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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 1.266 by root, Tue Apr 6 23:34:57 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 (ob->is_dragon ())
223 { 116 {
224 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228 118
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 ob->flag [FLAG_READY_WEAPON] = false;
255 enter_map (); 140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
256 143
257 send_rules (ob); 144 ob->update_stats (); // we unapplied stuff above
258 send_news (ob); 145 activate ();
259 display_motd (ob);
260 146
261 INVOKE_PLAYER (CONNECT, this); 147 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 148 INVOKE_PLAYER (LOGIN, this);
263} 149}
264 150
265void 151void
266player::disconnect () 152player::disconnect ()
267{ 153{
268 if (ob) 154 if (ob)
269 ob->deactivate_recursive (); 155 {
156 ob->close_container (); //TODO: client-specific
157 ob->drop_unpaid_items ();
158 }
270 159
271 //TODO: don't be so harsh and destroy :)
272 if (ns) 160 if (ns)
273 { 161 {
274 if (enable_save) 162 if (active)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 163 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279 164
280 INVOKE_PLAYER (DISCONNECT, this); 165 INVOKE_PLAYER (DISCONNECT, this);
281 166
282 client *ns = this->ns; 167 ns->reset_stats ();
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0; 168 ns->pl = 0;
286 this->ns = 0; 169 ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 } 170 }
171
172 // this is important for the player scheduler to get the correct refcount
173 // when ns = 0
174 observe = viewpoint = ob;
175
176 deactivate ();
291} 177}
178
179//-GPL
292 180
293// the need for this function can be explained 181// the need for this function can be explained
294// by load_object not returning the object 182// by load_object not returning the object
295void 183void
296player::set_object (object *op) 184player::set_object (object *op)
297{ 185{
298 ob = op; 186 ob = observe = viewpoint = op;
299 ob->contr = this; /* this aren't yet in archetype */ 187 ob->contr = this; /* this aren't yet in archetype */
300 188
189 ob->speed = 1.0f;
301 ob->speed_left = 0.5; 190 ob->speed_left = 0.5f;
302 ob->speed = 1.0; 191
303 ob->direction = 5; /* So player faces south */ 192 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308} 193}
194
195void
196player::set_observe (object *op)
197{
198 observe = viewpoint = op ? op : ob;
199 do_los = 1;
200}
201
202void
203player::set_viewpoint (object *op)
204{
205 viewpoint = op ? op : (object *)observe;
206 do_los = 1;
207}
208
209//+GPL
309 210
310player::player () 211player::player ()
311{ 212{
312 /* There are some elements we want initialised to non zero value - 213 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 214 * we deal with that below this point.
314 */ 215 */
315 outputs_sync = 16; /* Every 2 seconds */ 216 outputs_sync = 4;
316 outputs_count = 8; /* Keeps present behaviour */ 217 outputs_count = 4;
317 unapply = unapply_nochoice; 218 unapply = unapply_nochoice;
318 219
319 savebed_map = first_map_path; /* Init. respawn position */ 220 savebed_map = first_map_path; /* Init. respawn position */
320 221
321 gen_sp_armour = 10; 222 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal; 223 bowtype = bow_normal;
325 petmode = pet_normal; 224 petmode = pet_normal;
326 listening = 10;
327 usekeys = containers; 225 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 226 peaceful = 1; /* default peaceful */
330 do_los = 1; 227 do_los = 1;
331 228
332 /* we need to clear these to -1 and not zero - otherwise, 229 weapon_sp = 1.0f;
333 * if a player quits and starts a new character, we wont 230 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} 231}
346 232
347void 233void
348player::do_destroy () 234player::do_destroy ()
349{ 235{
350 disconnect (); 236 disconnect ();
351 237
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 238 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;
376 239
377 if (ob) 240 if (ob)
378 { 241 {
379 ob->destroy_inv (false); 242 ob->destroy_inv (false);
380 ob->destroy (); 243 ob->destroy ();
381 } 244 }
245
246 ob = observe = viewpoint = 0;
382} 247}
383 248
384player::~player () 249player::~player ()
385{ 250{
386 /* Clear item stack */ 251 /* Clear item stack */
387 free (stack_items); 252 free (stack_items);
253}
254
255/*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260static archetype *
261get_player_archetype (archetype *at)
262{
263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
388} 281}
389 282
390/* Tries to add player on the connection passed in ns. 283/* 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 284 * All we can really get in this is some settings like host and display
392 * mode. 285 * mode.
394player * 287player *
395player::create () 288player::create ()
396{ 289{
397 player *pl = new player; 290 player *pl = new player;
398 291
399 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
293
294 pl->ob->roll_stats ();
295 pl->ob->stats.wc = 2;
296 pl->ob->run_away = 25; /* Then we panick... */
297
400 set_first_map (pl->ob); 298 set_first_map (pl->ob);
401 299
402 return pl; 300 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} 301}
432 302
433object * 303object *
434get_nearest_player (object *mon) 304get_nearest_player (object *mon)
435{ 305{
436 object *op = NULL; 306 object *op = NULL;
437 objectlink *ol; 307 objectlink *ol;
438 unsigned lastdist; 308 unsigned lastdist;
439 rv_vector rv; 309 rv_vector rv;
440 310
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 312 {
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)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
470 continue; 314 continue;
471 315
472 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
473 { 317 {
549 x = mon->x; 393 x = mon->x;
550 y = mon->y; 394 y = mon->y;
551 m = mon->map; 395 m = mon->map;
552 dir = rv.direction; 396 dir = rv.direction;
553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 397 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); 398 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
399
555 /* If we can't solve it within the search distance, return now. */ 400 /* If we can't solve it within the search distance, return now. */
556 if (diff > max) 401 if (diff > max)
557 return 0; 402 return 0;
403
558 while (diff > 1 && max > 0) 404 while (diff > 1 && max > 0)
559 { 405 {
560 lastx = x; 406 lastx = x;
561 lasty = y; 407 lasty = y;
562 lastmap = m; 408 lastmap = m;
644 max--; 490 max--;
645 lastdir = dir; 491 lastdir = dir;
646 if (!firstdir) 492 if (!firstdir)
647 firstdir = dir; 493 firstdir = dir;
648 } 494 }
495
649 if (diff <= 1) 496 if (diff <= 1)
650 { 497 {
651 /* Recalculate diff (distance) because we may not have actually 498 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 499 * headed toward player for entire distance.
653 */ 500 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 501 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); 502 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
656 } 503 }
504
657 if (diff > max) 505 if (diff > max)
658 return 0; 506 return 0;
659 } 507 }
508
660 /* If we reached the max, didn't find a direction in time */ 509 /* If we reached the max, didn't find a direction in time */
661 if (!max) 510 if (!max)
662 return 0; 511 return 0;
663 512
664 return firstdir; 513 return firstdir;
665} 514}
666 515
667void 516void
668give_initial_items (object *pl, treasurelist * items) 517give_initial_items (object *pl, treasurelist *items)
669{ 518{
670 object *op, *next = NULL;
671
672 if (pl->randomitems != NULL) 519 if (pl->randomitems)
673 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 520 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
674 521
675 for (op = pl->inv; op; op = next) 522 for (object *next, *op = pl->inv; op; op = next)
676 { 523 {
677 next = op->below; 524 next = op->below;
678 525
679 /* Forces get applied per default, unless they have the 526 /* Forces get applied per default, unless they have the
680 * flag "neutral" set. Sorry but I can't think of a better way 527 * flag "neutral" set. Sorry but I can't think of a better way
685 /* we never give weapons/armour if these cannot be used 532 /* we never give weapons/armour if these cannot be used
686 * by this player due to race restrictions 533 * by this player due to race restrictions
687 */ 534 */
688 if (pl->type == PLAYER) 535 if (pl->type == PLAYER)
689 { 536 {
690 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 537 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
538 &&
691 (op->type == ARMOUR || op->type == BOOTS || 539 (op->type == ARMOUR || op->type == BOOTS
692 op->type == CLOAK || op->type == HELMET || 540 || op->type == CLOAK || op->type == HELMET
693 op->type == SHIELD || op->type == GLOVES || 541 || op->type == SHIELD || op->type == GLOVES
542 || op->type == BRACERS || op->type == GIRDLE))
694 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 543 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
695 { 544 {
696 op->destroy (); 545 op->destroy ();
697 continue; 546 continue;
698 } 547 }
699 } 548 }
700 549
701 /* This really needs to be better - we should really give 550 /* Here we remove duplicated skills (as duplicated spell objects have
702 * a substitute spellbook. The problem is that we don't really 551 * _very_ confusing effects for players), which could for instance be
703 * have a good idea what to replace it with (need something like 552 * generated by bad treasurelists. - elmex
704 * a first level treasurelist for each skill.)
705 * remove duplicate skills also
706 */ 553 */
707 if (op->type == SPELLBOOK || op->type == SKILL) 554 if (op->type == SKILL)
708 { 555 {
709 object *tmp;
710
711 for (tmp = op->below; tmp; tmp = tmp->below) 556 for (object *tmp = op->below; tmp; tmp = tmp->below)
712 if (tmp->type == op->type && tmp->name == op->name) 557 if (tmp->type == op->type && tmp->name == op->name)
713 break;
714
715 if (tmp)
716 { 558 {
717 op->destroy (); 559 op->destroy ();
560 LOG (llevError,
718 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 561 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
719 continue; 562 break;
720 } 563 }
721 564
722 if (op->nrof > 1) 565 if (op->nrof > 1)
723 op->nrof = 1; 566 op->nrof = 1;
724 } 567 }
725 568
726 if (op->type == SPELLBOOK && op->inv) 569 if (op->type == SPELLBOOK && op->inv)
727 {
728 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 570 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
729 }
730 571
731 /* Give starting characters identified, uncursed, and undamned 572 /* Give starting characters identified, uncursed, and undamned
732 * items. Just don't identify gold or silver, or it won't be 573 * items. Just don't identify gold or silver, or it won't be
733 * merged properly. 574 * merged properly.
734 */ 575 */
735 if (need_identify (op)) 576 if (need_identify (op))
736 { 577 {
737 SET_FLAG (op, FLAG_IDENTIFIED); 578 SET_FLAG (op, FLAG_IDENTIFIED);
738 CLEAR_FLAG (op, FLAG_CURSED); 579 CLEAR_FLAG (op, FLAG_CURSED);
739 CLEAR_FLAG (op, FLAG_DAMNED); 580 CLEAR_FLAG (op, FLAG_DAMNED);
740 } 581 }
582
741 if (op->type == SPELL) 583 if (op->type == SPELL)
742 { 584 {
743 op->destroy (); 585 op->destroy ();
744 continue; 586 continue;
745 } 587 }
747 { 589 {
748 SET_FLAG (op, FLAG_CAN_USE_SKILL); 590 SET_FLAG (op, FLAG_CAN_USE_SKILL);
749 op->stats.exp = 0; 591 op->stats.exp = 0;
750 op->level = 1; 592 op->level = 1;
751 } 593 }
752 /* lock all 'normal items by default */ 594 else /* lock all 'normal items by default */
753 else
754 SET_FLAG (op, FLAG_INV_LOCKED); 595 SET_FLAG (op, FLAG_INV_LOCKED);
755 } /* for loop of objects in player inv */ 596 } /* for loop of objects in player inv */
756 597
757 /* Need to set up the skill pointers */ 598 /* Need to set up the skill pointers */
758 link_player_skills (pl); 599 pl->contr->link_skills ();
759} 600}
760 601
761void 602void
762get_party_password (object *op, partylist *party) 603get_party_password (object *op, partylist *party)
763{ 604{
773 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 614 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
774} 615}
775 616
776/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 617/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
777static int 618static int
778roll_stat (void) 619roll_stat ()
779{ 620{
780 int a[4], i, j, k; 621 int a[4], i, j, k;
781 622
782 for (i = 0; i < 4; i++) 623 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 624 a[i] = (int) rndm (6) + 1;
784 625
785 for (i = 0, j = 0, k = 7; i < 4; i++) 626 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 627 if (a[i] < k)
787 k = a[i], j = i; 628 k = a[i], j = i;
788 629
794} 635}
795 636
796void 637void
797object::roll_stats () 638object::roll_stats ()
798{ 639{
799 int statsort [7]; 640 int statsort [NUM_STATS];
800 641
801 for (;;) 642 for (;;)
802 { 643 {
803 int sum = 0; 644 int sum = 0;
804 for (int i = 7; i--; ) 645 for (int i = NUM_STATS; i--; )
805 sum += statsort [i] = roll_stat (); 646 sum += statsort [i] = roll_stat ();
806 647
807 if (sum >= 82 && sum <= 116) 648 if (sum >= 82 && sum <= 116)
808 break; 649 break;
809 } 650 }
810 651
811 // Sort the stats so that rerolling is easier... 652 // Sort the stats so that rerolling is easier...
