MAGICAL) 1137 wvratio = op->contr->mode & PU_RATIO;
1270 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1138 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_VALUABLES)
1277 { 1139 {
1278 if (tmp->type == MONEY || tmp->type == GEM) 1140#if 0
1141 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1142 if (tmp->name != NULL)
1279 { 1143 {
1280 pick_up (op, tmp); 1144 fprintf (stderr, "%s", tmp->name);
1281 continue;
1282 } 1145 }
1283 }
1284
1285 /* rings & amulets - talismans seems to be typed AMULET */
1286 if (op->contr->mode & PU_JEWELS)
1287 if (tmp->type == RING || tmp->type == AMULET)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 /* we don't forget dragon food */
1294 if (op->contr->mode & PU_FLESH)
1295 if (tmp->type == FLESH)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* bows and arrows. Bows are good for selling! */
1302 if (op->contr->mode & PU_BOW)
1303 if (tmp->type == BOW)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 if (op->contr->mode & PU_ARROW)
1310 if (tmp->type == ARROW)
1311 {
1312 pick_up (op, tmp);
1313 continue;
1314 }
1315
1316 /* all kinds of armor etc. */
1317 if (op->contr->mode & PU_ARMOUR)
1318 if (tmp->type == ARMOUR)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_HELMET)
1325 if (tmp->type == HELMET)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_SHIELD)
1332 if (tmp->type == SHIELD)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 if (op->contr->mode & PU_BOOTS)
1339 if (tmp->type == BOOTS)
1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1345 if (op->contr->mode & PU_GLOVES)
1346 if (tmp->type == GLOVES)
1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1351
1352 if (op->contr->mode & PU_CLOAK)
1353 if (tmp->type == CLOAK)
1354 {
1355 pick_up (op, tmp);
1356 continue;
1357 }
1358
1359 /* hoping to catch throwing daggers here */
1360 if (op->contr->mode & PU_MISSILEWEAPON)
1361 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1362 {
1363 pick_up (op, tmp);
1364 continue;
1365 }
1366
1367 /* careful: chairs and tables are weapons! */
1368 if (op->contr->mode & PU_ALLWEAPON)
1369 {
1370 if (tmp->type == WEAPON && tmp->name != NULL)
1371 {
1372 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1373 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1374 {
1375 pick_up (op, tmp);
1376 continue;
1377 }
1378 }
1379
1380 if (tmp->type == WEAPON && tmp->name == NULL)
1381 {
1382 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1383 {
1384 pick_up (op, tmp);
1385 continue;
1386 }
1387 }
1388 }
1389
1390 /* misc stuff that's useful */
1391 if (op->contr->mode & PU_KEY)
1392 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1393 {
1394 pick_up (op, tmp);
1395 continue;
1396 }
1397
1398 /* any of the last 4 bits set means we use the ratio for value
1399 * pickups */
1400 if (op->contr->mode & PU_RATIO)
1401 {
1402 /* use value density to decide what else to grab */
1403 /* >=7 was >= op->contr->mode */
1404 /* >=7 is the old standard setting. Now we take the last 4 bits
1405 * and multiply them by 5, giving 0..15*5== 5..75 */
1406 wvratio = (op->contr->mode & PU_RATIO) * 5;
1407 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1408 {
1409 pick_up (op, tmp);
1410#if 0
1411 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1412 if (tmp->name != NULL)
1413 {
1414 fprintf (stderr, "%s", tmp->name);
1415 }
1416 else 1146 else
1417 fprintf (stderr, "%s", tmp->arch->name); 1147 fprintf (stderr, "%s", tmp->arch->archname);
1418 fprintf (stderr, ",%d] = ", tmp->type); 1148 fprintf (stderr, ",%d] = ", tmp->type);
1419 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1149 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1420#endif 1150#endif
1151 CHK_PICK_PICKUP;
1421 continue; 1152 continue;
1422 }
1423 } 1153 }
1424 } /* the new pickup model */ 1154 } /* the new pickup model */
1425 } 1155 }
1426 1156
1427 return !stop; 1157 return !stop;
1158}
1159
1160/* routine for both players and monsters. We call this when
1161 * there is a possibility for our action distrubing our hiding
1162 * place or invisiblity spell. Artefact invisiblity causes
1163 * "noise" instead. If we arent invisible to begin with, we
1164 * return 0.
1165 */
1166static int
1167action_makes_visible (object *op)
1168{
1169 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1170 {
1171 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1172 {
1173 // artefact invisibility is permanent, but we still make noise
1174 // this is important for game-balance.
1175 if (op->contr)
1176 op->make_noise ();
1177
1178 return 0;
1179 }
1180
1181 if (op->contr && op->contr->tmp_invis == 0)
1182 return 0;
1183
1184 /* If monsters, they should become visible */
1185 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1186 {
1187 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1188 return 1;
1189 }
1190 }
1191
1192 return 0;
1428} 1193}
1429 1194
1430/* 1195/*
1431 * Find an arrow in the inventory and after that 1196 * Find an arrow in the inventory and after that
1432 * in the right type container (quiver). Pointer to the 1197 * in the right type container (quiver). Pointer to the
1433 * found object is returned. 1198 * found object is returned.
1434 */ 1199 */
1435object * 1200static object *
1436find_arrow (object *op, const char *type) 1201find_arrow (object *op, const char *type)
1437{ 1202{
1438 object *tmp = NULL;
1439
1440 for (op = op->inv; op; op = op->below) 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1441 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1442 tmp = find_arrow (op, type);
1443 else if (op->type == ARROW && op->race == type) 1204 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1205 return splay (tmp);
1206
1207 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1208 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1209 if (object *arrow = find_arrow (tmp, type))
1210 {
1211 splay (tmp);
1444 return op; 1212 return arrow;
1213 }
1214
1445 return tmp; 1215 return 0;
1446} 1216}
1447 1217
1448/* 1218/*
1449 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1219 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1450 * against the target. A full test is not performed, simply a basic test 1220 * against the target. A full test is not performed, simply a basic test
1451 * of resistances. The archer is making a quick guess at what he sees down 1221 * of resistances. The archer is making a quick guess at what he sees down
1452 * the hall. Failing that it does it's best to pick the highest plus arrow. 1222 * the hall. Failing that it does it's best to pick the highest plus arrow.
1453 */ 1223 */
1454 1224static object *
1455object *
1456find_better_arrow (object *op, object *target, const char *type, int *better) 1225find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1457{ 1226{
1458 object *tmp = NULL, *arrow, *ntmp; 1227 object *tmp = NULL, *arrow, *ntmp;
1459 int attacknum, attacktype, betterby = 0, i; 1228 int attacknum, attacktype, betterby = 0, i;
1460 1229
1461 if (!type) 1230 if (!type)
1465 { 1234 {
1466 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1235 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1467 { 1236 {
1468 i = 0; 1237 i = 0;
1469 ntmp = find_better_arrow (arrow, target, type, &i); 1238 ntmp = find_better_arrow (arrow, target, type, &i);
1239
1470 if (i > betterby) 1240 if (i > betterby)
1471 { 1241 {
1472 tmp = ntmp; 1242 tmp = ntmp;
1473 betterby = i; 1243 betterby = i;
1474 } 1244 }
1475 } 1245 }
1476 else if (arrow->type == ARROW && arrow->race == type) 1246 else if (arrow->type == ARROW && arrow->race == type)
1477 { 1247 {
1478 /* allways prefer assasination/slaying */ 1248 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1249 if (target->race && arrow->slaying.contains (target->race))
1480 { 1250 {
1481 if (arrow->attacktype & AT_DEATH) 1251 if (arrow->attacktype & AT_DEATH)
1482 { 1252 {
1483 *better = 100; 1253 *better = 100;
1484 return arrow; 1254 return arrow;
1492 else 1262 else
1493 { 1263 {
1494 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1264 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1495 { 1265 {
1496 attacktype = 1 << attacknum; 1266 attacktype = 1 << attacknum;
1497 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1267 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1498 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1268 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1499 { 1269 {
1500 tmp = arrow; 1270 tmp = arrow;
1501 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1271 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1502 } 1272 }
1503 } 1273 }
1274
1504 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1275 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1505 { 1276 {
1506 tmp = arrow; 1277 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam; 1278 betterby = 2 + arrow->magic + arrow->stats.dam;
1508 } 1279 }
1280
1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1281 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1510 { 1282 {
1511 tmp = arrow; 1283 tmp = arrow;
1512 betterby = 1 + arrow->magic + arrow->stats.dam; 1284 betterby = 1 + arrow->magic + arrow->stats.dam;
1513 } 1285 }
1514 } 1286 }
1515 } 1287 }
1516 } 1288 }
1289
1517 if (tmp == NULL && arrow == NULL) 1290 if (tmp == NULL && arrow == NULL)
1518 return find_arrow (op, type); 1291 return find_arrow (op, type);
1519 1292
1520 *better = betterby; 1293 *better = betterby;
1521 return tmp; 1294 return tmp;
1525 * find_better_arrow to find a decent arrow to use. 1298 * find_better_arrow to find a decent arrow to use.
1526 * op = the shooter 1299 * op = the shooter
1527 * type = bow->race 1300 * type = bow->race
1528 * dir = fire direction 1301 * dir = fire direction
1529 */ 1302 */
1530 1303static object *
1531object *
1532pick_arrow_target (object *op, const char *type, int dir) 1304pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1305{
1534 object *tmp = NULL; 1306 object *tmp = NULL;
1535 maptile *m; 1307 maptile *m;
1536 int i, mflags, found, number; 1308 int i, mflags, found, number;
1537 sint16 x, y; 1309 sint16 x, y;
1552 for (i = 0, found = 0; i < 20; i++) 1324 for (i = 0, found = 0; i < 20; i++)
1553 { 1325 {
1554 x += freearr_x[dir]; 1326 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1327 y += freearr_y[dir];
1556 mflags = get_map_flags (m, &m, x, y, &x, &y); 1328 mflags = get_map_flags (m, &m, x, y, &x, &y);
1329
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1330 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 { 1331 {
1559 tmp = NULL; 1332 tmp = 0;
1560 break; 1333 break;
1561 } 1334 }
1562 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1335 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1563 { 1336 {
1564 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1337 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1565 * perhaps a bad assumption. 1338 * perhaps a bad assumption.
