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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 1.274 by root, Wed Apr 21 06:40:57 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 ob->clr_flag (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;
198 80
199 players.erase (this); 81 players.erase (this);
200} 82}
201 83
202// connect the player with a specific client 84// connect the player with a specific client
203// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
204void 86void
205player::connect (client *ns) 87player::connect (client *ns)
206{ 88{
207 this->ns = ns; 89 this->ns = ns;
208 ns->pl = this; 90 ns->pl = this;
209 91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
210 ns->update_look = 0; 96 ns->update_look = 0;
211 ns->look_position = 0; 97 ns->look_position = 0;
212 98
213 clear_los (ob); 99 clear_los ();
100
101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
218 106
219 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 108 link_skills ();
224 109
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name); 110 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);
238 111
239 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
241 { 114 {
242 object *tmp, *abil = 0, *skin = 0; 115 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");
246 116
247 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
250 abil = tmp; 120 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
252 skin = tmp; 122 skin = tmp;
253 123
254 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
255 } 125 }
256 126
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 128
262 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
263 130
264 ob->update_stats (); 131 ob->update_stats ();
132
265 ns->floorbox_update (); 133 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
269 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
270 activate (); 143 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275 144
276 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
278} 147}
279 148
280void 149void
281player::disconnect () 150player::disconnect ()
282{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
283 if (ns) 158 if (ns)
284 { 159 {
285 if (active) 160 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 162
288 INVOKE_PLAYER (DISCONNECT, this); 163 INVOKE_PLAYER (DISCONNECT, this);
289 164
165 ns->reset_stats ();
290 ns->pl = 0; 166 ns->pl = 0;
291 this->ns = 0; 167 ns = 0;
292 } 168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
293 173
294 deactivate (); 174 deactivate ();
295} 175}
176
177//-GPL
296 178
297// the need for this function can be explained 179// the need for this function can be explained
298// by load_object not returning the object 180// by load_object not returning the object
299void 181void
300player::set_object (object *op) 182player::set_object (object *op)
301{ 183{
302 ob = op; 184 ob = observe = viewpoint = op;
303 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
304 186
187 ob->speed = 1.0f;
305 ob->speed_left = 0.5; 188 ob->speed_left = 0.5f;
306 ob->speed = 1.0; 189
307 ob->direction = 5; /* So player faces south */ 190 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} 191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
313 208
314player::player () 209player::player ()
315{ 210{
316 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point. 212 * we deal with that below this point.
318 */ 213 */
319 outputs_sync = 16; /* Every 2 seconds */ 214 outputs_sync = 4;
320 outputs_count = 8; /* Keeps present behaviour */ 215 outputs_count = 4;
321 unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
322 217
323 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
324 219
325 gen_sp_armour = 10; 220 gen_sp_armour = 10;
326 last_speed = -1;
327 shoottype = range_none;
328 bowtype = bow_normal; 221 bowtype = bow_normal;
329 petmode = pet_normal; 222 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers; 223 usekeys = containers;
332 last_weapon_sp = -1;
333 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
334 do_los = 1; 225 do_los = 1;
335 226
336 /* we need to clear these to -1 and not zero - otherwise, 227 weapon_sp = 1.0f;
337 * if a player quits and starts a new character, we wont 228 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} 229}
350 230
351void 231void
352player::do_destroy () 232player::do_destroy ()
353{ 233{
354 disconnect (); 234 disconnect ();
355 235
356 attachable::do_destroy (); 236 attachable::do_destroy ();
357 237
358 if (ob) 238 if (ob)
359 {
360 ob->destroy_inv (false);
361 ob->destroy (); 239 ob->destroy ();
362 } 240
241 ob = observe = viewpoint = 0;
363} 242}
364 243
365player::~player () 244player::~player ()
366{ 245{
367 /* Clear item stack */ 246 /* Clear item stack */
368 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
369} 276}
370 277
371/* Tries to add player on the connection passed in ns. 278/* 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 279 * All we can really get in this is some settings like host and display
373 * mode. 280 * mode.
375player * 282player *
376player::create () 283player::create ()
377{ 284{
378 player *pl = new player; 285 player *pl = new player;
379 286
380 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
288
289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */
292
381 set_first_map (pl->ob); 293 set_first_map (pl->ob);
382 294
383 return pl; 295 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} 296}
413 297
414object * 298object *
415get_nearest_player (object *mon) 299get_nearest_player (object *mon)
416{ 300{
417 object *op = NULL; 301 object *op = NULL;
418 objectlink *ol; 302 objectlink *ol;
419 unsigned lastdist; 303 unsigned lastdist;
420 rv_vector rv; 304 rv_vector rv;
421 305
422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
423 { 307 {
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)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
451 continue; 309 continue;
452 310
453 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
454 { 312 {
516 */ 374 */
517int 375int
518path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
519{ 377{
520 rv_vector rv; 378 rv_vector rv;
521 sint16 x, y;
522 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
523 maptile *m, *lastmap;
524 380
525 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
526 382
527 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
528 return 0; 384 return 0;
529 385
530 x = mon->x; 386 mapxy pos (mon);
531 y = mon->y;
532 m = mon->map;
533 dir = rv.direction; 387 dir = rv.direction;
534 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 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); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
390
536 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
537 if (diff > max) 392 if (diff > max)
538 return 0; 393 return 0;
394
539 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
540 { 396 {
541 lastx = x; 397 mapxy lastpos = pos;
542 lasty = y;
543 lastmap = m;
544 x = lastx + freearr_x[dir];
545 y = lasty + freearr_y[dir];
546 398
547 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
548 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
549 400
550 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
551 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
552 && (m == mon->map && blocked_link (mon, m, x, y)))) 403 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
404 && blocked_link (mon, pos.m, pos.x, pos.y)))
553 { 405 {
554 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
555 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
556 */ 408 */
557 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
558 if (rv.direction != dir) 410 if (rv.direction != dir)
559 { 411 {
560 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
561 * the values so it will try again. 413 * the values so it will try again.
562 */ 414 */
563 x = lastx;
564 y = lasty;
565 m = lastmap; 415 pos = lastpos;
566 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
567 } 417 }
568 else 418 else
569 { 419 {
570 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
577 */ 427 */
578 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
579 { 429 {
580 if (i == 0) 430 if (i == 0)
581 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
582 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
583 * since the direction that the creature should move in 434 * since the direction that the creature should move in
584 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
585 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
586 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
588 * can't do that, but now finds it can move east, and 439 * can't do that, but now finds it can move east, and
589 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
590 * the last direction the creature has successfully 441 * the last direction the creature has successfully
591 * moved. 442 * moved.
592 */ 443 */
593
594 x = lastx + freearr_x[absdir (lastdir + i)];
595 y = lasty + freearr_y[absdir (lastdir + i)];
596 m = lastmap; 444 pos = lastpos;
597 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
598 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
599 continue; 448 continue;
600 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
601 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
602 continue; 453 continue;
603 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
604 continue; 456 continue;
605 457
606 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
607 break; 459 break;
608 } 460 }
461
609 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
610 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
611 */ 464 */
612 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
613 return 0; 466 return 0;
467
614 diff--; 468 diff--;
615 lastdir = dir; 469 lastdir = dir;
616 max--; 470 max--;
617 if (!firstdir) 471 if (!firstdir)
618 firstdir = dir + i; 472 firstdir = dir + i;
622 { 476 {
623 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
624 diff--; 478 diff--;
625 max--; 479 max--;
626 lastdir = dir; 480 lastdir = dir;
481
627 if (!firstdir) 482 if (!firstdir)
628 firstdir = dir; 483 firstdir = dir;
629 } 484 }
485
630 if (diff <= 1) 486 if (diff <= 1)
631 { 487 {
632 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance. 489 * headed toward player for entire distance.