812 std::sort (statsort, statsort + 7, std::greater<int>()); 653 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
813 654
655 for (int i = 0; i < NUM_STATS; ++i)
814 stats.Str = statsort[0]; 656 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];
821 657
822 stats.exp = 0; 658 stats.exp = 0;
823 stats.ac = 0; 659 stats.ac = 0;
824 660
825 stats.hp = stats.maxhp; 661 stats.hp = stats.maxhp;
837} 673}
838 674
839void 675void
840object::swap_stats (int a, int b) 676object::swap_stats (int a, int b)
841{ 677{
842 int tmp = get_attr_value (&contr->orig_stats, a); 678 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);
845 679
680 for (int i = 0; i < NUM_STATS; ++i)
846 stats.Str = contr->orig_stats.Str; 681 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;
853 682
854 //TODO: the following code looks so borked and should, at the very least, 683 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats 684 // be merged with the similar code in roll_stats
856 stats.ac = 0; 685 stats.ac = 0;
857 686
876static void 705static void
877start_info (object *op) 706start_info (object *op)
878{ 707{
879 char buf[MAX_BUF]; 708 char buf[MAX_BUF];
880 709
881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 710 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
882 new_draw_info (NDI_UNIQUE, 0, op, buf); 711 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} 712}
886 713
887/* This function takes the key that is passed, and does the 714/* This function takes the key that is passed, and does the
888 * appropriate action with it (change race, or other things). 715 * appropriate action with it (change race, or other things).
889 * The function name is for historical reasons - now we have 716 * The function name is for historical reasons - now we have
890 * separate race and class; this actually changes the RACE, 717 * separate race and class; this actually changes the RACE,
891 * not the class. 718 * not the class.
892 */ 719 */
893int 720void
894key_change_class (object *op, char key) 721player::chargen_race_done ()
895{ 722{
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 */ 723 /* this must before then initial items are given */
903 esrv_new_player (op->contr, op->weight + op->carrying); 724 esrv_new_player (ob->contr);
904 725
905 treasurelist *tl = find_treasurelist ("starting_wealth"); 726 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
906 if (tl) 727 if (tl)
907 create_treasure (tl, op, 0, 0, 0); 728 create_treasure (tl, ob, 0, 0, 0);
908 729
909 INVOKE_PLAYER (BIRTH, op->contr); 730 INVOKE_PLAYER (BIRTH, ob->contr);
910 INVOKE_PLAYER (LOGIN, op->contr); 731 INVOKE_PLAYER (LOGIN, ob->contr);
911 732
912 op->contr->ns->state = ST_PLAYING; 733 ob->contr->ns->state = ST_PLAYING;
913 734
914 if (op->msg) 735 if (ob->msg)
915 op->msg = NULL; 736 ob->msg = 0;
916 737
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); 738 start_info (ob);
927 CLEAR_FLAG (op, FLAG_WIZ); 739 CLEAR_FLAG (ob, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 740 give_initial_items (ob, ob->randomitems);
929 link_player_skills (op);
930 esrv_send_inventory (op, op); 741 esrv_send_inventory (ob, ob);
931 op->update_stats (); 742 ob->update_stats ();
932 743
933 /* This moves the player to a different start map, if there 744 /* This moves the player to a different start map, if there
934 * is one for this race 745 * is one for this race
935 */ 746 */
936 if (*first_map_ext_path) 747 if (*first_map_ext_path)
937 { 748 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 749 else
952 LOG (llevDebug, "first_map_ext_path not set\n"); 750 LOG (llevDebug, "first_map_ext_path not set\n");
751}
953 752
954 return 0; 753void
955 } 754player::chargen_race_next ()
956 755{
957 /* Following actually changes the race - this is the default command 756 /* Following actually changes the race - this is the default command
958 * if we don't match with one of the options above. 757 * if we don't match with one of the options above.
959 */ 758 */
960 759
961 tmp_loop = 0; 760 do
962 while (!tmp_loop)
963 { 761 {
964 shstr name = op->name; 762 shstr name = ob->name;
965 int x = op->x, y = op->y; 763 int x = ob->x, y = ob->y;
966 764
967 op->remove_statbonus (); 765 ob->remove_statbonus ();
968 op->remove (); 766 ob->remove ();
969 op->arch = get_player_archetype (op->arch); 767 ob->arch = get_player_archetype (ob->arch);
970 op->arch->clone.copy_to (op); 768 ob->arch->copy_to (ob);
971 op->instantiate (); 769 ob->instantiate ();
972 op->stats = op->contr->orig_stats; 770 ob->stats = ob->contr->orig_stats;
973 op->name = op->name_pl = name; 771 ob->name = ob->name_pl = name;
974 op->x = x; 772 ob->x = x;
975 op->y = y; 773 ob->y = y;
976 SET_ANIMATION (op, 2); /* So player faces south */ 774 SET_ANIMATION (ob, 2); /* So player faces south */
977 insert_ob_in_map (op, op->map, op, 0); 775 insert_ob_in_map (ob, ob->map, ob, 0);
978 assign (op->contr->title, op->arch->clone.name); 776 assign (ob->contr->title, ob->arch->object::name);
979 op->add_statbonus (); 777 ob->add_statbonus ();
980 tmp_loop = allowed_class (op);
981 } 778 }
779 while (!allowed_class (ob));
982 780
983 update_object (op, UP_OBJ_FACE); 781 update_object (ob, UP_OBJ_FACE);
984 esrv_update_item (UPD_FACE, op, op); 782 esrv_update_item (UPD_FACE, ob, ob);
985 op->update_stats (); 783 ob->update_stats ();
986 op->stats.hp = op->stats.maxhp; 784 ob->stats.hp = ob->stats.maxhp;
987 op->stats.sp = op->stats.maxsp; 785 ob->stats.sp = ob->stats.maxsp;
988 op->stats.grace = 0; 786 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} 787}
996 788
997int 789static 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) 790flee_player (object *op)
1028{ 791{
1029 int dir, diff; 792 int dir, diff;
1030 rv_vector rv; 793 rv_vector rv;
1031 794
1034 LOG (llevDebug, "Fleeing player is dead.\n"); 797 LOG (llevDebug, "Fleeing player is dead.\n");
1035 CLEAR_FLAG (op, FLAG_SCARED); 798 CLEAR_FLAG (op, FLAG_SCARED);
1036 return; 799 return;
1037 } 800 }
1038 801
1039 if (op->enemy == NULL) 802 if (!op->enemy)
1040 { 803 {
1041 LOG (llevDebug, "Fleeing player had no enemy.\n"); 804 LOG (llevDebug, "Fleeing player had no enemy.\n");
1042 CLEAR_FLAG (op, FLAG_SCARED); 805 CLEAR_FLAG (op, FLAG_SCARED);
1043 return; 806 return;
1044 } 807 }
1045 808
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)) 809 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1058 { 810 {
1059 op->enemy = NULL; 811 op->enemy = NULL;
1060 CLEAR_FLAG (op, FLAG_SCARED); 812 CLEAR_FLAG (op, FLAG_SCARED);
1061 return; 813 return;
1064 get_rangevector (op, op->enemy, &rv, 0); 816 get_rangevector (op, op->enemy, &rv, 0);
1065 817
1066 dir = absdir (4 + rv.direction); 818 dir = absdir (4 + rv.direction);
1067 for (diff = 0; diff < 3; diff++) 819 for (diff = 0; diff < 3; diff++)
1068 { 820 {
1069 int m = 1 - (RANDOM () & 2); 821 int m = 1 - rndm (2) * 2;
1070 822
1071 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 823 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1072 return; 824 return;
1073 } 825 }
1074 826
1075 /* Cornered, get rid of scared */ 827 /* Cornered, get rid of scared */
1076 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1077 op->enemy = NULL; 829 op->enemy = NULL;
1078} 830}
1079 831
1080
1081/* check_pick sees if there is stuff to be picked up/picks up stuff. 832/* 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 833 * It returns 1 if the player should keep on moving, 0 if he should
1083 * stop. 834 * stop.
1084 */ 835 */
1085int 836int
1086check_pick (object *op) 837check_pick (object *op)
1087{ 838{
1088 object *tmp, *next; 839 object *tmp, *next;
1089 int stop = 0; 840 int stop = 0;
1090 int j, k, wvratio; 841 int wvratio;
1091 char putstring[128], tmpstr[16];
1092 842
1093 /* if you're flying, you cna't pick up anything */ 843 /* if you're flying, you can't pick up anything */
1094 if (op->move_type & MOVE_FLYING) 844 if (op->move_type & MOVE_FLYING)
1095 return 1; 845 return 1;
1096 846
1097 next = op->below; 847 next = op->below;
848
849 int cnt = MAX_ITEM_PER_ACTION;
850#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1098 851
1099 /* loop while there are items on the floor that are not marked as 852 /* loop while there are items on the floor that are not marked as
1100 * destroyed */ 853 * destroyed */
1101 while (next && !next->destroyed ()) 854 while (next && !next->destroyed ())
1102 { 855 {
1103 tmp = next; 856 tmp = next;
1104 next = tmp->below; 857 next = tmp->below;
1105 858
859 if (cnt <= 0)
860 {
861 op->failmsg ("Couldn't pickup all items at once.");
862 return 0;
863 }
864
1106 if (op->destroyed ()) 865 if (op->destroyed ())
1107 return 0; 866 return 0;
1108 867
1109 if (!can_pick (op, tmp)) 868 if (!can_pick (op, tmp))
1110 continue; 869 continue;
1111 870
1112 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 871 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1113 { 872 {
1114 if (item_matched_string (op, tmp, op->contr->search_str)) 873 if (item_matched_string (op, tmp, op->contr->search_str))
1115 pick_up (op, tmp); 874 CHK_PICK_PICKUP;
875
1116 continue; 876 continue;
1117 } 877 }
1118 878
1119 /* high not bit set? We're using the old autopickup model */ 879 /* pickup handling */
880 if (op->contr->mode & PU_DEBUG)
881 {
882 /* some debugging code to figure out item information */
883 const char *str = tmp->name
884 ? format ("item name: %s item type: %d weight/value: %d",
885 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
886 : format ("item name: %s item type: %d weight/value: %d",
887 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
888
889 new_draw_info (NDI_UNIQUE, 0, op, str);
890 }
891
892 if (op->contr->mode & PU_INHIBIT)
893 return 1;
894
895 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
896 return 1;
897
898 /* philosophy:
899 * It's easy to grab an item type from a pile, as long as it's
900 * generic. This takes no game-time. For more detailed pickups
901 * and selections, select-items should be used. This is a
902 * grab-as-you-run type mode that's really useful for arrows for
903 * example.