1566 */ 1339 */
1567 tmp = NULL; 1340 tmp = 0;
1568 break; 1341 break;
1569 } 1342 }
1343
1570 if (mflags & P_IS_ALIVE) 1344 if (mflags & P_IS_ALIVE)
1571 {
1572 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1345 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1573 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1346 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1574 {
1575 found++;
1576 break;
1577 }
1578 if (found)
1579 break; 1347 break;
1580 }
1581 } 1348 }
1582 if (tmp == NULL) 1349
1350 if (!tmp)
1583 return find_arrow (op, type); 1351 return find_arrow (op, type);
1584 1352
1585 if (tmp->head) 1353 if (tmp->head)
1586 tmp = tmp->head; 1354 tmp = tmp->head;
1587 1355
1600 */ 1368 */
1601int 1369int
1602fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1370fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1603{ 1371{
1604 object *left, *bow; 1372 object *left, *bow;
1605 int bowspeed, mflags; 1373 int mflags;
1606 maptile *m; 1374 maptile *m;
1607 1375
1608 if (!dir) 1376 if (!dir)
1609 { 1377 {
1610 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1378 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1611 return 0; 1379 return 0;
1612 } 1380 }
1613 1381
1614 if (op->type == PLAYER) 1382 if (op->contr)
1615 bow = op->contr->ranges[range_bow]; 1383 bow = op->current_weapon;
1616 else 1384 else
1617 { 1385 {
1618 for (bow = op->inv; bow; bow = bow->below) 1386 for (bow = op->inv; bow; bow = bow->below)
1619 /* Don't check for applied - monsters don't apply bows - in that way, they 1387 /* Don't check for applied - monsters don't apply bows - in that way, they
1620 * don't need to switch back and forth between bows and weapons. 1388 * don't need to switch back and forth between bows and weapons.
1625 if (!bow) 1393 if (!bow)
1626 { 1394 {
1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1395 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1628 return 0; 1396 return 0;
1629 } 1397 }
1398
1399 // optimisation: move object to top so we will find it quickly again
1400 splay (bow);
1630 } 1401 }
1631 1402
1632 if (!bow->race || !bow->skill) 1403 if (!bow->race || !bow->skill)
1633 { 1404 {
1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1635 return 0; 1406 return 0;
1636 } 1407 }
1637
1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1639
1640 /* penalize ROF for bestarrow */
1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1644 if (bowspeed < 1)
1645 bowspeed = 1;
1646 1408
1647 if (arrow == NULL) 1409 if (arrow == NULL)
1648 { 1410 {
1649 if ((arrow = find_arrow (op, bow->race)) == NULL) 1411 if ((arrow = find_arrow (op, bow->race)) == NULL)
1650 { 1412 {
1651 if (op->type == PLAYER) 1413 if (op->type == PLAYER)
1652 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1414 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1653 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1415 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1654 else 1416 else
1655 CLEAR_FLAG (op, FLAG_READY_BOW); 1417 CLEAR_FLAG (op, FLAG_READY_BOW);
1418
1656 return 0; 1419 return 0;
1657 } 1420 }
1658 } 1421 }
1659 1422
1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1423 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1668 } 1431 }
1669 1432
1670 /* this should not happen, but sometimes does */ 1433 /* this should not happen, but sometimes does */
1671 if (arrow->nrof == 0) 1434 if (arrow->nrof == 0)
1672 { 1435 {
1436 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1673 arrow->destroy (); 1437 arrow->destroy ();
1674 return 0; 1438 return 0;
1675 } 1439 }
1676 1440
1677 left = arrow; /* these are arrows left to the player */ 1441 left = arrow; /* these are arrows left to the player */
1678 arrow = get_split_ob (arrow, 1); 1442 arrow = arrow->split ();
1679 if (!arrow) 1443 if (!arrow)
1680 { 1444 {
1681 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1445 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1682 return 0; 1446 return 0;
1683 } 1447 }
1684 1448
1685 arrow->set_owner (op); 1449 arrow->set_owner (op);
1686 arrow->skill = bow->skill; 1450 arrow->skill = bow->skill;
1687 arrow->direction = dir; 1451 arrow->direction = dir;
1688 1452
1453 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1454 arrow->stats.hp = arrow->stats.dam;
1455 arrow->stats.grace = arrow->attacktype;
1456 arrow->custom_name = arrow->slaying;
1457
1458#if 0
1459 if (player *pl = op->contr)
1460 {
1461 float speed = pl->weapon_sp;
1462
1463 /* penalize ROF for bestarrow */
1464 if (pl->bowtype == bow_bestarrow)
1465 speed *= .9f;
1466 else
1467 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1468
1469 op->speed_left += speed - op->speed;
1470 }
1471#endif
1472
1473 SET_ANIMATION (arrow, arrow->direction);
1474
1475 /* update the speed */
1476 arrow->speed = ((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 arrow->set_speed (max (arrow->speed, 2.f));
1480 arrow->speed_left = 0;
1481
1482 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1483
1689 if (op->type == PLAYER) 1484 if (op->type == PLAYER)
1690 { 1485 {
1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1692 op->update_stats ();
1693 }
1694
1695 SET_ANIMATION (arrow, arrow->direction);
1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1697 arrow->stats.hp = arrow->stats.dam;
1698 arrow->stats.grace = arrow->attacktype;
1699 if (arrow->slaying != NULL)
1700 arrow->spellarg = strdup (arrow->slaying);
1701
1702 /* Note that this was different for monsters - they got their level
1703 * added to the damage. I think the strength bonus is more proper.
1704 */
1705
1706 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1707
1708 /* update the speed */
1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1711
1712 arrow->set_speed (max (arrow->speed, 1.0));
1713 arrow->speed_left = 0;
1714
1715 if (op->type == PLAYER)
1716 {
1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1719 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1720
1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1486 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1487 wc -= dex_bonus[op->stats.Dex];
1488
1489 if (!arrow->slaying)
1490 arrow->slaying = op->slaying;
1491
1492 arrow->attacktype |= op->attacktype;
1722 } 1493 }
1723 else 1494 else
1724 { 1495 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1496 arrow->level = op->level;
1727 } 1497 arrow->stats.wc -= bow->magic;
1728 1498
1729 if (arrow->attacktype == AT_PHYSICAL) 1499 if (!arrow->slaying)
1500 arrow->slaying = bow->slaying;
1501
1730 arrow->attacktype |= bow->attacktype; 1502 arrow->attacktype |= bow->attacktype;
1503 }
1731 1504
1732 if (bow->slaying) 1505 wc -= arrow->level;
1733 arrow->slaying = bow->slaying; 1506 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1734 1507
1508 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1735 arrow->move_type = MOVE_FLY_LOW; 1509 arrow->move_type = MOVE_FLY_LOW;
1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1510 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1737 1511
1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1512 op->play_sound (sound_find ("fire_arrow"));
1739 m->insert (arrow, sx, sy, op); 1513 m->insert (arrow, sx, sy, op);
1740 1514
1741 if (!arrow->destroyed ()) 1515 if (!arrow->destroyed ())
1742 move_arrow (arrow); 1516 move_arrow (arrow);
1743
1744 if (op->type == PLAYER)
1745 {
1746 if (left->destroyed ())
1747 esrv_del_item (op->contr, left->count);
1748 else
1749 esrv_send_item (op, left);
1750 }
1751 1517
1752 return 1; 1518 return 1;
1753} 1519}
1754 1520
1755/* Special fire code for players - this takes into 1521/* Special fire code for players - this takes into
1757 * but monsters can't. Putting that code here 1523 * but monsters can't. Putting that code here
1758 * makes the fire_bow code much cleaner. 1524 * makes the fire_bow code much cleaner.
1759 * this function should only be called if 'op' is a player, 1525 * this function should only be called if 'op' is a player,
1760 * hence the function name. 1526 * hence the function name.
1761 */ 1527 */
1762int 1528static int
1763player_fire_bow (object *op, int dir) 1529player_fire_bow (object *op, int dir)
1764{ 1530{
1765 int ret = 0, wcmod = 0; 1531 int ret;
1766 1532
1767 if (op->contr->bowtype == bow_bestarrow) 1533 if (op->contr->bowtype == bow_bestarrow)
1768 { 1534 {
1769 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1535 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1770 } 1536 }
1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1537 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1772 { 1538 {
1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1539 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1774 wcmod = -1;
1775
1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1540 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1777 } 1541 }
1778 else if (op->contr->bowtype == bow_threewide) 1542 else if (op->contr->bowtype == bow_threewide)
1779 { 1543 {
1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1544 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 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 + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1782 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1546 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1783 } 1547 }
1784 else if (op->contr->bowtype == bow_spreadshot) 1548 else if (op->contr->bowtype == bow_spreadshot)
1785 { 1549 {
1786 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1787 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);
1788 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1552 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1789
1790 } 1553 }
1791 else 1554 else
1792 { 1555 {
1793 /* Simple case */ 1556 /* Simple case */
1794 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1557 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1795 } 1558 }
1559
1796 return ret; 1560 return ret;
1797} 1561}
1798
1799 1562
1800/* Fires a misc (wand/rod/horn) object in 'dir'. 1563/* Fires a misc (wand/rod/horn) object in 'dir'.
1801 * Broken apart from 'fire' to keep it more readable. 1564 * Broken apart from 'fire' to keep it more readable.
1802 */ 1565 */
1803void 1566static void
1804fire_misc_object (object *op, int dir) 1567fire_misc_object (object *op, int dir)
1805{ 1568{
1806 object *item; 1569 object *item = op->contr->ranged_ob;
1807 1570
1808 if (!op->contr->ranges[range_misc]) 1571 if (!item)
1809 { 1572 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1573 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1811 return; 1574 return;
1812 } 1575 }
1813 1576
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1577 if (!item->inv)
1816 { 1578 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1579 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1580 return;
1819 } 1581 }
1582
1583 if (!op->change_weapon (item))
1584 return;
1585
1820 if (item->type == WAND) 1586 if (item->type == WAND)
1821 { 1587 {
1822 if (item->stats.food <= 0) 1588 if (item->stats.food <= 0)
1823 { 1589 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1590 op->contr->play_sound (sound_find ("wand_poof"));
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1592
1826 return; 1593 return;
1827 } 1594 }
1828 } 1595 }
1829 else if (item->type == ROD || item->type == HORN) 1596 else if (item->type == ROD || item->type == HORN)
1830 { 1597 {
1831 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1598 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1599
1600 // using the maximum of the rods charge allows at least one spell cast
1601 // for a rod or horn, this fixes some broken rods.
1602 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1832 { 1603 {
1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1604 op->contr->play_sound (sound_find ("wand_poof"));
1605
1834 if (item->type == ROD) 1606 if (item->type == ROD)
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1607 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1836 else 1608 else
1837 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1610
1838 return; 1611 return;
1839 } 1612 }
1840 } 1613 }
1841 1614
1842 if (cast_spell (op, item, dir, item->inv, NULL)) 1615 if (cast_spell (op, item, dir, item->inv, NULL))
1843 { 1616 {
1844 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1617 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1618
1845 if (item->type == WAND) 1619 if (item->type == WAND)
1846 { 1620 {
1847 if (!(--item->stats.food)) 1621 if (!(--item->stats.food))
1848 { 1622 {
1849 object *tmp; 1623 object *tmp;
1850 1624
1851 if (item->arch) 1625 if (item->arch)
1852 { 1626 {
1853 CLEAR_FLAG (item, FLAG_ANIMATE); 1627 CLEAR_FLAG (item, FLAG_ANIMATE);
1854 item->face = item->arch->clone.face; 1628 item->face = item->arch->face;
1855 item->set_speed (0); 1629 item->set_speed (0);
1856 } 1630 }
1857 1631
1858 if ((tmp = item->in_player ())) 1632 if (object *pl = item->visible_to ())
1859 esrv_update_item (UPD_ANIM, tmp, item); 1633 esrv_update_item (UPD_ANIM, pl, item);
1860 } 1634 }
1861 } 1635 }
1862 else if (item->type == ROD || item->type == HORN) 1636 else if (item->type == ROD || item->type == HORN)
1863 drain_rod_charge (item); 1637 drain_rod_charge (item);
1864 } 1638 }
1865} 1639}
1866 1640
1867/* Received a fire command for the player - go and do it. 1641/* Received a fire command for the player - go and do it.