634 */ 490 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
636 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
637 } 493 }
494
638 if (diff > max) 495 if (diff > max)
639 return 0; 496 return 0;
640 } 497 }
498
641 /* If we reached the max, didn't find a direction in time */ 499 /* If we reached the max, didn't find a direction in time */
642 if (!max) 500 if (!max)
643 return 0; 501 return 0;
644 502
645 return firstdir; 503 return firstdir;
646} 504}
647 505
648void 506void
649give_initial_items (object *pl, treasurelist * items) 507give_initial_items (object *pl, treasurelist *items)
650{ 508{
651 object *op, *next = NULL;
652
653 if (pl->randomitems != NULL) 509 if (pl->randomitems)
654 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 510 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
655 511
656 for (op = pl->inv; op; op = next) 512 for (object *next, *op = pl->inv; op; op = next)
657 { 513 {
658 next = op->below; 514 next = op->below;
659 515
660 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
661 * flag "neutral" set. Sorry but I can't think of a better way 517 * flag "neutral" set. Sorry but I can't think of a better way
662 */ 518 */
663 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
664 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
665 521
666 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
667 * by this player due to race restrictions 523 * by this player due to race restrictions
668 */ 524 */
669 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
670 { 526 {
671 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 527 if ((!pl->flag [FLAG_USE_ARMOUR]
528 &&
672 (op->type == ARMOUR || op->type == BOOTS || 529 (op->type == ARMOUR || op->type == BOOTS
673 op->type == CLOAK || op->type == HELMET || 530 || op->type == CLOAK || op->type == HELMET
674 op->type == SHIELD || op->type == GLOVES || 531 || op->type == SHIELD || op->type == GLOVES
675 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || op->type == BRACERS || op->type == GIRDLE))
533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
676 { 534 {
677 op->destroy (); 535 op->destroy ();
678 continue; 536 continue;
679 } 537 }
680 } 538 }
681 539
682 /* This really needs to be better - we should really give 540 /* Here we remove duplicated skills (as duplicated spell objects have
683 * a substitute spellbook. The problem is that we don't really 541 * _very_ confusing effects for players), which could for instance be
684 * have a good idea what to replace it with (need something like 542 * generated by bad treasurelists. - elmex
685 * a first level treasurelist for each skill.)
686 * remove duplicate skills also
687 */ 543 */
688 if (op->type == SPELLBOOK || op->type == SKILL) 544 if (op->type == SKILL)
689 { 545 {
690 object *tmp;
691
692 for (tmp = op->below; tmp; tmp = tmp->below) 546 for (object *tmp = op->below; tmp; tmp = tmp->below)
693 if (tmp->type == op->type && tmp->name == op->name) 547 if (tmp->type == op->type && tmp->name == op->name)
694 break;
695
696 if (tmp)
697 { 548 {
698 op->destroy (); 549 op->destroy ();
550 LOG (llevError,
699 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
700 continue; 552 break;
701 } 553 }
702 554
703 if (op->nrof > 1) 555 if (op->nrof > 1)
704 op->nrof = 1; 556 op->nrof = 1;
705 } 557 }
706 558
707 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
708 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
709 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
710 }
711 561
712 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
713 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
714 * merged properly. 564 * merged properly.
715 */ 565 */
716 if (need_identify (op)) 566 if (op->need_identify ())
717 {
718 SET_FLAG (op, FLAG_IDENTIFIED);
719 CLEAR_FLAG (op, FLAG_CURSED);
720 CLEAR_FLAG (op, FLAG_DAMNED);
721 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
722 if (op->type == SPELL) 573 if (op->type == SPELL)
723 { 574 {
724 op->destroy (); 575 op->destroy ();
725 continue; 576 continue;
726 } 577 }
727 else if (op->type == SKILL) 578 else if (op->type == SKILL)
728 { 579 {
729 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
730 op->stats.exp = 0; 581 op->stats.exp = 0;
731 op->level = 1; 582 op->level = 1;
732 } 583 }
733 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
734 else 585 op->set_flag (FLAG_INV_LOCKED);
735 SET_FLAG (op, FLAG_INV_LOCKED);
736 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
737 587
738 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
739 link_player_skills (pl); 589 pl->contr->link_skills ();
740} 590}
741 591
742void 592void
743get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
744{ 594{
754 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
755} 605}
756 606
757/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
758static int 608static int
759roll_stat (void) 609roll_stat ()
760{ 610{
761 int a[4], i, j, k; 611 int a[4], i, j, k;
762 612
763 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
764 a[i] = (int) RANDOM () % 6 + 1; 614 a[i] = (int) rndm (6) + 1;
765 615
766 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
767 if (a[i] < k) 617 if (a[i] < k)
768 k = a[i], j = i; 618 k = a[i], j = i;
769 619
775} 625}
776 626
777void 627void
778object::roll_stats () 628object::roll_stats ()
779{ 629{
780 int statsort [7]; 630 int statsort [NUM_STATS];
781 631
782 for (;;) 632 for (;;)
783 { 633 {
784 int sum = 0; 634 int sum = 0;
785 for (int i = 7; i--; ) 635 for (int i = NUM_STATS; i--; )
786 sum += statsort [i] = roll_stat (); 636 sum += statsort [i] = roll_stat ();
787 637
788 if (sum >= 82 && sum <= 116) 638 if (sum >= 82 && sum <= 116)
789 break; 639 break;
790 } 640 }
791 641
792 // Sort the stats so that rerolling is easier... 642 // Sort the stats so that rerolling is easier...
793 std::sort (statsort, statsort + 7, std::greater<int>()); 643 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
794 644
645 for (int i = 0; i < NUM_STATS; ++i)
795 stats.Str = statsort[0]; 646 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];
802 647
803 stats.exp = 0; 648 stats.exp = 0;
804 stats.ac = 0; 649 stats.ac = 0;
805 650
806 stats.hp = stats.maxhp; 651 stats.hp = stats.maxhp;
818} 663}
819 664
820void 665void
821object::swap_stats (int a, int b) 666object::swap_stats (int a, int b)
822{ 667{
823 int tmp = get_attr_value (&contr->orig_stats, a); 668 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);
826 669
670 for (int i = 0; i < NUM_STATS; ++i)
827 stats.Str = contr->orig_stats.Str; 671 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;
834 672
835 //TODO: the following code looks so borked and should, at the very least, 673 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats 674 // be merged with the similar code in roll_stats
837 stats.ac = 0; 675 stats.ac = 0;
838 676
857static void 695static void
858start_info (object *op) 696start_info (object *op)
859{ 697{
860 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
861 699
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 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} 702}
867 703
868/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
871 * separate race and class; this actually changes the RACE, 707 * separate race and class; this actually changes the RACE,
872 * not the class. 708 * not the class.
873 */ 709 */
874int 710void
875key_change_class (object *op, char key) 711player::chargen_race_done ()
876{ 712{
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 */ 713 /* this must before then initial items are given */
884 esrv_new_player (op->contr, op->weight + op->carrying); 714 esrv_new_player (ob->contr);
885 715
886 treasurelist *tl = find_treasurelist ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
887 if (tl) 717 if (tl)
888 create_treasure (tl, op, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
889 719
890 INVOKE_PLAYER (BIRTH, op->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
891 INVOKE_PLAYER (LOGIN, op->contr); 721 INVOKE_PLAYER (LOGIN, ob->contr);
892 722
893 op->contr->ns->state = ST_PLAYING; 723 ob->contr->ns->state = ST_PLAYING;
894 724
895 if (op->msg) 725 if (ob->msg)
896 op->msg = NULL; 726 ob->msg = 0;
897 727
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); 728 start_info (ob);
908 CLEAR_FLAG (op, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
909 give_initial_items (op, op->randomitems); 730 give_initial_items (ob, ob->randomitems);
910 link_player_skills (op);
911 esrv_send_inventory (op, op); 731 esrv_send_inventory (ob, ob);
912 op->update_stats (); 732 ob->update_stats ();
913 733
914 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
915 * is one for this race 735 * is one for this race
916 */ 736 */
917 if (*first_map_ext_path) 737 if (*first_map_ext_path)
918 { 738 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 739 else
933 LOG (llevDebug, "first_map_ext_path not set\n"); 740 LOG (llevDebug, "first_map_ext_path not set\n");
741}
934 742
935 return 0; 743void
936 } 744player::chargen_race_next ()
937 745{
938 /* Following actually changes the race - this is the default command 746 /* Following actually changes the race - this is the default command
939 * if we don't match with one of the options above. 747 * if we don't match with one of the options above.
