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Comparing deliantra/server/server/player.C (file contents):
Revision 1.91 by root, Sun Jan 7 23:10:43 2007 UTC vs.
Revision 1.252 by root, Wed Mar 24 17:23:43 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
180 54
181 players.insert (this); 55 players.insert (this);
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 enter_map (); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
186} 61}
187 62
188void 63void
189player::deactivate () 64player::deactivate ()
190{ 65{
191 if (!active) 66 if (!active)
192 return; 67 return;
193 68
194 terminate_all_pets (ob); 69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
196 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
197 ob->map = 0; 78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
198 82
199 players.erase (this); 83 players.erase (this);
200} 84}
201 85
202// connect the player with a specific client 86// connect the player with a specific client
203// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
204void 88void
205player::connect (client *ns) 89player::connect (client *ns)
206{ 90{
207 this->ns = ns; 91 this->ns = ns;
208 ns->pl = this; 92 ns->pl = this;
209 93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
210 ns->update_look = 0; 98 ns->update_look = 0;
211 ns->look_position = 0; 99 ns->look_position = 0;
212 100
213 clear_los (ob); 101 clear_los ();
102
103 ns->reset_stats ();
214 104
215 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
218 108
219 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 110 link_skills ();
224 111
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
235 */
236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
238 113
239 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
241 { 116 {
242 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246 118
247 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
250 abil = tmp; 122 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
252 skin = tmp; 124 skin = tmp;
253 125
254 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
255 } 127 }
256 128
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 130
262 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
263 132
264 ob->update_stats (); 133 ob->update_stats ();
134
265 ns->floorbox_update (); 135 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
269 138
270 activate (); 139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
271 142
272 send_rules (ob); 143 for (object *op = ob->inv; op; op = op->below)
273 send_news (ob); 144 if (op->flag [FLAG_APPLIED])
274 display_motd (ob); 145 switch (op->type)
146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
151 case WAND:
152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
161 }
162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
275 166
276 INVOKE_PLAYER (CONNECT, this); 167 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
278} 169}
279 170
280void 171void
281player::disconnect () 172player::disconnect ()
282{ 173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
283 if (ns) 180 if (ns)
284 { 181 {
285 if (active) 182 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 184
288 INVOKE_PLAYER (DISCONNECT, this); 185 INVOKE_PLAYER (DISCONNECT, this);
289 186
187 ns->reset_stats ();
290 ns->pl = 0; 188 ns->pl = 0;
291 this->ns = 0; 189 ns = 0;
292 } 190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
293 195
294 deactivate (); 196 deactivate ();
295} 197}
198
199//-GPL
296 200
297// the need for this function can be explained 201// the need for this function can be explained
298// by load_object not returning the object 202// by load_object not returning the object
299void 203void
300player::set_object (object *op) 204player::set_object (object *op)
301{ 205{
302 ob = op; 206 ob = observe = viewpoint = op;
303 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
304 208
209 ob->speed = 1.0f;
305 ob->speed_left = 0.5; 210 ob->speed_left = 0.5f;
306 ob->speed = 1.0; 211
307 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
308 ob->stats.wc = 2;
309 ob->run_away = 25; /* Then we panick... */
310
311 ob->roll_stats ();
312} 213}
214
215void
216player::set_observe (object *op)
217{
218 observe = viewpoint = op ? op : ob;
219 do_los = 1;
220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
313 230
314player::player () 231player::player ()
315{ 232{
316 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point. 234 * we deal with that below this point.
318 */ 235 */
319 outputs_sync = 16; /* Every 2 seconds */ 236 outputs_sync = 4;
320 outputs_count = 8; /* Keeps present behaviour */ 237 outputs_count = 4;
321 unapply = unapply_nochoice; 238 unapply = unapply_nochoice;
322 239
323 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
324 241
325 gen_sp_armour = 10; 242 gen_sp_armour = 10;
326 last_speed = -1;
327 shoottype = range_none;
328 bowtype = bow_normal; 243 bowtype = bow_normal;
329 petmode = pet_normal; 244 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers; 245 usekeys = containers;
332 last_weapon_sp = -1;
333 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
334 do_los = 1; 247 do_los = 1;
335 248
336 /* we need to clear these to -1 and not zero - otherwise, 249 weapon_sp = 1.0f;
337 * if a player quits and starts a new character, we wont 250 weapon_sp_left = 0.5f;
338 * send new values to the client, as things like exp start
339 * at zero.
340 */
341 for (int i = 0; i < NUM_SKILLS; i++)
342 last_skill_exp[i] = -1;
343
344 for (int i = 0; i < NROFATTACKS; i++)
345 last_resist[i] = -1;
346
347 last_stats.exp = -1;
348 last_weight = (uint32) - 1;
349} 251}
350 252
351void 253void
352player::do_destroy () 254player::do_destroy ()
353{ 255{
358 if (ob) 260 if (ob)
359 { 261 {
360 ob->destroy_inv (false); 262 ob->destroy_inv (false);
361 ob->destroy (); 263 ob->destroy ();
362 } 264 }
265
266 ob = observe = viewpoint = 0;
363} 267}
364 268
365player::~player () 269player::~player ()
366{ 270{
367 /* Clear item stack */ 271 /* Clear item stack */
368 free (stack_items); 272 free (stack_items);
273}
274
275/*
276 * get_player_archetype() return next player archetype from archetype
277 * list. Not very efficient routine, but used only creating new players.
278 * Note: there MUST be at least one player archetype!
279 */
280static archetype *
281get_player_archetype (archetype *at)
282{
283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
291 for (;;)
292 {
293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
369} 301}
370 302
371/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
372 * All we can really get in this is some settings like host and display 304 * All we can really get in this is some settings like host and display
373 * mode. 305 * mode.
375player * 307player *
376player::create () 308player::create ()
377{ 309{
378 player *pl = new player; 310 player *pl = new player;
379 311
380 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
313
314 pl->ob->roll_stats ();
315 pl->ob->stats.wc = 2;
316 pl->ob->run_away = 25; /* Then we panick... */
317
381 set_first_map (pl->ob); 318 set_first_map (pl->ob);
382 319
383 return pl; 320 return pl;
384}
385
386/*
387 * get_player_archetype() return next player archetype from archetype
388 * list. Not very efficient routine, but used only creating new players.
389 * Note: there MUST be at least one player archetype!
390 */
391archetype *
392get_player_archetype (archetype *at)
393{
394 archetype *start = at;
395
396 for (;;)
397 {
398 if (at == NULL || at->next == NULL)
399 at = first_archetype;
400 else
401 at = at->next;
402
403 if (at->clone.type == PLAYER)
404 return at;
405
406 if (at == start)
407 {
408 LOG (llevError, "No Player archetypes\n");
409 exit (-1);
410 }
411 }
412} 321}
413 322
414object * 323object *
415get_nearest_player (object *mon) 324get_nearest_player (object *mon)
416{ 325{
417 object *op = NULL; 326 object *op = NULL;
418 objectlink *ol; 327 objectlink *ol;
419 unsigned lastdist; 328 unsigned lastdist;
420 rv_vector rv; 329 rv_vector rv;
421 330
422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
423 { 332 {
424 /* We should not find free objects on this friendly list, but it
425 * does periodically happen. Given that, lets deal with it.
426 * While unlikely, it is possible the next object on the friendly
427 * list is also free, so encapsulate this in a while loop.
428 */
429 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
430 {
431 object *tmp = ol->ob;
432
433 /* Can't do much more other than log the fact, because the object
434 * itself will have been cleared.
435 */
436 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
437 ol = ol->next;
438 remove_friendly_object (tmp);
439 if (!ol)
440 return op;
441 }
442
443 /* Remove special check for player from this. First, it looks to cause
444 * some crashes (ol->ob->contr not set properly?), but secondly, a more
445 * complicated method of state checking would be needed in any case -
446 * as it was, a clever player could type quit, and the function would
447 * skip them over while waiting for confirmation. Remove
448 * on_same_map check, as can_detect_enemy also does this
449 */
450 if (!can_detect_enemy (mon, ol->ob, &rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
451 continue; 334 continue;
452 335
453 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
454 { 337 {
530 x = mon->x; 413 x = mon->x;
531 y = mon->y; 414 y = mon->y;
532 m = mon->map; 415 m = mon->map;
533 dir = rv.direction; 416 dir = rv.direction;
534 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 417 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
535 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
419
536 /* If we can't solve it within the search distance, return now. */ 420 /* If we can't solve it within the search distance, return now. */
537 if (diff > max) 421 if (diff > max)
538 return 0; 422 return 0;
423
539 while (diff > 1 && max > 0) 424 while (diff > 1 && max > 0)
540 { 425 {
541 lastx = x; 426 lastx = x;
542 lasty = y; 427 lasty = y;
543 lastmap = m; 428 lastmap = m;
625 max--; 510 max--;
626 lastdir = dir; 511 lastdir = dir;
627 if (!firstdir) 512 if (!firstdir)
628 firstdir = dir; 513 firstdir = dir;
629 } 514 }
515
630 if (diff <= 1) 516 if (diff <= 1)
631 { 517 {
632 /* Recalculate diff (distance) because we may not have actually 518 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance. 519 * headed toward player for entire distance.
634 */ 520 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
636 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
637 } 523 }
524
638 if (diff > max) 525 if (diff > max)
639 return 0; 526 return 0;
640 } 527 }
528
641 /* If we reached the max, didn't find a direction in time */ 529 /* If we reached the max, didn't find a direction in time */
642 if (!max) 530 if (!max)
643 return 0; 531 return 0;
644 532
645 return firstdir; 533 return firstdir;
646} 534}
647 535
648void 536void
649give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
650{ 538{
651 object *op, *next = NULL;
652
653 if (pl->randomitems != NULL) 539 if (pl->randomitems)
654 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
655 541
656 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
657 { 543 {
658 next = op->below; 544 next = op->below;
659 545
660 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
661 * flag "neutral" set. Sorry but I can't think of a better way 547 * flag "neutral" set. Sorry but I can't think of a better way
666 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
667 * by this player due to race restrictions 553 * by this player due to race restrictions
668 */ 554 */
669 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
670 { 556 {
671 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
672 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
673 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
674 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
675 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
676 { 564 {
677 op->destroy (); 565 op->destroy ();
678 continue; 566 continue;
679 } 567 }
680 } 568 }
681 569
682 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
683 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
684 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
685 * a first level treasurelist for each skill.)
686 * remove duplicate skills also
687 */ 573 */
688 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
689 { 575 {
690 object *tmp;
691
692 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
693 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
694 break;
695
696 if (tmp)
697 { 578 {
698 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
699 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
700 continue; 582 break;
701 } 583 }
702 584
703 if (op->nrof > 1) 585 if (op->nrof > 1)
704 op->nrof = 1; 586 op->nrof = 1;
705 } 587 }
706 588
707 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
708 {
709 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
710 }
711 591
712 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
713 * items. Just don't identify gold or silver, or it won't be 593 * items. Just don't identify gold or silver, or it won't be
714 * merged properly. 594 * merged properly.
715 */ 595 */
716 if (need_identify (op)) 596 if (need_identify (op))
717 { 597 {
718 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
719 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
720 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
721 } 601 }
602
722 if (op->type == SPELL) 603 if (op->type == SPELL)
723 { 604 {
724 op->destroy (); 605 op->destroy ();
725 continue; 606 continue;
726 } 607 }
728 { 609 {
729 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
730 op->stats.exp = 0; 611 op->stats.exp = 0;
731 op->level = 1; 612 op->level = 1;
732 } 613 }
733 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
734 else
735 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
736 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
737 617
738 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
739 link_player_skills (pl); 619 pl->contr->link_skills ();
740} 620}
741 621
742void 622void
743get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
744{ 624{
754 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
755} 635}
756 636
757/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
758static int 638static int
759roll_stat (void) 639roll_stat ()
760{ 640{
761 int a[4], i, j, k; 641 int a[4], i, j, k;
762 642
763 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
764 a[i] = (int) RANDOM () % 6 + 1; 644 a[i] = (int) rndm (6) + 1;
765 645
766 for (i = 0, j = 0, k = 7; i < 4; i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
767 if (a[i] < k) 647 if (a[i] < k)
768 k = a[i], j = i; 648 k = a[i], j = i;
769 649
775} 655}
776 656
777void 657void
778object::roll_stats () 658object::roll_stats ()
779{ 659{
780 int statsort [7]; 660 int statsort [NUM_STATS];
781 661
782 for (;;) 662 for (;;)
783 { 663 {
784 int sum = 0; 664 int sum = 0;
785 for (int i = 7; i--; ) 665 for (int i = NUM_STATS; i--; )
786 sum += statsort [i] = roll_stat (); 666 sum += statsort [i] = roll_stat ();
787 667
788 if (sum >= 82 && sum <= 116) 668 if (sum >= 82 && sum <= 116)
789 break; 669 break;
790 } 670 }
791 671
792 // Sort the stats so that rerolling is easier... 672 // Sort the stats so that rerolling is easier...