1868 */ 1642 */
1869void 1643bool
1870fire (object *op, int dir) 1644fire (object *op, int dir)
1871{ 1645{
1872 int spellcost = 0; 1646 int spellcost = 0;
1647
1648 player *pl = op->contr;
1649
1650 if (pl->golem)
1651 {
1652 control_golem (op->contr->golem, dir);
1653 return false;
1654 }
1655
1656 object *ob = pl->ranged_ob;
1657
1658 if (!ob)
1659 return false;
1660
1661 if (op->speed_left > 0.f)
1662 --op->speed_left;
1663 else
1664 return false;
1665
1666 if (!op->change_weapon (ob))
1667 return false;
1873 1668
1874 /* check for loss of invisiblity/hide */ 1669 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1670 if (action_makes_visible (op))
1876 make_visible (op); 1671 make_visible (op);
1877 1672
1878 switch (op->contr->shoottype) 1673 switch (ob->type)
1879 { 1674 {
1880 case range_none: 1675 case BOW:
1881 return;
1882
1883 case range_bow:
1884 player_fire_bow (op, dir); 1676 player_fire_bow (op, dir);
1885 return; 1677 break;
1886 1678
1887 case range_magic: /* Casting spells */ 1679 case SPELL:
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1680 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1889 return; 1681 break;
1890 1682
1891 case range_misc: 1683 case BUILDER:
1684 apply_map_builder (op, dir);
1685 break;
1686
1687 case SKILL:
1688 do_skill (op, op, ob, dir, 0);
1689 break;
1690
1691 default:
1892 fire_misc_object (op, dir); 1692 fire_misc_object (op, dir);
1893 return; 1693 break;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1917 default:
1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1919 return;
1920 } 1694 }
1921}
1922 1695
1696 return true;
1697}
1923 1698
1924 1699static object *
1925/* find_key
1926 * We try to find a key for the door as passed. If we find a key
1927 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic
1929 * for both is the same - just the specific key is different.
1930 * pl is the player,
1931 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers.
1934 */
1935
1936object *
1937find_key (object *pl, object *container, object *door) 1700find_key_ (object *pl, object *container, object *door)
1938{ 1701{
1939 object *tmp, *key; 1702 object *tmp, *key;
1940 1703
1941 /* Should not happen, but sanity checking is never bad */ 1704 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1705 if (!container->inv)
1943 return NULL; 1706 return 0;
1944 1707
1945 /* First, lets try to find a key in the top level inventory */ 1708 /* First, lets try to find a key in the top level inventory */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1709 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1710 {
1948 if (door->type == DOOR && tmp->type == KEY) 1711 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1712 break;
1713
1950 /* For sanity, we should really check door type, but other stuff 1714 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1715 * (like containers) can be locked with special keys
1952 */ 1716 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1718 break;
1955 } 1719 }
1720
1956 /* No key found - lets search inventories now */ 1721 /* No key found - lets search inventories now */
1957 /* If we find and use a key in an inventory, return at that time. 1722 /* If we find and use a key in an inventory, return at that time.
1958 * otherwise, if we search all the inventories and still don't find 1723 * otherwise, if we search all the inventories and still don't find
1959 * a key, return 1724 * a key, return
1960 */ 1725 */
1961 if (!tmp) 1726 if (!tmp)
1962 { 1727 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 {
1965 /* No reason to search empty containers */ 1729 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1730 if (tmp->type == CONTAINER && tmp->inv)
1967 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1731 if ((key = find_key_ (pl, tmp, door)))
1969 return key; 1732 return key;
1970 } 1733
1971 }
1972 if (!tmp) 1734 if (!tmp)
1973 return NULL; 1735 return 0;
1974 } 1736 }
1737
1975 /* We get down here if we have found a key. Now if its in a container, 1738 /* We get down here if we have found a key. Now if its in a container,
1976 * see if we actually want to use it 1739 * see if we actually want to use it
1977 */ 1740 */
1978 if (pl != container) 1741 if (pl != container)
1979 { 1742 {
1980 /* Only let players use keys in containers */ 1743 /* Only let players use keys in containers */
1981 if (!pl->contr) 1744 if (!pl->contr)
1982 return NULL; 1745 return 0;
1746
1983 /* cases where this fails: 1747 /* cases where this fails:
1984 * If we only search the player inventory, return now since we 1748 * If we only search the player inventory, return now since we
1985 * are not in the players inventory. 1749 * are not in the players inventory.
1986 * If the container is not active, return now since only active 1750 * If the container is not active, return now since only active
1987 * containers can be used. 1751 * containers can be used.
1991 * inv must have been an container and must have been active. 1755 * inv must have been an container and must have been active.
1992 * 1756 *
1993 * Change the color so that the message doesn't disappear with 1757 * Change the color so that the message doesn't disappear with
1994 * all the others. 1758 * all the others.
1995 */ 1759 */
1996 if (pl->contr->usekeys == key_inventory || 1760 if (pl->contr->usekeys == key_inventory
1997 !QUERY_FLAG (container, FLAG_APPLIED) || 1761 || !QUERY_FLAG (container, FLAG_APPLIED)
1998 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1999 { 1763 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1764 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2001 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002 return NULL; 1766 return NULL;
2003 } 1767 }
2004 } 1768 }
1769
2005 return tmp; 1770 return tmp;
1771}
1772
1773/* find_key
1774 * We try to find a key for the door as passed. If we find a key
1775 * and successfully use it, we return the key, otherwise NULL
1776 * This function merges both normal and locked door, since the logic
1777 * for both is the same - just the specific key is different.
1778 * pl is the player,
1779 * inv is the objects inventory to searched
1780 * door is the door we are trying to match against.
1781 * This function can be called recursively to search containers.
1782 */
1783object *
1784find_key (object *pl, object *container, object *door)
1785{
1786 if (door->slaying && is_match_expr (door->slaying))
1787 {
1788 // for match expressions, we try to find the key by applying the match
1789 // to the op itself, which is supposed to find the "key", instead
1790 // of searching through containers ourselves.
1791
1792 return match_one (door->slaying, container, door, pl, pl);
1793 }
1794 else
1795 return find_key_ (pl, container, door);
2006} 1796}
2007 1797
2008/* moved door processing out of move_player_attack. 1798/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1799 * returns 1 if player has opened the door with a key
2010 * such that the caller should not do anything more, 1800 * such that the caller should not do anything more,
2011 * 0 otherwise 1801 * 0 otherwise
2012 */ 1802 */
2013static int 1803static int
2014player_attack_door (object *op, object *door) 1804player_attack_door (object *op, object *door)
2015{ 1805{
2016 /* If its a door, try to find a use a key. If we do destroy the door, 1806 /* If its a door, try to find a key. If we do destroy the door,
2017 * might as well return immediately as there is nothing more to do - 1807 * might as well return immediately as there is nothing more to do -
2018 * otherwise, we fall through to the rest of the code. 1808 * otherwise, we fall through to the rest of the code.
2019 */ 1809 */
2020 object *key = find_key (op, op, door); 1810 object *key = find_key (op, op, door);
2021 1811
2022 /* IF we found a key, do some extra work */ 1812 /* If we found a key, do some extra work */
2023 if (key) 1813 if (key)
2024 { 1814 {
2025 object *container = key->env; 1815 object *container = key->env;
2026 1816
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2028 if (action_makes_visible (op)) 1817 if (action_makes_visible (op))
2029 make_visible (op); 1818 make_visible (op);
1819
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1820 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1821 spring_trap (door->inv, op);
1822
2032 if (door->type == DOOR) 1823 if (door->type == DOOR)
2033 {
2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1824 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1825 else if (door->type == LOCKED_DOOR)
2037 { 1826 {
2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1827 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2039 remove_door2 (door); /* remove door without violence ;-) */ 1828 remove_door2 (door); /* remove door without violence ;-) */
2040 } 1829 }
1830
2041 /* Do this after we print the message */ 1831 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 1832 key->decrease (); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 1833
2044 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container);
2046 return 1; /* Nothing more to do below */ 1834 return 1; /* Nothing more to do below */
2047 } 1835 }
2048 else if (door->type == LOCKED_DOOR) 1836 else if (door->type == LOCKED_DOOR)
2049 { 1837 {
2050 /* Might as well return now - no other way to open this */ 1838 /* Might as well return now - no other way to open this */
2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1839 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2052 return 1; 1840 return 1;
2053 } 1841 }
1842
2054 return 0; 1843 return 0;
2055} 1844}
2056 1845
2057/* This function is just part of a breakup from move_player. 1846/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 1847 * It should keep the code cleaner.
2059 * When this is called, the players direction has been updated 1848 * When this is called, the players direction has been updated
2060 * (taking into account confusion.) The player is also actually 1849 * (taking into account confusion.) The player is also actually
2061 * going to try and move (not fire weapons). 1850 * going to try and move (not fire weapons).
2062 */ 1851 */
2063void 1852bool
2064move_player_attack (object *op, int dir) 1853move_player_attack (object *op, int dir)
2065{ 1854{
2066 object *tmp, *mon; 1855 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2067 sint16 nx, ny; 1856 {
1857 --op->speed_left;
1858 return true;
1859 }
1860
2068 int on_battleground; 1861 int on_battleground;
2069 maptile *m;
2070 1862
2071 nx = freearr_x[dir] + op->x; 1863 sint16 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y; 1864 sint16 ny = freearr_y[dir] + op->y;
2073 1865
2074 on_battleground = op_on_battleground (op, 0, 0); 1866 on_battleground = op_on_battleground (op, 0, 0);
1867
1868 if (out_of_map (op->map, nx, ny))
1869 return false;
2075 1870
2076 /* If braced, or can't move to the square, and it is not out of the 1871 /* If braced, or can't move to the square, and it is not out of the
2077 * map, attack it. Note order of if statement is important - don't 1872 * map, attack it. Note order of if statement is important - don't
2078 * want to be calling move_ob if braced, because move_ob will move the 1873 * want to be calling move_ob if braced, because move_ob will move the
2079 * player. This is a pretty nasty hack, because if we could 1874 * player. This is a pretty nasty hack, because if we could
2080 * move to some space, it then means that if we are braced, we should 1875 * move to some space, it then means that if we are braced, we should
2081 * do nothing at all. As it is, if we are braced, we go through 1876 * do nothing at all. As it is, if we are braced, we go through
2082 * quite a bit of processing. However, it probably is less than what 1877 * quite a bit of processing. However, it probably is less than what
2083 * move_ob uses. 1878 * move_ob uses.