904 * The drawback: right now it has no frontend, so you need to
905 * stick the bits you want into a calculator in hex mode and then
906 * convert to decimal and then 'pickup <#>
907 */
908
909 /* the first two modes are exclusive: if NOTHING we return, if
910 * STOP then we stop. All the rest are applied sequentially,
911 * meaning if any test passes, the item gets picked up. */
912
913 /* if mode is set to pick nothing up, return */
914 if (op->contr->mode == PU_NOTHING)
915 return 1;
916
917 /* if mode is set to stop when encountering objects, return */
918 /* take STOP before INHIBIT since it doesn't actually pick
919 * anything up */
920 if (op->contr->mode & PU_STOP)
921 return 0;
922
923 /* useful for going into stores and not losing your settings... */
924 /* and for battles wher you don't want to get loaded down while
925 * fighting */
926 if (op->contr->mode & PU_INHIBIT)
927 return 1;
928
929 /* prevent us from turning into auto-thieves :) */
930 if (QUERY_FLAG (tmp, FLAG_UNPAID))
931 continue;
932
933 /* ignore known cursed objects */
934 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
935 continue;
936
937 /* all food and drink if desired */
938 /* question: don't pick up known-poisonous stuff? */
1120 if (!(op->contr->mode & PU_NEWMODE)) 939 if (op->contr->mode & PU_FOOD)
940 if (tmp->type == FOOD)
1121 { 941 {
1122 switch (op->contr->mode) 942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 if (op->contr->mode & PU_DRINK)
947 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
948 {
949 CHK_PICK_PICKUP;
950 continue;
951 }
952
953 if (op->contr->mode & PU_POTION)
954 if (tmp->type == POTION)
955 {
956 CHK_PICK_PICKUP;
957 continue;
958 }
959
960 /* spellbooks, skillscrolls and normal books/scrolls */
961 if (op->contr->mode & PU_SPELLBOOK)
962 if (tmp->type == SPELLBOOK)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 if (op->contr->mode & PU_SKILLSCROLL)
969 if (tmp->type == SKILLSCROLL)
970 {
971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_READABLES)
976 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 /* wands/staves/rods/horns */
983 if (op->contr->mode & PU_MAGIC_DEVICE)
984 if (tmp->type == WAND
985 || tmp->type == ROD
986 || tmp->type == HORN
987 || tmp->type == POWER_CRYSTAL)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
992
993 /* pick up all magical items */
994 if (op->contr->mode & PU_MAGICAL)
995 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
996 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 if (op->contr->mode & PU_VALUABLES)
1003 {
1004 if (tmp->type == MONEY || tmp->type == GEM)
1123 { 1005 {
1124 case 0: 1006 CHK_PICK_PICKUP;
1125 return 1; /* don't pick up */ 1007 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 } 1008 }
1157 } 1009 }
1158 else 1010
1159 { /* old model */ 1011 /* rings & amulets - talismans seems to be typed AMULET */
1160 /* NEW pickup handling */
1161 if (op->contr->mode & PU_DEBUG) 1012 if (op->contr->mode & PU_JEWELS)
1013 if (tmp->type == RING
1014 || tmp->type == AMULET
1015 || tmp->type == GIRDLE
1016 || tmp->type == SKILL_TOOL)
1162 { 1017 {
1163 /* some debugging code to figure out item information */ 1018 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; 1019 continue;
1020 }
1210 1021
1211 /* ignore known cursed objects */ 1022 /* we don't forget dragon food */
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1023 if (op->contr->mode & PU_FLESH)
1024 if (tmp->type == FLESH)
1025 {
1026 CHK_PICK_PICKUP;
1213 continue; 1027 continue;
1028 }
1214 1029
1215 /* all food and drink if desired */ 1030 /* bows and arrows. Bows are good for selling! */
1216 /* question: don't pick up known-poisonous stuff? */ 1031 if (op->contr->mode & PU_BOW)
1032 if (tmp->type == BOW)
1033 {
1034 CHK_PICK_PICKUP;
1035 continue;
1036 }
1037
1038 if (op->contr->mode & PU_ARROW)
1039 if (tmp->type == ARROW)
1040 {
1041 CHK_PICK_PICKUP;
1042 continue;
1043 }
1044
1045 /* all kinds of armor etc. */
1046 if (op->contr->mode & PU_ARMOUR)
1047 if (tmp->type == ARMOUR)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1053 if (op->contr->mode & PU_HELMET)
1054 if (tmp->type == HELMET)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_SHIELD)
1061 if (tmp->type == SHIELD)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1217 if (op->contr->mode & PU_FOOD) 1067 if (op->contr->mode & PU_BOOTS)
1218 if (tmp->type == FOOD) 1068 if (tmp->type == BOOTS)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_GLOVES)
1075 if (tmp->type == GLOVES || tmp->type == BRACERS)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_CLOAK)
1082 if (tmp->type == CLOAK)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* hoping to catch throwing daggers here */
1089 if (op->contr->mode & PU_MISSILEWEAPON)
1090 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 /* careful: chairs and tables are weapons! */
1097 if (op->contr->mode & PU_ALLWEAPON)
1098 {
1099 if (tmp->type == WEAPON)
1100 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1219 { 1101 {
1220 pick_up (op, tmp); 1102 CHK_PICK_PICKUP;
1221 continue; 1103 continue;
1222 } 1104 }
1105 }
1223 1106
1107 /* misc stuff that's useful */
1224 if (op->contr->mode & PU_DRINK) 1108 if (op->contr->mode & PU_KEY)
1225 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1109 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1226 { 1110 {
1227 pick_up (op, tmp); 1111 CHK_PICK_PICKUP;
1228 continue; 1112 continue;
1229 } 1113 }
1230 1114
1115 /* any of the last 4 bits set means we use the ratio for value
1116 * pickups */
1231 if (op->contr->mode & PU_POTION) 1117 if (op->contr->mode & PU_RATIO)
1232 if (tmp->type == POTION) 1118 {
1119 /* use value density to decide what else to grab */
1120 /* >=7 was >= op->contr->mode */
1121 /* >=7 is the old standard setting. Now we take the last 4 bits
1233 { 1122 */
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) 1123 wvratio = op->contr->mode & PU_RATIO;
1270 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1124 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 { 1125 {
1278 if (tmp->type == MONEY || tmp->type == GEM) 1126#if 0
1127 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1128 if (tmp->name != NULL)
1279 { 1129 {
1280 pick_up (op, tmp); 1130 fprintf (stderr, "%s", tmp->name);
1281 continue;
1282 } 1131 }
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 1132 else
1417 fprintf (stderr, "%s", tmp->arch->name); 1133 fprintf (stderr, "%s", tmp->arch->archname);
1418 fprintf (stderr, ",%d] = ", tmp->type); 1134 fprintf (stderr, ",%d] = ", tmp->type);
1419 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1135 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1420#endif 1136#endif
1137 CHK_PICK_PICKUP;
1421 continue; 1138 continue;
1422 }
1423 } 1139 }
1424 } /* the new pickup model */ 1140 } /* the new pickup model */
1425 } 1141 }
1426 1142
1427 return !stop; 1143 return !stop;
1144}
1145
1146/* routine for both players and monsters. We call this when
1147 * there is a possibility for our action distrubing our hiding
1148 * place or invisiblity spell. Artefact invisiblity causes
1149 * "noise" instead. If we arent invisible to begin with, we
1150 * return 0.
1151 */
1152static int
1153action_makes_visible (object *op)
1154{
1155 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1156 {
1157 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1158 {
1159 // artefact invisibility is permanent, but we still make noise
1160 // this is important for game-balance.
1161 if (op->contr)
1162 op->make_noise ();
1163
1164 return 0;
1165 }
1166
1167 if (op->contr && op->contr->tmp_invis == 0)
1168 return 0;
1169
1170 /* If monsters, they should become visible */
1171 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1172 {
1173 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1174 return 1;
1175 }
1176 }
1177
1178 return 0;
1428} 1179}
1429 1180
1430/* 1181/*
1431 * Find an arrow in the inventory and after that 1182 * Find an arrow in the inventory and after that
1432 * in the right type container (quiver). Pointer to the 1183 * in the right type container (quiver). Pointer to the
1433 * found object is returned. 1184 * found object is returned.
1434 */ 1185 */
1435object * 1186static object *
1436find_arrow (object *op, const char *type) 1187find_arrow (object *op, const char *type)
1437{ 1188{
1438 object *tmp = NULL;
1439
1440 for (op = op->inv; op; op = op->below) 1189 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) 1190 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1191 return splay (tmp);
1192
1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1194 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1195 if (object *arrow = find_arrow (tmp, type))
1196 {
1197 splay (tmp);
1444 return op; 1198 return arrow;
1199 }
1200
1445 return tmp; 1201 return 0;
1446} 1202}
1447 1203
1448/* 1204/*
1449 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1205 * 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 1206 * 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 1207 * 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. 1208 * the hall. Failing that it does it's best to pick the highest plus arrow.
1453 */ 1209 */
1454 1210static object *
1455object *
1456find_better_arrow (object *op, object *target, const char *type, int *better) 1211find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1457{ 1212{
1458 object *tmp = NULL, *arrow, *ntmp; 1213 object *tmp = NULL, *arrow, *ntmp;
1459 int attacknum, attacktype, betterby = 0, i; 1214 int attacknum, attacktype, betterby = 0, i;
1460 1215
1461 if (!type) 1216 if (!type)
1465 { 1220 {
1466 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1221 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1467 { 1222 {
1468 i = 0; 1223 i = 0;
1469 ntmp = find_better_arrow (arrow, target, type, &i); 1224 ntmp = find_better_arrow (arrow, target, type, &i);
1225
1470 if (i > betterby) 1226 if (i > betterby)
1471 { 1227 {
1472 tmp = ntmp; 1228 tmp = ntmp;
1473 betterby = i; 1229 betterby = i;
1474 } 1230 }
1475 } 1231 }
1476 else if (arrow->type == ARROW && arrow->race == type) 1232 else if (arrow->type == ARROW && arrow->race == type)
1477 { 1233 {
1478 /* allways prefer assasination/slaying */ 1234 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1235 if (target->race && arrow->slaying.contains (target->race))
1480 { 1236 {
1481 if (arrow->attacktype & AT_DEATH) 1237 if (arrow->attacktype & AT_DEATH)
1482 { 1238 {
1483 *better = 100; 1239 *better = 100;
1484 return arrow; 1240 return arrow;
1492 else 1248 else
1493 { 1249 {
1494 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1250 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1495 { 1251 {
1496 attacktype = 1 << attacknum; 1252 attacktype = 1 << attacknum;
1497 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1253 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1498 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1254 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1499 { 1255 {
1500 tmp = arrow; 1256 tmp = arrow;
1501 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1257 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1502 } 1258 }
1503 } 1259 }
1260
1504 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1261 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1505 { 1262 {
1506 tmp = arrow; 1263 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam; 1264 betterby = 2 + arrow->magic + arrow->stats.dam;
1508 } 1265 }
1266
1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1267 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1510 { 1268 {
1511 tmp = arrow; 1269 tmp = arrow;
1512 betterby = 1 + arrow->magic + arrow->stats.dam; 1270 betterby = 1 + arrow->magic + arrow->stats.dam;
1513 } 1271 }
1514 } 1272 }
1515 } 1273 }
1516 } 1274 }
1275
1517 if (tmp == NULL && arrow == NULL) 1276 if (tmp == NULL && arrow == NULL)
1518 return find_arrow (op, type); 1277 return find_arrow (op, type);
1519 1278
1520 *better = betterby; 1279 *better = betterby;
1521 return tmp; 1280 return tmp;
1525 * find_better_arrow to find a decent arrow to use. 1284 * find_better_arrow to find a decent arrow to use.
1526 * op = the shooter 1285 * op = the shooter
1527 * type = bow->race 1286 * type = bow->race
1528 * dir = fire direction 1287 * dir = fire direction
1529 */ 1288 */
1530 1289static object *
1531object *
1532pick_arrow_target (object *op, const char *type, int dir) 1290pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1291{
1534 object *tmp = NULL; 1292 object *tmp = NULL;
1535 maptile *m; 1293 maptile *m;
1536 int i, mflags, found, number; 1294 int i, mflags, found, number;
1537 sint16 x, y; 1295 sint16 x, y;
1552 for (i = 0, found = 0; i < 20; i++) 1310 for (i = 0, found = 0; i < 20; i++)
1553 { 1311 {
1554 x += freearr_x[dir]; 1312 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1313 y += freearr_y[dir];
1556 mflags = get_map_flags (m, &m, x, y, &x, &y); 1314 mflags = get_map_flags (m, &m, x, y, &x, &y);
1315
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1316 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 { 1317 {
1559 tmp = NULL; 1318 tmp = 0;
1560 break; 1319 break;
1561 } 1320 }
1562 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1321 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1563 { 1322 {
1564 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1323 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1565 * perhaps a bad assumption. 1324 * perhaps a bad assumption.
1566 */ 1325 */
1567 tmp = NULL; 1326 tmp = 0;
1568 break; 1327 break;
1569 } 1328 }
1329
1570 if (mflags & P_IS_ALIVE) 1330 if (mflags & P_IS_ALIVE)
1571 {
1572 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1331 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1573 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1332 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1574 {
1575 found++;
1576 break;
1577 }
1578 if (found)
1579 break; 1333 break;
1580 }
1581 } 1334 }
1582 if (tmp == NULL) 1335
1336 if (!tmp)
1583 return find_arrow (op, type); 1337 return find_arrow (op, type);
1584 1338
1585 if (tmp->head) 1339 if (tmp->head)
1586 tmp = tmp->head; 1340 tmp = tmp->head;
1587 1341
1600 */ 1354 */
1601int 1355int
1602fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1356fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1603{ 1357{
1604 object *left, *bow; 1358 object *left, *bow;
1605 int bowspeed, mflags; 1359 int mflags;
1606 maptile *m; 1360 maptile *m;
1607 1361
1608 if (!dir) 1362 if (!dir)
1609 { 1363 {
1610 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1364 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1611 return 0; 1365 return 0;
1612 } 1366 }
1613 1367
1614 if (op->type == PLAYER) 1368 if (op->contr)
1615 bow = op->contr->ranges[range_bow]; 1369 bow = op->current_weapon;
1616 else 1370 else
1617 { 1371 {
1618 for (bow = op->inv; bow; bow = bow->below) 1372 for (bow = op->inv; bow; bow = bow->below)
1619 /* Don't check for applied - monsters don't apply bows - in that way, they 1373 /* 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. 1374 * don't need to switch back and forth between bows and weapons.