793 std::sort (statsort, statsort + 7, std::greater<int>()); 673 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
794 674
675 for (int i = 0; i < NUM_STATS; ++i)
795 stats.Str = statsort[0]; 676 stats.stat (i) = statsort [i];
796 stats.Dex = statsort[1];
797 stats.Con = statsort[2];
798 stats.Int = statsort[3];
799 stats.Wis = statsort[4];
800 stats.Pow = statsort[5];
801 stats.Cha = statsort[6];
802 677
803 stats.exp = 0; 678 stats.exp = 0;
804 stats.ac = 0; 679 stats.ac = 0;
805 680
806 stats.hp = stats.maxhp; 681 stats.hp = stats.maxhp;
818} 693}
819 694
820void 695void
821object::swap_stats (int a, int b) 696object::swap_stats (int a, int b)
822{ 697{
823 int tmp = get_attr_value (&contr->orig_stats, a); 698 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
825 set_attr_value (&contr->orig_stats, b, tmp);
826 699
700 for (int i = 0; i < NUM_STATS; ++i)
827 stats.Str = contr->orig_stats.Str; 701 stats.stat (i) = contr->orig_stats.stat (i);
828 stats.Dex = contr->orig_stats.Dex;
829 stats.Con = contr->orig_stats.Con;
830 stats.Int = contr->orig_stats.Int;
831 stats.Wis = contr->orig_stats.Wis;
832 stats.Pow = contr->orig_stats.Pow;
833 stats.Cha = contr->orig_stats.Cha;
834 702
835 //TODO: the following code looks so borked and should, at the very least, 703 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats 704 // be merged with the similar code in roll_stats
837 stats.ac = 0; 705 stats.ac = 0;
838 706
857static void 725static void
858start_info (object *op) 726start_info (object *op)
859{ 727{
860 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
861 729
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
866} 732}
867 733
868/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
871 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
872 * not the class. 738 * not the class.
873 */ 739 */
874int 740void
875key_change_class (object *op, char key) 741player::chargen_race_done ()
876{ 742{
877 int tmp_loop;
878
879 if (key == 'd' || key == 'D')
880 {
881 char buf[MAX_BUF];
882
883 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
884 esrv_new_player (op->contr, op->weight + op->carrying); 744 esrv_new_player (ob->contr);
885 745
886 treasurelist *tl = find_treasurelist ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
887 if (tl) 747 if (tl)
888 create_treasure (tl, op, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
889 749
890 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
891 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
892 752
893 op->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
894 754
895 if (op->msg) 755 if (ob->msg)
896 op->msg = NULL; 756 ob->msg = 0;
897 757
898 /* We create this now because some of the unique maps will need it
899 * to save here.
900 */
901 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
902 make_path_to_file (buf);
903
904#ifdef AUTOSAVE
905 op->contr->last_save_tick = pticks;
906#endif
907 start_info (op); 758 start_info (ob);
908 CLEAR_FLAG (op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
909 give_initial_items (op, op->randomitems); 760 give_initial_items (ob, ob->randomitems);
910 link_player_skills (op);
911 esrv_send_inventory (op, op); 761 esrv_send_inventory (ob, ob);
912 op->update_stats (); 762 ob->update_stats ();
913 763
914 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
915 * is one for this race 765 * is one for this race
916 */ 766 */
917 if (*first_map_ext_path) 767 if (*first_map_ext_path)
918 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
919 object *tmp;
920 char mapname[MAX_BUF];
921
922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
923 tmp = object::create ();
924 EXIT_PATH (tmp) = mapname;
925 EXIT_X (tmp) = op->x;
926 EXIT_Y (tmp) = op->y;
927 op->enter_exit (tmp); /* we don't really care if it succeeded;
928 * if the map isn't there, then stay on the
929 * default initial map */
930 tmp->destroy ();
931 }
932 else 769 else
933 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
771}
934 772
935 return 0; 773void
936 } 774player::chargen_race_next ()
937 775{
938 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
939 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
940 */ 778 */
941 779
942 tmp_loop = 0; 780 do
943 while (!tmp_loop)
944 { 781 {
945 shstr name = op->name; 782 shstr name = ob->name;
946 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
947 784
948 op->remove_statbonus (); 785 ob->remove_statbonus ();
949 op->remove (); 786 ob->remove ();
950 op->arch = get_player_archetype (op->arch); 787 ob->arch = get_player_archetype (ob->arch);
951 op->arch->clone.copy_to (op); 788 ob->arch->copy_to (ob);
952 op->instantiate (); 789 ob->instantiate ();
953 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
954 op->name = op->name_pl = name; 791 ob->name = ob->name_pl = name;
955 op->x = x; 792 ob->x = x;
956 op->y = y; 793 ob->y = y;
957 SET_ANIMATION (op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (op, op->map, op, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (op->contr->title, op->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
960 op->add_statbonus (); 797 ob->add_statbonus ();
961 tmp_loop = allowed_class (op);
962 } 798 }
799 while (!allowed_class (ob));
963 800
964 update_object (op, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
965 esrv_update_item (UPD_FACE, op, op); 802 esrv_update_item (UPD_FACE, ob, ob);
966 op->update_stats (); 803 ob->update_stats ();
967 op->stats.hp = op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
968 op->stats.sp = op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
969 op->stats.grace = 0; 806 ob->stats.grace = 0;
970
971 if (op->msg)
972 new_draw_info (NDI_BLUE, 0, op, op->msg);
973
974 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
975 return 0;
976} 807}
977 808
978void 809static void
979flee_player (object *op) 810flee_player (object *op)
980{ 811{
981 int dir, diff; 812 int dir, diff;
982 rv_vector rv; 813 rv_vector rv;
983 814
986 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
988 return; 819 return;
989 } 820 }
990 821
991 if (op->enemy == NULL) 822 if (!op->enemy)
992 { 823 {
993 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
994 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
995 return; 826 return;
996 } 827 }
997 828
998 /* Seen some crashes here. Since we don't store an
999 * op->enemy_count, it is possible that something destroys the
1000 * actual enemy, and the object is recycled.
1001 */
1002 if (op->enemy->map == NULL)
1003 {
1004 CLEAR_FLAG (op, FLAG_SCARED);
1005 op->enemy = NULL;
1006 return;
1007 }
1008
1009 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1010 { 830 {
1011 op->enemy = NULL; 831 op->enemy = NULL;
1012 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1013 return; 833 return;
1016 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1017 837
1018 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1019 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1020 { 840 {
1021 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1022 842
1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1024 return; 844 return;
1025 } 845 }
1026 846
1027 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1028 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1029 op->enemy = NULL; 849 op->enemy = NULL;
1030} 850}
1031 851
1032
1033/* check_pick sees if there is stuff to be picked up/picks up stuff. 852/* check_pick sees if there is stuff to be picked up/picks up stuff.
1034 * IT returns 1 if the player should keep on moving, 0 if he should 853 * It returns 1 if the player should keep on moving, 0 if he should
1035 * stop. 854 * stop.
1036 */ 855 */
1037int 856int
1038check_pick (object *op) 857check_pick (object *op)
1039{ 858{
1040 object *tmp, *next; 859 object *tmp, *next;
1041 int stop = 0; 860 int stop = 0;
1042 int j, k, wvratio; 861 int wvratio;
1043 char putstring[128], tmpstr[16];
1044 862
1045 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1046 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1047 return 1; 865 return 1;
1048 866
1049 next = op->below; 867 next = op->below;
1050 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1051 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1052 * destroyed */ 873 * destroyed */
1053 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1054 { 875 {
1055 tmp = next; 876 tmp = next;
1056 next = tmp->below; 877 next = tmp->below;
1057 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1058 if (op->destroyed ()) 885 if (op->destroyed ())
1059 return 0; 886 return 0;
1060 887
1061 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1062 continue; 889 continue;
1063 890
1064 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1065 { 892 {
1066 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1067 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1068 continue; 896 continue;
1069 } 897 }
1070 898
1071 /* high not bit set? We're using the old autopickup model */ 899 /* pickup handling */
900 if (op->contr->mode & PU_DEBUG)
901 {
902 /* some debugging code to figure out item information */
903 const char *str = tmp->name
904 ? format ("item name: %s item type: %d weight/value: %d",
905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
906 : format ("item name: %s item type: %d weight/value: %d",
907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
909 new_draw_info (NDI_UNIQUE, 0, op, str);
910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
918 /* philosophy:
919 * It's easy to grab an item type from a pile, as long as it's
920 * generic. This takes no game-time. For more detailed pickups
921 * and selections, select-items should be used. This is a
922 * grab-as-you-run type mode that's really useful for arrows for
923 * example.
924 * The drawback: right now it has no frontend, so you need to
925 * stick the bits you want into a calculator in hex mode and then
926 * convert to decimal and then 'pickup <#>
927 */
928
929 /* the first two modes are exclusive: if NOTHING we return, if
930 * STOP then we stop. All the rest are applied sequentially,
931 * meaning if any test passes, the item gets picked up. */
932
933 /* if mode is set to pick nothing up, return */
934 if (op->contr->mode == PU_NOTHING)
935 return 1;
936
937 /* if mode is set to stop when encountering objects, return */
938 /* take STOP before INHIBIT since it doesn't actually pick
939 * anything up */
940 if (op->contr->mode & PU_STOP)
941 return 0;
942
943 /* useful for going into stores and not losing your settings... */
944 /* and for battles wher you don't want to get loaded down while
945 * fighting */
946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
948
949 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
952
953 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
956
957 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */
1072 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1073 { 961 {
1074 switch (op->contr->mode) 962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_POTION)
974 if (tmp->type == POTION)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* spellbooks, skillscrolls and normal books/scrolls */
981 if (op->contr->mode & PU_SPELLBOOK)
982 if (tmp->type == SPELLBOOK)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_SKILLSCROLL)
989 if (tmp->type == SKILLSCROLL)
990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
995 if (op->contr->mode & PU_READABLES)
996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 /* wands/staves/rods/horns */
1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 if (op->contr->mode & PU_VALUABLES)
1023 {
1024 if (tmp->type == MONEY || tmp->type == GEM)
1075 { 1025 {
1076 case 0: 1026 CHK_PICK_PICKUP;
1077 return 1; /* don't pick up */ 1027 continue;
1078 case 1:
1079 pick_up (op, tmp);
1080 return 1;
1081 case 2:
1082 pick_up (op, tmp);
1083 return 0;
1084 case 3:
1085 return 0; /* stop before pickup */
1086 case 4:
1087 pick_up (op, tmp);
1088 break;
1089 case 5:
1090 pick_up (op, tmp);
1091 stop = 1;
1092 break;
1093 case 6:
1094 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1095 pick_up (op, tmp);
1096 break;
1097
1098 case 7:
1099 if (tmp->type == MONEY || tmp->type == GEM)
1100 pick_up (op, tmp);
1101 break;
1102
1103 default:
1104 /* use value density */
1105 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1106 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1107 pick_up (op, tmp);
1108 } 1028 }
1109 } 1029 }
1110 else 1030
1111 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1112 /* NEW pickup handling */
1113 if (op->contr->mode & PU_DEBUG) 1032 if (op->contr->mode & PU_JEWELS)
1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1114 { 1037 {
1115 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1116 if (tmp->name != NULL)
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119 else
1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1121 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1122
1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1124 }
1125
1126 /* philosophy:
1127 * It's easy to grab an item type from a pile, as long as it's
1128 * generic. This takes no game-time. For more detailed pickups
1129 * and selections, select-items should be used. This is a
1130 * grab-as-you-run type mode that's really useful for arrows for
1131 * example.