2084 */ 1879 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1880 maptile *m = op->map->xy_find (nx, ny);
1881
1882 /* Go through all the objects, and find ones of interest. Only stop if
1883 * we find a monster - that is something we know we want to attack.
1884 * if its a door or barrel (can roll) see if there may be monsters
1885 * on the space
1886 */
1887 object *mon;
1888 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1889 {
1890 if ((mon->flag [FLAG_ALIVE]
1891 || mon->type == LOCKED_DOOR
1892 || mon->flag [FLAG_CAN_ROLL])
1893 && mon != op)
1894 break;
2086 { 1895 }
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1896
1897 if (!mon) /* This happens anytime the player tries to move */
1898 return false; /* into a wall */
1899
1900 mon = mon->head_ ();
1901
1902 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1903 if (op->contr->weapon_sp_left > 0.f)
1904 if (player_attack_door (op, mon))
1905 {
1906 --op->contr->weapon_sp_left;
1907 return true;
2088 { 1908 }
2089 m = get_map_from_coord (op->map, &nx, &ny); 1909
2090 if (!m) 1910 /* The following deals with possibly attacking peaceful
2091 return; /* Don't think this should happen */ 1911 * or friendly creatures. Basically, all players are considered
1912 * unaggressive. If the moving player has peaceful set, then the
1913 * object should be pushed instead of attacked. It is assumed that
1914 * if you are braced, you will not attack friends accidently,
1915 * and thus will not push them.
1916 */
1917
1918 /* If the creature is a pet, push it even if the player is not
1919 * peaceful. Our assumption is the creature is a pet if the
1920 * player owns it and it is either friendly or unagressive.
1921 */
1922 if (op->type == PLAYER
1923 && ((mon->owner && mon->owner->contr
1924 && same_party (mon->owner->contr->party, op->contr->party))
1925 || mon->owner == op)
1926 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1927 {
1928 /* If we're braced, we don't want to switch places with it */
1929 if (op->contr->braced)
1930 return false;
1931
1932 if (op->speed_left > 0.f)
1933 {
1934 --op->speed_left;
1935
1936 op->play_sound (sound_find ("push_player"));
1937 push_ob (mon, dir, op);
1938
1939 if (action_makes_visible (op))
1940 make_visible (op);
1941
1942 return true;
2092 } 1943 }
2093 else 1944 else
2094 m = op->map;
2095
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return; 1945 return false;
2100 } 1946 }
2101 1947
2102 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters
2106 * on the space
2107 */
2108 while (tmp)
2109 {
2110 if (tmp == op)
2111 {
2112 tmp = tmp->above;
2113 continue;
2114 }
2115
2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2117 {
2118 mon = tmp;
2119 break;
2120 }
2121
2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2123 mon = tmp;
2124
2125 tmp = tmp->above;
2126 }
2127
2128 if (!mon) /* This happens anytime the player tries to move */
2129 return; /* into a wall */
2130
2131 if (mon->head)
2132 mon = mon->head;
2133
2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2135 if (player_attack_door (op, mon))
2136 return;
2137
2138 /* The following deals with possibly attacking peaceful
2139 * or frienddly creatures. Basically, all players are considered
2140 * unaggressive. If the moving player has peaceful set, then the
2141 * object should be pushed instead of attacked. It is assumed that
2142 * if you are braced, you will not attack friends accidently,
2143 * and thus will not push them.
2144 */
2145
2146 /* If the creature is a pet, push it even if the player is not
2147 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive.
2149 */
2150 if ((op->type == PLAYER)
2151#if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2155#else
2156 && mon->owner == op
2157#endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 {
2160 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced)
2162 return;
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op);
2167 return;
2168 }
2169
2170 /* in certain circumstances, you shouldn't attack friendly 1948 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 1949 * creatures. Note that if you are braced, you can't push
2172 * someone, but put it inside this loop so that you won't 1950 * someone, but put it inside this loop so that you won't
2173 * attack them either. 1951 * attack them either.
2174 */ 1952 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 1953 if ((mon->type == PLAYER || mon->enemy != op)
2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1954 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 1955 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 1956 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 1957 && !on_battleground))
1958 {
1959 if (op->speed_left > 0.f)
2186 { 1960 {
1961 --op->speed_left;
1962
2187 if (!op->contr->braced) 1963 if (!op->contr->braced)
2188 { 1964 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1965 op->play_sound (sound_find ("push_player"));
2190 (void) push_ob (mon, dir, op); 1966 push_ob (mon, dir, op);
2191 } 1967 }
2192 else 1968 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 1969 op->statusmsg ("You withhold your attack");
2194 1970
2195 if (op->contr->tmp_invis || op->hide) 1971 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2196 make_visible (op); 1972 make_visible (op);
2197 }
2198 1973
1974 return true;
1975 }
1976 }
2199 /* If the object is a boulder or other rollable object, then 1977 /* If the object is a boulder or other rollable object, then
2200 * roll it if not braced. You can't roll it if you are braced. 1978 * roll it if not braced. You can't roll it if you are braced.
2201 */ 1979 */
2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1980 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1981 {
1982 if (op->speed_left > 0.f)
2203 { 1983 {
1984 --op->speed_left;
1985
2204 recursive_roll (mon, dir, op); 1986 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
2206 make_visible (op); 1988 make_visible (op);
2207 }
2208 1989
1990 return true;
1991 }
1992 }
2209 /* Any generic living creature. Including things like doors. 1993 /* Any generic living creature. Including things like doors.
2210 * Way it works is like this: First, it must have some hit points 1994 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following: 1995 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note 1996 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen. 1997 * that party_number -1 is no party, so attacks can still happen.
2214 */ 1998 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1999 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2000 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2001 {
2219 2002 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit)
2226 { 2003 {
2227 op->speed_left += op->speed / op->contr->weapon_sp; 2004 --op->contr->weapon_sp_left;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 }
2231 2005
2232 skill_attack (mon, op, 0, 0, 0); 2006 skill_attack (mon, op, 0, 0, 0);
2233
2234 /* If attacking another player, that player gets automatic
2235 * hitback, and doesn't loose luck either.
2236 * Disable hitback on the battleground or if the target is
2237 * the wiz.
2238 */
2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240 {
2241 short luck = mon->stats.luck;
2242
2243 mon->contr->has_hit = 1;
2244 skill_attack (op, mon, 0, 0, 0);
2245 mon->stats.luck = luck;
2246 }
2247 2007
2248 if (action_makes_visible (op)) 2008 if (action_makes_visible (op))
2249 make_visible (op); 2009 make_visible (op);
2250 }
2251 } /* if player should attack something */
2252}
2253 2010
2254int 2011 return true;
2012 }
2013 }
2014
2015 return false;
2016}
2017
2018bool
2255move_player (object *op, int dir) 2019move_player (object *op, int dir)
2256{ 2020{
2257 int pick;
2258
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2021 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2260 return 0; 2022 return 0;
2261 2023
2262 /* Sanity check: make sure dir is valid */ 2024 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2025 if ((dir < 0) || (dir >= 9))
2264 { 2026 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2027 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2028 return 0;
2267 } 2029 }
2268 2030
2269 /* peterm: added following line */ 2031 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2032 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2033 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2034
2273 op->facing = dir; 2035 op->facing = dir;
2274 2036
2275 if (op->hide) 2037 if (op->flag [FLAG_HIDDEN])
2276 do_hidden_move (op); 2038 do_hidden_move (op);
2277 2039
2040 bool retval;
2041 int pick = 0;
2042
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2043 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ; 2044 retval = RESULT_INT (0);
2280 else if (op->contr->fire_on) 2045 else if (op->contr->fire_on)
2281 fire (op, dir); 2046 retval = fire (op, dir);
2282 else 2047 else
2283 { 2048 {
2284 move_player_attack (op, dir); 2049 retval = move_player_attack (op, dir);
2285 pick = check_pick (op); 2050 pick = check_pick (op);
2286 } 2051 }
2287 2052
2288 /* Add special check for newcs players and fire on - this way, the 2053 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing. 2054 * server can handle repeat firing.
2296 /* Update how the player looks. Use the facing, so direction may 2061 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities 2062 * get reset to zero. This allows for full animation capabilities
2298 * for players. 2063 * for players.
2299 */ 2064 */
2300 animate_object (op, op->facing); 2065 animate_object (op, op->facing);
2301 return 0; 2066
2067 return retval;
2302} 2068}
2303 2069
2304/* This is similar to handle_player, below, but is only used by the 2070/* This is similar to handle_player, below, but is only used by the
2305 * new client/server stuff. 2071 * new client/server stuff.
2306 * This is sort of special, in that the new client/server actually uses 2072 * This is sort of special, in that the new client/server actually uses
2307 * the new speed values for commands. 2073 * the new speed values for commands.
2308 * 2074 *
2309 * Returns true if there are more actions we can do. 2075 * Returns true if there are more actions we can do. Should not do
2076 * many actions in a row, as that would be too unfair to other
2077 * players.
2310 */ 2078 */
2311int 2079bool
2312handle_newcs_player (object *op) 2080handle_newcs_player (object *op)
2313{ 2081{
2314 if (op->contr->hidden)
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 }
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED)) 2082 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2083 {
2336 flee_player (op); 2084 if (op->speed_left > 0.f)
2337 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 { 2085 {
2340 op->speed_left--; 2086 --op->speed_left;
2087 flee_player (op);
2088
2341 return 0; 2089 return true;
2342 } 2090 }
2091 else
2092 return false;
2343 } 2093 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352 2094
2353 /* call this here - we also will call this in do_ericserver, but 2095 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2096 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2097 * called, so we recheck it here.
2356 */ 2098 */
2357 op->contr->ns->handle_command (); 2099 if (op->contr->ns->handle_command ())
2358
2359 if (op->speed_left < 0)
2360 return 0; 2100 return true;
2361 2101
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2102 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 {
2364 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--;
2366
2367 /* Instead of all the stuff below, let move_player take care
2368 * of it. Also, some of the skill stuff is only put in
2369 * there, as well as the confusion stuff.
2370 */
2371 move_player (op, op->direction); 2103 return move_player (op, op->direction);
2372 if (op->speed_left > 0)
2373 return 1;
2374 else
2375 return 0;
2376 }
2377 2104
2378 return 0; 2105 return false;
2379} 2106}
2380 2107
2381int 2108static int
2382save_life (object *op) 2109save_life (object *op)
2383{ 2110{
2384 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2111 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2385 return 0; 2112 return 0;
2386 2113
2387 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2114 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2388 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2115 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2389 { 2116 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2117 op->play_sound (sound_find ("ob_evaporate"));
2391 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2118 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2392
2393 if (op->contr)
2394 esrv_del_item (op->contr, tmp->count);
2395 2119
2396 tmp->destroy (); 2120 tmp->destroy ();
2397 CLEAR_FLAG (op, FLAG_LIFESAVE); 2121 CLEAR_FLAG (op, FLAG_LIFESAVE);
2398 2122
2399 if (op->stats.hp < 0) 2123 if (op->stats.hp < 0)
2412 return 0; 2136 return 0;
2413} 2137}
2414 2138
2415/* This goes throws the inventory and removes unpaid objects, and puts them 2139/* This goes throws the inventory and removes unpaid objects, and puts them
2416 * back in the map (location and map determined by values of env). This 2140 * back in the map (location and map determined by values of env). This
2417 * function will descend into containers. op is the object to start the search 2141 * function will descend into containers. op is the object to start the search
2418 * from. 2142 * from.