1625 if (!bow) 1379 if (!bow)
1626 { 1380 {
1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1381 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1628 return 0; 1382 return 0;
1629 } 1383 }
1384
1385 // optimisation: move object to top so we will find it quickly again
1386 splay (bow);
1630 } 1387 }
1631 1388
1632 if (!bow->race || !bow->skill) 1389 if (!bow->race || !bow->skill)
1633 { 1390 {
1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1391 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1635 return 0; 1392 return 0;
1636 } 1393 }
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 1394
1647 if (arrow == NULL) 1395 if (arrow == NULL)
1648 { 1396 {
1649 if ((arrow = find_arrow (op, bow->race)) == NULL) 1397 if ((arrow = find_arrow (op, bow->race)) == NULL)
1650 { 1398 {
1651 if (op->type == PLAYER) 1399 if (op->type == PLAYER)
1652 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1400 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 */ 1401 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1654 else 1402 else
1655 CLEAR_FLAG (op, FLAG_READY_BOW); 1403 CLEAR_FLAG (op, FLAG_READY_BOW);
1404
1656 return 0; 1405 return 0;
1657 } 1406 }
1658 } 1407 }
1659 1408
1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1409 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1668 } 1417 }
1669 1418
1670 /* this should not happen, but sometimes does */ 1419 /* this should not happen, but sometimes does */
1671 if (arrow->nrof == 0) 1420 if (arrow->nrof == 0)
1672 { 1421 {
1422 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1673 arrow->destroy (); 1423 arrow->destroy ();
1674 return 0; 1424 return 0;
1675 } 1425 }
1676 1426
1677 left = arrow; /* these are arrows left to the player */ 1427 left = arrow; /* these are arrows left to the player */
1678 arrow = get_split_ob (arrow, 1); 1428 arrow = arrow->split ();
1679 if (!arrow) 1429 if (!arrow)
1680 { 1430 {
1681 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1431 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1682 return 0; 1432 return 0;
1683 } 1433 }
1684 1434
1685 arrow->set_owner (op); 1435 arrow->set_owner (op);
1686 arrow->skill = bow->skill; 1436 arrow->skill = bow->skill;
1687 arrow->direction = dir; 1437 arrow->direction = dir;
1688 1438
1439 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1440 arrow->stats.hp = arrow->stats.dam;
1441 arrow->stats.grace = arrow->attacktype;
1442 arrow->custom_name = arrow->slaying;
1443
1444#if 0
1445 if (player *pl = op->contr)
1446 {
1447 float speed = pl->weapon_sp;
1448
1449 /* penalize ROF for bestarrow */
1450 if (pl->bowtype == bow_bestarrow)
1451 speed *= .9f;
1452 else
1453 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1454
1455 op->speed_left += speed - op->speed;
1456 }
1457#endif
1458
1459 SET_ANIMATION (arrow, arrow->direction);
1460
1461 /* update the speed */
1462 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1463 + bow->stats.dam / 7.f;
1464
1465 arrow->set_speed (max (arrow->speed, 2.f));
1466 arrow->speed_left = 0;
1467
1468 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1469
1689 if (op->type == PLAYER) 1470 if (op->type == PLAYER)
1690 { 1471 {
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; 1472 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1473 wc -= dex_bonus[op->stats.Dex];
1474
1475 if (!arrow->slaying)
1476 arrow->slaying = op->slaying;
1477
1478 arrow->attacktype |= op->attacktype;
1722 } 1479 }
1723 else 1480 else
1724 { 1481 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1482 arrow->level = op->level;
1727 } 1483 arrow->stats.wc -= bow->magic;
1728 1484
1729 if (arrow->attacktype == AT_PHYSICAL) 1485 if (!arrow->slaying)
1486 arrow->slaying = bow->slaying;
1487
1730 arrow->attacktype |= bow->attacktype; 1488 arrow->attacktype |= bow->attacktype;
1489 }
1731 1490
1732 if (bow->slaying) 1491 wc -= arrow->level;
1733 arrow->slaying = bow->slaying; 1492 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1734 1493
1494 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1735 arrow->move_type = MOVE_FLY_LOW; 1495 arrow->move_type = MOVE_FLY_LOW;
1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1496 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1737 1497
1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1498 op->play_sound (sound_find ("fire_arrow"));
1739 m->insert (arrow, sx, sy, op); 1499 m->insert (arrow, sx, sy, op);
1740 1500
1741 if (!arrow->destroyed ()) 1501 if (!arrow->destroyed ())
1742 move_arrow (arrow); 1502 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 1503
1752 return 1; 1504 return 1;
1753} 1505}
1754 1506
1755/* Special fire code for players - this takes into 1507/* Special fire code for players - this takes into
1757 * but monsters can't. Putting that code here 1509 * but monsters can't. Putting that code here
1758 * makes the fire_bow code much cleaner. 1510 * makes the fire_bow code much cleaner.
1759 * this function should only be called if 'op' is a player, 1511 * this function should only be called if 'op' is a player,
1760 * hence the function name. 1512 * hence the function name.
1761 */ 1513 */
1762int 1514static int
1763player_fire_bow (object *op, int dir) 1515player_fire_bow (object *op, int dir)
1764{ 1516{
1765 int ret = 0, wcmod = 0; 1517 int ret;
1766 1518
1767 if (op->contr->bowtype == bow_bestarrow) 1519 if (op->contr->bowtype == bow_bestarrow)
1768 { 1520 {
1769 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1521 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1770 } 1522 }
1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1523 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1772 { 1524 {
1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1525 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); 1526 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1777 } 1527 }
1778 else if (op->contr->bowtype == bow_threewide) 1528 else if (op->contr->bowtype == bow_threewide)
1779 { 1529 {
1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1530 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)]); 1531 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)]); 1532 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1783 } 1533 }
1784 else if (op->contr->bowtype == bow_spreadshot) 1534 else if (op->contr->bowtype == bow_spreadshot)
1785 { 1535 {
1786 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1536 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); 1537 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); 1538 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1789
1790 } 1539 }
1791 else 1540 else
1792 { 1541 {
1793 /* Simple case */ 1542 /* Simple case */
1794 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1795 } 1544 }
1545
1796 return ret; 1546 return ret;
1797} 1547}
1798
1799 1548
1800/* Fires a misc (wand/rod/horn) object in 'dir'. 1549/* Fires a misc (wand/rod/horn) object in 'dir'.
1801 * Broken apart from 'fire' to keep it more readable. 1550 * Broken apart from 'fire' to keep it more readable.
1802 */ 1551 */
1803void 1552static void
1804fire_misc_object (object *op, int dir) 1553fire_misc_object (object *op, int dir)
1805{ 1554{
1806 object *item; 1555 object *item = op->contr->ranged_ob;
1807 1556
1808 if (!op->contr->ranges[range_misc]) 1557 if (!item)
1809 { 1558 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1811 return; 1560 return;
1812 } 1561 }
1813 1562
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1563 if (!item->inv)
1816 { 1564 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1565 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1566 return;
1819 } 1567 }
1568
1569 if (!op->apply (item))
1570 return;
1571
1820 if (item->type == WAND) 1572 if (item->type == WAND)
1821 { 1573 {
1822 if (item->stats.food <= 0) 1574 if (item->stats.food <= 0)
1823 { 1575 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1576 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)); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1578
1826 return; 1579 return;
1827 } 1580 }
1828 } 1581 }
1829 else if (item->type == ROD || item->type == HORN) 1582 else if (item->type == ROD || item->type == HORN)
1830 { 1583 {
1831 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1584 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1585
1586 // using the maximum of the rods charge allows at least one spell cast
1587 // for a rod or horn, this fixes some broken rods.
1588 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1832 { 1589 {
1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1590 op->contr->play_sound (sound_find ("wand_poof"));
1591
1834 if (item->type == ROD) 1592 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)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1836 else 1594 else
1837 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1595 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1596
1838 return; 1597 return;
1839 } 1598 }
1840 } 1599 }
1841 1600
1842 if (cast_spell (op, item, dir, item->inv, NULL)) 1601 if (cast_spell (op, item, dir, item->inv, NULL))
1843 { 1602 {
1844 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1603 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1604
1845 if (item->type == WAND) 1605 if (item->type == WAND)
1846 { 1606 {
1847 if (!(--item->stats.food)) 1607 if (!(--item->stats.food))
1848 { 1608 {
1849 object *tmp; 1609 object *tmp;
1850 1610
1851 if (item->arch) 1611 if (item->arch)
1852 { 1612 {
1853 CLEAR_FLAG (item, FLAG_ANIMATE); 1613 CLEAR_FLAG (item, FLAG_ANIMATE);
1854 item->face = item->arch->clone.face; 1614 item->face = item->arch->face;
1855 item->set_speed (0); 1615 item->set_speed (0);
1856 } 1616 }
1857 1617
1858 if ((tmp = item->in_player ())) 1618 if (object *pl = item->visible_to ())
1859 esrv_update_item (UPD_ANIM, tmp, item); 1619 esrv_update_item (UPD_ANIM, pl, item);
1860 } 1620 }
1861 } 1621 }
1862 else if (item->type == ROD || item->type == HORN) 1622 else if (item->type == ROD || item->type == HORN)
1863 drain_rod_charge (item); 1623 drain_rod_charge (item);
1864 } 1624 }
1865} 1625}
1866 1626
1867/* Received a fire command for the player - go and do it. 1627/* Received a fire command for the player - go and do it.
1868 */ 1628 */
1869void 1629bool
1870fire (object *op, int dir) 1630fire (object *who, int dir)
1871{ 1631{
1872 int spellcost = 0; 1632 int spellcost = 0;
1873 1633
1634 player *pl = who->contr;
1635
1636 if (pl->golem)
1637 {
1638 control_golem (who->contr->golem, dir);
1639 return false;
1640 }
1641
1642 object *ob = pl->ranged_ob;
1643
1644 if (!ob)
1645 return false;
1646
1647 if (who->speed_left > 0.f)
1648 --who->speed_left;
1649 else
1650 return false;
1651
1652 if (!who->apply (ob))
1653 return false;
1654
1874 /* check for loss of invisiblity/hide */ 1655 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1656 if (action_makes_visible (who))
1876 make_visible (op); 1657 make_visible (who);
1877 1658
1878 switch (op->contr->shoottype) 1659 switch (ob->type)
1879 { 1660 {
1880 case range_none: 1661 case BOW:
1881 return;
1882
1883 case range_bow:
1884 player_fire_bow (op, dir); 1662 player_fire_bow (who, dir);
1885 return; 1663 break;
1886 1664
1887 case range_magic: /* Casting spells */ 1665 case SPELL:
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1666 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1889 return; 1667 break;
1890 1668
1891 case range_misc: 1669 case BUILDER:
1892 fire_misc_object (op, dir);
1893 return;
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); 1670 apply_map_builder (who, dir);
1916 return; 1671 break;
1672
1673 case SKILL:
1674 do_skill (who, who, ob, dir, 0);
1675 break;
1676
1677 case RANGED:
1678 do_skill (who, ob, who->chosen_skill, dir, 0);
1679 break;
1680
1917 default: 1681 default:
1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1682 fire_misc_object (who, dir);
1919 return; 1683 break;
1920 } 1684 }
1921}
1922 1685
1686 return true;
1687}
1923 1688
1924 1689static 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) 1690find_key_ (object *pl, object *container, object *door)
1938{ 1691{
1939 object *tmp, *key; 1692 object *tmp, *key;
1940 1693
1941 /* Should not happen, but sanity checking is never bad */ 1694 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1695 if (!container->inv)
1943 return NULL; 1696 return 0;
1944 1697
1945 /* First, lets try to find a key in the top level inventory */ 1698 /* First, lets try to find a key in the top level inventory */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1699 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1700 {
1948 if (door->type == DOOR && tmp->type == KEY) 1701 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1702 break;
1703
1950 /* For sanity, we should really check door type, but other stuff 1704 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1705 * (like containers) can be locked with special keys
1952 */ 1706 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1707 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1708 break;
1955 } 1709 }
1710
1956 /* No key found - lets search inventories now */ 1711 /* No key found - lets search inventories now */
1957 /* If we find and use a key in an inventory, return at that time. 1712 /* 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 1713 * otherwise, if we search all the inventories and still don't find
1959 * a key, return 1714 * a key, return
1960 */ 1715 */
1961 if (!tmp) 1716 if (!tmp)
1962 { 1717 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1718 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 {
1965 /* No reason to search empty containers */ 1719 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1720 if (tmp->type == CONTAINER && tmp->inv)
1967 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1721 if ((key = find_key_ (pl, tmp, door)))
1969 return key; 1722 return key;
1970 } 1723
1971 }
1972 if (!tmp) 1724 if (!tmp)
1973 return NULL; 1725 return 0;
1974 } 1726 }
1727
1975 /* We get down here if we have found a key. Now if its in a container, 1728 /* 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 1729 * see if we actually want to use it
1977 */ 1730 */
1978 if (pl != container) 1731 if (pl != container)
1979 { 1732 {
1980 /* Only let players use keys in containers */ 1733 /* Only let players use keys in containers */
1981 if (!pl->contr) 1734 if (!pl->contr)
1982 return NULL; 1735 return 0;
1736
1983 /* cases where this fails: 1737 /* cases where this fails:
1984 * If we only search the player inventory, return now since we 1738 * If we only search the player inventory, return now since we
1985 * are not in the players inventory. 1739 * are not in the players inventory.
1986 * If the container is not active, return now since only active 1740 * If the container is not active, return now since only active
1987 * containers can be used. 1741 * containers can be used.
1991 * inv must have been an container and must have been active. 1745 * inv must have been an container and must have been active.