1132 * The drawback: right now it has no frontend, so you need to
1133 * stick the bits you want into a calculator in hex mode and then
1134 * convert to decimal and then 'pickup <#>
1135 */
1136
1137 /* the first two modes are exclusive: if NOTHING we return, if
1138 * STOP then we stop. All the rest are applied sequentially,
1139 * meaning if any test passes, the item gets picked up. */
1140
1141 /* if mode is set to pick nothing up, return */
1142
1143 if (op->contr->mode & PU_NOTHING)
1144 return 1;
1145
1146 /* if mode is set to stop when encountering objects, return */
1147 /* take STOP before INHIBIT since it doesn't actually pick
1148 * anything up */
1149
1150 if (op->contr->mode & PU_STOP)
1151 return 0;
1152
1153 /* useful for going into stores and not losing your settings... */
1154 /* and for battles wher you don't want to get loaded down while
1155 * fighting */
1156 if (op->contr->mode & PU_INHIBIT)
1157 return 1;
1158
1159 /* prevent us from turning into auto-thieves :) */
1160 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1161 continue; 1039 continue;
1040 }
1162 1041
1163 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1164 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1165 continue; 1047 continue;
1048 }
1166 1049
1167 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1168 /* question: don't pick up known-poisonous stuff? */ 1051 if (op->contr->mode & PU_BOW)
1052 if (tmp->type == BOW)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_ARROW)
1059 if (tmp->type == ARROW)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 /* all kinds of armor etc. */
1066 if (op->contr->mode & PU_ARMOUR)
1067 if (tmp->type == ARMOUR)
1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1073 if (op->contr->mode & PU_HELMET)
1074 if (tmp->type == HELMET)
1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_SHIELD)
1081 if (tmp->type == SHIELD)
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1169 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1170 if (tmp->type == FOOD) 1088 if (tmp->type == BOOTS)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 if (op->contr->mode & PU_GLOVES)
1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 if (op->contr->mode & PU_CLOAK)
1102 if (tmp->type == CLOAK)
1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1107
1108 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* careful: chairs and tables are weapons! */
1117 if (op->contr->mode & PU_ALLWEAPON)
1118 {
1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1171 { 1121 {
1172 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1173 continue; 1123 continue;
1174 } 1124 }
1125 }
1175 1126
1127 /* misc stuff that's useful */
1176 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1177 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1178 { 1130 {
1179 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1180 continue; 1132 continue;
1181 } 1133 }
1182 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1183 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1184 if (tmp->type == POTION) 1138 {
1139 /* use value density to decide what else to grab */
1140 /* >=7 was >= op->contr->mode */
1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1185 { 1142 */
1186 pick_up (op, tmp);
1187 continue;
1188 }
1189
1190 /* spellbooks, skillscrolls and normal books/scrolls */
1191 if (op->contr->mode & PU_SPELLBOOK)
1192 if (tmp->type == SPELLBOOK)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_SKILLSCROLL)
1199 if (tmp->type == SKILLSCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 if (op->contr->mode & PU_READABLES)
1206 if (tmp->type == BOOK || tmp->type == SCROLL)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 /* wands/staves/rods/horns */
1213 if (op->contr->mode & PU_MAGIC_DEVICE)
1214 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219
1220 /* pick up all magical items */
1221 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1222 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 if (op->contr->mode & PU_VALUABLES)
1229 { 1145 {
1230 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1231 { 1149 {
1232 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1233 continue;
1234 } 1151 }
1235 }
1236
1237 /* rings & amulets - talismans seems to be typed AMULET */
1238 if (op->contr->mode & PU_JEWELS)
1239 if (tmp->type == RING || tmp->type == AMULET)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 /* we don't forget dragon food */
1246 if (op->contr->mode & PU_FLESH)
1247 if (tmp->type == FLESH)
1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1252
1253 /* bows and arrows. Bows are good for selling! */
1254 if (op->contr->mode & PU_BOW)
1255 if (tmp->type == BOW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 if (op->contr->mode & PU_ARROW)
1262 if (tmp->type == ARROW)
1263 {
1264 pick_up (op, tmp);
1265 continue;
1266 }
1267
1268 /* all kinds of armor etc. */
1269 if (op->contr->mode & PU_ARMOUR)
1270 if (tmp->type == ARMOUR)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_HELMET)
1277 if (tmp->type == HELMET)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_SHIELD)
1284 if (tmp->type == SHIELD)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_BOOTS)
1291 if (tmp->type == BOOTS)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_GLOVES)
1298 if (tmp->type == GLOVES)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 if (op->contr->mode & PU_CLOAK)
1305 if (tmp->type == CLOAK)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 /* hoping to catch throwing daggers here */
1312 if (op->contr->mode & PU_MISSILEWEAPON)
1313 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318
1319 /* careful: chairs and tables are weapons! */
1320 if (op->contr->mode & PU_ALLWEAPON)
1321 {
1322 if (tmp->type == WEAPON && tmp->name != NULL)
1323 {
1324 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1325 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330 }
1331
1332 if (tmp->type == WEAPON && tmp->name == NULL)
1333 {
1334 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339 }
1340 }
1341
1342 /* misc stuff that's useful */
1343 if (op->contr->mode & PU_KEY)
1344 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1345 {
1346 pick_up (op, tmp);
1347 continue;
1348 }
1349
1350 /* any of the last 4 bits set means we use the ratio for value
1351 * pickups */
1352 if (op->contr->mode & PU_RATIO)
1353 {
1354 /* use value density to decide what else to grab */
1355 /* >=7 was >= op->contr->mode */
1356 /* >=7 is the old standard setting. Now we take the last 4 bits
1357 * and multiply them by 5, giving 0..15*5== 5..75 */
1358 wvratio = (op->contr->mode & PU_RATIO) * 5;
1359 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1360 {
1361 pick_up (op, tmp);
1362#if 0
1363 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1364 if (tmp->name != NULL)
1365 {
1366 fprintf (stderr, "%s", tmp->name);
1367 }
1368 else 1152 else
1369 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1370 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1371 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1372#endif 1156#endif
1157 CHK_PICK_PICKUP;
1373 continue; 1158 continue;
1374 }
1375 } 1159 }
1376 } /* the new pickup model */ 1160 } /* the new pickup model */
1377 } 1161 }
1378 1162
1379 return !stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1380} 1199}
1381 1200
1382/* 1201/*
1383 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1384 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1385 * found object is returned. 1204 * found object is returned.
1386 */ 1205 */
1387object * 1206static object *
1388find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1389{ 1208{
1390 object *tmp = NULL;
1391
1392 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1393 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1394 tmp = find_arrow (op, type);
1395 else if (op->type == ARROW && op->race == type) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1212
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type))
1216 {
1217 splay (tmp);
1396 return op; 1218 return arrow;
1219 }
1220
1397 return tmp; 1221 return 0;
1398} 1222}
1399 1223
1400/* 1224/*
1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1402 * against the target. A full test is not performed, simply a basic test 1226 * against the target. A full test is not performed, simply a basic test
1403 * of resistances. The archer is making a quick guess at what he sees down 1227 * of resistances. The archer is making a quick guess at what he sees down
1404 * the hall. Failing that it does it's best to pick the highest plus arrow. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1405 */ 1229 */
1406 1230static object *
1407object *
1408find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1409{ 1232{
1410 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1411 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1412 1235
1413 if (!type) 1236 if (!type)
1417 { 1240 {
1418 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1419 { 1242 {
1420 i = 0; 1243 i = 0;
1421 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1422 if (i > betterby) 1246 if (i > betterby)
1423 { 1247 {
1424 tmp = ntmp; 1248 tmp = ntmp;
1425 betterby = i; 1249 betterby = i;
1426 } 1250 }
1427 } 1251 }
1428 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1429 { 1253 {
1430 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1431 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1432 { 1256 {
1433 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1434 { 1258 {
1435 *better = 100; 1259 *better = 100;
1436 return arrow; 1260 return arrow;
1444 else 1268 else
1445 { 1269 {
1446 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1447 { 1271 {
1448 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1449 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1450 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1451 { 1275 {
1452 tmp = arrow; 1276 tmp = arrow;
1453 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1454 } 1278 }
1455 } 1279 }
1280
1456 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1457 { 1282 {
1458 tmp = arrow; 1283 tmp = arrow;
1459 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1460 } 1285 }
1286
1461 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1462 { 1288 {
1463 tmp = arrow; 1289 tmp = arrow;
1464 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1465 } 1291 }
1466 } 1292 }
1467 } 1293 }
1468 } 1294 }
1295
1469 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1470 return find_arrow (op, type); 1297 return find_arrow (op, type);
1471 1298
1472 *better = betterby; 1299 *better = betterby;
1473 return tmp; 1300 return tmp;
1477 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1478 * op = the shooter 1305 * op = the shooter
1479 * type = bow->race 1306 * type = bow->race
1480 * dir = fire direction 1307 * dir = fire direction
1481 */ 1308 */
1482 1309static object *
1483object *
1484pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1485{ 1311{
1486 object *tmp = NULL; 1312 object *tmp = NULL;
1487 maptile *m; 1313 maptile *m;
1488 int i, mflags, found, number; 1314 int i, mflags, found, number;
1489 sint16 x, y; 1315 sint16 x, y;
1504 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1505 { 1331 {
1506 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1507 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1508 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1509 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1510 { 1337 {
1511 tmp = NULL; 1338 tmp = 0;
1512 break; 1339 break;
1513 } 1340 }
1514 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1515 { 1342 {
1516 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1517 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1518 */ 1345 */
1519 tmp = NULL; 1346 tmp = 0;
1520 break; 1347 break;
1521 } 1348 }
1349
1522 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1523 {
1524 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1526 {
1527 found++;
1528 break;
1529 }
1530 if (found)
1531 break; 1353 break;
1532 }
1533 } 1354 }
1534 if (tmp == NULL) 1355
1356 if (!tmp)
1535 return find_arrow (op, type); 1357 return find_arrow (op, type);
1536 1358
1537 if (tmp->head) 1359 if (tmp->head)
1538 tmp = tmp->head; 1360 tmp = tmp->head;
1539 1361
1552 */ 1374 */
1553int 1375int
1554fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1376fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1555{ 1377{
1556 object *left, *bow; 1378 object *left, *bow;
1557 int bowspeed, mflags; 1379 int mflags;
1558 maptile *m; 1380 maptile *m;
1559 1381
1560 if (!dir) 1382 if (!dir)
1561 { 1383 {
1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1563 return 0; 1385 return 0;
1564 } 1386 }
1565 1387
1566 if (op->type == PLAYER) 1388 if (op->contr)
1567 bow = op->contr->ranges[range_bow]; 1389 bow = op->current_weapon;
1568 else 1390 else
1569 { 1391 {
1570 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1571 /* Don't check for applied - monsters don't apply bows - in that way, they 1393 /* Don't check for applied - monsters don't apply bows - in that way, they
1572 * don't need to switch back and forth between bows and weapons. 1394 * don't need to switch back and forth between bows and weapons.