2419 */ 2143 */
2144static void
2145drop_unpaid_items (object *op, object *env)
2146{
2147 while (op)
2148 {
2149 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2150
2151 if (QUERY_FLAG (op, FLAG_UNPAID))
2152 op->insert_at (env);
2153 else if (op->inv)
2154 drop_unpaid_items (op->inv, env);
2155
2156 op = next;
2157 }
2158}
2159
2420void 2160void
2421remove_unpaid_objects (object *op, object *env) 2161object::drop_unpaid_items ()
2422{ 2162{
2423 object *next; 2163 if (!flag [FLAG_REMOVED])
2424 2164 ::drop_unpaid_items (inv, this);
2425 while (op)
2426 {
2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2428
2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2430 {
2431 if (env->type == PLAYER)
2432 esrv_del_item (env->contr, op->count);
2433
2434 op->insert_at (env);
2435 }
2436 else if (op->inv)
2437 remove_unpaid_objects (op->inv, env);
2438
2439 op = next;
2440 }
2441}
2442
2443/*
2444 * Returns pointer a static string containing gravestone text
2445 * Moved from apply.c to player.c - player.c is what
2446 * actually uses this function. player.c may not be quite the
2447 * best, a misc file for object actions is probably better,
2448 * but there isn't one in the server directory.
2449 */
2450char *
2451gravestone_text (object *op)
2452{
2453 static char buf2[MAX_BUF];
2454 char buf[MAX_BUF];
2455 time_t now = time (NULL);
2456
2457 strcpy (buf2, " R.I.P.\n\n");
2458 if (op->type == PLAYER)
2459 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2460 else
2461 sprintf (buf, "%s\n", &op->name);
2462
2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2464 strcat (buf2, buf);
2465 if (op->type == PLAYER)
2466 sprintf (buf, "who was in level %d when killed\n", op->level);
2467 else
2468 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2469
2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2471 strcat (buf2, buf);
2472 if (op->type == PLAYER)
2473 {
2474 sprintf (buf, "by %s.\n\n", op->contr->killer);
2475 strncat (buf2, " ", 21 - strlen (buf) / 2);
2476 strcat (buf2, buf);
2477 }
2478
2479 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2481 strcat (buf2, buf);
2482
2483 return buf2;
2484} 2165}
2485 2166
2486void 2167void
2487do_some_living (object *op) 2168do_some_living (object *op)
2488{ 2169{
2495 int rate_grace = 2000; 2176 int rate_grace = 2000;
2496 const int max_hp = 1; 2177 const int max_hp = 1;
2497 const int max_sp = 1; 2178 const int max_sp = 1;
2498 const int max_grace = 1; 2179 const int max_grace = 1;
2499 2180
2500 if (op->contr->outputs_sync) 2181 if (op->contr->hidden)
2182 {
2183 op->invisible = 1000;
2184 /* the socket code flashes the player visible/invisible
2185 * depending on the value of invisible, so we need to
2186 * alternate it here for it to work correctly.
2187 */
2188 if (pticks & 2)
2189 op->invisible--;
2501 { 2190 }
2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2191 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2503 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2192 {
2504 flush_output_element (op, &op->contr->outputs[i]); 2193 if (!op->invisible--)
2194 {
2195 make_visible (op);
2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2197 }
2505 } 2198 }
2506 2199
2507 if (op->contr->ns->state == ST_PLAYING) 2200 if (op->contr->ns->state == ST_PLAYING)
2508 { 2201 {
2509 /* these next three if clauses make it possible to SLOW DOWN 2202 /* these next three if clauses make it possible to SLOW DOWN
2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2221 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2529 else 2222 else
2530 { 2223 {
2531 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2532 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2533 }
2534
2535 /* Regenerate Spell Points */
2536 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2537 {
2538 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2539 if (op->stats.sp < op->stats.maxsp)
2540 {
2541 op->stats.sp++;
2542 /* dms do not consume food */
2543 if (!QUERY_FLAG (op, FLAG_WIZ))
2544 {
2545 op->stats.food--;
2546 if (op->contr->digestion < 0)
2547 op->stats.food += op->contr->digestion;
2548 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2549 op->stats.food = last_food;
2550 }
2551 }
2552
2553 if (max_sp > 1)
2554 {
2555 over_sp = (gen_sp + 10) / rate_sp;
2556 if (over_sp > 0)
2557 {
2558 if (op->stats.sp < op->stats.maxsp)
2559 {
2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2562 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2563 op->stats.sp--;
2564
2565 if (op->stats.sp > op->stats.maxsp)
2566 op->stats.sp = op->stats.maxsp;
2567 }
2568 op->last_sp = 0;
2569 }
2570 else
2571 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2572 }
2573 else
2574 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2575 } 2226 }
2576 2227
2577 /* Regenerate Grace */ 2228 /* Regenerate Grace */
2578 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2229 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2579 if (--op->last_grace < 0) 2230 if (--op->last_grace < 0)
2600 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2251 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2601 } 2252 }
2602 /* wearing stuff doesn't detract from grace generation. */ 2253 /* wearing stuff doesn't detract from grace generation. */
2603 } 2254 }
2604 2255
2256 if (op->stats.food > 0)
2257 {
2605 /* Regenerate Hit Points */ 2258 /* Regenerate Spell Points */
2606 if (--op->last_heal < 0) 2259 if (!op->contr->golem && --op->last_sp < 0)
2607 {
2608 if (op->stats.hp < op->stats.maxhp)
2609 { 2260 {
2610 op->stats.hp++; 2261 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2611 /* dms do not consume food */ 2262
2612 if (!QUERY_FLAG (op, FLAG_WIZ)) 2263 if (op->stats.sp < op->stats.maxsp)
2613 { 2264 {
2265 op->stats.sp++;
2266
2267 /* dms do not consume food */
2268 if (!QUERY_FLAG (op, FLAG_WIZ))
2269 {
2614 op->stats.food--; 2270 op->stats.food--;
2271
2615 if (op->contr->digestion < 0) 2272 if (op->contr->digestion < 0)
2616 op->stats.food += op->contr->digestion; 2273 op->stats.food += op->contr->digestion;
2617 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2274 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2618 op->stats.food = last_food; 2275 op->stats.food = last_food;
2276 }
2619 } 2277 }
2620 }
2621 2278
2622 if (max_hp > 1) 2279 if (max_sp > 1)
2623 {
2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2625 if (over_hp > 0)
2626 { 2280 {
2627 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2281 over_sp = (gen_sp + 10) / rate_sp;
2282 if (over_sp > 0)
2283 {
2284 if (op->stats.sp < op->stats.maxsp)
2285 {
2286 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2287
2288 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2289 op->stats.sp--;
2290
2291 if (op->stats.sp > op->stats.maxsp)
2292 op->stats.sp = op->stats.maxsp;
2293 }
2294
2628 op->last_heal = 0; 2295 op->last_sp = 0;
2296 }
2297 else
2298 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2629 } 2299 }
2630 else 2300 else
2301 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2302 }
2303
2304 /* Regenerate Hit Points */
2305 if (--op->last_heal < 0)
2306 {
2307 if (op->stats.hp < op->stats.maxhp)
2631 { 2308 {
2632 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2309 op->stats.hp++;
2310
2311 /* dms do not consume food */
2312 if (!QUERY_FLAG (op, FLAG_WIZ))
2313 {
2314 op->stats.food--;
2315
2316 if (op->contr->digestion < 0)
2317 op->stats.food += op->contr->digestion;
2318 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2319 op->stats.food = last_food;
2320 }
2633 } 2321 }
2322
2323 if (max_hp > 1)
2324 {
2325 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2326
2327 if (over_hp > 0)
2328 {
2329 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2330 op->last_heal = 0;
2331 }
2332 else
2333 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2634 } 2334 }
2635 else 2335 else
2636 {
2637 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2336 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2638 } 2337 }
2639 } 2338 }
2640 2339
2641 /* Digestion */ 2340 /* Digestion */
2642 if (--op->last_eat < 0) 2341 if (--op->last_eat < 0)
2643 { 2342 {
2644#ifdef COZY_SERVER 2343 int bonus = max (0, op->contr->digestion),
2645 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2344 penalty = max (0, -op->contr->digestion);
2646 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2647#else
2648 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2649#endif
2650 2345
2651 if (op->contr->gen_hp > 0)
2652 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2346 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2653 else
2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655 2347
2656 /* dms do not consume food */ 2348 /* dms do not consume food */
2657 if (!QUERY_FLAG (op, FLAG_WIZ)) 2349 if (!QUERY_FLAG (op, FLAG_WIZ))
2658 op->stats.food--; 2350 op->stats.food--;
2659 } 2351 }
2660 2352
2661 if (op->stats.food < 0 && op->stats.hp >= 0) 2353 if (op->stats.food < 0 && op->stats.hp >= 0)
2662 { 2354 {
2663 object *tmp, *flesh = 0; 2355 object *flesh = 0;
2664 2356
2665 for (tmp = op->inv; tmp; tmp = tmp->below) 2357 for_inv_removable (op, tmp)
2666 { 2358 {
2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2359 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2360 continue;
2361
2362 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2668 { 2363 {
2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2364 op->statusmsg ("You blindly grab for a bite of food. "
2670 { 2365 "H<To prevent you from starving, you ate some random item from your backpack.>");
2671 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2672 manual_apply (op, tmp, 0); 2366 manual_apply (op, tmp, 0);
2367
2673 if (op->stats.food >= 0 || op->stats.hp < 0) 2368 if (op->stats.food >= 0 || op->stats.hp < 0)
2674 break; 2369 break;
2675 } 2370 }
2676 else if (tmp->type == FLESH) 2371 else if (tmp->type == FLESH)
2677 flesh = tmp; 2372 flesh = tmp;
2678 } /* End if paid for object */ 2373 }
2679 } /* end of for loop */
2680 2374
2681 /* If player is still starving, it means they don't have any food, so 2375 /* If player is still starving, it means they don't have any food, so
2682 * eat flesh instead. 2376 * eat flesh instead.
2683 */ 2377 */
2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2378 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2685 { 2379 {
2686 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2380 op->statusmsg ("You blindly grab for a bite of food. "
2381 "H<To prevent you from starving, you ate some random item from your backpack.>");
2687 manual_apply (op, flesh, 0); 2382 manual_apply (op, flesh, 0);
2688 } 2383 }
2384
2385 // If player is still starving, alert him!