1992 * 1746 *
1993 * Change the color so that the message doesn't disappear with 1747 * Change the color so that the message doesn't disappear with
1994 * all the others. 1748 * all the others.
1995 */ 1749 */
1996 if (pl->contr->usekeys == key_inventory || 1750 if (pl->contr->usekeys == key_inventory
1997 !QUERY_FLAG (container, FLAG_APPLIED) || 1751 || !QUERY_FLAG (container, FLAG_APPLIED)
1998 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1752 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1999 { 1753 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1754 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)); 1755 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002 return NULL; 1756 return NULL;
2003 } 1757 }
2004 } 1758 }
1759
2005 return tmp; 1760 return tmp;
1761}
1762
1763/* find_key
1764 * We try to find a key for the door as passed. If we find a key
1765 * and successfully use it, we return the key, otherwise NULL
1766 * This function merges both normal and locked door, since the logic
1767 * for both is the same - just the specific key is different.
1768 * pl is the player,
1769 * inv is the objects inventory to searched
1770 * door is the door we are trying to match against.
1771 * This function can be called recursively to search containers.
1772 */
1773object *
1774find_key (object *pl, object *container, object *door)
1775{
1776 if (door->slaying && is_match_expr (door->slaying))
1777 {
1778 // for match expressions, we try to find the key by applying the match
1779 // to the op itself, which is supposed to find the "key", instead
1780 // of searching through containers ourselves.
1781
1782 return match_one (door->slaying, container, door, pl, pl);
1783 }
1784 else
1785 return find_key_ (pl, container, door);
2006} 1786}
2007 1787
2008/* moved door processing out of move_player_attack. 1788/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1789 * returns 1 if player has opened the door with a key
2010 * such that the caller should not do anything more, 1790 * such that the caller should not do anything more,
2011 * 0 otherwise 1791 * 0 otherwise
2012 */ 1792 */
2013static int 1793static int
2014player_attack_door (object *op, object *door) 1794player_attack_door (object *op, object *door)
2015{ 1795{
2016 /* If its a door, try to find a use a key. If we do destroy the door, 1796 /* 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 - 1797 * might as well return immediately as there is nothing more to do -
2018 * otherwise, we fall through to the rest of the code. 1798 * otherwise, we fall through to the rest of the code.
2019 */ 1799 */
2020 object *key = find_key (op, op, door); 1800 object *key = find_key (op, op, door);
2021 1801
2022 /* IF we found a key, do some extra work */ 1802 /* If we found a key, do some extra work */
2023 if (key) 1803 if (key)
2024 { 1804 {
2025 object *container = key->env; 1805 object *container = key->env;
2026 1806
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2028 if (action_makes_visible (op)) 1807 if (action_makes_visible (op))
2029 make_visible (op); 1808 make_visible (op);
1809
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1810 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1811 spring_trap (door->inv, op);
1812
2032 if (door->type == DOOR) 1813 if (door->type == DOOR)
2033 {
2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1814 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2037 { 1816 {
2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1817 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2039 remove_door2 (door); /* remove door without violence ;-) */ 1818 remove_door2 (door); /* remove door without violence ;-) */
2040 } 1819 }
1820
2041 /* Do this after we print the message */ 1821 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 1822 key->decrease (); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 1823
2044 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container);
2046 return 1; /* Nothing more to do below */ 1824 return 1; /* Nothing more to do below */
2047 } 1825 }
2048 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
2049 { 1827 {
2050 /* Might as well return now - no other way to open this */ 1828 /* Might as well return now - no other way to open this */
2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1829 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2052 return 1; 1830 return 1;
2053 } 1831 }
1832
2054 return 0; 1833 return 0;
2055} 1834}
2056 1835
2057/* This function is just part of a breakup from move_player. 1836/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 1837 * It should keep the code cleaner.
2059 * When this is called, the players direction has been updated 1838 * When this is called, the players direction has been updated
2060 * (taking into account confusion.) The player is also actually 1839 * (taking into account confusion.) The player is also actually
2061 * going to try and move (not fire weapons). 1840 * going to try and move (not fire weapons).
2062 */ 1841 */
2063void 1842bool
2064move_player_attack (object *op, int dir) 1843move_player_attack (object *op, int dir)
2065{ 1844{
2066 object *tmp, *mon; 1845 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2067 sint16 nx, ny; 1846 {
2068 int on_battleground; 1847 --op->speed_left;
2069 maptile *m; 1848 return true;
1849 }
2070 1850
2071 nx = freearr_x[dir] + op->x; 1851 sint16 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y; 1852 sint16 ny = freearr_y[dir] + op->y;
2073 1853
2074 on_battleground = op_on_battleground (op, 0, 0); 1854 if (out_of_map (op->map, nx, ny))
1855 return false;
2075 1856
2076 /* If braced, or can't move to the square, and it is not out of the 1857 /* 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 1858 * 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 1859 * 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 1860 * 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 1861 * 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 1862 * 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 1863 * quite a bit of processing. However, it probably is less than what
2083 * move_ob uses. 1864 * move_ob uses.
2084 */ 1865 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1866 maptile *m = op->map->xy_find (nx, ny);
1867
1868 /* Go through all the objects, and find ones of interest. Only stop if
1869 * we find a monster - that is something we know we want to attack.
1870 * if its a door or barrel (can roll) see if there may be monsters
1871 * on the space
1872 */
1873 object *mon;
1874 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1875 {
1876 if ((mon->flag [FLAG_ALIVE]
1877 || mon->type == LOCKED_DOOR
1878 || mon->flag [FLAG_CAN_ROLL])
1879 && mon != op)
1880 break;
2086 { 1881 }
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1882
1883 if (!mon) /* This happens anytime the player tries to move */
1884 return false; /* into a wall */
1885
1886 mon = mon->head_ ();
1887
1888 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1889 if (op->contr->weapon_sp_left > 0.f)
1890 if (player_attack_door (op, mon))
1891 {
1892 --op->contr->weapon_sp_left;
1893 return true;
2088 { 1894 }
2089 m = get_map_from_coord (op->map, &nx, &ny); 1895
2090 if (!m) 1896 /* The following deals with possibly attacking peaceful
2091 return; /* Don't think this should happen */ 1897 * or friendly creatures. Basically, all players are considered
1898 * unaggressive. If the moving player has peaceful set, then the
1899 * object should be pushed instead of attacked. It is assumed that
1900 * if you are braced, you will not attack friends accidently,
1901 * and thus will not push them.
1902 */
1903
1904 /* If the creature is a pet, push it even if the player is not
1905 * peaceful. Our assumption is the creature is a pet if the
1906 * player owns it and it is either friendly or unagressive.
1907 */
1908 if (op->type == PLAYER
1909 && ((mon->owner && mon->owner->contr
1910 && same_party (mon->owner->contr->party, op->contr->party))
1911 || mon->owner == op)
1912 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1913 {
1914 /* If we're braced, we don't want to switch places with it */
1915 if (op->contr->braced)
1916 return false;
1917
1918 if (op->speed_left > 0.f)
1919 {
1920 --op->speed_left;
1921
1922 op->play_sound (sound_find ("push_player"));
1923 push_ob (mon, dir, op);
1924
1925 if (action_makes_visible (op))
1926 make_visible (op);
1927
1928 return true;
2092 } 1929 }
2093 else 1930 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; 1931 return false;
2100 } 1932 }
2101 1933
2102 mon = 0; 1934 bool on_battleground = op_on_battleground (op, 0, 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 1935
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 1936 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 1937 * creatures. Note that if you are braced, you can't push
2172 * someone, but put it inside this loop so that you won't 1938 * someone, but put it inside this loop so that you won't
2173 * attack them either. 1939 * attack them either.
2174 */ 1940 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 1941 if ((mon->type == PLAYER || mon->enemy != op)
2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1942 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 1943 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 1944 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 1945 && !on_battleground))
1946 {
1947 if (op->speed_left > 0.f)
2186 { 1948 {
1949 --op->speed_left;
1950
2187 if (!op->contr->braced) 1951 if (!op->contr->braced)
2188 { 1952 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1953 op->play_sound (sound_find ("push_player"));
2190 (void) push_ob (mon, dir, op); 1954 push_ob (mon, dir, op);
2191 } 1955 }
2192 else 1956 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 1957 op->statusmsg ("You withhold your attack");
2194 1958
2195 if (op->contr->tmp_invis || op->hide) 1959 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2196 make_visible (op); 1960 make_visible (op);
2197 }
2198 1961
1962 return true;
1963 }
1964 }
2199 /* If the object is a boulder or other rollable object, then 1965 /* 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. 1966 * roll it if not braced. You can't roll it if you are braced.
2201 */ 1967 */
2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1968 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1969 {
1970 if (op->speed_left > 0.f)
2203 { 1971 {
1972 --op->speed_left;
1973
2204 recursive_roll (mon, dir, op); 1974 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2206 make_visible (op); 1976 make_visible (op);
2207 }
2208 1977
1978 return true;
1979 }
1980 }
2209 /* Any generic living creature. Including things like doors. 1981 /* Any generic living creature. Including things like doors.
2210 * Way it works is like this: First, it must have some hit points 1982 * 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: 1983 * 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 1984 * 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. 1985 * that party_number -1 is no party, so attacks can still happen.
2214 */ 1986 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1987 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))) 1988 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 1989 {
2219 1990 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 { 1991 {
2227 op->speed_left += op->speed / op->contr->weapon_sp; 1992 --op->contr->weapon_sp_left;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 }
2231 1993
2232 skill_attack (mon, op, 0, 0, 0); 1994 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 1995
2248 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2249 make_visible (op); 1997 make_visible (op);
2250 }
2251 } /* if player should attack something */
2252}
2253 1998
2254int 1999 return true;
2000 }
2001 }
2002
2003 return false;
2004}
2005
2006bool
2255move_player (object *op, int dir) 2007move_player (object *op, int dir)
2256{ 2008{
2257 int pick;
2258
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2009 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2260 return 0; 2010 return 0;
2261 2011
2262 /* Sanity check: make sure dir is valid */ 2012 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2013 if (dir < 0 || dir >= 9)
2264 { 2014 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2015 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2016 return 0;
2267 } 2017 }
2268 2018
2269 /* peterm: added following line */ 2019 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2020 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2021 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2022
2273 op->facing = dir; 2023 op->facing = dir;
2274 2024
2275 if (op->hide) 2025 if (op->flag [FLAG_HIDDEN])
2276 do_hidden_move (op); 2026 do_hidden_move (op);
2277 2027
2028 bool retval;
2029 int pick = 0;
2030
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2031 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ; 2032 retval = RESULT_INT (0);
2280 else if (op->contr->fire_on) 2033 else if (op->contr->fire_on)
2281 fire (op, dir); 2034 retval = fire (op, dir);
2282 else 2035 else
2283 { 2036 {
2284 move_player_attack (op, dir); 2037 retval = move_player_attack (op, dir);
2285 pick = check_pick (op); 2038 pick = check_pick (op);
2286 } 2039 }
2287 2040
2288 /* Add special check for newcs players and fire on - this way, the 2041 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing. 2042 * server can handle repeat firing.
2296 /* Update how the player looks. Use the facing, so direction may 2049 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities 2050 * get reset to zero. This allows for full animation capabilities
2298 * for players. 2051 * for players.
2299 */ 2052 */
2300 animate_object (op, op->facing); 2053 animate_object (op, op->facing);
2301 return 0; 2054
2055 return retval;
2302} 2056}
2303 2057
2304/* This is similar to handle_player, below, but is only used by the 2058/* This is similar to handle_player, below, but is only used by the
2305 * new client/server stuff. 2059 * new client/server stuff.
2306 * This is sort of special, in that the new client/server actually uses 2060 * This is sort of special, in that the new client/server actually uses
2307 * the new speed values for commands. 2061 * the new speed values for commands.
2308 * 2062 *
2309 * Returns true if there are more actions we can do. 2063 * Returns true if there are more actions we can do. Should not do
2064 * many actions in a row, as that would be too unfair to other
2065 * players.
2310 */ 2066 */
2311int 2067bool
2312handle_newcs_player (object *op) 2068handle_newcs_player (object *op)
2313{ 2069{
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)) 2070 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2071 {
2336 flee_player (op); 2072 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 { 2073 {
2340 op->speed_left--; 2074 --op->speed_left;
2075 flee_player (op);
2076
2341 return 0; 2077 return true;
2342 } 2078 }
2079 else
2080 return false;
2343 } 2081 }
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 2082
2353 /* call this here - we also will call this in do_ericserver, but 2083 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2084 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2085 * called, so we recheck it here.