940 */ 748 */
941 749
942 tmp_loop = 0; 750 do
943 while (!tmp_loop)
944 { 751 {
945 shstr name = op->name; 752 shstr name = ob->name;
946 int x = op->x, y = op->y; 753 int x = ob->x, y = ob->y;
947 754
948 op->remove_statbonus (); 755 ob->remove_statbonus ();
949 op->remove (); 756 ob->remove ();
950 op->arch = get_player_archetype (op->arch); 757 ob->arch = get_player_archetype (ob->arch);
951 op->arch->clone.copy_to (op); 758 ob->arch->copy_to (ob);
952 op->instantiate (); 759 ob->instantiate ();
953 op->stats = op->contr->orig_stats; 760 ob->stats = ob->contr->orig_stats;
954 op->name = op->name_pl = name; 761 ob->name = ob->name_pl = name;
955 op->x = x; 762 ob->x = x;
956 op->y = y; 763 ob->y = y;
957 SET_ANIMATION (op, 2); /* So player faces south */ 764 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (op, op->map, op, 0); 765 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (op->contr->title, op->arch->clone.name); 766 assign (ob->contr->title, ob->arch->object::name);
960 op->add_statbonus (); 767 ob->add_statbonus ();
961 tmp_loop = allowed_class (op);
962 } 768 }
769 while (!allowed_class (ob));
963 770
964 update_object (op, UP_OBJ_FACE); 771 update_object (ob, UP_OBJ_FACE);
965 esrv_update_item (UPD_FACE, op, op); 772 esrv_update_item (UPD_FACE, ob, ob);
966 op->update_stats (); 773 ob->update_stats ();
967 op->stats.hp = op->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
968 op->stats.sp = op->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
969 op->stats.grace = 0; 776 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} 777}
977 778
978void 779static void
979flee_player (object *op) 780flee_player (object *op)
980{ 781{
981 int dir, diff; 782 int dir, diff;
982 rv_vector rv; 783 rv_vector rv;
983 784
984 if (op->stats.hp < 0) 785 if (op->stats.hp < 0)
985 { 786 {
986 LOG (llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
988 return; 789 return;
989 } 790 }
990 791
991 if (op->enemy == NULL) 792 if (!op->enemy)
992 { 793 {
993 LOG (llevDebug, "Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
994 CLEAR_FLAG (op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
995 return; 796 return;
996 } 797 }
997 798
998 /* Seen some crashes here. Since we don't store an 799 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
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 { 800 {
1004 CLEAR_FLAG (op, FLAG_SCARED);
1005 op->enemy = NULL; 801 op->enemy = NULL;
1006 return; 802 op->clr_flag (FLAG_SCARED);
1007 }
1008
1009 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1010 {
1011 op->enemy = NULL;
1012 CLEAR_FLAG (op, FLAG_SCARED);
1013 return; 803 return;
1014 } 804 }
1015 805
1016 get_rangevector (op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
1017 807
1018 dir = absdir (4 + rv.direction); 808 dir = absdir (4 + rv.direction);
1019 for (diff = 0; diff < 3; diff++) 809 for (diff = 0; diff < 3; diff++)
1020 { 810 {
1021 int m = 1 - (RANDOM () & 2); 811 int m = 1 - rndm (2) * 2;
1022 812
1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 813 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1024 return; 814 return;
1025 } 815 }
1026 816
1027 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
1028 CLEAR_FLAG (op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
1029 op->enemy = NULL; 819 op->enemy = NULL;
1030} 820}
1031 821
1032
1033/* check_pick sees if there is stuff to be picked up/picks up stuff. 822/* 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 823 * It returns 1 if the player should keep on moving, 0 if he should
1035 * stop. 824 * stop.
1036 */ 825 */
1037int 826int
1038check_pick (object *op) 827check_pick (object *op)
1039{ 828{
1040 object *tmp, *next; 829 object *tmp, *next;
1041 int stop = 0; 830 int stop = 0;
1042 int j, k, wvratio; 831 int wvratio;
1043 char putstring[128], tmpstr[16];
1044 832
1045 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
1046 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
1047 return 1; 835 return 1;
1048 836
1049 next = op->below; 837 next = op->below;
838
839 int cnt = MAX_ITEM_PER_ACTION;
840#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1050 841
1051 /* loop while there are items on the floor that are not marked as 842 /* loop while there are items on the floor that are not marked as
1052 * destroyed */ 843 * destroyed */
1053 while (next && !next->destroyed ()) 844 while (next && !next->destroyed ())
1054 { 845 {
1055 tmp = next; 846 tmp = next;
1056 next = tmp->below; 847 next = tmp->below;
1057 848
849 if (cnt <= 0)
850 {
851 op->failmsg ("Couldn't pickup all items at once.");
852 return 0;
853 }
854
1058 if (op->destroyed ()) 855 if (op->destroyed ())
1059 return 0; 856 return 0;
1060 857
1061 if (!can_pick (op, tmp)) 858 if (!can_pick (op, tmp))
1062 continue; 859 continue;
1063 860
1064 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 861 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1065 { 862 {
1066 if (item_matched_string (op, tmp, op->contr->search_str)) 863 if (item_matched_string (op, tmp, op->contr->search_str))
1067 pick_up (op, tmp); 864 CHK_PICK_PICKUP;
865
1068 continue; 866 continue;
1069 } 867 }
1070 868
1071 /* high not bit set? We're using the old autopickup model */ 869 /* pickup handling */
870 if (op->contr->mode & PU_DEBUG)
871 {
872 /* some debugging code to figure out item information */
873 const char *str = tmp->name
874 ? format ("item name: %s item type: %d weight/value: %d",
875 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
876 : format ("item name: %s item type: %d weight/value: %d",
877 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
878
879 new_draw_info (NDI_UNIQUE, 0, op, str);
880 }
881
882 if (op->contr->mode & PU_INHIBIT)
883 return 1;
884
885 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
886 return 1;
887
888 /* philosophy:
889 * It's easy to grab an item type from a pile, as long as it's
890 * generic. This takes no game-time. For more detailed pickups
891 * and selections, select-items should be used. This is a
892 * grab-as-you-run type mode that's really useful for arrows for
893 * example.
894 * The drawback: right now it has no frontend, so you need to
895 * stick the bits you want into a calculator in hex mode and then
896 * convert to decimal and then 'pickup <#>
897 */
898
899 /* the first two modes are exclusive: if NOTHING we return, if
900 * STOP then we stop. All the rest are applied sequentially,
901 * meaning if any test passes, the item gets picked up. */
902
903 /* if mode is set to pick nothing up, return */
904 if (op->contr->mode == PU_NOTHING)
905 return 1;
906
907 /* if mode is set to stop when encountering objects, return */
908 /* take STOP before INHIBIT since it doesn't actually pick
909 * anything up */
910 if (op->contr->mode & PU_STOP)
911 return 0;
912
913 /* useful for going into stores and not losing your settings... */
914 /* and for battles wher you don't want to get loaded down while
915 * fighting */
916 if (op->contr->mode & PU_INHIBIT)
917 return 1;
918
919 /* prevent us from turning into auto-thieves :) */
920 if (tmp->flag [FLAG_UNPAID])
921 continue;
922
923 /* ignore known cursed objects */
924 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
925 continue;
926
927 /* all food and drink if desired */
928 /* question: don't pick up known-poisonous stuff? */
1072 if (!(op->contr->mode & PU_NEWMODE)) 929 if (op->contr->mode & PU_FOOD)
930 if (tmp->type == FOOD)
1073 { 931 {
1074 switch (op->contr->mode) 932 CHK_PICK_PICKUP;
933 continue;
934 }
935
936 if (op->contr->mode & PU_DRINK)
937 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
938 {
939 CHK_PICK_PICKUP;
940 continue;
941 }
942
943 if (op->contr->mode & PU_POTION)
944 if (tmp->type == POTION)
945 {
946 CHK_PICK_PICKUP;
947 continue;
948 }
949
950 /* spellbooks, skillscrolls and normal books/scrolls */
951 if (op->contr->mode & PU_SPELLBOOK)
952 if (tmp->type == SPELLBOOK)
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 if (op->contr->mode & PU_SKILLSCROLL)
959 if (tmp->type == SKILLSCROLL)
960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
965 if (op->contr->mode & PU_READABLES)
966 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
967 {
968 CHK_PICK_PICKUP;
969 continue;
970 }
971
972 /* wands/staves/rods/horns */
973 if (op->contr->mode & PU_MAGIC_DEVICE)
974 if (tmp->type == WAND
975 || tmp->type == ROD
976 || tmp->type == HORN
977 || tmp->type == POWER_CRYSTAL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* pick up all magical items */
984 if (op->contr->mode & PU_MAGICAL)
985 if (tmp->flag [FLAG_KNOWN_MAGICAL]
986 && !tmp->flag [FLAG_KNOWN_CURSED])
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_VALUABLES)
993 {
994 if (tmp->type == MONEY || tmp->type == GEM)
1075 { 995 {
1076 case 0: 996 CHK_PICK_PICKUP;
1077 return 1; /* don't pick up */ 997 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 } 998 }
1109 } 999 }
1110 else 1000
1111 { /* old model */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1112 /* NEW pickup handling */
1113 if (op->contr->mode & PU_DEBUG) 1002 if (op->contr->mode & PU_JEWELS)
1003 if (tmp->type == RING
1004 || tmp->type == AMULET
1005 || tmp->type == GIRDLE
1006 || tmp->type == SKILL_TOOL)
1114 { 1007 {
1115 /* some debugging code to figure out item information */ 1008 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; 1009 continue;
1010 }
1162 1011
1163 /* ignore known cursed objects */ 1012 /* we don't forget dragon food */
1164 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1013 if (op->contr->mode & PU_FLESH)
1014 if (tmp->type == FLESH)
1015 {
1016 CHK_PICK_PICKUP;
1165 continue; 1017 continue;
1018 }
1166 1019
1167 /* all food and drink if desired */ 1020 /* bows and arrows. Bows are good for selling! */