2386 if (op->stats.food < 0)
2387 op->failmsg ("You are starving! "
2388 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2389 }
2390
2391 if (op->stats.food < 0)
2689 } 2392 {
2393 op->stats.hp += op->stats.food;
2394 op->stats.food = 0;
2690 2395
2691 while (op->stats.food < 0 && op->stats.hp >= 0) 2396 if (op->stats.hp < 0)
2692 op->stats.food++, op->stats.hp--; 2397 {
2398 op->contr->killer = archetype::get ("killer_starvation");
2399 op->contr->killer->destroy ();
2400 }
2401 }
2693 2402
2403 /* killer should be set here already */
2694 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2404 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2695 kill_player (op); 2405 kill_player (op);
2696 } 2406 }
2697} 2407}
2698 2408
2702 * file. 2412 * file.
2703 */ 2413 */
2704void 2414void
2705kill_player (object *op) 2415kill_player (object *op)
2706{ 2416{
2707 char buf[MAX_BUF];
2708 int x, y; 2417 int x, y;
2709
2710 //int i;
2711 maptile *map; /* this is for resurrection */ 2418 maptile *map; /* this is for resurrection */
2712
2713 /* int z;
2714 int num_stats_lose;
2715 int lost_a_stat;
2716 int lose_this_stat;
2717 int this_stat; */
2718 int will_kill_again; 2419 int will_kill_again;
2719 archetype *at; 2420 archetype *at;
2720 object *tmp; 2421 object *tmp;
2721 2422
2722 if (save_life (op)) 2423 if (save_life (op))
2723 return; 2424 return;
2724 2425
2426 dynbuf_text deathtab;
2427
2428 /* restore player */
2429 at = archetype::find (shstr_poisoning);
2430 if (object *tmp = present_arch_in_ob (at, op))
2431 {
2432 tmp->destroy ();
2433 deathtab << "Your body feels cleansed...\r";
2434 }
2435
2436 at = archetype::find (shstr_confusion);
2437 if (object *tmp = present_arch_in_ob (at, op))
2438 {
2439 tmp->destroy ();
2440 deathtab << "Your mind feels clearer...\r";
2441 }
2442
2443 cure_disease (op, 0, 0); /* remove any disease */
2444
2445 max_it (op->stats.hp , op->stats.maxhp);
2446 max_it (op->stats.sp , op->stats.maxsp);
2447 max_it (op->stats.grace, op->stats.maxgrace);
2448
2449 if (op->stats.food <= 0)
2450 op->stats.food = 999;
2451
2452 // remove all spell effects that are active
2453 // to avoid long-term effects such as word-of-recall
2454 for (object *item = op->inv; item; )
2455 {
2456 object *next = item->below;
2457
2458 if (item->type == SPELL_EFFECT && item->active)
2459 item->destroy ();
2460
2461 item = next;
2462 }
2725 2463
2726 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2464 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2727 * in cities ONLY!!! It is very important that this doesn't get abused. 2465 * in cities ONLY!!! It is very important that this doesn't get abused.
2728 * Look at op_on_battleground() for more info --AndreasV 2466 * Look at op_on_battleground() for more info --AndreasV
2729 */ 2467 */
2730 if (op_on_battleground (op, &x, &y)) 2468 if (op_on_battleground (op, &x, &y))
2731 { 2469 {
2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2470 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2733 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2734
2735 /* restore player */
2736 at = archetype::find ("poisoning");
2737 if (object *tmp = present_arch_in_ob (at, op))
2738 {
2739 tmp->destroy ();
2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2741 }
2742
2743 at = archetype::find ("confusion");
2744 if (object *tmp = present_arch_in_ob (at, op))
2745 {
2746 tmp->destroy ();
2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2748 }
2749
2750 cure_disease (op, 0); /* remove any disease */
2751 op->stats.hp = op->stats.maxhp;
2752 if (op->stats.food <= 0)
2753 op->stats.food = 999;
2754 2471
2755 /* create a bodypart-trophy to make the winner happy */ 2472 /* create a bodypart-trophy to make the winner happy */
2756 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2473 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2757 { 2474 {
2758 sprintf (buf, "%s's finger", &op->name); 2475 tmp->name = format ("%s's finger" , &op->name);
2759 tmp->name = buf; 2476 tmp->name_pl = format ("%s's fingers", &op->name);
2760 sprintf (buf, " This finger has been cut off %s\n"
2761 " the %s, when he was defeated at\n level %d by %s.\n",
2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2763 tmp->msg = buf; 2477 tmp->msg = format (
2478 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2479 &op->name, op->contr->title,
2480 (int)op->level,
2481 op->contr->killer_name ()
2482 );
2764 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2483 tmp->value = 0, tmp->type = 0;
2765 tmp->materialname = NULL; 2484 tmp->material = name_to_material (shstr_organic);
2766 op->insert_at (tmp, op); 2485 tmp->insert_at (op, tmp);
2767 } 2486 }
2768 2487
2769 /* teleport defeated player to new destination */ 2488 /* teleport defeated player to new destination */
2770 transfer_ob (op, x, y, 0, NULL); 2489 transfer_ob (op, x, y, 0, NULL);
2771 op->contr->braced = 0; 2490 op->contr->braced = 0;
2491
2492 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2772 return; 2493 return;
2773 } 2494 }
2774 2495
2496 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2497 deathtab << "T<YOU HAVE DIED>\n\n";
2498
2775 INVOKE_PLAYER (DEATH, op->contr); 2499 INVOKE_PLAYER (DEATH, op->contr);
2776 2500
2777 command_kill_pets (op, 0); 2501 command_kill_pets (op, 0);
2778 2502
2779 if (op->stats.food < 0) 2503 op->contr->play_sound (sound_find ("player_dies"));
2780 {
2781 if (op->contr->explore)
2782 {
2783 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2785 op->stats.food = 999;
2786 return;
2787 }
2788 sprintf (buf, "%s starved to death.", &op->name);
2789 strcpy (op->contr->killer, "starvation");
2790 }
2791 else
2792 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.hp = op->stats.maxhp;
2798 return;
2799 }
2800 sprintf (buf, "%s died.", &op->name);
2801 }
2802
2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2804 2504
2805 /* save the map location for corpse, gravestone */ 2505 /* save the map location for corpse, gravestone */
2806 x = op->x; 2506 x = op->x;
2807 y = op->y; 2507 y = op->y;
2808 map = op->map; 2508 map = op->map;
2836 2536
2837 lost_a_stat = 0; 2537 lost_a_stat = 0;
2838 2538
2839 for (z = 0; z < num_stats_lose; z++) 2539 for (z = 0; z < num_stats_lose; z++)
2840 { 2540 {
2841 i = RANDOM () % NUM_STATS; 2541 i = rndm (NUM_STATS);
2842 2542
2843 if (settings.stat_loss_on_death) 2543 if (settings.stat_loss_on_death)
2844 { 2544 {
2845 /* Pick a random stat and take a point off it. Tell the player 2545 /* Pick a random stat and take a point off it. Tell the player
2846 * what he lost. 2546 * what he lost.
2853 lost_a_stat = 1; 2553 lost_a_stat = 1;
2854 } 2554 }
2855 else 2555 else
2856 { 2556 {
2857 /* deplete a stat */ 2557 /* deplete a stat */
2858 archetype *deparch = archetype::find ("depletion"); 2558 archetype *deparch = archetype::find (shstr_depletion);
2859 object *dep; 2559 object *dep;
2860 2560
2861 dep = present_arch_in_ob (deparch, op); 2561 dep = present_arch_in_ob (deparch, op);
2862 if (!dep) 2562 if (!dep)
2863 { 2563 {
2897 } 2597 }
2898 } 2598 }
2899 2599
2900 if (lose_this_stat) 2600 if (lose_this_stat)
2901 { 2601 {
2902 this_stat = get_attr_value (&(dep->stats), i); 2602 this_stat = get_attr_value (&dep->stats, i);
2903 /* We could try to do something clever like find another 2603 /* We could try to do something clever like find another
2904 * stat to reduce if this fails. But chances are, if 2604 * stat to reduce if this fails. But chances are, if
2905 * stats have been depleted to -50, all are pretty low 2605 * stats have been depleted to -50, all are pretty low
2906 * and should be roughly the same, so it shouldn't make a 2606 * and should be roughly the same, so it shouldn't make a
2907 * difference. 2607 * difference.
2915 lost_a_stat = 1; 2615 lost_a_stat = 1;
2916 } 2616 }
2917 } 2617 }
2918 } 2618 }
2919 } 2619 }
2620
2920 /* If no stat lost, tell the player. */ 2621 /* If no stat lost, tell the player. */
2921 if (!lost_a_stat) 2622 if (!lost_a_stat)
2922 { 2623 {
2923 /* determine_god() seems to not work sometimes... why is this? 2624 /* determine_god() seems to not work sometimes... why is this?
2924 Should I be using something else? GD */ 2625 Should I be using something else? GD */
2925 const char *god = determine_god (op); 2626 shstr_tmp god = determine_god (op);
2926 2627
2927 if (god && (strcmp (god, "none"))) 2628 if (god != shstr_none)
2928 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2629 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2929 else 2630 else
2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2631 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2931 } 2632 }
2932#else 2633#else
2933 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2934#endif 2635#endif
2935 2636
2936 /* Put a gravestone up where the character 'almost' died. List the 2637 /* Put a gravestone up where the character 'almost' died. List the
2937 * exp loss on the stone. 2638 * exp loss on the stone.
2938 */ 2639 */
2939 tmp = arch_to_object (archetype::find ("gravestone")); 2640 tmp = arch_to_object (archetype::find (shstr_gravestone));
2940 sprintf (buf, "%s's gravestone", &op->name); 2641 tmp->name = format ("%s's gravestone", &op->name);
2941 tmp->name = buf; 2642 tmp->name_pl = format ("%s's gravestones", &op->name);
2942 sprintf (buf, "%s's gravestones", &op->name); 2643 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2943 tmp->name_pl = buf; 2644 &op->name, op->contr->title, op->contr->killer_name ());
2944 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);
2945 tmp->msg = buf;
2946 tmp->x = op->x, tmp->y = op->y; 2645 tmp->x = op->x, tmp->y = op->y;
2947 insert_ob_in_map (tmp, op->map, NULL, 0); 2646 insert_ob_in_map (tmp, op->map, NULL, 0);
2948 2647
2949 /**************************************/ 2648 /**************************************/
2950 /* */ 2649 /* */
2951 /* Subtract the experience points, */ 2650 /* Subtract the experience points, */
2952 /* if we died cause of food, give us */
2953 /* food, and reset HP's... */
2954 /* */ 2651 /* */
2955 /**************************************/ 2652 /**************************************/
2956 2653
2957 /* remove any poisoning and confusion the character may be suffering. */
2958 /* restore player */
2959 at = archetype::find ("poisoning");
2960 tmp = present_arch_in_ob (at, op);
2961
2962 if (tmp)
2963 {
2964 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2966 }
2967
2968 at = archetype::find ("confusion");
2969 tmp = present_arch_in_ob (at, op);
2970 if (tmp)
2971 {
2972 tmp->destroy ();
2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2974 }
2975
2976 cure_disease (op, 0); /* remove any disease */
2977
2978 /*add_exp(op, (op->stats.exp * -0.20)); */ 2654 /*add_exp(op, (op->stats.exp * -0.20)); */
2979 apply_death_exp_penalty (op); 2655 apply_death_exp_penalty (op);
2980 if (op->stats.food < 100)
2981 op->stats.food = 900;
2982 op->stats.hp = op->stats.maxhp;
2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2985 2656
2986 /* 2657 /*
2987 * Check to see if the player is in a shop. IF so, then check to see if
2988 * the player has any unpaid items. If so, remove them and put them back 2658 * Check to see if the player has any unpaid items. If so, remove them
2989 * in the map. 2659 * and put them back in the map.