2356 */ 2086 */
2357 op->contr->ns->handle_command (); 2087 if (op->contr->ns->handle_command ())
2358
2359 if (op->speed_left < 0)
2360 return 0; 2088 return true;
2361 2089
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2090 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); 2091 return move_player (op, op->direction);
2372 if (op->speed_left > 0)
2373 return 1;
2374 else
2375 return 0;
2376 }
2377 2092
2378 return 0; 2093 return false;
2379} 2094}
2380 2095
2381int 2096static int
2382save_life (object *op) 2097save_life (object *op)
2383{ 2098{
2384 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2099 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2385 return 0; 2100 return 0;
2386 2101
2387 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2102 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2388 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2103 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2389 { 2104 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2105 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)); 2106 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 2107
2396 tmp->destroy (); 2108 tmp->destroy ();
2397 CLEAR_FLAG (op, FLAG_LIFESAVE); 2109 CLEAR_FLAG (op, FLAG_LIFESAVE);
2398 2110
2399 if (op->stats.hp < 0) 2111 if (op->stats.hp < 0)
2400 op->stats.hp = op->stats.maxhp; 2112 op->stats.hp = op->stats.maxhp;
2401 2113
2402 if (op->stats.food < 0) 2114 if (op->stats.food < 0)
2403 op->stats.food = 999; 2115 op->stats.food = MAX_FOOD;
2404 2116
2405 op->update_stats (); 2117 op->update_stats ();
2406 return 1; 2118 return 1;
2407 } 2119 }
2408 2120
2412 return 0; 2124 return 0;
2413} 2125}
2414 2126
2415/* This goes throws the inventory and removes unpaid objects, and puts them 2127/* 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 2128 * 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 2129 * function will descend into containers. op is the object to start the search
2418 * from. 2130 * from.
2419 */ 2131 */
2132static void
2133drop_unpaid_items (object *op, object *env)
2134{
2135 while (op)
2136 {
2137 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2138
2139 if (QUERY_FLAG (op, FLAG_UNPAID))
2140 op->insert_at (env);
2141 else if (op->inv)
2142 drop_unpaid_items (op->inv, env);
2143
2144 op = next;
2145 }
2146}
2147
2420void 2148void
2421remove_unpaid_objects (object *op, object *env) 2149object::drop_unpaid_items ()
2422{ 2150{
2423 object *next; 2151 if (!flag [FLAG_REMOVED])
2424 2152 ::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} 2153}
2485 2154
2486void 2155void
2487do_some_living (object *op) 2156do_some_living (object *op)
2488{ 2157{
2495 int rate_grace = 2000; 2164 int rate_grace = 2000;
2496 const int max_hp = 1; 2165 const int max_hp = 1;
2497 const int max_sp = 1; 2166 const int max_sp = 1;
2498 const int max_grace = 1; 2167 const int max_grace = 1;
2499 2168
2500 if (op->contr->outputs_sync) 2169 if (op->contr->hidden)
2170 {
2171 op->invisible = 1000;
2172 /* the socket code flashes the player visible/invisible
2173 * depending on the value of invisible, so we need to
2174 * alternate it here for it to work correctly.
2175 */
2176 if (pticks & 2)
2177 op->invisible--;
2501 { 2178 }
2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2179 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) 2180 {
2504 flush_output_element (op, &op->contr->outputs[i]); 2181 if (!op->invisible--)
2182 {
2183 make_visible (op);
2184 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2185 }
2505 } 2186 }
2506 2187
2507 if (op->contr->ns->state == ST_PLAYING) 2188 if (op->contr->ns->state == ST_PLAYING)
2508 { 2189 {
2509 /* these next three if clauses make it possible to SLOW DOWN 2190 /* these next three if clauses make it possible to SLOW DOWN
2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2209 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2529 else 2210 else
2530 { 2211 {
2531 gen_grace = op->stats.maxgrace; 2212 gen_grace = op->stats.maxgrace;
2532 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2213 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 } 2214 }
2576 2215
2577 /* Regenerate Grace */ 2216 /* Regenerate Grace */
2578 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2217 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2579 if (--op->last_grace < 0) 2218 if (--op->last_grace < 0)
2600 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2239 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2601 } 2240 }
2602 /* wearing stuff doesn't detract from grace generation. */ 2241 /* wearing stuff doesn't detract from grace generation. */
2603 } 2242 }
2604 2243
2244 if (op->stats.food > 0)
2245 {
2605 /* Regenerate Hit Points */ 2246 /* Regenerate Spell Points */
2606 if (--op->last_heal < 0) 2247 if (!op->contr->golem && --op->last_sp < 0)
2607 {
2608 if (op->stats.hp < op->stats.maxhp)
2609 { 2248 {
2610 op->stats.hp++; 2249 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2611 /* dms do not consume food */ 2250
2612 if (!QUERY_FLAG (op, FLAG_WIZ)) 2251 if (op->stats.sp < op->stats.maxsp)
2613 { 2252 {
2253 op->stats.sp++;
2254
2255 /* dms do not consume food */
2256 if (!QUERY_FLAG (op, FLAG_WIZ))
2257 {
2614 op->stats.food--; 2258 op->stats.food--;
2259
2615 if (op->contr->digestion < 0) 2260 if (op->contr->digestion < 0)
2616 op->stats.food += op->contr->digestion; 2261 op->stats.food += op->contr->digestion;
2617 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2262 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2618 op->stats.food = last_food; 2263 op->stats.food = last_food;
2264 }
2619 } 2265 }
2620 }
2621 2266
2622 if (max_hp > 1) 2267 if (max_sp > 1)
2623 {
2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2625 if (over_hp > 0)
2626 { 2268 {
2627 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2269 over_sp = (gen_sp + 10) / rate_sp;
2270 if (over_sp > 0)
2271 {
2272 if (op->stats.sp < op->stats.maxsp)
2273 {
2274 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2275
2276 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2277 op->stats.sp--;
2278
2279 if (op->stats.sp > op->stats.maxsp)
2280 op->stats.sp = op->stats.maxsp;
2281 }
2282
2628 op->last_heal = 0; 2283 op->last_sp = 0;
2284 }
2285 else
2286 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2629 } 2287 }
2630 else 2288 else
2289 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2290 }
2291
2292 /* Regenerate Hit Points */
2293 if (--op->last_heal < 0)
2294 {
2295 if (op->stats.hp < op->stats.maxhp)
2631 { 2296 {
2632 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2297 op->stats.hp++;
2298
2299 /* dms do not consume food */
2300 if (!QUERY_FLAG (op, FLAG_WIZ))
2301 {
2302 op->stats.food--;
2303
2304 if (op->contr->digestion < 0)
2305 op->stats.food += op->contr->digestion;
2306 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2307 op->stats.food = last_food;
2308 }
2633 } 2309 }
2310
2311 if (max_hp > 1)
2312 {
2313 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2314
2315 if (over_hp > 0)
2316 {
2317 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2318 op->last_heal = 0;
2319 }
2320 else
2321 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2634 } 2322 }
2635 else 2323 else
2636 {
2637 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2324 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2638 } 2325 }
2639 } 2326 }
2640 2327
2641 /* Digestion */ 2328 /* Digestion */
2642 if (--op->last_eat < 0) 2329 if (--op->last_eat < 0)
2643 { 2330 {
2644#ifdef COZY_SERVER 2331 int bonus = max (0, op->contr->digestion),
2645 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2332 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 2333
2651 if (op->contr->gen_hp > 0)
2652 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2334 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 2335
2656 /* dms do not consume food */ 2336 /* dms do not consume food */
2657 if (!QUERY_FLAG (op, FLAG_WIZ)) 2337 if (!QUERY_FLAG (op, FLAG_WIZ))
2658 op->stats.food--; 2338 op->stats.food--;
2659 } 2339 }
2660 2340
2661 if (op->stats.food < 0 && op->stats.hp >= 0) 2341 if (op->stats.food < 0 && op->stats.hp >= 0)
2662 { 2342 {
2663 object *tmp, *flesh = 0; 2343 object *flesh = 0;
2664 2344
2665 for (tmp = op->inv; tmp; tmp = tmp->below) 2345 for_inv_removable (op, tmp)
2666 { 2346 {
2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2347 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2348 continue;
2349
2350 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2668 { 2351 {
2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2352 op->statusmsg ("You blindly grab for a bite of food. "
2670 { 2353 "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."); 2354 op->apply (tmp);
2672 manual_apply (op, tmp, 0); 2355
2673 if (op->stats.food >= 0 || op->stats.hp < 0) 2356 if (op->stats.food >= 0 || op->stats.hp < 0)
2674 break; 2357 break;
2675 } 2358 }
2676 else if (tmp->type == FLESH) 2359 else if (tmp->type == FLESH)
2677 flesh = tmp; 2360 flesh = tmp;
2678 } /* End if paid for object */ 2361 }
2679 } /* end of for loop */
2680 2362
2681 /* If player is still starving, it means they don't have any food, so 2363 /* If player is still starving, it means they don't have any food, so
2682 * eat flesh instead. 2364 * eat flesh instead.
2683 */ 2365 */
2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2366 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2685 { 2367 {
2686 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2368 op->statusmsg ("You blindly grab for a bite of food. "
2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2687 manual_apply (op, flesh, 0); 2370 op->apply (flesh);
2688 } 2371 }
2372
2373 // If player is still starving, alert him!
2374 if (op->stats.food < 0)
2375 op->failmsg ("You are starving! "
2376 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2377 }
2378
2379 if (op->stats.food < 0)
2689 } 2380 {
2381 op->stats.hp += op->stats.food;
2382 op->stats.food = 0;
2690 2383
2691 while (op->stats.food < 0 && op->stats.hp >= 0) 2384 if (op->stats.hp < 0)
2692 op->stats.food++, op->stats.hp--; 2385 {
2386 op->contr->killer = archetype::get ("killer_starvation");
2387 op->contr->killer->destroy ();
2388 }
2389 }
2693 2390
2391 /* killer should be set here already */
2694 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2392 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2695 kill_player (op); 2393 kill_player (op);
2696 } 2394 }
2697} 2395}
2698 2396
2702 * file. 2400 * file.
2703 */ 2401 */
2704void 2402void
2705kill_player (object *op) 2403kill_player (object *op)
2706{ 2404{
2707 char buf[MAX_BUF];
2708 int x, y; 2405 int x, y;
2709
2710 //int i;
2711 maptile *map; /* this is for resurrection */ 2406 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; 2407 int will_kill_again;
2719 archetype *at; 2408 archetype *at;
2720 object *tmp; 2409 object *tmp;
2721 2410
2722 if (save_life (op)) 2411 if (save_life (op))
2723 return; 2412 return;
2724 2413
2414 dynbuf_text deathtab;
2415
2416 /* restore player */
2417 at = archetype::find (shstr_poisoning);
2418 if (object *tmp = present_arch_in_ob (at, op))
2419 {
2420 tmp->destroy ();
2421 deathtab << "Your body feels cleansed...\r";
2422 }
2423
2424 at = archetype::find (shstr_confusion);
2425 if (object *tmp = present_arch_in_ob (at, op))
2426 {
2427 tmp->destroy ();
2428 deathtab << "Your mind feels clearer...\r";
2429 }
2430
2431 cure_disease (op, 0, 0); /* remove any disease */
2432
2433 max_it (op->stats.hp , op->stats.maxhp);
2434 max_it (op->stats.sp , op->stats.maxsp);
2435 max_it (op->stats.grace, op->stats.maxgrace);
2436 max_it (op->stats.food , 200);
2437
2438 // remove all spell effects that are active
2439 // to avoid long-term effects such as word-of-recall
2440 for (object *item = op->inv; item; )
2441 {
2442 object *next = item->below;
2443
2444 if (item->type == SPELL_EFFECT && item->active)
2445 item->destroy ();
2446
2447 item = next;
2448 }
2725 2449
2726 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2450 /* 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. 2451 * in cities ONLY!!! It is very important that this doesn't get abused.