1168 /* question: don't pick up known-poisonous stuff? */ 1021 if (op->contr->mode & PU_BOW)
1022 if (tmp->type == BOW)
1023 {
1024 CHK_PICK_PICKUP;
1025 continue;
1026 }
1027
1028 if (op->contr->mode & PU_ARROW)
1029 if (tmp->type == ARROW)
1030 {
1031 CHK_PICK_PICKUP;
1032 continue;
1033 }
1034
1035 /* all kinds of armor etc. */
1036 if (op->contr->mode & PU_ARMOUR)
1037 if (tmp->type == ARMOUR)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 if (op->contr->mode & PU_HELMET)
1044 if (tmp->type == HELMET)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1050 if (op->contr->mode & PU_SHIELD)
1051 if (tmp->type == SHIELD)
1052 {
1053 CHK_PICK_PICKUP;
1054 continue;
1055 }
1056
1169 if (op->contr->mode & PU_FOOD) 1057 if (op->contr->mode & PU_BOOTS)
1170 if (tmp->type == FOOD) 1058 if (tmp->type == BOOTS)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_GLOVES)
1065 if (tmp->type == GLOVES || tmp->type == BRACERS)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1071 if (op->contr->mode & PU_CLOAK)
1072 if (tmp->type == CLOAK)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1078 /* hoping to catch throwing daggers here */
1079 if (op->contr->mode & PU_MISSILEWEAPON)
1080 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 /* careful: chairs and tables are weapons! */
1087 if (op->contr->mode & PU_ALLWEAPON)
1088 {
1089 if (tmp->type == WEAPON)
1090 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1171 { 1091 {
1172 pick_up (op, tmp); 1092 CHK_PICK_PICKUP;
1173 continue; 1093 continue;
1174 } 1094 }
1095 }
1175 1096
1097 /* misc stuff that's useful */
1176 if (op->contr->mode & PU_DRINK) 1098 if (op->contr->mode & PU_KEY)
1177 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1099 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1178 { 1100 {
1179 pick_up (op, tmp); 1101 CHK_PICK_PICKUP;
1180 continue; 1102 continue;
1181 } 1103 }
1182 1104
1105 /* any of the last 4 bits set means we use the ratio for value
1106 * pickups */
1183 if (op->contr->mode & PU_POTION) 1107 if (op->contr->mode & PU_RATIO)
1184 if (tmp->type == POTION) 1108 {
1109 /* use value density to decide what else to grab */
1110 /* >=7 was >= op->contr->mode */
1111 /* >=7 is the old standard setting. Now we take the last 4 bits
1185 { 1112 */
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) 1113 wvratio = op->contr->mode & PU_RATIO;
1222 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1114 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 { 1115 {
1230 if (tmp->type == MONEY || tmp->type == GEM) 1116#if 0
1117 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1118 if (tmp->name != NULL)
1231 { 1119 {
1232 pick_up (op, tmp); 1120 fprintf (stderr, "%s", tmp->name);
1233 continue;
1234 } 1121 }
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 1122 else
1369 fprintf (stderr, "%s", tmp->arch->name); 1123 fprintf (stderr, "%s", tmp->arch->archname);
1370 fprintf (stderr, ",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1371 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1125 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1372#endif 1126#endif
1127 CHK_PICK_PICKUP;
1373 continue; 1128 continue;
1374 }
1375 } 1129 }
1376 } /* the new pickup model */ 1130 } /* the new pickup model */
1377 } 1131 }
1378 1132
1379 return !stop; 1133 return !stop;
1134}
1135
1136/* routine for both players and monsters. We call this when
1137 * there is a possibility for our action distrubing our hiding
1138 * place or invisiblity spell. Artefact invisiblity causes
1139 * "noise" instead. If we arent invisible to begin with, we
1140 * return 0.
1141 */
1142static int
1143action_makes_visible (object *op)
1144{
1145 if (op->invisible && op->flag [FLAG_ALIVE])
1146 {
1147 if (op->flag [FLAG_MAKE_INVIS])
1148 {
1149 // artefact invisibility is permanent, but we still make noise
1150 // this is important for game-balance.
1151 if (op->contr)
1152 op->make_noise ();
1153
1154 return 0;
1155 }
1156
1157 if (op->contr && op->contr->tmp_invis == 0)
1158 return 0;
1159
1160 /* If monsters, they should become visible */
1161 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1162 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1164 return 1;
1165 }
1166 }
1167
1168 return 0;
1380} 1169}
1381 1170
1382/* 1171/*
1383 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1384 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1385 * found object is returned. 1174 * found object is returned.
1386 */ 1175 */
1387object * 1176static object *
1388find_arrow (object *op, const char *type) 1177find_arrow (object *op, const char *type)
1389{ 1178{
1390 object *tmp = NULL;
1391
1392 for (op = op->inv; op; op = op->below) 1179 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) 1180 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1181 return splay (tmp);
1182
1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1184 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1185 if (object *arrow = find_arrow (tmp, type))
1186 {
1187 splay (tmp);
1396 return op; 1188 return arrow;
1189 }
1190
1397 return tmp; 1191 return 0;
1398} 1192}
1399 1193
1400/* 1194/*
1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1195 * 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 1196 * 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 1197 * 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. 1198 * the hall. Failing that it does it's best to pick the highest plus arrow.
1405 */ 1199 */
1406 1200static object *
1407object *
1408find_better_arrow (object *op, object *target, const char *type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1409{ 1202{
1410 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1411 int attacknum, attacktype, betterby = 0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1412 1205
1413 if (!type) 1206 if (!type)
1414 return NULL; 1207 return NULL;
1415 1208
1416 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1417 { 1210 {
1418 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1419 { 1212 {
1420 i = 0; 1213 i = 0;
1421 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1215
1422 if (i > betterby) 1216 if (i > betterby)
1423 { 1217 {
1424 tmp = ntmp; 1218 tmp = ntmp;
1425 betterby = i; 1219 betterby = i;
1426 } 1220 }
1427 } 1221 }
1428 else if (arrow->type == ARROW && arrow->race == type) 1222 else if (arrow->type == ARROW && arrow->race == type)
1429 { 1223 {
1430 /* allways prefer assasination/slaying */ 1224 /* allways prefer assasination/slaying */
1431 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1225 if (target->race && arrow->slaying.contains (target->race))
1432 { 1226 {
1433 if (arrow->attacktype & AT_DEATH) 1227 if (arrow->attacktype & AT_DEATH)
1434 { 1228 {
1435 *better = 100; 1229 *better = 100;
1436 return arrow; 1230 return arrow;
1444 else 1238 else
1445 { 1239 {
1446 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1240 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1447 { 1241 {
1448 attacktype = 1 << attacknum; 1242 attacktype = 1 << attacknum;
1449 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1243 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1450 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1244 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1451 { 1245 {
1452 tmp = arrow; 1246 tmp = arrow;
1453 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1247 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1454 } 1248 }
1455 } 1249 }
1250
1456 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1251 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1457 { 1252 {
1458 tmp = arrow; 1253 tmp = arrow;
1459 betterby = 2 + arrow->magic + arrow->stats.dam; 1254 betterby = 2 + arrow->magic + arrow->stats.dam;
1460 } 1255 }
1256
1461 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1257 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1462 { 1258 {
1463 tmp = arrow; 1259 tmp = arrow;
1464 betterby = 1 + arrow->magic + arrow->stats.dam; 1260 betterby = 1 + arrow->magic + arrow->stats.dam;
1465 } 1261 }
1466 } 1262 }
1467 } 1263 }
1468 } 1264 }
1265
1469 if (tmp == NULL && arrow == NULL) 1266 if (tmp == NULL && arrow == NULL)
1470 return find_arrow (op, type); 1267 return find_arrow (op, type);
1471 1268
1472 *better = betterby; 1269 *better = betterby;
1473 return tmp; 1270 return tmp;
1477 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1478 * op = the shooter 1275 * op = the shooter
1479 * type = bow->race 1276 * type = bow->race
1480 * dir = fire direction 1277 * dir = fire direction
1481 */ 1278 */
1482 1279static object *
1483object *
1484pick_arrow_target (object *op, const char *type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1485{ 1281{
1486 object *tmp = NULL; 1282 object *tmp = NULL;
1487 maptile *m; 1283 maptile *m;
1488 int i, mflags, found, number; 1284 int i, mflags, found, number;
1489 sint16 x, y; 1285 sint16 x, y;
1504 for (i = 0, found = 0; i < 20; i++) 1300 for (i = 0, found = 0; i < 20; i++)
1505 { 1301 {
1506 x += freearr_x[dir]; 1302 x += freearr_x[dir];
1507 y += freearr_y[dir]; 1303 y += freearr_y[dir];
1508 mflags = get_map_flags (m, &m, x, y, &x, &y); 1304 mflags = get_map_flags (m, &m, x, y, &x, &y);
1305
1509 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1306 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1510 { 1307 {
1511 tmp = NULL; 1308 tmp = 0;
1512 break; 1309 break;
1513 } 1310 }
1514 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1311 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1515 { 1312 {
1516 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1313 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1517 * perhaps a bad assumption. 1314 * perhaps a bad assumption.