1577 if (!bow) 1399 if (!bow)
1578 { 1400 {
1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1580 return 0; 1402 return 0;
1581 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1582 } 1407 }
1583 1408
1584 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1585 { 1410 {
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587 return 0; 1412 return 0;
1588 } 1413 }
1589
1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1591
1592 /* penalize ROF for bestarrow */
1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1596 if (bowspeed < 1)
1597 bowspeed = 1;
1598 1414
1599 if (arrow == NULL) 1415 if (arrow == NULL)
1600 { 1416 {
1601 if ((arrow = find_arrow (op, bow->race)) == NULL) 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 { 1418 {
1603 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1421 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1606 else 1422 else
1607 CLEAR_FLAG (op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1608 return 0; 1425 return 0;
1609 } 1426 }
1610 } 1427 }
1611 1428
1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1620 } 1437 }
1621 1438
1622 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1623 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1624 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1625 arrow->destroy (); 1443 arrow->destroy ();
1626 return 0; 1444 return 0;
1627 } 1445 }
1628 1446
1629 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1630 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1631 if (!arrow) 1449 if (!arrow)
1632 { 1450 {
1633 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1634 return 0; 1452 return 0;
1635 } 1453 }
1636 1454
1637 arrow->set_owner (op); 1455 arrow->set_owner (op);
1638 arrow->skill = bow->skill; 1456 arrow->skill = bow->skill;
1639 arrow->direction = dir; 1457 arrow->direction = dir;
1640 1458
1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1460 arrow->stats.hp = arrow->stats.dam;
1461 arrow->stats.grace = arrow->attacktype;
1462 arrow->custom_name = arrow->slaying;
1463
1464#if 0
1465 if (player *pl = op->contr)
1466 {
1467 float speed = pl->weapon_sp;
1468
1469 /* penalize ROF for bestarrow */
1470 if (pl->bowtype == bow_bestarrow)
1471 speed *= .9f;
1472 else
1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1474
1475 op->speed_left += speed - op->speed;
1476 }
1477#endif
1478
1479 SET_ANIMATION (arrow, arrow->direction);
1480
1481 /* update the speed */
1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1483 + bow->stats.dam / 7.f;
1484
1485 arrow->set_speed (max (arrow->speed, 2.f));
1486 arrow->speed_left = 0;
1487
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1489
1641 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1642 { 1491 {
1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1644 op->update_stats ();
1645 }
1646
1647 SET_ANIMATION (arrow, arrow->direction);
1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1649 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype;
1651 if (arrow->slaying != NULL)
1652 arrow->spellarg = strdup (arrow->slaying);
1653
1654 /* Note that this was different for monsters - they got their level
1655 * added to the damage. I think the strength bonus is more proper.
1656 */
1657
1658 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1659
1660 /* update the speed */
1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1662 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1663
1664 arrow->set_speed (max (arrow->speed, 1.0));
1665 arrow->speed_left = 0;
1666
1667 if (op->type == PLAYER)
1668 {
1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1670 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1671 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1672
1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1492 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1493 wc -= dex_bonus[op->stats.Dex];
1494
1495 if (!arrow->slaying)
1496 arrow->slaying = op->slaying;
1497
1498 arrow->attacktype |= op->attacktype;
1674 } 1499 }
1675 else 1500 else
1676 { 1501 {
1677 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1678 arrow->level = op->level; 1502 arrow->level = op->level;
1679 } 1503 arrow->stats.wc -= bow->magic;
1680 1504
1681 if (arrow->attacktype == AT_PHYSICAL) 1505 if (!arrow->slaying)
1506 arrow->slaying = bow->slaying;
1507
1682 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1509 }
1683 1510
1684 if (bow->slaying) 1511 wc -= arrow->level;
1685 arrow->slaying = bow->slaying; 1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1686 1513
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1517
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1692 1520
1693 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1522 move_arrow (arrow);
1695
1696 if (op->type == PLAYER)
1697 {
1698 if (left->destroyed ())
1699 esrv_del_item (op->contr, left->count);
1700 else
1701 esrv_send_item (op, left);
1702 }
1703 1523
1704 return 1; 1524 return 1;
1705} 1525}
1706 1526
1707/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1709 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1710 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1711 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1712 * hence the function name. 1532 * hence the function name.
1713 */ 1533 */
1714int 1534static int
1715player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1716{ 1536{
1717 int ret = 0, wcmod = 0; 1537 int ret;
1718 1538
1719 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1720 { 1540 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 } 1542 }
1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 { 1544 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1726 wcmod = -1;
1727
1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1729 } 1547 }
1730 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1731 { 1549 {
1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1734 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735 } 1553 }
1736 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1555 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741
1742 } 1559 }
1743 else 1560 else
1744 { 1561 {
1745 /* Simple case */ 1562 /* Simple case */
1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1563 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 } 1564 }
1565
1748 return ret; 1566 return ret;
1749} 1567}
1750
1751 1568
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1754 */ 1571 */
1755void 1572static void
1756fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1757{ 1574{
1758 object *item; 1575 object *item = op->contr->ranged_ob;
1759 1576
1760 if (!op->contr->ranges[range_misc]) 1577 if (!item)
1761 { 1578 {
1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1763 return; 1580 return;
1764 } 1581 }
1765 1582
1766 item = op->contr->ranges[range_misc];
1767 if (!item->inv) 1583 if (!item->inv)
1768 { 1584 {
1769 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1770 return; 1586 return;
1771 } 1587 }
1588
1589 if (!op->change_weapon (item))
1590 return;
1591
1772 if (item->type == WAND) 1592 if (item->type == WAND)
1773 { 1593 {
1774 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1775 { 1595 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1598
1778 return; 1599 return;
1779 } 1600 }
1780 } 1601 }
1781 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1782 { 1603 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1784 { 1609 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
1786 if (item->type == ROD) 1612 if (item->type == ROD)
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1788 else 1614 else
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1616
1790 return; 1617 return;
1791 } 1618 }
1792 } 1619 }
1793 1620
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1795 { 1622 {
1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1797 if (item->type == WAND) 1625 if (item->type == WAND)
1798 { 1626 {
1799 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1800 { 1628 {
1801 object *tmp; 1629 object *tmp;
1802 1630
1803 if (item->arch) 1631 if (item->arch)
1804 { 1632 {
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1807 item->set_speed (0); 1635 item->set_speed (0);
1808 } 1636 }
1809 1637
1810 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1811 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1812 } 1640 }
1813 } 1641 }
1814 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item); 1643 drain_rod_charge (item);
1816 } 1644 }
1817} 1645}
1818 1646
1819/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1820 */ 1648 */
1821void 1649bool
1822fire (object *op, int dir) 1650fire (object *op, int dir)
1823{ 1651{
1824 int spellcost = 0; 1652 int spellcost = 0;
1653
1654 player *pl = op->contr;
1655
1656 if (pl->golem)
1657 {
1658 control_golem (op->contr->golem, dir);
1659 return false;
1660 }
1661
1662 object *ob = pl->ranged_ob;
1663
1664 if (!ob)
1665 return false;
1666
1667 if (op->speed_left > 0.f)
1668 --op->speed_left;
1669 else
1670 return false;
1671
1672 if (!op->change_weapon (ob))
1673 return false;
1825 1674
1826 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
1828 make_visible (op); 1677 make_visible (op);
1829 1678
1830 switch (op->contr->shoottype) 1679 switch (ob->type)
1831 { 1680 {
1832 case range_none: 1681 case BOW:
1833 return;
1834
1835 case range_bow:
1836 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1837 return; 1683 break;
1838 1684
1839 case range_magic: /* Casting spells */ 1685 case SPELL:
1840 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1841 return; 1687 break;
1842 1688
1843 case range_misc: 1689 case BUILDER:
1690 apply_map_builder (op, dir);
1691 break;
1692
1693 case SKILL:
1694 do_skill (op, op, ob, dir, 0);
1695 break;
1696
1697 default:
1844 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
1845 return; 1699 break;
1846
1847 case range_golem: /* Control summoned monsters from scrolls */
1848 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1849 {
1850 op->contr->ranges[range_golem] = 0;
1851 op->contr->shoottype = range_none;
1852 }
1853 else
1854 control_golem (op->contr->ranges[range_golem], dir);
1855 return;
1856
1857 case range_skill:
1858 if (!op->chosen_skill)
1859 {
1860 if (op->type == PLAYER)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1862 return;
1863 }
1864 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1869 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871 return;
1872 } 1700 }
1873}
1874 1701
1702 return true;
1703}
1875 1704
1876 1705static object *
1877/* find_key
1878 * We try to find a key for the door as passed. If we find a key
1879 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic
1881 * for both is the same - just the specific key is different.
1882 * pl is the player,
1883 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers.
1886 */
1887
1888object *
1889find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1890{ 1707{
1891 object *tmp, *key; 1708 object *tmp, *key;
1892 1709
1893 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1711 if (!container->inv)
1895 return NULL; 1712 return 0;
1896 1713
1897 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1716 {
1900 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1718 break;
1719
1902 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1904 */ 1722 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1724 break;
1907 } 1725 }
1726
1908 /* No key found - lets search inventories now */ 1727 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1728 /* If we find and use a key in an inventory, return at that time.
1910 * otherwise, if we search all the inventories and still don't find 1729 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1730 * a key, return
1912 */ 1731 */
1913 if (!tmp) 1732 if (!tmp)
1914 { 1733 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 {
1917 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1919 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1737 if ((key = find_key_ (pl, tmp, door)))
1921 return key; 1738 return key;
1922 } 1739
1923 }
1924 if (!tmp) 1740 if (!tmp)
1925 return NULL; 1741 return 0;
1926 } 1742 }
1743
1927 /* We get down here if we have found a key. Now if its in a container, 1744 /* We get down here if we have found a key. Now if its in a container,
1928 * see if we actually want to use it 1745 * see if we actually want to use it
1929 */ 1746 */
1930 if (pl != container) 1747 if (pl != container)
1931 { 1748 {
1932 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1933 if (!pl->contr) 1750 if (!pl->contr)
1934 return NULL; 1751 return 0;
1752
1935 /* cases where this fails: 1753 /* cases where this fails:
1936 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1937 * are not in the players inventory. 1755 * are not in the players inventory.
1938 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1939 * containers can be used. 1757 * containers can be used.
1943 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1944 * 1762 *
1945 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1946 * all the others. 1764 * all the others.
1947 */ 1765 */
1948 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1949 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1950 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1951 { 1769 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1772 return NULL;
1955 } 1773 }
1956 } 1774 }
1775
1957 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
1958} 1802}
1959 1803
1960/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1962 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1963 * 0 otherwise 1807 * 0 otherwise
1964 */ 1808 */
1965static int 1809static int
1966player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
1967{ 1811{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1812 /* If its a door, try to find a key. If we do destroy the door,
1969 * might as well return immediately as there is nothing more to do - 1813 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1971 */ 1815 */
1972 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
1973 1817
1974 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1975 if (key) 1819 if (key)
1976 { 1820 {
1977 object *container = key->env; 1821 object *container = key->env;
1978 1822
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
1981 make_visible (op); 1824 make_visible (op);
1825
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1828
1984 if (door->type == DOOR) 1829 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
1989 { 1832 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1991 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1835 }
1836
1993 /* Do this after we print the message */ 1837 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 1839
1996 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container);
1998 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
1999 } 1841 }
2000 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2001 { 1843 {
2002 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2004 return 1; 1846 return 1;
2005 } 1847 }
1848
2006 return 0; 1849 return 0;
2007} 1850}
2008 1851
2009/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2014 */ 1857 */
2015void 1858bool
2016move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2017{ 1860{
2018 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2019 sint16 nx, ny; 1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1866
2020 int on_battleground; 1867 int on_battleground;
2021 maptile *m;
2022 1868
2023 nx = freearr_x[dir] + op->x; 1869 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 1870 sint16 ny = freearr_y[dir] + op->y;
2025 1871
2026 on_battleground = op_on_battleground (op, 0, 0); 1872 on_battleground = op_on_battleground (op, 0, 0);
1873
1874 if (out_of_map (op->map, nx, ny))
1875 return false;
2027 1876
2028 /* If braced, or can't move to the square, and it is not out of the 1877 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't 1878 * map, attack it. Note order of if statement is important - don't
2030 * want to be calling move_ob if braced, because move_ob will move the 1879 * want to be calling move_ob if braced, because move_ob will move the
2031 * player. This is a pretty nasty hack, because if we could 1880 * player. This is a pretty nasty hack, because if we could
2032 * move to some space, it then means that if we are braced, we should 1881 * move to some space, it then means that if we are braced, we should
2033 * do nothing at all. As it is, if we are braced, we go through 1882 * do nothing at all. As it is, if we are braced, we go through
2034 * quite a bit of processing. However, it probably is less than what 1883 * quite a bit of processing. However, it probably is less than what
2035 * move_ob uses. 1884 * move_ob uses.