2728 * Look at op_on_battleground() for more info --AndreasV 2452 * Look at op_on_battleground() for more info --AndreasV
2729 */ 2453 */
2730 if (op_on_battleground (op, &x, &y)) 2454 if (op_on_battleground (op, &x, &y))
2731 { 2455 {
2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2456 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 2457
2755 /* create a bodypart-trophy to make the winner happy */ 2458 /* create a bodypart-trophy to make the winner happy */
2756 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2459 object *tmp = archetype::find (shstr_finger)->instance ();
2757 { 2460
2758 sprintf (buf, "%s's finger", &op->name); 2461 tmp->name = format ("%s's finger" , &op->name);
2759 tmp->name = buf; 2462 tmp->name_pl = format ("%s's fingers", &op->name);
2760 sprintf (buf, " This finger has been cut off %s\n" 2463 tmp->msg = format (
2761 " the %s, when he was defeated at\n level %d by %s.\n", 2464 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2465 &op->name, op->contr->title,
2763 tmp->msg = buf; 2466 (int)op->level,
2467 op->contr->killer_name ()
2468 );
2764 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2469 tmp->value = 0, tmp->type = 0;
2765 tmp->materialname = NULL; 2470 tmp->material = name_to_material (shstr_organic);
2766 op->insert_at (tmp, op); 2471 tmp->insert_at (op, tmp);
2767 }
2768 2472
2769 /* teleport defeated player to new destination */ 2473 /* teleport defeated player to new destination */
2770 transfer_ob (op, x, y, 0, NULL); 2474 transfer_ob (op, x, y, 0, NULL);
2771 op->contr->braced = 0; 2475 op->contr->braced = 0;
2476
2477 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2772 return; 2478 return;
2773 } 2479 }
2774 2480
2481 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2482 deathtab << "T<YOU HAVE DIED>\n\n";
2483
2775 INVOKE_PLAYER (DEATH, op->contr); 2484 INVOKE_PLAYER (DEATH, op->contr);
2776 2485
2777 command_kill_pets (op, 0); 2486 command_kill_pets (op, 0);
2778 2487
2779 if (op->stats.food < 0) 2488 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 2489
2805 /* save the map location for corpse, gravestone */ 2490 /* save the map location for corpse, gravestone */
2806 x = op->x; 2491 x = op->x;
2807 y = op->y; 2492 y = op->y;
2808 map = op->map; 2493 map = op->map;
2836 2521
2837 lost_a_stat = 0; 2522 lost_a_stat = 0;
2838 2523
2839 for (z = 0; z < num_stats_lose; z++) 2524 for (z = 0; z < num_stats_lose; z++)
2840 { 2525 {
2841 i = RANDOM () % NUM_STATS; 2526 i = rndm (NUM_STATS);
2842 2527
2843 if (settings.stat_loss_on_death) 2528 if (settings.stat_loss_on_death)
2844 { 2529 {
2845 /* Pick a random stat and take a point off it. Tell the player 2530 /* Pick a random stat and take a point off it. Tell the player
2846 * what he lost. 2531 * what he lost.
2853 lost_a_stat = 1; 2538 lost_a_stat = 1;
2854 } 2539 }
2855 else 2540 else
2856 { 2541 {
2857 /* deplete a stat */ 2542 /* deplete a stat */
2858 archetype *deparch = archetype::find ("depletion"); 2543 archetype *deparch = archetype::find (shstr_depletion);
2859 object *dep; 2544 object *dep;
2860 2545
2861 dep = present_arch_in_ob (deparch, op); 2546 dep = present_arch_in_ob (deparch, op);
2862 if (!dep) 2547 if (!dep)
2863 { 2548 {
2864 dep = arch_to_object (deparch); 2549 dep = deparch->instance ();
2865 insert_ob_in_ob (dep, op); 2550 insert_ob_in_ob (dep, op);
2866 } 2551 }
2867 lose_this_stat = 1; 2552 lose_this_stat = 1;
2868 if (settings.balanced_stat_loss) 2553 if (settings.balanced_stat_loss)
2869 { 2554 {
2897 } 2582 }
2898 } 2583 }
2899 2584
2900 if (lose_this_stat) 2585 if (lose_this_stat)
2901 { 2586 {
2902 this_stat = get_attr_value (&(dep->stats), i); 2587 this_stat = get_attr_value (&dep->stats, i);
2903 /* We could try to do something clever like find another 2588 /* We could try to do something clever like find another
2904 * stat to reduce if this fails. But chances are, if 2589 * stat to reduce if this fails. But chances are, if
2905 * stats have been depleted to -50, all are pretty low 2590 * stats have been depleted to -50, all are pretty low
2906 * and should be roughly the same, so it shouldn't make a 2591 * and should be roughly the same, so it shouldn't make a
2907 * difference. 2592 * difference.
2915 lost_a_stat = 1; 2600 lost_a_stat = 1;
2916 } 2601 }
2917 } 2602 }
2918 } 2603 }
2919 } 2604 }
2605
2920 /* If no stat lost, tell the player. */ 2606 /* If no stat lost, tell the player. */
2921 if (!lost_a_stat) 2607 if (!lost_a_stat)
2922 { 2608 {
2923 /* determine_god() seems to not work sometimes... why is this? 2609 /* determine_god() seems to not work sometimes... why is this?
2924 Should I be using something else? GD */ 2610 Should I be using something else? GD */
2925 const char *god = determine_god (op); 2611 shstr_tmp god = determine_god (op);
2926 2612
2927 if (god && (strcmp (god, "none"))) 2613 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); 2614 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2929 else 2615 else
2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2616 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2931 } 2617 }
2932#else 2618#else
2933 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2619 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2934#endif 2620#endif
2935 2621
2936 /* Put a gravestone up where the character 'almost' died. List the 2622 /* Put a gravestone up where the character 'almost' died. List the
2937 * exp loss on the stone. 2623 * exp loss on the stone.
2938 */ 2624 */
2939 tmp = arch_to_object (archetype::find ("gravestone")); 2625 tmp = archetype::find (shstr_gravestone)->instance ();
2940 sprintf (buf, "%s's gravestone", &op->name); 2626 tmp->name = format ("%s's gravestone", &op->name);
2941 tmp->name = buf; 2627 tmp->name_pl = format ("%s's gravestones", &op->name);
2942 sprintf (buf, "%s's gravestones", &op->name); 2628 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2943 tmp->name_pl = buf; 2629 &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; 2630 tmp->x = op->x, tmp->y = op->y;
2947 insert_ob_in_map (tmp, op->map, NULL, 0); 2631 insert_ob_in_map (tmp, op->map, NULL, 0);
2948 2632
2949 /**************************************/ 2633 /**************************************/
2950 /* */ 2634 /* */
2951 /* Subtract the experience points, */ 2635 /* Subtract the experience points, */
2952 /* if we died cause of food, give us */
2953 /* food, and reset HP's... */
2954 /* */ 2636 /* */
2955 /**************************************/ 2637 /**************************************/
2956 2638
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)); */ 2639 /*add_exp(op, (op->stats.exp * -0.20)); */
2979 apply_death_exp_penalty (op); 2640 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 2641
2986 /* 2642 /*
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 2643 * Check to see if the player has any unpaid items. If so, remove them
2989 * in the map. 2644 * and put them back in the map.
2990 */ 2645 */
2991 2646 op->drop_unpaid_items ();
2992 if (is_in_shop (op))
2993 remove_unpaid_objects (op->inv, op);
2994 2647
2995 /****************************************/ 2648 /****************************************/
2996 /* */ 2649 /* */
2997 /* Move player to his current respawn- */ 2650 /* Move player to his current respawn- */
2998 /* position (usually last savebed) */ 2651 /* position (usually last savebed) */
2999 /* */ 2652 /* */
3000 /****************************************/ 2653 /****************************************/
3001 2654
3002 enter_player_savebed (op); 2655 enter_player_savebed (op);
3003 2656
3004 /* Save the player before inserting the force to reduce
3005 * chance of abuse.
3006 */
3007 op->contr->braced = 0; 2657 op->contr->braced = 0;
3008 op->contr->save ();
3009 2658
3010 /* it is possible that the player has blown something up 2659 /* it is possible that the player has blown something up
3011 * at his savebed location, and that can have long lasting 2660 * at his savebed location, and that can have long lasting
3012 * spell effects. So first see if there is a spell effect 2661 * spell effects. So first see if there is a spell effect
3013 * on the space that might harm the player. 2662 * on the space that might harm the player.
3022 object *force; 2671 object *force;
3023 int at; 2672 int at;
3024 2673
3025 force = get_archetype (FORCE_NAME); 2674 force = get_archetype (FORCE_NAME);
3026 /* 50 ticks should be enough time for the spell to abate */ 2675 /* 50 ticks should be enough time for the spell to abate */
3027 force->speed = 0.1; 2676 force->speed = 0.1f;
3028 force->speed_left = -5.0; 2677 force->speed_left = -5.f;
3029 SET_FLAG (force, FLAG_APPLIED); 2678 SET_FLAG (force, FLAG_APPLIED);
3030 for (at = 0; at < NROFATTACKS; at++) 2679 for (at = 0; at < NROFATTACKS; at++)
3031 if (will_kill_again & (1 << at)) 2680 if (will_kill_again & (1 << at))
3032 force->resist[at] = 100; 2681 force->resist[at] = 100;
3033 2682
3034 insert_ob_in_ob (force, op); 2683 insert_ob_in_ob (force, op);
3035 op->update_stats (); 2684 op->update_stats ();
3036
3037 } 2685 }
3038 2686
3039 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2687 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3040} 2688}
3041 2689
3042void 2690static void
3043loot_object (object *op) 2691loot_object (object *op)
3044{ /* Grab and destroy some treasure */ 2692{ /* Grab and destroy some treasure */
3045 object *tmp, *tmp2, *next; 2693 object *tmp, *tmp2, *next;
3046 2694
3047 if (op->container) 2695 op->close_container (); /* close open sack first */
3048 esrv_apply_container (op, op->container); /* close open sack first */
3049 2696
3050 for (tmp = op->inv; tmp; tmp = next) 2697 for (tmp = op->inv; tmp; tmp = next)
3051 { 2698 {
3052 next = tmp->below; 2699 next = tmp->below;
3053 2700
3054 if (tmp->invisible) 2701 if (tmp->invisible)
3055 continue; 2702 continue;
3056 2703
3057 tmp->remove (); 2704 tmp->remove ();
3058 tmp->x = op->x, tmp->y = op->y; 2705 tmp->x = op->x, tmp->y = op->y;
2706
3059 if (tmp->type == CONTAINER) 2707 if (tmp->type == CONTAINER)
3060 { /* empty container to ground */ 2708 loot_object (tmp); /* empty container to ground */
3061 loot_object (tmp); 2709
3062 }
3063 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2710 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3064 { 2711 {
3065 if (tmp->nrof > 1) 2712 if (tmp->nrof > 1)
3066 { 2713 {
3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2714 tmp->decrease (rndm (1, tmp->nrof - 1));
3068 tmp2->destroy ();
3069 insert_ob_in_map (tmp, op->map, NULL, 0); 2715 insert_ob_in_map (tmp, op->map, NULL, 0);
3070 } 2716 }
3071 else 2717 else
3072 tmp->destroy (); 2718 tmp->destroy ();
3073 } 2719 }
3079/* 2725/*
3080 * fix_weight(): Check recursively the weight of all players, and fix 2726 * fix_weight(): Check recursively the weight of all players, and fix
3081 * what needs to be fixed. Refresh windows and fix speed if anything 2727 * what needs to be fixed. Refresh windows and fix speed if anything
3082 * was changed. 2728 * was changed.
3083 */ 2729 */
3084
3085void 2730void
3086fix_weight (void) 2731fix_weight ()
3087{ 2732{
3088 for_all_players (pl) 2733 for_all_players (pl)
3089 { 2734 {
3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2735 sint32 old = pl->ob->carrying;
3091 2736
3092 if (old == sum) 2737 pl->ob->update_weight ();
3093 continue; 2738
2739 if (old != pl->ob->carrying)
2740 {
3094 pl->ob->update_stats (); 2741 pl->ob->update_stats ();
3095 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2742 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2743 }
3096 } 2744 }
3097} 2745}
3098 2746
3099void 2747void
3100fix_luck (void) 2748fix_luck ()
3101{ 2749{
3102 for_all_players (pl) 2750 for_all_players (pl)
3103 if (!pl->ob->contr->ns->state) 2751 if (!pl->ob->contr->ns->state)
3104 pl->ob->change_luck (0); 2752 pl->ob->change_luck (0);
3105} 2753}
3142} 2790}
3143 2791
3144void 2792void
3145make_visible (object *op) 2793make_visible (object *op)
3146{ 2794{
3147 op->hide = 0; 2795 op->flag [FLAG_HIDDEN] = 0;
3148 op->invisible = 0; 2796 op->invisible = 0;
2797
3149 if (op->type == PLAYER) 2798 if (op->type == PLAYER)
3150 { 2799 {
3151 op->contr->tmp_invis = 0; 2800 op->contr->tmp_invis = 0;
3152 op->contr->invis_race = 0; 2801 op->contr->invis_race = 0;
3153 } 2802 }
2803
3154 update_object (op, UP_OBJ_FACE); 2804 update_object (op, UP_OBJ_CHANGE);
3155} 2805}
3156 2806
3157int 2807int
3158is_true_undead (object *op) 2808is_true_undead (object *op)
3159{ 2809{
3160 object *tmp = NULL;
3161
3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2810 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3163 return 1; 2811 return 1;
3164 2812
3165 return 0; 2813 return 0;
3166} 2814}
3167 2815
3168/* look at the surrounding terrain to determine 2816/* look at the surrounding terrain to determine
3169 * the hideability of this object. Positive levels 2817 * the hideability of this object. Positive levels
3170 * indicate greater hideability. 2818 * indicate greater hideability.
3171 */ 2819 */
3172
3173int 2820int
3174hideability (object *ob) 2821hideability (object *ob)
3175{ 2822{
3176 int i, level = 0, mflag; 2823 int i, level = 0, mflag;
3177 sint16 x, y; 2824 sint16 x, y;
3178 2825
3179 if (!ob || !ob->map) 2826 if (!ob || !ob->map)
3180 return 0; 2827 return 0;
3181 2828
3182 /* so, on normal lighted maps, its hard to hide */ 2829 /* so, on normal lighted maps, its hard to hide */
3183 level = ob->map->darkness - 2; 2830 level = ob->map->darklevel () - 2;
3184 2831
3185 /* this also picks up whether the object is glowing. 2832 /* this also picks up whether the object is glowing.