1518 */ 1315 */
1519 tmp = NULL; 1316 tmp = 0;
1520 break; 1317 break;
1521 } 1318 }
1319
1522 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1523 {
1524 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1321 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1526 {
1527 found++;
1528 break;
1529 }
1530 if (found)
1531 break; 1323 break;
1532 }
1533 } 1324 }
1534 if (tmp == NULL) 1325
1326 if (!tmp)
1535 return find_arrow (op, type); 1327 return find_arrow (op, type);
1536 1328
1537 if (tmp->head) 1329 if (tmp->head)
1538 tmp = tmp->head; 1330 tmp = tmp->head;
1539 1331
1552 */ 1344 */
1553int 1345int
1554fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1346fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1555{ 1347{
1556 object *left, *bow; 1348 object *left, *bow;
1557 int bowspeed, mflags; 1349 int mflags;
1558 maptile *m; 1350 maptile *m;
1559 1351
1560 if (!dir) 1352 if (!dir)
1561 { 1353 {
1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1354 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1563 return 0; 1355 return 0;
1564 } 1356 }
1565 1357
1566 if (op->type == PLAYER) 1358 if (op->contr)
1567 bow = op->contr->ranges[range_bow]; 1359 bow = op->current_weapon;
1568 else 1360 else
1569 { 1361 {
1570 for (bow = op->inv; bow; bow = bow->below) 1362 for (bow = op->inv; bow; bow = bow->below)
1571 /* Don't check for applied - monsters don't apply bows - in that way, they 1363 /* 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. 1364 * don't need to switch back and forth between bows and weapons.
1577 if (!bow) 1369 if (!bow)
1578 { 1370 {
1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1371 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1580 return 0; 1372 return 0;
1581 } 1373 }
1374
1375 // optimisation: move object to top so we will find it quickly again
1376 splay (bow);
1582 } 1377 }
1583 1378
1584 if (!bow->race || !bow->skill) 1379 if (!bow->race || !bow->skill)
1585 { 1380 {
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1381 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587 return 0; 1382 return 0;
1588 } 1383 }
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 1384
1599 if (arrow == NULL) 1385 if (arrow == NULL)
1600 { 1386 {
1601 if ((arrow = find_arrow (op, bow->race)) == NULL) 1387 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 { 1388 {
1603 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1390 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 */ 1391 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1606 else 1392 else
1607 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1394
1608 return 0; 1395 return 0;
1609 } 1396 }
1610 } 1397 }
1611 1398
1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1399 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1620 } 1407 }
1621 1408
1622 /* this should not happen, but sometimes does */ 1409 /* this should not happen, but sometimes does */
1623 if (arrow->nrof == 0) 1410 if (arrow->nrof == 0)
1624 { 1411 {
1412 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1625 arrow->destroy (); 1413 arrow->destroy ();
1626 return 0; 1414 return 0;
1627 } 1415 }
1628 1416
1629 left = arrow; /* these are arrows left to the player */ 1417 left = arrow; /* these are arrows left to the player */
1630 arrow = get_split_ob (arrow, 1); 1418 arrow = arrow->split ();
1631 if (!arrow) 1419 if (!arrow)
1632 { 1420 {
1633 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1421 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1634 return 0; 1422 return 0;
1635 } 1423 }
1636 1424
1637 arrow->set_owner (op); 1425 arrow->set_owner (op);
1638 arrow->skill = bow->skill; 1426 arrow->skill = bow->skill;
1639 arrow->direction = dir; 1427 arrow->direction = dir;
1640 1428
1429 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1430 arrow->stats.hp = arrow->stats.dam;
1431 arrow->stats.grace = arrow->attacktype;
1432 arrow->custom_name = arrow->slaying;
1433
1434#if 0
1435 if (player *pl = op->contr)
1436 {
1437 float speed = pl->weapon_sp;
1438
1439 /* penalize ROF for bestarrow */
1440 if (pl->bowtype == bow_bestarrow)
1441 speed *= .9f;
1442 else
1443 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1444
1445 op->speed_left += speed - op->speed;
1446 }
1447#endif
1448
1449 SET_ANIMATION (arrow, arrow->direction);
1450
1451 /* update the speed */
1452 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1453 + bow->stats.dam / 7.f;
1454
1455 arrow->set_speed (max (arrow->speed, 2.f));
1456 arrow->speed_left = 0;
1457
1458 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1459
1641 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1642 { 1461 {
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; 1462 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1463 wc -= dex_bonus[op->stats.Dex];
1464
1465 if (!arrow->slaying)
1466 arrow->slaying = op->slaying;
1467
1468 arrow->attacktype |= op->attacktype;
1674 } 1469 }
1675 else 1470 else
1676 { 1471 {
1677 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1678 arrow->level = op->level; 1472 arrow->level = op->level;
1679 } 1473 arrow->stats.wc -= bow->magic;
1680 1474
1681 if (arrow->attacktype == AT_PHYSICAL) 1475 if (!arrow->slaying)
1476 arrow->slaying = bow->slaying;
1477
1682 arrow->attacktype |= bow->attacktype; 1478 arrow->attacktype |= bow->attacktype;
1479 }
1683 1480
1684 if (bow->slaying) 1481 wc -= arrow->level;
1685 arrow->slaying = bow->slaying; 1482 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1686 1483
1484 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1485 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1486 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1487
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1488 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1489 m->insert (arrow, sx, sy, op);
1692 1490
1693 if (!arrow->destroyed ()) 1491 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1492 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 1493
1704 return 1; 1494 return 1;
1705} 1495}
1706 1496
1707/* Special fire code for players - this takes into 1497/* Special fire code for players - this takes into
1709 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1710 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1711 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1712 * hence the function name. 1502 * hence the function name.
1713 */ 1503 */
1714int 1504static int
1715player_fire_bow (object *op, int dir) 1505player_fire_bow (object *op, int dir)
1716{ 1506{
1717 int ret = 0, wcmod = 0; 1507 int ret;
1718 1508
1719 if (op->contr->bowtype == bow_bestarrow) 1509 if (op->contr->bowtype == bow_bestarrow)
1720 { 1510 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 } 1512 }
1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1513 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 { 1514 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1515 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); 1516 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1729 } 1517 }
1730 else if (op->contr->bowtype == bow_threewide) 1518 else if (op->contr->bowtype == bow_threewide)
1731 { 1519 {
1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1520 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)]); 1521 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)]); 1522 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735 } 1523 }
1736 else if (op->contr->bowtype == bow_spreadshot) 1524 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1525 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1526 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); 1527 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); 1528 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741
1742 } 1529 }
1743 else 1530 else
1744 { 1531 {
1745 /* Simple case */ 1532 /* Simple case */
1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1533 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 } 1534 }
1535
1748 return ret; 1536 return ret;
1749} 1537}
1750
1751 1538
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1754 */ 1541 */
1755void 1542static void
1756fire_misc_object (object *op, int dir) 1543fire_misc_object (object *op, int dir)
1757{ 1544{
1758 object *item; 1545 object *item = op->contr->ranged_ob;
1759 1546
1760 if (!op->contr->ranges[range_misc]) 1547 if (!item)
1761 { 1548 {
1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1763 return; 1550 return;
1764 } 1551 }
1765 1552
1766 item = op->contr->ranges[range_misc];
1767 if (!item->inv) 1553 if (!item->inv)
1768 { 1554 {
1769 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1770 return; 1556 return;
1771 } 1557 }
1558
1559 if (!op->apply (item))
1560 return;
1561
1772 if (item->type == WAND) 1562 if (item->type == WAND)
1773 { 1563 {
1774 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1775 { 1565 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1566 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)); 1567 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1568
1778 return; 1569 return;
1779 } 1570 }
1780 } 1571 }
1781 else if (item->type == ROD || item->type == HORN) 1572 else if (item->type == ROD || item->type == HORN)
1782 { 1573 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1574 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1575
1576 // using the maximum of the rods charge allows at least one spell cast
1577 // for a rod or horn, this fixes some broken rods.