2990 */ 2660 */
2991 2661 op->drop_unpaid_items ();
2992 if (is_in_shop (op))
2993 remove_unpaid_objects (op->inv, op);
2994 2662
2995 /****************************************/ 2663 /****************************************/
2996 /* */ 2664 /* */
2997 /* Move player to his current respawn- */ 2665 /* Move player to his current respawn- */
2998 /* position (usually last savebed) */ 2666 /* position (usually last savebed) */
2999 /* */ 2667 /* */
3000 /****************************************/ 2668 /****************************************/
3001 2669
3002 enter_player_savebed (op); 2670 enter_player_savebed (op);
3003 2671
3004 /* Save the player before inserting the force to reduce
3005 * chance of abuse.
3006 */
3007 op->contr->braced = 0; 2672 op->contr->braced = 0;
3008 op->contr->save ();
3009 2673
3010 /* it is possible that the player has blown something up 2674 /* it is possible that the player has blown something up
3011 * at his savebed location, and that can have long lasting 2675 * at his savebed location, and that can have long lasting
3012 * spell effects. So first see if there is a spell effect 2676 * spell effects. So first see if there is a spell effect
3013 * on the space that might harm the player. 2677 * on the space that might harm the player.
3022 object *force; 2686 object *force;
3023 int at; 2687 int at;
3024 2688
3025 force = get_archetype (FORCE_NAME); 2689 force = get_archetype (FORCE_NAME);
3026 /* 50 ticks should be enough time for the spell to abate */ 2690 /* 50 ticks should be enough time for the spell to abate */
3027 force->speed = 0.1; 2691 force->speed = 0.1f;
3028 force->speed_left = -5.0; 2692 force->speed_left = -5.f;
3029 SET_FLAG (force, FLAG_APPLIED); 2693 SET_FLAG (force, FLAG_APPLIED);
3030 for (at = 0; at < NROFATTACKS; at++) 2694 for (at = 0; at < NROFATTACKS; at++)
3031 if (will_kill_again & (1 << at)) 2695 if (will_kill_again & (1 << at))
3032 force->resist[at] = 100; 2696 force->resist[at] = 100;
3033 2697
3034 insert_ob_in_ob (force, op); 2698 insert_ob_in_ob (force, op);
3035 op->update_stats (); 2699 op->update_stats ();
3036
3037 } 2700 }
3038 2701
3039 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2702 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3040} 2703}
3041 2704
3042void 2705static void
3043loot_object (object *op) 2706loot_object (object *op)
3044{ /* Grab and destroy some treasure */ 2707{ /* Grab and destroy some treasure */
3045 object *tmp, *tmp2, *next; 2708 object *tmp, *tmp2, *next;
3046 2709
3047 if (op->container) 2710 op->close_container (); /* close open sack first */
3048 esrv_apply_container (op, op->container); /* close open sack first */
3049 2711
3050 for (tmp = op->inv; tmp; tmp = next) 2712 for (tmp = op->inv; tmp; tmp = next)
3051 { 2713 {
3052 next = tmp->below; 2714 next = tmp->below;
3053 2715
3054 if (tmp->invisible) 2716 if (tmp->invisible)
3055 continue; 2717 continue;
3056 2718
3057 tmp->remove (); 2719 tmp->remove ();
3058 tmp->x = op->x, tmp->y = op->y; 2720 tmp->x = op->x, tmp->y = op->y;
2721
3059 if (tmp->type == CONTAINER) 2722 if (tmp->type == CONTAINER)
3060 { /* empty container to ground */ 2723 loot_object (tmp); /* empty container to ground */
3061 loot_object (tmp); 2724
3062 }
3063 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2725 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3064 { 2726 {
3065 if (tmp->nrof > 1) 2727 if (tmp->nrof > 1)
3066 { 2728 {
3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2729 tmp->decrease (rndm (1, tmp->nrof - 1));
3068 tmp2->destroy ();
3069 insert_ob_in_map (tmp, op->map, NULL, 0); 2730 insert_ob_in_map (tmp, op->map, NULL, 0);
3070 } 2731 }
3071 else 2732 else
3072 tmp->destroy (); 2733 tmp->destroy ();
3073 } 2734 }
3079/* 2740/*
3080 * fix_weight(): Check recursively the weight of all players, and fix 2741 * fix_weight(): Check recursively the weight of all players, and fix
3081 * what needs to be fixed. Refresh windows and fix speed if anything 2742 * what needs to be fixed. Refresh windows and fix speed if anything
3082 * was changed. 2743 * was changed.
3083 */ 2744 */
3084
3085void 2745void
3086fix_weight (void) 2746fix_weight (void)
3087{ 2747{
3088 for_all_players (pl) 2748 for_all_players (pl)
3089 { 2749 {
3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2750 sint32 old = pl->ob->carrying;
3091 2751
3092 if (old == sum) 2752 pl->ob->update_weight ();
3093 continue; 2753
2754 if (old != pl->ob->carrying)
2755 {
3094 pl->ob->update_stats (); 2756 pl->ob->update_stats ();
3095 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2757 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2758 }
3096 } 2759 }
3097} 2760}
3098 2761
3099void 2762void
3100fix_luck (void) 2763fix_luck (void)
3142} 2805}
3143 2806
3144void 2807void
3145make_visible (object *op) 2808make_visible (object *op)
3146{ 2809{
3147 op->hide = 0; 2810 op->flag [FLAG_HIDDEN] = 0;
3148 op->invisible = 0; 2811 op->invisible = 0;
2812
3149 if (op->type == PLAYER) 2813 if (op->type == PLAYER)
3150 { 2814 {
3151 op->contr->tmp_invis = 0; 2815 op->contr->tmp_invis = 0;
3152 op->contr->invis_race = 0; 2816 op->contr->invis_race = 0;
3153 } 2817 }
2818
3154 update_object (op, UP_OBJ_FACE); 2819 update_object (op, UP_OBJ_CHANGE);
3155} 2820}
3156 2821
3157int 2822int
3158is_true_undead (object *op) 2823is_true_undead (object *op)
3159{ 2824{
3160 object *tmp = NULL;
3161
3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2825 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3163 return 1; 2826 return 1;
3164 2827
3165 return 0; 2828 return 0;
3166} 2829}
3167 2830
3168/* look at the surrounding terrain to determine 2831/* look at the surrounding terrain to determine
3169 * the hideability of this object. Positive levels 2832 * the hideability of this object. Positive levels
3170 * indicate greater hideability. 2833 * indicate greater hideability.
3171 */ 2834 */
3172
3173int 2835int
3174hideability (object *ob) 2836hideability (object *ob)
3175{ 2837{
3176 int i, level = 0, mflag; 2838 int i, level = 0, mflag;
3177 sint16 x, y; 2839 sint16 x, y;
3178 2840
3179 if (!ob || !ob->map) 2841 if (!ob || !ob->map)
3180 return 0; 2842 return 0;
3181 2843
3182 /* so, on normal lighted maps, its hard to hide */ 2844 /* so, on normal lighted maps, its hard to hide */
3183 level = ob->map->darkness - 2; 2845 level = ob->map->darklevel () - 2;
3184 2846
3185 /* this also picks up whether the object is glowing. 2847 /* this also picks up whether the object is glowing.
3186 * If you carry a light on a non-dark map, its not 2848 * If you carry a light on a non-dark map, its not
3187 * as bad as carrying a light on a pitch dark map */ 2849 * as bad as carrying a light on a pitch dark map */
3188 if (has_carried_lights (ob)) 2850 if (ob->has_carried_lights ())
3189 level = -(10 + (2 * ob->map->darkness)); 2851 level = -(10 + (2 * ob->map->darklevel ()));
3190 2852
3191 /* scan through all nearby squares for terrain to hide in */ 2853 /* scan through all nearby squares for terrain to hide in */
3192 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2854 for (i = 0, x = ob->x, y = ob->y;
2855 i <= SIZEOFFREE1;
2856 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3193 { 2857 {
3194 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2858 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3195 if (mflag & P_OUT_OF_MAP) 2859 if (mflag & P_OUT_OF_MAP)
3196 {
3197 continue; 2860 continue;
3198 } 2861
3199 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2862 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3200 level += 2; 2863 level += 2;
3201 else /* open terrain! */ 2864 else /* open terrain! */
3202 level -= 1; 2865 level -= 1;
3203 } 2866 }
3211/* For Hidden creatures - a chance of becoming 'unhidden' 2874/* For Hidden creatures - a chance of becoming 'unhidden'
3212 * every time they move - as we subtract off 'invisibility' 2875 * every time they move - as we subtract off 'invisibility'
3213 * AND, for players, if they move into a ridiculously unhideable 2876 * AND, for players, if they move into a ridiculously unhideable
3214 * spot (surrounded by clear terrain in broad daylight). -b.t. 2877 * spot (surrounded by clear terrain in broad daylight). -b.t.