2036 */ 1885 */
2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1886 maptile *m = op->map->xy_find (nx, ny);
1887
1888 /* Go through all the objects, and find ones of interest. Only stop if
1889 * we find a monster - that is something we know we want to attack.
1890 * if its a door or barrel (can roll) see if there may be monsters
1891 * on the space
1892 */
1893 object *mon;
1894 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1895 {
1896 if ((mon->flag [FLAG_ALIVE]
1897 || mon->type == LOCKED_DOOR
1898 || mon->flag [FLAG_CAN_ROLL])
1899 && mon != op)
1900 break;
2038 { 1901 }
2039 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1902
1903 if (!mon) /* This happens anytime the player tries to move */
1904 return false; /* into a wall */
1905
1906 mon = mon->head_ ();
1907
1908 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1909 if (op->contr->weapon_sp_left > 0.f)
1910 if (player_attack_door (op, mon))
1911 {
1912 --op->contr->weapon_sp_left;
1913 return true;
2040 { 1914 }
2041 m = op->map->xy_find (nx, ny); 1915
2042 if (!m) 1916 /* The following deals with possibly attacking peaceful
2043 return; /* Don't think this should happen */ 1917 * or friendly creatures. Basically, all players are considered
1918 * unaggressive. If the moving player has peaceful set, then the
1919 * object should be pushed instead of attacked. It is assumed that
1920 * if you are braced, you will not attack friends accidently,
1921 * and thus will not push them.
1922 */
1923
1924 /* If the creature is a pet, push it even if the player is not
1925 * peaceful. Our assumption is the creature is a pet if the
1926 * player owns it and it is either friendly or unagressive.
1927 */
1928 if (op->type == PLAYER
1929 && ((mon->owner && mon->owner->contr
1930 && same_party (mon->owner->contr->party, op->contr->party))
1931 || mon->owner == op)
1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1933 {
1934 /* If we're braced, we don't want to switch places with it */
1935 if (op->contr->braced)
1936 return false;
1937
1938 if (op->speed_left > 0.f)
1939 {
1940 --op->speed_left;
1941
1942 op->play_sound (sound_find ("push_player"));
1943 push_ob (mon, dir, op);
1944
1945 if (action_makes_visible (op))
1946 make_visible (op);
1947
1948 return true;
2044 } 1949 }
2045 else 1950 else
2046 m = op->map;
2047
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return; 1951 return false;
1952 }
2050 1953
2051 mon = 0;
2052 /* Go through all the objects, and find ones of interest. Only stop if
2053 * we find a monster - that is something we know we want to attack.
2054 * if its a door or barrel (can roll) see if there may be monsters
2055 * on the space
2056 */
2057 while (tmp)
2058 {
2059 if (tmp == op)
2060 {
2061 tmp = tmp->above;
2062 continue;
2063 }
2064
2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 {
2067 mon = tmp;
2068 break;
2069 }
2070
2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp;
2073
2074 tmp = tmp->above;
2075 }
2076
2077 if (!mon) /* This happens anytime the player tries to move */
2078 return; /* into a wall */
2079
2080 if (mon->head)
2081 mon = mon->head;
2082
2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2084 if (player_attack_door (op, mon))
2085 return;
2086
2087 /* The following deals with possibly attacking peaceful
2088 * or frienddly creatures. Basically, all players are considered
2089 * unaggressive. If the moving player has peaceful set, then the
2090 * object should be pushed instead of attacked. It is assumed that
2091 * if you are braced, you will not attack friends accidently,
2092 * and thus will not push them.
2093 */
2094
2095 /* If the creature is a pet, push it even if the player is not
2096 * peaceful. Our assumption is the creature is a pet if the
2097 * player owns it and it is either friendly or unagressive.
2098 */
2099 if ((op->type == PLAYER)
2100#if COZY_SERVER
2101 &&
2102 ((mon->owner && mon->owner->contr
2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2104#else
2105 && mon->owner == op
2106#endif
2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 {
2109 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced)
2111 return;
2112
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114 (void) push_ob (mon, dir, op);
2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2118 return;
2119 }
2120
2121 /* in certain circumstances, you shouldn't attack friendly 1954 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 1955 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't 1956 * someone, but put it inside this loop so that you won't
2124 * attack them either. 1957 * attack them either.
2125 */ 1958 */
2126 if ((mon->type == PLAYER || mon->enemy != op) && 1959 if ((mon->type == PLAYER || mon->enemy != op)
2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1960 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2128#ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful 1961 && ((op->contr->peaceful
2130 || (mon->type == PLAYER 1962 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground)) 1963 && !on_battleground))
1964 {
1965 if (op->speed_left > 0.f)
2137 { 1966 {
1967 --op->speed_left;
1968
2138 if (!op->contr->braced) 1969 if (!op->contr->braced)
2139 { 1970 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1971 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 1972 push_ob (mon, dir, op);
2142 } 1973 }
2143 else 1974 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 1975 op->statusmsg ("You withhold your attack");
2145 1976
2146 if (op->contr->tmp_invis || op->hide) 1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 1978 make_visible (op);
2148 }
2149 1979
1980 return true;
1981 }
1982 }
2150 /* If the object is a boulder or other rollable object, then 1983 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 1984 * roll it if not braced. You can't roll it if you are braced.
2152 */ 1985 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1987 {
1988 if (op->speed_left > 0.f)
2154 { 1989 {
1990 --op->speed_left;
1991
2155 recursive_roll (mon, dir, op); 1992 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 1993 if (action_makes_visible (op))
2157 make_visible (op); 1994 make_visible (op);
2158 }
2159 1995
1996 return true;
1997 }
1998 }
2160 /* Any generic living creature. Including things like doors. 1999 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2000 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 2001 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 2002 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 2003 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2004 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2005 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2007 {
2169 2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit)
2176 { 2009 {
2177 op->speed_left += op->speed / op->contr->weapon_sp; 2010 --op->contr->weapon_sp_left;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181 2011
2182 skill_attack (mon, op, 0, 0, 0); 2012 skill_attack (mon, op, 0, 0, 0);
2183
2184 /* If attacking another player, that player gets automatic
2185 * hitback, and doesn't loose luck either.
2186 * Disable hitback on the battleground or if the target is
2187 * the wiz.
2188 */
2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190 {
2191 short luck = mon->stats.luck;
2192
2193 mon->contr->has_hit = 1;
2194 skill_attack (op, mon, 0, 0, 0);
2195 mon->stats.luck = luck;
2196 }
2197 2013
2198 if (action_makes_visible (op)) 2014 if (action_makes_visible (op))
2199 make_visible (op); 2015 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202}
2203 2016
2204int 2017 return true;
2018 }
2019 }
2020
2021 return false;
2022}
2023
2024bool
2205move_player (object *op, int dir) 2025move_player (object *op, int dir)
2206{ 2026{
2207 int pick;
2208
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2210 return 0; 2028 return 0;
2211 2029
2212 /* Sanity check: make sure dir is valid */ 2030 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9)) 2031 if ((dir < 0) || (dir >= 9))
2214 { 2032 {
2216 return 0; 2034 return 0;
2217 } 2035 }
2218 2036
2219 /* peterm: added following line */ 2037 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 2040
2223 op->facing = dir; 2041 op->facing = dir;
2224 2042
2225 if (op->hide) 2043 if (op->flag [FLAG_HIDDEN])
2226 do_hidden_move (op); 2044 do_hidden_move (op);
2227 2045
2046 bool retval;
2047 int pick = 0;
2048
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ; 2050 retval = RESULT_INT (0);
2230 else if (op->contr->fire_on) 2051 else if (op->contr->fire_on)
2231 fire (op, dir); 2052 retval = fire (op, dir);
2232 else 2053 else
2233 { 2054 {
2234 move_player_attack (op, dir); 2055 retval = move_player_attack (op, dir);
2235 pick = check_pick (op); 2056 pick = check_pick (op);
2236 } 2057 }
2237 2058
2238 /* Add special check for newcs players and fire on - this way, the 2059 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing. 2060 * server can handle repeat firing.
2246 /* Update how the player looks. Use the facing, so direction may 2067 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities 2068 * get reset to zero. This allows for full animation capabilities
2248 * for players. 2069 * for players.
2249 */ 2070 */
2250 animate_object (op, op->facing); 2071 animate_object (op, op->facing);
2251 return 0; 2072
2073 return retval;
2252} 2074}
2253 2075
2254/* This is similar to handle_player, below, but is only used by the 2076/* This is similar to handle_player, below, but is only used by the
2255 * new client/server stuff. 2077 * new client/server stuff.
2256 * This is sort of special, in that the new client/server actually uses 2078 * This is sort of special, in that the new client/server actually uses
2257 * the new speed values for commands. 2079 * the new speed values for commands.
2258 * 2080 *
2259 * Returns true if there are more actions we can do. 2081 * Returns true if there are more actions we can do. Should not do
2082 * many actions in a row, as that would be too unfair to other
2083 * players.
2260 */ 2084 */
2261int 2085bool
2262handle_newcs_player (object *op) 2086handle_newcs_player (object *op)
2263{ 2087{
2264 if (op->contr->hidden)
2265 {
2266 op->invisible = 1000;
2267 /* the socket code flashes the player visible/invisible
2268 * depending on the value of invisible, so we need to
2269 * alternate it here for it to work correctly.
2270 */
2271 if (pticks & 2)
2272 op->invisible--;
2273 }
2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2276 op->invisible--;
2277 if (!op->invisible)
2278 {
2279 make_visible (op);
2280 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG (op, FLAG_SCARED)) 2088 if (QUERY_FLAG (op, FLAG_SCARED))
2285 { 2089 {
2286 flee_player (op); 2090 if (op->speed_left > 0.f)
2287 /* If player is still scared, that is his action for this tick */
2288 if (QUERY_FLAG (op, FLAG_SCARED))
2289 { 2091 {
2290 op->speed_left--; 2092 --op->speed_left;
2093 flee_player (op);
2094
2291 return 0; 2095 return true;
2292 } 2096 }
2097 else
2098 return false;
2293 } 2099 }
2294
2295 /* I've been seeing crashes where the golem has been destroyed, but
2296 * the player object still points to the defunct golem. The code that
2297 * destroys the golem looks correct, and it doesn't always happen, so
2298 * put this in a a workaround to clean up the golem pointer.
2299 */
2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2301 op->contr->ranges[range_golem] = 0;
2302 2100
2303 /* call this here - we also will call this in do_ericserver, but 2101 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2102 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2103 * called, so we recheck it here.
2306 */ 2104 */
2307 if (op->contr->ns->handle_command ()) 2105 if (op->contr->ns->handle_command ())
2308 return 1; 2106 return true;
2309 2107
2310 if (op->speed_left > 0)
2311 {
2312 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2108 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 {
2314 /* All move commands take 1 tick, at least for now */
2315 op->speed_left--;
2316
2317 /* Instead of all the stuff below, let move_player take care
2318 * of it. Also, some of the skill stuff is only put in
2319 * there, as well as the confusion stuff.
2320 */
2321 move_player (op, op->direction); 2109 return move_player (op, op->direction);
2322 2110
2323 return op->speed_left > 0;
2324 }
2325 }
2326
2327 return 0; 2111 return false;
2328} 2112}
2329 2113
2330int 2114static int
2331save_life (object *op) 2115save_life (object *op)
2332{ 2116{
2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2334 return 0; 2118 return 0;
2335 2119
2336 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2338 { 2122 {
2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2123 op->play_sound (sound_find ("ob_evaporate"));
2340 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2341
2342 if (op->contr)
2343 esrv_del_item (op->contr, tmp->count);
2344 2125
2345 tmp->destroy (); 2126 tmp->destroy ();
2346 CLEAR_FLAG (op, FLAG_LIFESAVE); 2127 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347 2128
2348 if (op->stats.hp < 0) 2129 if (op->stats.hp < 0)
2361 return 0; 2142 return 0;
2362} 2143}
2363 2144
2364/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* This goes throws the inventory and removes unpaid objects, and puts them
2365 * back in the map (location and map determined by values of env). This 2146 * back in the map (location and map determined by values of env). This
2366 * function will descend into containers. op is the object to start the search 2147 * function will descend into containers. op is the object to start the search
2367 * from. 2148 * from.