1578 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1784 { 1579 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1581
1786 if (item->type == ROD) 1582 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)); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1788 else 1584 else
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1586
1790 return; 1587 return;
1791 } 1588 }
1792 } 1589 }
1793 1590
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1591 if (cast_spell (op, item, dir, item->inv, NULL))
1795 { 1592 {
1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1593 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1594
1797 if (item->type == WAND) 1595 if (item->type == WAND)
1798 { 1596 {
1799 if (!(--item->stats.food)) 1597 if (!(--item->stats.food))
1800 { 1598 {
1801 object *tmp; 1599 object *tmp;
1802 1600
1803 if (item->arch) 1601 if (item->arch)
1804 { 1602 {
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1806 item->face = item->arch->clone.face; 1604 item->face = item->arch->face;
1807 item->set_speed (0); 1605 item->set_speed (0);
1808 } 1606 }
1809 1607
1810 if ((tmp = item->in_player ())) 1608 if (object *pl = item->visible_to ())
1811 esrv_update_item (UPD_ANIM, tmp, item); 1609 esrv_update_item (UPD_ANIM, pl, item);
1812 } 1610 }
1813 } 1611 }
1814 else if (item->type == ROD || item->type == HORN) 1612 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item); 1613 drain_rod_charge (item);
1816 } 1614 }
1817} 1615}
1818 1616
1819/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1820 */ 1618 */
1821void 1619bool
1822fire (object *op, int dir) 1620fire (object *who, int dir)
1823{ 1621{
1824 int spellcost = 0; 1622 int spellcost = 0;
1825 1623
1624 player *pl = who->contr;
1625
1626 if (pl->golem)
1627 {
1628 control_golem (who->contr->golem, dir);
1629 return false;
1630 }
1631
1632 object *ob = pl->ranged_ob;
1633
1634 if (!ob)
1635 return false;
1636
1637 if (who->speed_left > 0.f)
1638 --who->speed_left;
1639 else
1640 return false;
1641
1642 if (!who->apply (ob))
1643 return false;
1644
1826 /* check for loss of invisiblity/hide */ 1645 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op)) 1646 if (action_makes_visible (who))
1828 make_visible (op); 1647 make_visible (who);
1829 1648
1830 switch (op->contr->shoottype) 1649 switch (ob->type)
1831 { 1650 {
1832 case range_none: 1651 case BOW:
1833 return;
1834
1835 case range_bow:
1836 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1837 return; 1653 break;
1838 1654
1839 case range_magic: /* Casting spells */ 1655 case SPELL:
1840 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1656 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1841 return; 1657 break;
1842 1658
1843 case range_misc: 1659 case BUILDER:
1844 fire_misc_object (op, dir);
1845 return;
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); 1660 apply_map_builder (who, dir);
1868 return; 1661 break;
1662
1663 case SKILL:
1664 do_skill (who, who, ob, dir, 0);
1665 break;
1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1869 default: 1671 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1672 fire_misc_object (who, dir);
1871 return; 1673 break;
1872 } 1674 }
1873}
1874 1675
1676 return true;
1677}
1875 1678
1876 1679static 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) 1680find_key_ (object *pl, object *container, object *door)
1890{ 1681{
1891 object *tmp, *key; 1682 object *tmp, *key;
1892 1683
1893 /* Should not happen, but sanity checking is never bad */ 1684 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1685 if (!container->inv)
1895 return NULL; 1686 return 0;
1896 1687
1897 /* First, lets try to find a key in the top level inventory */ 1688 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1690 {
1900 if (door->type == DOOR && tmp->type == KEY) 1691 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1692 break;
1693
1902 /* For sanity, we should really check door type, but other stuff 1694 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1695 * (like containers) can be locked with special keys
1904 */ 1696 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1697 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1698 break;
1907 } 1699 }
1700
1908 /* No key found - lets search inventories now */ 1701 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1702 /* 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 1703 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1704 * a key, return
1912 */ 1705 */
1913 if (!tmp) 1706 if (!tmp)
1914 { 1707 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1708 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 {
1917 /* No reason to search empty containers */ 1709 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1710 if (tmp->type == CONTAINER && tmp->inv)
1919 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1711 if ((key = find_key_ (pl, tmp, door)))
1921 return key; 1712 return key;
1922 } 1713
1923 }
1924 if (!tmp) 1714 if (!tmp)
1925 return NULL; 1715 return 0;
1926 } 1716 }
1717
1927 /* We get down here if we have found a key. Now if its in a container, 1718 /* 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 1719 * see if we actually want to use it
1929 */ 1720 */
1930 if (pl != container) 1721 if (pl != container)
1931 { 1722 {
1932 /* Only let players use keys in containers */ 1723 /* Only let players use keys in containers */
1933 if (!pl->contr) 1724 if (!pl->contr)
1934 return NULL; 1725 return 0;
1726
1935 /* cases where this fails: 1727 /* cases where this fails:
1936 * If we only search the player inventory, return now since we 1728 * If we only search the player inventory, return now since we
1937 * are not in the players inventory. 1729 * are not in the players inventory.
1938 * If the container is not active, return now since only active 1730 * If the container is not active, return now since only active
1939 * containers can be used. 1731 * containers can be used.
1943 * inv must have been an container and must have been active. 1735 * inv must have been an container and must have been active.
1944 * 1736 *
1945 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1946 * all the others. 1738 * all the others.
1947 */ 1739 */
1948 if (pl->contr->usekeys == key_inventory || 1740 if (pl->contr->usekeys == key_inventory
1949 !QUERY_FLAG (container, FLAG_APPLIED) || 1741 || !container->flag [FLAG_APPLIED]
1950 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1951 { 1743 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 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)); 1745 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1746 return NULL;
1955 } 1747 }
1956 } 1748 }
1749
1957 return tmp; 1750 return tmp;
1751}
1752
1753/* find_key
1754 * We try to find a key for the door as passed. If we find a key
1755 * and successfully use it, we return the key, otherwise NULL
1756 * This function merges both normal and locked door, since the logic
1757 * for both is the same - just the specific key is different.
1758 * pl is the player,
1759 * inv is the objects inventory to searched
1760 * door is the door we are trying to match against.
1761 * This function can be called recursively to search containers.
1762 */
1763object *
1764find_key (object *pl, object *container, object *door)
1765{
1766 if (door->slaying && is_match_expr (door->slaying))
1767 {
1768 // for match expressions, we try to find the key by applying the match
1769 // to the op itself, which is supposed to find the "key", instead
1770 // of searching through containers ourselves.
1771
1772 return match_one (door->slaying, container, door, pl, pl);
1773 }
1774 else
1775 return find_key_ (pl, container, door);
1958} 1776}
1959 1777
1960/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1962 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1963 * 0 otherwise 1781 * 0 otherwise
1964 */ 1782 */
1965static int 1783static int
1966player_attack_door (object *op, object *door) 1784player_attack_door (object *op, object *door)
1967{ 1785{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1786 /* 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 - 1787 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1788 * otherwise, we fall through to the rest of the code.