3215 */ 2878 */
3216
3217void 2879void
3218do_hidden_move (object *op) 2880do_hidden_move (object *op)
3219{ 2881{
3220 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2882 int hide = 0;
3221 object *skop;
3222 2883
3223 if (!op || !op->map) 2884 if (!op || !op->map)
3224 return; 2885 return;
3225 2886
3226 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2887 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2888 int num = random_roll (0, 19, op, PREFER_LOW);
3227 2889
3228 /* its *extremely* hard to run and sneak/hide at the same time! */ 2890 /* its *extremely* hard to run and sneak/hide at the same time! */
3229 if (op->type == PLAYER && op->contr->run_on) 2891 if (op->type == PLAYER && op->contr->run_on)
3230 {
3231 if (!skop || num >= skop->level) 2892 if (!skop || num >= skop->level)
3232 { 2893 {
3233 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2894 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3234 make_visible (op); 2895 make_visible (op);
3235 return; 2896 return;
3236 } 2897 }
3237 else 2898 else
3238 num += 20; 2899 num += 20;
3239 } 2900
3240 num += op->map->difficulty; 2901 num += op->map->difficulty;
3241 hide = hideability (op); /* modify by terrain hidden level */ 2902 hide = hideability (op); /* modify by terrain hidden level */
3242 num -= hide; 2903 num -= hide;
2904
3243 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2905 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3244 { 2906 {
3245 make_visible (op); 2907 make_visible (op);
2908
3246 if (op->type == PLAYER) 2909 if (op->type == PLAYER)
3247 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2910 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3248 } 2911 }
3249 else if (op->type == PLAYER && skop) 2912 else if (op->type == PLAYER && skop)
3250 {
3251 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2913 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3252 }
3253} 2914}
3254 2915
3255/* determine if who is standing near a hostile creature. */ 2916/* determine if who is standing near a hostile creature. */
3256 2917
3257int 2918int
3305 * object op. This function works fine for monsters, 2966 * object op. This function works fine for monsters,
3306 * but we dont worry if the object isnt the top one in 2967 * but we dont worry if the object isnt the top one in
3307 * a pile (say a coin under a table would return "viewable" 2968 * a pile (say a coin under a table would return "viewable"
3308 * by this routine). Another question, should we be 2969 * by this routine). Another question, should we be
3309 * concerned with the direction the player is looking 2970 * concerned with the direction the player is looking
3310 * in? Realistically, most of use cant see stuff behind 2971 * in? Realistically, most of us can't see stuff behind
3311 * our backs...on the other hand, does the "facing" direction 2972 * our backs...on the other hand, does the "facing" direction
3312 * imply the way your head, or body is facing? Its possible 2973 * imply the way your head, or body is facing? It's possible
3313 * for them to differ. Sigh, this fctn could get a bit more complex. 2974 * for them to differ. Sigh, this fctn could get a bit more complex.
3314 * -b.t. 2975 * -b.t.
3315 * This function is now map tiling safe. 2976 * This function is now map tiling safe.
3316 */ 2977 */
3317
3318int 2978int
3319player_can_view (object *pl, object *op) 2979player_can_view (object *pl, object *op)
3320{ 2980{
3321 rv_vector rv; 2981 rv_vector rv;
3322 int dx, dy; 2982 int dx, dy;
3334 2994
3335 get_rangevector (pl, op, &rv, 0x1); 2995 get_rangevector (pl, op, &rv, 0x1);
3336 2996
3337 /* starting with the 'head' part, lets loop 2997 /* starting with the 'head' part, lets loop
3338 * through the object and find if it has any 2998 * through the object and find if it has any
3339 * part that is in the los array but isnt on 2999 * part that is in the los array but isn't on
3340 * a blocked los square. 3000 * a blocked los square.
3341 * we use the archetype to figure out offsets. 3001 * we use the archetype to figure out offsets.
3342 */ 3002 */
3343 while (op) 3003 while (op)
3344 { 3004 {
3345 dx = rv.distance_x + op->arch->clone.x; 3005 dx = rv.distance_x + op->arch->x;
3346 dy = rv.distance_y + op->arch->clone.y; 3006 dy = rv.distance_y + op->arch->y;
3347 3007
3348 /* only the viewable area the player sees is updated by LOS 3008 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3349 * code, so we need to restrict ourselves to that range of values
3350 * for any meaningful values.
3351 */
3352 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3353 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3354 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3355 return 1; 3009 return 1;
3010
3356 op = op->more; 3011 op = op->more;
3357 } 3012 }
3358 return 0;
3359}
3360 3013
3361/* routine for both players and monsters. We call this when
3362 * there is a possibility for our action distrubing our hiding
3363 * place or invisiblity spell. Artefact invisiblity is not
3364 * effected by this. If we arent invisible to begin with, we
3365 * return 0.
3366 */
3367int
3368action_makes_visible (object *op)
3369{
3370
3371 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3372 {
3373 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3374 return 0;
3375
3376 if (op->contr && op->contr->tmp_invis == 0)
3377 return 0;
3378
3379 /* If monsters, they should become visible */
3380 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3381 {
3382 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3383 return 1;
3384 }
3385 }
3386 return 0; 3014 return 0;
3387} 3015}
3388 3016
3389/* op_on_battleground - checks if the given object op (usually 3017/* op_on_battleground - checks if the given object op (usually
3390 * a player) is standing on a valid battleground-tile, 3018 * a player) is standing on a valid battleground-tile,
3395 * Default is to do the same as before, so only people wanting to have different points need worry about this 3023 * Default is to do the same as before, so only people wanting to have different points need worry about this
3396 */ 3024 */
3397int 3025int
3398op_on_battleground (object *op, int *x, int *y) 3026op_on_battleground (object *op, int *x, int *y)
3399{ 3027{
3400 object *tmp;
3401
3402 /* A battleground-tile needs the following attributes to be valid: 3028 /* A battleground-tile needs the following attributes to be valid:
3403 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3029 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3404 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3030 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3405 * and the exit-coordinates sp/hp must both be > 0. 3031 * and the exit-coordinates sp/hp must both be > 0.
3406 * => The intention here is to prevent abuse of the battleground- 3032 * => The intention here is to prevent abuse of the battleground-
3407 * feature (like pickable or hidden battleground tiles). */ 3033 * feature (like pickable or hidden battleground tiles). */
3408 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3034 for (object *tmp = op->below; tmp; tmp = tmp->below)
3409 { 3035 {
3410 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3036 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3411 { 3037 {
3412 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3038 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3413 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3039 && tmp->type == BATTLEGROUND
3040 && tmp->name == shstr_battleground
3041 && EXIT_X (tmp) && EXIT_Y (tmp))
3414 { 3042 {
3415 /*before we assign the exit, check if this is a teambattle */ 3043 /* before we assign the exit, check if this is a teambattle */
3416 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3044 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3417 { 3045 {
3418 object *invtmp;
3419
3420 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3046 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3421 { 3047 {
3422 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3048 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3423 { 3049 {
3424 if (x != NULL && y != NULL) 3050 if (x && y)
3425 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3051 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3052
3426 return 1; 3053 return 1;
3427 } 3054 }
3428 } 3055 }
3429 } 3056 }
3057
3430 if (x != NULL && y != NULL) 3058 if (x && y)
3431 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3059 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3060
3432 return 1; 3061 return 1;
3433 } 3062 }
3434 } 3063 }
3435 } 3064 }
3065
3436 /* If we got here, did not find a battleground */ 3066 /* If we got here, did not find a battleground */
3437 return 0; 3067 return 0;
3438} 3068}
3439 3069
3440/* 3070/*
3456 char buf[MAX_BUF]; /* tmp. string buffer */ 3086 char buf[MAX_BUF]; /* tmp. string buffer */
3457 int i = 0, j = 0; 3087 int i = 0, j = 0;
3458 3088
3459 /* get the appropriate treasurelist */ 3089 /* get the appropriate treasurelist */
3460 if (atnr == ATNR_FIRE) 3090 if (atnr == ATNR_FIRE)
3461 trlist = find_treasurelist ("dragon_ability_fire"); 3091 trlist = treasurelist::find (shstr_dragon_ability_fire);
3462 else if (atnr == ATNR_COLD) 3092 else if (atnr == ATNR_COLD)
3463 trlist = find_treasurelist ("dragon_ability_cold"); 3093 trlist = treasurelist::find (shstr_dragon_ability_cold);
3464 else if (atnr == ATNR_ELECTRICITY) 3094 else if (atnr == ATNR_ELECTRICITY)
3465 trlist = find_treasurelist ("dragon_ability_elec"); 3095 trlist = treasurelist::find (shstr_dragon_ability_elec);
3466 else if (atnr == ATNR_POISON) 3096 else if (atnr == ATNR_POISON)
3467 trlist = find_treasurelist ("dragon_ability_poison"); 3097 trlist = treasurelist::find (shstr_dragon_ability_poison);
3468 3098
3469 if (trlist == NULL || who->type != PLAYER) 3099 if (trlist == NULL || who->type != PLAYER)
3470 return; 3100 return;
3471 3101
3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3102 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3476 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3106 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3477 return; 3107 return;
3478 } 3108 }
3479 3109
3480 /* everything seems okay - now bring on the gift: */ 3110 /* everything seems okay - now bring on the gift: */
3481 item = &(tr->item->clone); 3111 item = tr->item;
3482 3112
3483 if (item->type == SPELL) 3113 if (item->type == SPELL)
3484 { 3114 {
3485 if (check_spell_known (who, item->name)) 3115 if (check_spell_known (who, item->name))
3486 return; 3116 return;
3545 { 3175 {
3546 /* forces in the treasurelist can alter the player's stats */ 3176 /* forces in the treasurelist can alter the player's stats */
3547 object *skin; 3177 object *skin;
3548 3178
3549 /* first get the dragon skin force */ 3179 /* first get the dragon skin force */
3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3551 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3180 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3552 ; 3181 ;
3553 3182
3554 if (!skin) 3183 if (!skin)
3555 return; 3184 return;
3556 3185
3591 else 3220 else
3592 { 3221 {
3593 /* generate misc. treasure */ 3222 /* generate misc. treasure */
3594 tmp = arch_to_object (tr->item); 3223 tmp = arch_to_object (tr->item);
3595 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3224 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3596 tmp = insert_ob_in_ob (tmp, who); 3225 who->insert (tmp);
3597 if (who->type == PLAYER)
3598 esrv_send_item (who, tmp);
3599 } 3226 }
3600} 3227}
3601 3228
3602/** 3229/**
3603 * Unready an object for a player. This function does nothing if the object was 3230 * Unready an object for a player. This function does nothing if the object was
3604 * not readied. 3231 * not readied.
3605 */ 3232 */
3606void 3233void
3607player_unready_range_ob (player *pl, object *ob) 3234player_unready_range_ob (player *pl, object *ob)
3608{ 3235{
3609 rangetype i; 3236 if (pl->ob->current_weapon == ob)
3237 pl->ob->current_weapon = 0;
3610 3238
3611 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3239 if (pl->combat_ob == ob)
3612 { 3240 pl->combat_ob = 0;
3241
3613 if (pl->ranges[i] == ob) 3242 if (pl->ranged_ob == ob)
3614 { 3243 pl->ranged_ob = 0;
3615 pl->ranges[i] = NULL;
3616 if (pl->shoottype == i)
3617 {
3618 pl->shoottype = range_none;
3619 }
3620 }
3621 }
3622} 3244}
3245
3246//-GPL
3247
3248sint8
3249player::darkness_at (maptile *map, int x, int y) const
3250{
3251 if (!ns)
3252 return LOS_BLOCKED;
3253
3254 int dx, dy;
3255 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3256 return LOS_BLOCKED;
3257
3258 x += dx - ns->current_x;
3259 y += dy - ns->current_y;
3260
3261 return blocked_los (x, y);
3262}
3263
3264void
3265player::infobox (const char *title, const char *msg, int color)
3266{
3267 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3268}
3269
3270void
3271player::statusmsg (const char *msg, int color)
3272{
3273 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3274}
3275
3276void
3277player::failmsg (const char *msg, int color)
3278{
3279 play_sound (sound_find ("generic_failure"));
3280 statusmsg (msg, color);
3281}
3282

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