2368 */ 2149 */
2150static void
2151drop_unpaid_items (object *op, object *env)
2152{
2153 while (op)
2154 {
2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2156
2157 if (QUERY_FLAG (op, FLAG_UNPAID))
2158 op->insert_at (env);
2159 else if (op->inv)
2160 drop_unpaid_items (op->inv, env);
2161
2162 op = next;
2163 }
2164}
2165
2369void 2166void
2370remove_unpaid_objects (object *op, object *env) 2167object::drop_unpaid_items ()
2371{ 2168{
2372 object *next; 2169 if (!flag [FLAG_REMOVED])
2373 2170 ::drop_unpaid_items (inv, this);
2374 while (op)
2375 {
2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377
2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2379 {
2380 if (env->type == PLAYER)
2381 esrv_del_item (env->contr, op->count);
2382
2383 op->insert_at (env);
2384 }
2385 else if (op->inv)
2386 remove_unpaid_objects (op->inv, env);
2387
2388 op = next;
2389 }
2390}
2391
2392/*
2393 * Returns pointer a static string containing gravestone text
2394 * Moved from apply.c to player.c - player.c is what
2395 * actually uses this function. player.c may not be quite the
2396 * best, a misc file for object actions is probably better,
2397 * but there isn't one in the server directory.
2398 */
2399char *
2400gravestone_text (object *op)
2401{
2402 static char buf2[MAX_BUF];
2403 char buf[MAX_BUF];
2404 time_t now = time (NULL);
2405
2406 strcpy (buf2, " R.I.P.\n\n");
2407 if (op->type == PLAYER)
2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2409 else
2410 sprintf (buf, "%s\n", &op->name);
2411
2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2413 strcat (buf2, buf);
2414 if (op->type == PLAYER)
2415 sprintf (buf, "who was in level %d when killed\n", op->level);
2416 else
2417 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2418
2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2420 strcat (buf2, buf);
2421 if (op->type == PLAYER)
2422 {
2423 sprintf (buf, "by %s.\n\n", op->contr->killer);
2424 strncat (buf2, " ", 21 - strlen (buf) / 2);
2425 strcat (buf2, buf);
2426 }
2427
2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2430 strcat (buf2, buf);
2431
2432 return buf2;
2433} 2171}
2434 2172
2435void 2173void
2436do_some_living (object *op) 2174do_some_living (object *op)
2437{ 2175{
2444 int rate_grace = 2000; 2182 int rate_grace = 2000;
2445 const int max_hp = 1; 2183 const int max_hp = 1;
2446 const int max_sp = 1; 2184 const int max_sp = 1;
2447 const int max_grace = 1; 2185 const int max_grace = 1;
2448 2186
2449 if (op->contr->outputs_sync) 2187 if (op->contr->hidden)
2188 {
2189 op->invisible = 1000;
2190 /* the socket code flashes the player visible/invisible
2191 * depending on the value of invisible, so we need to
2192 * alternate it here for it to work correctly.
2193 */
2194 if (pticks & 2)
2195 op->invisible--;
2450 { 2196 }
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2197 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2198 {
2453 flush_output_element (op, &op->contr->outputs[i]); 2199 if (!op->invisible--)
2200 {
2201 make_visible (op);
2202 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2203 }
2454 } 2204 }
2455 2205
2456 if (op->contr->ns->state == ST_PLAYING) 2206 if (op->contr->ns->state == ST_PLAYING)
2457 { 2207 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2208 /* these next three if clauses make it possible to SLOW DOWN
2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2227 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2478 else 2228 else
2479 { 2229 {
2480 gen_grace = op->stats.maxgrace; 2230 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2231 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482 }
2483
2484 /* Regenerate Spell Points */
2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2486 {
2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2488 if (op->stats.sp < op->stats.maxsp)
2489 {
2490 op->stats.sp++;
2491 /* dms do not consume food */
2492 if (!QUERY_FLAG (op, FLAG_WIZ))
2493 {
2494 op->stats.food--;
2495 if (op->contr->digestion < 0)
2496 op->stats.food += op->contr->digestion;
2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2498 op->stats.food = last_food;
2499 }
2500 }
2501
2502 if (max_sp > 1)
2503 {
2504 over_sp = (gen_sp + 10) / rate_sp;
2505 if (over_sp > 0)
2506 {
2507 if (op->stats.sp < op->stats.maxsp)
2508 {
2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2512 op->stats.sp--;
2513
2514 if (op->stats.sp > op->stats.maxsp)
2515 op->stats.sp = op->stats.maxsp;
2516 }
2517 op->last_sp = 0;
2518 }
2519 else
2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2521 }
2522 else
2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2524 } 2232 }
2525 2233
2526 /* Regenerate Grace */ 2234 /* Regenerate Grace */
2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2235 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2528 if (--op->last_grace < 0) 2236 if (--op->last_grace < 0)
2549 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2257 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2550 } 2258 }
2551 /* wearing stuff doesn't detract from grace generation. */ 2259 /* wearing stuff doesn't detract from grace generation. */
2552 } 2260 }
2553 2261
2262 if (op->stats.food > 0)
2263 {
2554 /* Regenerate Hit Points */ 2264 /* Regenerate Spell Points */
2555 if (--op->last_heal < 0) 2265 if (!op->contr->golem && --op->last_sp < 0)
2556 {
2557 if (op->stats.hp < op->stats.maxhp)
2558 { 2266 {
2559 op->stats.hp++; 2267 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2560 /* dms do not consume food */ 2268
2561 if (!QUERY_FLAG (op, FLAG_WIZ)) 2269 if (op->stats.sp < op->stats.maxsp)
2562 { 2270 {
2271 op->stats.sp++;
2272
2273 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ))
2275 {
2563 op->stats.food--; 2276 op->stats.food--;
2277
2564 if (op->contr->digestion < 0) 2278 if (op->contr->digestion < 0)
2565 op->stats.food += op->contr->digestion; 2279 op->stats.food += op->contr->digestion;
2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2280 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2567 op->stats.food = last_food; 2281 op->stats.food = last_food;
2282 }
2568 } 2283 }
2569 }
2570 2284
2571 if (max_hp > 1) 2285 if (max_sp > 1)
2572 {
2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2574 if (over_hp > 0)
2575 { 2286 {
2576 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2287 over_sp = (gen_sp + 10) / rate_sp;
2288 if (over_sp > 0)
2289 {
2290 if (op->stats.sp < op->stats.maxsp)
2291 {
2292 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2293
2294 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2295 op->stats.sp--;
2296
2297 if (op->stats.sp > op->stats.maxsp)
2298 op->stats.sp = op->stats.maxsp;
2299 }
2300
2577 op->last_heal = 0; 2301 op->last_sp = 0;
2302 }
2303 else
2304 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2578 } 2305 }
2579 else 2306 else
2307 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2308 }
2309
2310 /* Regenerate Hit Points */
2311 if (--op->last_heal < 0)
2312 {
2313 if (op->stats.hp < op->stats.maxhp)
2580 { 2314 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2315 op->stats.hp++;
2316
2317 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ))
2319 {
2320 op->stats.food--;
2321
2322 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion;
2324 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2325 op->stats.food = last_food;
2326 }
2582 } 2327 }
2328
2329 if (max_hp > 1)
2330 {
2331 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2332
2333 if (over_hp > 0)
2334 {
2335 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2336 op->last_heal = 0;
2337 }
2338 else
2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2583 } 2340 }
2584 else 2341 else
2585 {
2586 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2342 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587 } 2343 }
2588 } 2344 }
2589 2345
2590 /* Digestion */ 2346 /* Digestion */
2591 if (--op->last_eat < 0) 2347 if (--op->last_eat < 0)
2592 { 2348 {
2593#ifdef COZY_SERVER 2349 int bonus = max (0, op->contr->digestion),
2594 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2350 penalty = max (0, -op->contr->digestion);
2595 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2596#else
2597 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2598#endif
2599 2351
2600 if (op->contr->gen_hp > 0)
2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2602 else
2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604 2353
2605 /* dms do not consume food */ 2354 /* dms do not consume food */
2606 if (!QUERY_FLAG (op, FLAG_WIZ)) 2355 if (!QUERY_FLAG (op, FLAG_WIZ))
2607 op->stats.food--; 2356 op->stats.food--;
2608 } 2357 }
2609 2358
2610 if (op->stats.food < 0 && op->stats.hp >= 0) 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2611 { 2360 {
2612 object *tmp, *flesh = 0; 2361 object *flesh = 0;
2613 2362
2614 for (tmp = op->inv; tmp; tmp = tmp->below) 2363 for_inv_removable (op, tmp)
2615 { 2364 {
2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2365 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2366 continue;
2367
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2617 { 2369 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2370 op->statusmsg ("You blindly grab for a bite of food. "
2619 { 2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2620 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2621 manual_apply (op, tmp, 0); 2372 manual_apply (op, tmp, 0);
2373
2622 if (op->stats.food >= 0 || op->stats.hp < 0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2623 break; 2375 break;
2624 } 2376 }
2625 else if (tmp->type == FLESH) 2377 else if (tmp->type == FLESH)
2626 flesh = tmp; 2378 flesh = tmp;
2627 } /* End if paid for object */ 2379 }
2628 } /* end of for loop */
2629 2380
2630 /* If player is still starving, it means they don't have any food, so 2381 /* If player is still starving, it means they don't have any food, so
2631 * eat flesh instead. 2382 * eat flesh instead.
2632 */ 2383 */
2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2634 { 2385 {
2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2636 manual_apply (op, flesh, 0); 2388 manual_apply (op, flesh, 0);
2637 } 2389 }
2390
2391 // If player is still starving, alert him!
2392 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! "
2394 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2395 }
2396
2397 if (op->stats.food < 0)
2638 } 2398 {
2399 op->stats.hp += op->stats.food;
2400 op->stats.food = 0;
2639 2401
2640 while (op->stats.food < 0 && op->stats.hp >= 0) 2402 if (op->stats.hp < 0)
2641 op->stats.food++, op->stats.hp--; 2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2406 }
2407 }
2642 2408
2409 /* killer should be set here already */
2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2644 kill_player (op); 2411 kill_player (op);
2645 } 2412 }
2646} 2413}
2647 2414
2651 * file. 2418 * file.
2652 */ 2419 */
2653void 2420void
2654kill_player (object *op) 2421kill_player (object *op)
2655{ 2422{
2656 char buf[MAX_BUF];
2657 int x, y; 2423 int x, y;
2658
2659 //int i;
2660 maptile *map; /* this is for resurrection */ 2424 maptile *map; /* this is for resurrection */
2661
2662 /* int z;
2663 int num_stats_lose;
2664 int lost_a_stat;
2665 int lose_this_stat;
2666 int this_stat; */
2667 int will_kill_again; 2425 int will_kill_again;
2668 archetype *at; 2426 archetype *at;
2669 object *tmp; 2427 object *tmp;
2670 2428
2671 if (save_life (op)) 2429 if (save_life (op))
2672 return; 2430 return;
2673 2431
2432 dynbuf_text deathtab;
2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0)
2456 op->stats.food = 999;
2457
2458 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; )
2461 {
2462 object *next = item->below;
2463
2464 if (item->type == SPELL_EFFECT && item->active)
2465 item->destroy ();
2466
2467 item = next;
2468 }
2674 2469
2675 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2470 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2676 * in cities ONLY!!! It is very important that this doesn't get abused. 2471 * in cities ONLY!!! It is very important that this doesn't get abused.