1971 */ 1789 */
1972 object *key = find_key (op, op, door); 1790 object *key = find_key (op, op, door);
1973 1791
1974 /* IF we found a key, do some extra work */ 1792 /* If we found a key, do some extra work */
1975 if (key) 1793 if (key)
1976 { 1794 {
1977 object *container = key->env; 1795 object *container = key->env;
1978 1796
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
1981 make_visible (op); 1798 make_visible (op);
1799
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1800 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1801 spring_trap (door->inv, op);
1802
1984 if (door->type == DOOR) 1803 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1804 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1805 else if (door->type == LOCKED_DOOR)
1989 { 1806 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1807 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1991 remove_door2 (door); /* remove door without violence ;-) */ 1808 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1809 }
1810
1993 /* Do this after we print the message */ 1811 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 1812 key->decrease (); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 1813
1996 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container);
1998 return 1; /* Nothing more to do below */ 1814 return 1; /* Nothing more to do below */
1999 } 1815 }
2000 else if (door->type == LOCKED_DOOR) 1816 else if (door->type == LOCKED_DOOR)
2001 { 1817 {
2002 /* Might as well return now - no other way to open this */ 1818 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1819 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2004 return 1; 1820 return 1;
2005 } 1821 }
1822
2006 return 0; 1823 return 0;
2007} 1824}
2008 1825
2009/* This function is just part of a breakup from move_player. 1826/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 1827 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated 1828 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually 1829 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
2014 */ 1831 */
2015void 1832bool
2016move_player_attack (object *op, int dir) 1833move_player_attack (object *op, int dir)
2017{ 1834{
2018 object *tmp, *mon; 1835 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2019 sint16 nx, ny; 1836 {
2020 int on_battleground; 1837 --op->speed_left;
2021 maptile *m; 1838 return true;
1839 }
2022 1840
2023 nx = freearr_x[dir] + op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
2025 1843
2026 on_battleground = op_on_battleground (op, 0, 0); 1844 if (out_of_map (op->map, nx, ny))
1845 return false;
2027 1846
2028 /* If braced, or can't move to the square, and it is not out of the 1847 /* 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 1848 * 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 1849 * 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 1850 * 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 1851 * 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 1852 * 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 1853 * quite a bit of processing. However, it probably is less than what
2035 * move_ob uses. 1854 * move_ob uses.
2036 */ 1855 */
2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1856 maptile *m = op->map->xy_find (nx, ny);
1857
1858 /* Go through all the objects, and find ones of interest. Only stop if
1859 * we find a monster - that is something we know we want to attack.
1860 * if its a door or barrel (can roll) see if there may be monsters
1861 * on the space
1862 */
1863 object *mon;
1864 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1865 {
1866 if ((mon->flag [FLAG_ALIVE]
1867 || mon->type == LOCKED_DOOR
1868 || mon->flag [FLAG_CAN_ROLL])
1869 && mon != op)
1870 break;
2038 { 1871 }
2039 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1872
1873 if (!mon) /* This happens anytime the player tries to move */
1874 return false; /* into a wall */
1875
1876 mon = mon->head_ ();
1877
1878 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1879 if (op->contr->weapon_sp_left > 0.f)
1880 if (player_attack_door (op, mon))
1881 {
1882 --op->contr->weapon_sp_left;
1883 return true;
2040 { 1884 }
2041 m = op->map->xy_find (nx, ny); 1885
2042 if (!m) 1886 /* The following deals with possibly attacking peaceful
2043 return; /* Don't think this should happen */ 1887 * or friendly creatures. Basically, all players are considered
1888 * unaggressive. If the moving player has peaceful set, then the
1889 * object should be pushed instead of attacked. It is assumed that
1890 * if you are braced, you will not attack friends accidently,
1891 * and thus will not push them.
1892 */
1893
1894 /* If the creature is a pet, push it even if the player is not
1895 * peaceful. Our assumption is the creature is a pet if the
1896 * player owns it and it is either friendly or unagressive.
1897 */
1898 if (op->type == PLAYER
1899 && ((mon->owner && mon->owner->contr
1900 && same_party (mon->owner->contr->party, op->contr->party))
1901 || mon->owner == op)
1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1903 {
1904 /* If we're braced, we don't want to switch places with it */
1905 if (op->contr->braced)
1906 return false;
1907
1908 if (op->speed_left > 0.f)
1909 {
1910 --op->speed_left;
1911
1912 op->play_sound (sound_find ("push_player"));
1913 push_ob (mon, dir, op);
1914
1915 if (action_makes_visible (op))
1916 make_visible (op);
1917
1918 return true;
2044 } 1919 }
2045 else 1920 else
2046 m = op->map;
2047
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return; 1921 return false;
1922 }
2050 1923
2051 mon = 0; 1924 bool on_battleground = op_on_battleground (op, 0, 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 1925
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 1926 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't 1928 * someone, but put it inside this loop so that you won't
2124 * attack them either. 1929 * attack them either.
2125 */ 1930 */
2126 if ((mon->type == PLAYER || mon->enemy != op) && 1931 if ((mon->type == PLAYER || mon->enemy != op)
2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1932 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2128#ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful 1933 && ((op->contr->peaceful
2130 || (mon->type == PLAYER 1934 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground)) 1935 && !on_battleground))
1936 {
1937 if (op->speed_left > 0.f)
2137 { 1938 {
1939 --op->speed_left;
1940
2138 if (!op->contr->braced) 1941 if (!op->contr->braced)
2139 { 1942 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1943 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 1944 push_ob (mon, dir, op);
2142 } 1945 }
2143 else 1946 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 1947 op->statusmsg ("You withhold your attack");
2145 1948
2146 if (op->contr->tmp_invis || op->hide) 1949 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 1950 make_visible (op);
2148 }
2149 1951
1952 return true;
1953 }
1954 }
2150 /* If the object is a boulder or other rollable object, then 1955 /* 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. 1956 * roll it if not braced. You can't roll it if you are braced.
2152 */ 1957 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1959 {
1960 if (op->speed_left > 0.f)
2154 { 1961 {
1962 --op->speed_left;
1963
2155 recursive_roll (mon, dir, op); 1964 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 1965 if (action_makes_visible (op))
2157 make_visible (op); 1966 make_visible (op);
2158 }
2159 1967
1968 return true;
1969 }
1970 }
2160 /* Any generic living creature. Including things like doors. 1971 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 1972 * 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: 1973 * 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 1974 * 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. 1975 * that party_number -1 is no party, so attacks can still happen.
2165 */ 1976 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1978 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 1979 {
2169 1980 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 { 1981 {
2177 op->speed_left += op->speed / op->contr->weapon_sp; 1982 --op->contr->weapon_sp_left;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181 1983
2182 skill_attack (mon, op, 0, 0, 0); 1984 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 1985
2198 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2199 make_visible (op); 1987 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202}
2203 1988
2204int 1989 return true;
1990 }
1991 }
1992
1993 return false;
1994}
1995
1996bool
2205move_player (object *op, int dir) 1997move_player (object *op, int dir)
2206{ 1998{
2207 int pick;
2208
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2210 return 0; 2000 return 0;
2211 2001
2212 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9)) 2003 if (dir < 0 || dir > 8)
2214 { 2004 {
2215 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2216 return 0; 2006 return 0;
2217 } 2007 }
2218 2008
2219 /* peterm: added following line */ 2009 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 2012
2223 op->facing = dir; 2013 op->facing = dir;
2224 2014
2225 if (op->hide) 2015 if (op->flag [FLAG_HIDDEN])
2226 do_hidden_move (op); 2016 do_hidden_move (op);
2227 2017
2018 bool retval;
2019 int pick = 0;
2020
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ; 2022 retval = RESULT_INT (0);
2230 else if (op->contr->fire_on) 2023 else if (op->contr->fire_on)
2231 fire (op, dir); 2024 retval = fire (op, dir);
2232 else 2025 else
2233 { 2026 {
2234 move_player_attack (op, dir); 2027 retval = move_player_attack (op, dir);
2235 pick = check_pick (op); 2028 pick = check_pick (op);
2236 } 2029 }
2237 2030
2238 /* Add special check for newcs players and fire on - this way, the 2031 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing. 2032 * server can handle repeat firing.
2246 /* Update how the player looks. Use the facing, so direction may 2039 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities 2040 * get reset to zero. This allows for full animation capabilities
2248 * for players. 2041 * for players.
2249 */ 2042 */
2250 animate_object (op, op->facing); 2043 animate_object (op, op->facing);
2251 return 0; 2044
2045 return retval;
2252} 2046}
2253 2047
2254/* This is similar to handle_player, below, but is only used by the 2048/* This is similar to handle_player, below, but is only used by the
2255 * new client/server stuff. 2049 * new client/server stuff.
2256 * This is sort of special, in that the new client/server actually uses 2050 * This is sort of special, in that the new client/server actually uses
2257 * the new speed values for commands. 2051 * the new speed values for commands.
2258 * 2052 *
2259 * Returns true if there are more actions we can do. 2053 * Returns true if there are more actions we can do. Should not do
2054 * many actions in a row, as that would be too unfair to other
2055 * players.