3186 * If you carry a light on a non-dark map, its not 2833 * If you carry a light on a non-dark map, its not
3187 * as bad as carrying a light on a pitch dark map */ 2834 * as bad as carrying a light on a pitch dark map */
3188 if (has_carried_lights (ob)) 2835 if (ob->has_carried_lights ())
3189 level = -(10 + (2 * ob->map->darkness)); 2836 level = -(10 + (2 * ob->map->darklevel ()));
3190 2837
3191 /* scan through all nearby squares for terrain to hide in */ 2838 /* 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]) 2839 for (i = 0, x = ob->x, y = ob->y;
2840 i <= SIZEOFFREE1;
2841 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3193 { 2842 {
3194 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2843 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3195 if (mflag & P_OUT_OF_MAP) 2844 if (mflag & P_OUT_OF_MAP)
3196 {
3197 continue; 2845 continue;
3198 } 2846
3199 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2847 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3200 level += 2; 2848 level += 2;
3201 else /* open terrain! */ 2849 else /* open terrain! */
3202 level -= 1; 2850 level -= 1;
3203 } 2851 }
3211/* For Hidden creatures - a chance of becoming 'unhidden' 2859/* For Hidden creatures - a chance of becoming 'unhidden'
3212 * every time they move - as we subtract off 'invisibility' 2860 * every time they move - as we subtract off 'invisibility'
3213 * AND, for players, if they move into a ridiculously unhideable 2861 * AND, for players, if they move into a ridiculously unhideable
3214 * spot (surrounded by clear terrain in broad daylight). -b.t. 2862 * spot (surrounded by clear terrain in broad daylight). -b.t.
3215 */ 2863 */
3216
3217void 2864void
3218do_hidden_move (object *op) 2865do_hidden_move (object *op)
3219{ 2866{
3220 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2867 int hide = 0;
3221 object *skop;
3222 2868
3223 if (!op || !op->map) 2869 if (!op || !op->map)
3224 return; 2870 return;
3225 2871
3226 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2872 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2873 int num = random_roll (0, 19, op, PREFER_LOW);
3227 2874
3228 /* its *extremely* hard to run and sneak/hide at the same time! */ 2875 /* its *extremely* hard to run and sneak/hide at the same time! */
3229 if (op->type == PLAYER && op->contr->run_on) 2876 if (op->type == PLAYER && op->contr->run_on)
3230 {
3231 if (!skop || num >= skop->level) 2877 if (!skop || num >= skop->level)
3232 { 2878 {
3233 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2879 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3234 make_visible (op); 2880 make_visible (op);
3235 return; 2881 return;
3236 } 2882 }
3237 else 2883 else
3238 num += 20; 2884 num += 20;
3239 } 2885
3240 num += op->map->difficulty; 2886 num += op->map->difficulty;
3241 hide = hideability (op); /* modify by terrain hidden level */ 2887 hide = hideability (op); /* modify by terrain hidden level */
3242 num -= hide; 2888 num -= hide;
2889
3243 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2890 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3244 { 2891 {
3245 make_visible (op); 2892 make_visible (op);
2893
3246 if (op->type == PLAYER) 2894 if (op->type == PLAYER)
3247 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2895 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3248 } 2896 }
3249 else if (op->type == PLAYER && skop) 2897 else if (op->type == PLAYER && skop)
3250 {
3251 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2898 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3252 }
3253} 2899}
3254 2900
3255/* determine if who is standing near a hostile creature. */ 2901/* determine if who is standing near a hostile creature. */
3256 2902
3257int 2903int
3305 * object op. This function works fine for monsters, 2951 * object op. This function works fine for monsters,
3306 * but we dont worry if the object isnt the top one in 2952 * but we dont worry if the object isnt the top one in
3307 * a pile (say a coin under a table would return "viewable" 2953 * a pile (say a coin under a table would return "viewable"
3308 * by this routine). Another question, should we be 2954 * by this routine). Another question, should we be
3309 * concerned with the direction the player is looking 2955 * concerned with the direction the player is looking
3310 * in? Realistically, most of use cant see stuff behind 2956 * in? Realistically, most of us can't see stuff behind
3311 * our backs...on the other hand, does the "facing" direction 2957 * our backs...on the other hand, does the "facing" direction
3312 * imply the way your head, or body is facing? Its possible 2958 * 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. 2959 * for them to differ. Sigh, this fctn could get a bit more complex.
3314 * -b.t. 2960 * -b.t.
3315 * This function is now map tiling safe. 2961 * This function is now map tiling safe.
3316 */ 2962 */
3317
3318int 2963int
3319player_can_view (object *pl, object *op) 2964player_can_view (object *pl, object *op)
3320{ 2965{
3321 rv_vector rv; 2966 rv_vector rv;
3322 int dx, dy; 2967 int dx, dy;
3334 2979
3335 get_rangevector (pl, op, &rv, 0x1); 2980 get_rangevector (pl, op, &rv, 0x1);
3336 2981
3337 /* starting with the 'head' part, lets loop 2982 /* starting with the 'head' part, lets loop
3338 * through the object and find if it has any 2983 * through the object and find if it has any
3339 * part that is in the los array but isnt on 2984 * part that is in the los array but isn't on
3340 * a blocked los square. 2985 * a blocked los square.
3341 * we use the archetype to figure out offsets. 2986 * we use the archetype to figure out offsets.
3342 */ 2987 */
3343 while (op) 2988 while (op)
3344 { 2989 {
3345 dx = rv.distance_x + op->arch->clone.x; 2990 dx = rv.distance_x + op->arch->x;
3346 dy = rv.distance_y + op->arch->clone.y; 2991 dy = rv.distance_y + op->arch->y;
3347 2992
3348 /* only the viewable area the player sees is updated by LOS 2993 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; 2994 return 1;
2995
3356 op = op->more; 2996 op = op->more;
3357 } 2997 }
3358 return 0;
3359}
3360 2998
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; 2999 return 0;
3387} 3000}
3388 3001
3389/* op_on_battleground - checks if the given object op (usually 3002/* op_on_battleground - checks if the given object op (usually
3390 * a player) is standing on a valid battleground-tile, 3003 * 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 3008 * Default is to do the same as before, so only people wanting to have different points need worry about this
3396 */ 3009 */
3397int 3010int
3398op_on_battleground (object *op, int *x, int *y) 3011op_on_battleground (object *op, int *x, int *y)
3399{ 3012{
3400 object *tmp;
3401
3402 /* A battleground-tile needs the following attributes to be valid: 3013 /* 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), 3014 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3404 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3015 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3405 * and the exit-coordinates sp/hp must both be > 0. 3016 * and the exit-coordinates sp/hp must both be > 0.
3406 * => The intention here is to prevent abuse of the battleground- 3017 * => The intention here is to prevent abuse of the battleground-
3407 * feature (like pickable or hidden battleground tiles). */ 3018 * feature (like pickable or hidden battleground tiles). */
3408 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3019 for (object *tmp = op->below; tmp; tmp = tmp->below)
3409 { 3020 {
3410 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3021 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3411 { 3022 {
3412 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3023 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3413 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3024 && tmp->type == BATTLEGROUND
3025 && tmp->name == shstr_battleground
3026 && EXIT_X (tmp) && EXIT_Y (tmp))
3414 { 3027 {
3415 /*before we assign the exit, check if this is a teambattle */ 3028 /* before we assign the exit, check if this is a teambattle */
3416 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3029 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3417 {
3418 object *invtmp;
3419
3420 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3030 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3031 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3421 { 3032 {
3422 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3423 {
3424 if (x != NULL && y != NULL) 3033 if (x && y)
3425 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3034 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3035
3426 return 1; 3036 return 1;
3427 }
3428 } 3037 }
3429 } 3038
3430 if (x != NULL && y != NULL) 3039 if (x && y)
3431 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3040 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3041
3432 return 1; 3042 return 1;
3433 } 3043 }
3434 } 3044 }
3435 } 3045 }
3046
3436 /* If we got here, did not find a battleground */ 3047 /* If we got here, did not find a battleground */
3437 return 0; 3048 return 0;
3438} 3049}
3439 3050
3440/* 3051/*
3456 char buf[MAX_BUF]; /* tmp. string buffer */ 3067 char buf[MAX_BUF]; /* tmp. string buffer */
3457 int i = 0, j = 0; 3068 int i = 0, j = 0;
3458 3069
3459 /* get the appropriate treasurelist */ 3070 /* get the appropriate treasurelist */
3460 if (atnr == ATNR_FIRE) 3071 if (atnr == ATNR_FIRE)
3461 trlist = find_treasurelist ("dragon_ability_fire"); 3072 trlist = treasurelist::find (shstr_dragon_ability_fire);
3462 else if (atnr == ATNR_COLD) 3073 else if (atnr == ATNR_COLD)
3463 trlist = find_treasurelist ("dragon_ability_cold"); 3074 trlist = treasurelist::find (shstr_dragon_ability_cold);
3464 else if (atnr == ATNR_ELECTRICITY) 3075 else if (atnr == ATNR_ELECTRICITY)
3465 trlist = find_treasurelist ("dragon_ability_elec"); 3076 trlist = treasurelist::find (shstr_dragon_ability_elec);
3466 else if (atnr == ATNR_POISON) 3077 else if (atnr == ATNR_POISON)
3467 trlist = find_treasurelist ("dragon_ability_poison"); 3078 trlist = treasurelist::find (shstr_dragon_ability_poison);
3468 3079
3469 if (trlist == NULL || who->type != PLAYER) 3080 if (trlist == NULL || who->type != PLAYER)
3470 return; 3081 return;
3471 3082
3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3083 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]); */ 3087 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3477 return; 3088 return;
3478 } 3089 }
3479 3090
3480 /* everything seems okay - now bring on the gift: */ 3091 /* everything seems okay - now bring on the gift: */
3481 item = &(tr->item->clone); 3092 item = tr->item;
3482 3093
3483 if (item->type == SPELL) 3094 if (item->type == SPELL)
3484 { 3095 {
3485 if (check_spell_known (who, item->name)) 3096 if (check_spell_known (who, item->name))
3486 return; 3097 return;
3545 { 3156 {
3546 /* forces in the treasurelist can alter the player's stats */ 3157 /* forces in the treasurelist can alter the player's stats */
3547 object *skin; 3158 object *skin;
3548 3159
3549 /* first get the dragon skin force */ 3160 /* 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) 3161 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3552 ; 3162 ;
3553 3163
3554 if (!skin) 3164 if (!skin)
3555 return; 3165 return;
3556 3166
3570 else 3180 else
3571 j = 1; 3181 j = 1;
3572 strcat (buf, spellpathnames[i]); 3182 strcat (buf, spellpathnames[i]);
3573 } 3183 }
3574 } 3184 }
3185
3575 strcat (buf, "."); 3186 strcat (buf, ".");
3576 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3187 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3577 } 3188 }
3578 3189
3579 /* evtl. adding flags: */ 3190 /* evtl. adding flags: */
3589 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3200 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3590 } 3201 }
3591 else 3202 else
3592 { 3203 {
3593 /* generate misc. treasure */ 3204 /* generate misc. treasure */
3594 tmp = arch_to_object (tr->item); 3205 tmp = tr->item->instance ();
3595 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3206 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); 3207 who->insert (tmp);
3597 if (who->type == PLAYER)
3598 esrv_send_item (who, tmp);
3599 } 3208 }
3600} 3209}
3601 3210
3602/** 3211//-GPL
3603 * Unready an object for a player. This function does nothing if the object was 3212
3604 * not readied. 3213sint8
3605 */ 3214player::darkness_at (maptile *map, int x, int y) const
3215{
3216 if (!ns)
3217 return LOS_BLOCKED;
3218
3219 int dx, dy;
3220 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3221 return LOS_BLOCKED;
3222
3223 x += dx - ns->current_x;
3224 y += dy - ns->current_y;
3225
3226 return blocked_los (x, y);
3227}
3228
3606void 3229void
3607player_unready_range_ob (player *pl, object *ob) 3230player::infobox (const char *title, const char *msg, int color)
3608{ 3231{
3609 rangetype i; 3232 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3610
3611 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3612 {
3613 if (pl->ranges[i] == ob)
3614 {
3615 pl->ranges[i] = NULL;
3616 if (pl->shoottype == i)
3617 {
3618 pl->shoottype = range_none;
3619 }
3620 }
3621 }
3622} 3233}
3234
3235void
3236player::statusmsg (const char *msg, int color)
3237{
3238 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3239}
3240
3241void
3242player::failmsg (const char *msg, int color)
3243{
3244 play_sound (sound_find ("generic_failure"));
3245 statusmsg (msg, color);
3246}
3247

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