2677 * Look at op_on_battleground() for more info --AndreasV 2472 * Look at op_on_battleground() for more info --AndreasV
2678 */ 2473 */
2679 if (op_on_battleground (op, &x, &y)) 2474 if (op_on_battleground (op, &x, &y))
2680 { 2475 {
2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2476 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2683
2684 /* restore player */
2685 at = archetype::find ("poisoning");
2686 if (object *tmp = present_arch_in_ob (at, op))
2687 {
2688 tmp->destroy ();
2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2690 }
2691
2692 at = archetype::find ("confusion");
2693 if (object *tmp = present_arch_in_ob (at, op))
2694 {
2695 tmp->destroy ();
2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2697 }
2698
2699 cure_disease (op, 0); /* remove any disease */
2700 op->stats.hp = op->stats.maxhp;
2701 if (op->stats.food <= 0)
2702 op->stats.food = 999;
2703 2477
2704 /* create a bodypart-trophy to make the winner happy */ 2478 /* create a bodypart-trophy to make the winner happy */
2705 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2479 object *tmp = archetype::find (shstr_finger)->instance ();
2706 { 2480
2707 sprintf (buf, "%s's finger", &op->name); 2481 tmp->name = format ("%s's finger" , &op->name);
2708 tmp->name = buf; 2482 tmp->name_pl = format ("%s's fingers", &op->name);
2709 sprintf (buf, " This finger has been cut off %s\n" 2483 tmp->msg = format (
2710 " the %s, when he was defeated at\n level %d by %s.\n", 2484 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2485 &op->name, op->contr->title,
2712 tmp->msg = buf; 2486 (int)op->level,
2487 op->contr->killer_name ()
2488 );
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2489 tmp->value = 0, tmp->type = 0;
2714 tmp->materialname = NULL; 2490 tmp->material = name_to_material (shstr_organic);
2715 tmp->insert_at (op, tmp); 2491 tmp->insert_at (op, tmp);
2716 }
2717 2492
2718 /* teleport defeated player to new destination */ 2493 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2720 op->contr->braced = 0; 2495 op->contr->braced = 0;
2496
2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2721 return; 2498 return;
2722 } 2499 }
2723 2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2724 INVOKE_PLAYER (DEATH, op->contr); 2504 INVOKE_PLAYER (DEATH, op->contr);
2725 2505
2726 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2727 2507
2728 if (op->stats.food < 0) 2508 op->contr->play_sound (sound_find ("player_dies"));
2729 {
2730 sprintf (buf, "%s starved to death.", &op->name);
2731 strcpy (op->contr->killer, "starvation");
2732 }
2733 else
2734 sprintf (buf, "%s died.", &op->name);
2735
2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2737 2509
2738 /* save the map location for corpse, gravestone */ 2510 /* save the map location for corpse, gravestone */
2739 x = op->x; 2511 x = op->x;
2740 y = op->y; 2512 y = op->y;
2741 map = op->map; 2513 map = op->map;
2769 2541
2770 lost_a_stat = 0; 2542 lost_a_stat = 0;
2771 2543
2772 for (z = 0; z < num_stats_lose; z++) 2544 for (z = 0; z < num_stats_lose; z++)
2773 { 2545 {
2774 i = RANDOM () % NUM_STATS; 2546 i = rndm (NUM_STATS);
2775 2547
2776 if (settings.stat_loss_on_death) 2548 if (settings.stat_loss_on_death)
2777 { 2549 {
2778 /* Pick a random stat and take a point off it. Tell the player 2550 /* Pick a random stat and take a point off it. Tell the player
2779 * what he lost. 2551 * what he lost.
2786 lost_a_stat = 1; 2558 lost_a_stat = 1;
2787 } 2559 }
2788 else 2560 else
2789 { 2561 {
2790 /* deplete a stat */ 2562 /* deplete a stat */
2791 archetype *deparch = archetype::find ("depletion"); 2563 archetype *deparch = archetype::find (shstr_depletion);
2792 object *dep; 2564 object *dep;
2793 2565
2794 dep = present_arch_in_ob (deparch, op); 2566 dep = present_arch_in_ob (deparch, op);
2795 if (!dep) 2567 if (!dep)
2796 { 2568 {
2797 dep = arch_to_object (deparch); 2569 dep = deparch->instance ();
2798 insert_ob_in_ob (dep, op); 2570 insert_ob_in_ob (dep, op);
2799 } 2571 }
2800 lose_this_stat = 1; 2572 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss) 2573 if (settings.balanced_stat_loss)
2802 { 2574 {
2830 } 2602 }
2831 } 2603 }
2832 2604
2833 if (lose_this_stat) 2605 if (lose_this_stat)
2834 { 2606 {
2835 this_stat = get_attr_value (&(dep->stats), i); 2607 this_stat = get_attr_value (&dep->stats, i);
2836 /* We could try to do something clever like find another 2608 /* We could try to do something clever like find another
2837 * stat to reduce if this fails. But chances are, if 2609 * stat to reduce if this fails. But chances are, if
2838 * stats have been depleted to -50, all are pretty low 2610 * stats have been depleted to -50, all are pretty low
2839 * and should be roughly the same, so it shouldn't make a 2611 * and should be roughly the same, so it shouldn't make a
2840 * difference. 2612 * difference.
2848 lost_a_stat = 1; 2620 lost_a_stat = 1;
2849 } 2621 }
2850 } 2622 }
2851 } 2623 }
2852 } 2624 }
2625
2853 /* If no stat lost, tell the player. */ 2626 /* If no stat lost, tell the player. */
2854 if (!lost_a_stat) 2627 if (!lost_a_stat)
2855 { 2628 {
2856 /* determine_god() seems to not work sometimes... why is this? 2629 /* determine_god() seems to not work sometimes... why is this?
2857 Should I be using something else? GD */ 2630 Should I be using something else? GD */
2858 const char *god = determine_god (op); 2631 shstr_tmp god = determine_god (op);
2859 2632
2860 if (god && (strcmp (god, "none"))) 2633 if (god != shstr_none)
2861 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2862 else 2635 else
2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2864 } 2637 }
2865#else 2638#else
2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2639 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2867#endif 2640#endif
2868 2641
2869 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2870 * exp loss on the stone. 2643 * exp loss on the stone.
2871 */ 2644 */
2872 tmp = arch_to_object (archetype::find ("gravestone")); 2645 tmp = archetype::find (shstr_gravestone)->instance ();
2873 sprintf (buf, "%s's gravestone", &op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
2874 tmp->name = buf; 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2875 sprintf (buf, "%s's gravestones", &op->name); 2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2876 tmp->name_pl = buf; 2649 &op->name, op->contr->title, op->contr->killer_name ());
2877 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);
2878 tmp->msg = buf;
2879 tmp->x = op->x, tmp->y = op->y; 2650 tmp->x = op->x, tmp->y = op->y;
2880 insert_ob_in_map (tmp, op->map, NULL, 0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
2881 2652
2882 /**************************************/ 2653 /**************************************/
2883 /* */ 2654 /* */
2884 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
2885 /* if we died cause of food, give us */
2886 /* food, and reset HP's... */
2887 /* */ 2656 /* */
2888 /**************************************/ 2657 /**************************************/
2889 2658
2890 /* remove any poisoning and confusion the character may be suffering. */
2891 /* restore player */
2892 at = archetype::find ("poisoning");
2893 tmp = present_arch_in_ob (at, op);
2894
2895 if (tmp)
2896 {
2897 tmp->destroy ();
2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2899 }
2900
2901 at = archetype::find ("confusion");
2902 tmp = present_arch_in_ob (at, op);
2903 if (tmp)
2904 {
2905 tmp->destroy ();
2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2907 }
2908
2909 cure_disease (op, 0); /* remove any disease */
2910
2911 /*add_exp(op, (op->stats.exp * -0.20)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
2912 apply_death_exp_penalty (op); 2660 apply_death_exp_penalty (op);
2913 if (op->stats.food < 100)
2914 op->stats.food = 900;
2915 op->stats.hp = op->stats.maxhp;
2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918 2661
2919 /* 2662 /*
2920 * Check to see if the player is in a shop. IF so, then check to see if
2921 * the player has any unpaid items. If so, remove them and put them back 2663 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2664 * and put them back in the map.
2923 */ 2665 */
2924 2666 op->drop_unpaid_items ();
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op);
2927 2667
2928 /****************************************/ 2668 /****************************************/
2929 /* */ 2669 /* */
2930 /* Move player to his current respawn- */ 2670 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2671 /* position (usually last savebed) */
2951 object *force; 2691 object *force;
2952 int at; 2692 int at;
2953 2693
2954 force = get_archetype (FORCE_NAME); 2694 force = get_archetype (FORCE_NAME);
2955 /* 50 ticks should be enough time for the spell to abate */ 2695 /* 50 ticks should be enough time for the spell to abate */
2956 force->speed = 0.1; 2696 force->speed = 0.1f;
2957 force->speed_left = -5.0; 2697 force->speed_left = -5.f;
2958 SET_FLAG (force, FLAG_APPLIED); 2698 SET_FLAG (force, FLAG_APPLIED);
2959 for (at = 0; at < NROFATTACKS; at++) 2699 for (at = 0; at < NROFATTACKS; at++)
2960 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
2961 force->resist[at] = 100; 2701 force->resist[at] = 100;
2962 2702
2963 insert_ob_in_ob (force, op); 2703 insert_ob_in_ob (force, op);
2964 op->update_stats (); 2704 op->update_stats ();
2965
2966 } 2705 }
2967 2706
2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2969} 2708}
2970 2709
2971void 2710static void
2972loot_object (object *op) 2711loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2712{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2713 object *tmp, *tmp2, *next;
2975 2714
2976 if (op->container) 2715 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2716
2979 for (tmp = op->inv; tmp; tmp = next) 2717 for (tmp = op->inv; tmp; tmp = next)
2980 { 2718 {
2981 next = tmp->below; 2719 next = tmp->below;
2982 2720
2983 if (tmp->invisible) 2721 if (tmp->invisible)
2984 continue; 2722 continue;
2985 2723
2986 tmp->remove (); 2724 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2725 tmp->x = op->x, tmp->y = op->y;
2726
2988 if (tmp->type == CONTAINER) 2727 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2728 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2729
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2731 {
2994 if (tmp->nrof > 1) 2732 if (tmp->nrof > 1)
2995 { 2733 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2734 tmp->decrease (rndm (1, tmp->nrof - 1));
2997 tmp2->destroy ();
2998 insert_ob_in_map (tmp, op->map, NULL, 0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2736 }
3000 else 2737 else
3001 tmp->destroy (); 2738 tmp->destroy ();
3002 } 2739 }
3008/* 2745/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2746 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2747 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2748 * was changed.
3012 */ 2749 */
3013
3014void 2750void
3015fix_weight (void) 2751fix_weight ()
3016{ 2752{
3017 for_all_players (pl) 2753 for_all_players (pl)
3018 { 2754 {
3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2755 sint32 old = pl->ob->carrying;
3020 2756
3021 if (old == sum) 2757 pl->ob->update_weight ();
3022 continue; 2758
2759 if (old != pl->ob->carrying)
2760 {
3023 pl->ob->update_stats (); 2761 pl->ob->update_stats ();
3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2762 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2763 }
3025 } 2764 }
3026} 2765}
3027 2766
3028void 2767void
3029fix_luck (void) 2768fix_luck ()
3030{ 2769{
3031 for_all_players (pl) 2770 for_all_players (pl)
3032 if (!pl->ob->contr->ns->state) 2771 if (!pl->ob->contr->ns->state)
3033 pl->ob->change_luck (0); 2772 pl->ob->change_luck (0);
3034} 2773}
3071} 2810}
3072 2811
3073void 2812void
3074make_visible (object *op) 2813make_visible (object *op)
3075{ 2814{
3076 op->hide = 0; 2815 op->flag [FLAG_HIDDEN] = 0;
3077 op->invisible = 0; 2816 op->invisible = 0;
2817
3078 if (op->type == PLAYER) 2818 if (op->type == PLAYER)
3079 { 2819 {
3080 op->contr->tmp_invis = 0; 2820 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 2821 op->contr->invis_race = 0;
3082 } 2822 }
2823
3083 update_object (op, UP_OBJ_FACE); 2824 update_object (op, UP_OBJ_CHANGE);
3084} 2825}
3085 2826
3086int 2827int
3087is_true_undead (object *op) 2828is_true_undead (object *op)
3088{ 2829{
3089 object *tmp = NULL;
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3092 return 1; 2831 return 1;
3093 2832
3094 return 0; 2833 return 0;
3095} 2834}
3096 2835
3097/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3098 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3099 * indicate greater hideability. 2838 * indicate greater hideability.
3100 */ 2839 */
3101
3102int 2840int
3103hideability (object *ob) 2841hideability (object *ob)
3104{ 2842{
3105 int i, level = 0, mflag; 2843 int i, level = 0, mflag;
3106 sint16 x, y; 2844 sint16 x, y;
3107 2845
3108 if (!ob || !ob->map) 2846 if (!ob || !ob->map)
3109 return 0; 2847 return 0;
3110 2848
3111 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3112 level = ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3113 2851
3114 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3115 * If you carry a light on a non-dark map, its not 2853 * If you carry a light on a non-dark map, its not
3116 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3117 if (has_carried_lights (ob)) 2855 if (ob->has_carried_lights ())
3118 level = -(10 + (2 * ob->map->darkness)); 2856 level = -(10 + (2 * ob->map->darklevel ()));
3119 2857
3120 /* scan through all nearby squares for terrain to hide in */ 2858 /* scan through all nearby squares for terrain to hide in */
3121 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2859 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1;
2861 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3122 { 2862 {
3123 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3124 if (mflag & P_OUT_OF_MAP) 2864 if (mflag & P_OUT_OF_MAP)
3125 {
3126 continue; 2865 continue;
3127 } 2866
3128 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3129 level += 2; 2868 level += 2;
3130 else /* open terrain! */ 2869 else /* open terrain! */
3131 level -= 1; 2870 level -= 1;
3132 } 2871 }
3140/* For Hidden creatures - a chance of becoming 'unhidden' 2879/* For Hidden creatures - a chance of becoming 'unhidden'
3141 * every time they move - as we subtract off 'invisibility' 2880 * every time they move - as we subtract off 'invisibility'
3142 * AND, for players, if they move into a ridiculously unhideable 2881 * AND, for players, if they move into a ridiculously unhideable
3143 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3144 */ 2883 */
3145
3146void 2884void
3147do_hidden_move (object *op) 2885do_hidden_move (object *op)
3148{ 2886{
3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2887 int hide = 0;
3150 object *skop;
3151 2888
3152 if (!op || !op->map) 2889 if (!op || !op->map)
3153 return; 2890 return;
3154 2891
3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2892 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2893 int num = random_roll (0, 19, op, PREFER_LOW);
3156 2894
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 2895 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if (op->type == PLAYER && op->contr->run_on) 2896 if (op->type == PLAYER && op->contr->run_on)
3159 if (!skop || num >= skop->level) 2897 if (!skop || num >= skop->level)
3160 { 2898 {
3170 num -= hide; 2908 num -= hide;
3171 2909
3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3173 { 2911 {
3174 make_visible (op); 2912 make_visible (op);
2913
3175 if (op->type == PLAYER) 2914 if (op->type == PLAYER)
3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2915 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3177 } 2916 }
3178 else if (op->type == PLAYER && skop) 2917 else if (op->type == PLAYER && skop)
3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2918 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3232 * object op. This function works fine for monsters, 2971 * object op. This function works fine for monsters,
3233 * but we dont worry if the object isnt the top one in 2972 * but we dont worry if the object isnt the top one in
3234 * a pile (say a coin under a table would return "viewable" 2973 * a pile (say a coin under a table would return "viewable"
3235 * by this routine). Another question, should we be 2974 * by this routine). Another question, should we be
3236 * concerned with the direction the player is looking 2975 * concerned with the direction the player is looking
3237 * in? Realistically, most of use cant see stuff behind 2976 * in? Realistically, most of us can't see stuff behind
3238 * our backs...on the other hand, does the "facing" direction 2977 * our backs...on the other hand, does the "facing" direction
3239 * imply the way your head, or body is facing? Its possible 2978 * imply the way your head, or body is facing? It's possible
3240 * for them to differ. Sigh, this fctn could get a bit more complex. 2979 * for them to differ. Sigh, this fctn could get a bit more complex.
3241 * -b.t. 2980 * -b.t.
3242 * This function is now map tiling safe. 2981 * This function is now map tiling safe.
3243 */ 2982 */
3244
3245int 2983int
3246player_can_view (object *pl, object *op) 2984player_can_view (object *pl, object *op)
3247{ 2985{
3248 rv_vector rv; 2986 rv_vector rv;
3249 int dx, dy; 2987 int dx, dy;
3261 2999
3262 get_rangevector (pl, op, &rv, 0x1); 3000 get_rangevector (pl, op, &rv, 0x1);
3263 3001
3264 /* starting with the 'head' part, lets loop 3002 /* starting with the 'head' part, lets loop
3265 * through the object and find if it has any 3003 * through the object and find if it has any
3266 * part that is in the los array but isnt on 3004 * part that is in the los array but isn't on
3267 * a blocked los square. 3005 * a blocked los square.
3268 * we use the archetype to figure out offsets. 3006 * we use the archetype to figure out offsets.
3269 */ 3007 */
3270 while (op) 3008 while (op)
3271 { 3009 {
3272 dx = rv.distance_x + op->arch->clone.x; 3010 dx = rv.distance_x + op->arch->x;
3273 dy = rv.distance_y + op->arch->clone.y; 3011 dy = rv.distance_y + op->arch->y;
3274 3012
3275 /* only the viewable area the player sees is updated by LOS 3013 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3276 * code, so we need to restrict ourselves to that range of values
3277 * for any meaningful values.
3278 */
3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3282 return 1; 3014 return 1;
3015
3283 op = op->more; 3016 op = op->more;
3284 } 3017 }
3285 return 0;
3286}
3287 3018
3288/* routine for both players and monsters. We call this when
3289 * there is a possibility for our action distrubing our hiding
3290 * place or invisiblity spell. Artefact invisiblity is not
3291 * effected by this. If we arent invisible to begin with, we
3292 * return 0.
3293 */
3294int
3295action_makes_visible (object *op)
3296{
3297
3298 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3299 {
3300 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3301 return 0;
3302
3303 if (op->contr && op->contr->tmp_invis == 0)
3304 return 0;
3305
3306 /* If monsters, they should become visible */
3307 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3308 {
3309 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3310 return 1;
3311 }
3312 }
3313 return 0; 3019 return 0;
3314} 3020}
3315 3021
3316/* op_on_battleground - checks if the given object op (usually 3022/* op_on_battleground - checks if the given object op (usually
3317 * a player) is standing on a valid battleground-tile, 3023 * a player) is standing on a valid battleground-tile,
3322 * Default is to do the same as before, so only people wanting to have different points need worry about this 3028 * Default is to do the same as before, so only people wanting to have different points need worry about this
3323 */ 3029 */
3324int 3030int
3325op_on_battleground (object *op, int *x, int *y) 3031op_on_battleground (object *op, int *x, int *y)
3326{ 3032{
3327 object *tmp;
3328
3329 /* A battleground-tile needs the following attributes to be valid: 3033 /* A battleground-tile needs the following attributes to be valid:
3330 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3034 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3331 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3035 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3332 * and the exit-coordinates sp/hp must both be > 0. 3036 * and the exit-coordinates sp/hp must both be > 0.
3333 * => The intention here is to prevent abuse of the battleground- 3037 * => The intention here is to prevent abuse of the battleground-
3334 * feature (like pickable or hidden battleground tiles). */ 3038 * feature (like pickable or hidden battleground tiles). */
3335 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3039 for (object *tmp = op->below; tmp; tmp = tmp->below)
3336 { 3040 {
3337 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3338 { 3042 {
3339 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3340 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && tmp->type == BATTLEGROUND
3045 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp))
3341 { 3047 {
3342 /*before we assign the exit, check if this is a teambattle */ 3048 /* before we assign the exit, check if this is a teambattle */
3343 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3344 {
3345 object *invtmp;
3346
3347 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3050 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3051 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3348 { 3052 {
3349 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3350 {
3351 if (x != NULL && y != NULL) 3053 if (x && y)
3352 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3054 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3055
3353 return 1; 3056 return 1;
3354 }
3355 } 3057 }
3356 } 3058
3357 if (x != NULL && y != NULL) 3059 if (x && y)
3358 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3060 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3061
3359 return 1; 3062 return 1;
3360 } 3063 }
3361 } 3064 }
3362 } 3065 }
3066
3363 /* If we got here, did not find a battleground */ 3067 /* If we got here, did not find a battleground */
3364 return 0; 3068 return 0;
3365} 3069}
3366 3070
3367/* 3071/*
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3087 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3088 int i = 0, j = 0;
3385 3089
3386 /* get the appropriate treasurelist */ 3090 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3091 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3092 trlist = treasurelist::find (shstr_dragon_ability_fire);
3389 else if (atnr == ATNR_COLD) 3093 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3094 trlist = treasurelist::find (shstr_dragon_ability_cold);
3391 else if (atnr == ATNR_ELECTRICITY) 3095 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3096 trlist = treasurelist::find (shstr_dragon_ability_elec);
3393 else if (atnr == ATNR_POISON) 3097 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3098 trlist = treasurelist::find (shstr_dragon_ability_poison);
3395 3099
3396 if (trlist == NULL || who->type != PLAYER) 3100 if (trlist == NULL || who->type != PLAYER)
3397 return; 3101 return;
3398 3102
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3103 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3107 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3404 return; 3108 return;
3405 } 3109 }
3406 3110
3407 /* everything seems okay - now bring on the gift: */ 3111 /* everything seems okay - now bring on the gift: */
3408 item = &(tr->item->clone); 3112 item = tr->item;
3409 3113
3410 if (item->type == SPELL) 3114 if (item->type == SPELL)
3411 { 3115 {
3412 if (check_spell_known (who, item->name)) 3116 if (check_spell_known (who, item->name))
3413 return; 3117 return;
3472 { 3176 {
3473 /* forces in the treasurelist can alter the player's stats */ 3177 /* forces in the treasurelist can alter the player's stats */
3474 object *skin; 3178 object *skin;
3475 3179
3476 /* first get the dragon skin force */ 3180 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3181 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3479 ; 3182 ;
3480 3183
3481 if (!skin) 3184 if (!skin)
3482 return; 3185 return;
3483 3186
3516 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3219 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3517 } 3220 }
3518 else 3221 else
3519 { 3222 {
3520 /* generate misc. treasure */ 3223 /* generate misc. treasure */
3521 tmp = arch_to_object (tr->item); 3224 tmp = tr->item->instance ();
3522 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3225 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3523 tmp = insert_ob_in_ob (tmp, who); 3226 who->insert (tmp);
3524 if (who->type == PLAYER)
3525 esrv_send_item (who, tmp);
3526 } 3227 }
3527} 3228}
3528 3229
3529/** 3230/**
3530 * Unready an object for a player. This function does nothing if the object was 3231 * Unready an object for a player. This function does nothing if the object was
3531 * not readied. 3232 * not readied.
3532 */ 3233 */
3533void 3234void
3534player_unready_range_ob (player *pl, object *ob) 3235player_unready_range_ob (player *pl, object *ob)
3535{ 3236{
3536 rangetype i; 3237 if (pl->ob->current_weapon == ob)
3238 pl->ob->current_weapon = 0;
3537 3239
3538 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3240 if (pl->combat_ob == ob)
3539 { 3241 pl->combat_ob = 0;
3242
3540 if (pl->ranges[i] == ob) 3243 if (pl->ranged_ob == ob)
3541 { 3244 pl->ranged_ob = 0;
3542 pl->ranges[i] = NULL;
3543 if (pl->shoottype == i)
3544 {
3545 pl->shoottype = range_none;
3546 }
3547 }
3548 }
3549} 3245}
3246
3247//-GPL
3248
3249sint8
3250player::darkness_at (maptile *map, int x, int y) const
3251{
3252 if (!ns)
3253 return LOS_BLOCKED;
3254
3255 int dx, dy;
3256 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3257 return LOS_BLOCKED;
3258
3259 x += dx - ns->current_x;
3260 y += dy - ns->current_y;
3261
3262 return blocked_los (x, y);
3263}
3264
3265void
3266player::infobox (const char *title, const char *msg, int color)
3267{
3268 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3269}
3270
3271void
3272player::statusmsg (const char *msg, int color)
3273{
3274 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3275}
3276
3277void
3278player::failmsg (const char *msg, int color)
3279{
3280 play_sound (sound_find ("generic_failure"));
3281 statusmsg (msg, color);
3282}
3283

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