2260 */ 2056 */
2261int 2057bool
2262handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2263{ 2059{
2264 if (op->contr->hidden) 2060 if (op->flag [FLAG_SCARED])
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 } 2061 {
2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2062 if (op->speed_left > 0.f)
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 } 2063 {
2282 }
2283
2284 if (QUERY_FLAG (op, FLAG_SCARED))
2285 {
2286 flee_player (op);
2287 /* If player is still scared, that is his action for this tick */
2288 if (QUERY_FLAG (op, FLAG_SCARED))
2289 {
2290 op->speed_left--; 2064 --op->speed_left;
2065 flee_player (op);
2066
2291 return 0; 2067 return true;
2292 } 2068 }
2069 else
2070 return false;
2293 } 2071 }
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 2072
2303 /* call this here - we also will call this in do_ericserver, but 2073 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2074 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2075 * called, so we recheck it here.
2306 */ 2076 */
2307 if (op->contr->ns->handle_command ()) 2077 if (op->contr->ns->handle_command ())
2308 return 1; 2078 return true;
2309 2079
2310 if (op->speed_left > 0)
2311 {
2312 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2080 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); 2081 return move_player (op, op->direction);
2322 2082
2323 return op->speed_left > 0;
2324 }
2325 }
2326
2327 return 0; 2083 return false;
2328} 2084}
2329 2085
2330int 2086static int
2331save_life (object *op) 2087save_life (object *op)
2332{ 2088{
2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2089 if (!op->flag [FLAG_LIFESAVE])
2334 return 0; 2090 return 0;
2335 2091
2336 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2338 { 2094 {
2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2095 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)); 2096 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2341 2097
2342 if (op->contr)
2343 esrv_del_item (op->contr, tmp->count);
2344
2345 tmp->destroy (); 2098 tmp->destroy ();
2346 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2347 2100
2348 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2349 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2350 2103
2351 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2352 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2353 2106
2354 op->update_stats (); 2107 op->update_stats ();
2355 return 1; 2108 return 1;
2356 } 2109 }
2357 2110
2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2359 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2360 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2361 return 0; 2114 return 0;
2362} 2115}
2363 2116
2364/* This goes throws the inventory and removes unpaid objects, and puts them 2117/* 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 2118 * 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 2119 * function will descend into containers. op is the object to start the search
2367 * from. 2120 * from.
2368 */ 2121 */
2122static void
2123drop_unpaid_items (object *op, object *env)
2124{
2125 while (op)
2126 {
2127 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2128
2129 if (op->flag [FLAG_UNPAID])
2130 op->insert_at (env);
2131 else if (op->inv)
2132 drop_unpaid_items (op->inv, env);
2133
2134 op = next;
2135 }
2136}
2137
2369void 2138void
2370remove_unpaid_objects (object *op, object *env) 2139object::drop_unpaid_items ()
2371{ 2140{
2372 object *next; 2141 if (!flag [FLAG_REMOVED])
2373 2142 ::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} 2143}
2434 2144
2435void 2145void
2436do_some_living (object *op) 2146do_some_living (object *op)
2437{ 2147{
2444 int rate_grace = 2000; 2154 int rate_grace = 2000;
2445 const int max_hp = 1; 2155 const int max_hp = 1;
2446 const int max_sp = 1; 2156 const int max_sp = 1;
2447 const int max_grace = 1; 2157 const int max_grace = 1;
2448 2158
2449 if (op->contr->outputs_sync) 2159 if (op->contr->hidden)
2160 {
2161 op->invisible = 1000;
2162 /* the socket code flashes the player visible/invisible
2163 * depending on the value of invisible, so we need to
2164 * alternate it here for it to work correctly.
2165 */
2166 if (pticks & 2)
2167 op->invisible--;
2450 { 2168 }
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2170 {
2453 flush_output_element (op, &op->contr->outputs[i]); 2171 if (!op->invisible--)
2172 {
2173 make_visible (op);
2174 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2175 }
2454 } 2176 }
2455 2177
2456 if (op->contr->ns->state == ST_PLAYING) 2178 if (op->contr->ns->state == ST_PLAYING)
2457 { 2179 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2180 /* these next three if clauses make it possible to SLOW DOWN
2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2199 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2478 else 2200 else
2479 { 2201 {
2480 gen_grace = op->stats.maxgrace; 2202 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2203 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 } 2204 }
2525 2205
2526 /* Regenerate Grace */ 2206 /* Regenerate Grace */
2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2207 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2528 if (--op->last_grace < 0) 2208 if (--op->last_grace < 0)
2549 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2229 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2550 } 2230 }
2551 /* wearing stuff doesn't detract from grace generation. */ 2231 /* wearing stuff doesn't detract from grace generation. */
2552 } 2232 }
2553 2233
2234 if (op->stats.food > 0)
2235 {
2554 /* Regenerate Hit Points */ 2236 /* Regenerate Spell Points */
2555 if (--op->last_heal < 0) 2237 if (!op->contr->golem && --op->last_sp < 0)
2556 {
2557 if (op->stats.hp < op->stats.maxhp)
2558 { 2238 {
2559 op->stats.hp++; 2239 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2560 /* dms do not consume food */ 2240
2561 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (op->stats.sp < op->stats.maxsp)
2562 { 2242 {
2243 op->stats.sp++;
2244
2245 /* dms do not consume food */
2246 if (!op->flag [FLAG_WIZ])
2247 {
2563 op->stats.food--; 2248 op->stats.food--;
2249
2564 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2565 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2252 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2567 op->stats.food = last_food; 2253 op->stats.food = last_food;
2254 }
2568 } 2255 }
2569 }
2570 2256
2571 if (max_hp > 1) 2257 if (max_sp > 1)
2572 {
2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2574 if (over_hp > 0)
2575 { 2258 {
2576 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2259 over_sp = (gen_sp + 10) / rate_sp;
2260 if (over_sp > 0)
2261 {
2262 if (op->stats.sp < op->stats.maxsp)
2263 {
2264 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2265
2266 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2267 op->stats.sp--;
2268
2269 if (op->stats.sp > op->stats.maxsp)
2270 op->stats.sp = op->stats.maxsp;
2271 }
2272
2577 op->last_heal = 0; 2273 op->last_sp = 0;
2274 }
2275 else
2276 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2578 } 2277 }
2579 else 2278 else
2279 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2280 }
2281
2282 /* Regenerate Hit Points */
2283 if (--op->last_heal < 0)
2284 {
2285 if (op->stats.hp < op->stats.maxhp)
2580 { 2286 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2287 op->stats.hp++;
2288
2289 /* dms do not consume food */
2290 if (!op->flag [FLAG_WIZ])
2291 {
2292 op->stats.food--;
2293
2294 if (op->contr->digestion < 0)
2295 op->stats.food += op->contr->digestion;
2296 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2297 op->stats.food = last_food;
2298 }
2582 } 2299 }
2300
2301 if (max_hp > 1)
2302 {
2303 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2304
2305 if (over_hp > 0)
2306 {
2307 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2308 op->last_heal = 0;
2309 }
2310 else
2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2583 } 2312 }
2584 else 2313 else
2585 {
2586 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2314 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587 } 2315 }
2588 } 2316 }
2589 2317
2590 /* Digestion */ 2318 /* Digestion */
2591 if (--op->last_eat < 0) 2319 if (--op->last_eat < 0)
2592 { 2320 {
2593#ifdef COZY_SERVER 2321 int bonus = max (0, op->contr->digestion),
2594 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2322 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 2323
2600 if (op->contr->gen_hp > 0)
2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2324 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 2325
2605 /* dms do not consume food */ 2326 /* dms do not consume food */
2606 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2607 op->stats.food--; 2328 op->stats.food--;
2608 } 2329 }
2609 2330
2610 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2611 { 2332 {
2612 object *tmp, *flesh = 0; 2333 object *flesh = 0;
2613 2334
2614 for (tmp = op->inv; tmp; tmp = tmp->below) 2335 for_inv_removable (op, tmp)
2615 { 2336 {
2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2337 if (tmp->flag [FLAG_UNPAID])
2338 continue;
2339
2340 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2617 { 2341 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2342 op->statusmsg ("You blindly grab for a bite of food. "
2619 { 2343 "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."); 2344 op->apply (tmp);
2621 manual_apply (op, tmp, 0); 2345
2622 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2623 break; 2347 break;
2624 } 2348 }
2625 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2626 flesh = tmp; 2350 flesh = tmp;
2627 } /* End if paid for object */ 2351 }
2628 } /* end of for loop */
2629 2352
2630 /* If player is still starving, it means they don't have any food, so 2353 /* If player is still starving, it means they don't have any food, so
2631 * eat flesh instead. 2354 * eat flesh instead.
2632 */ 2355 */
2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2634 { 2357 {
2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2358 op->statusmsg ("You blindly grab for a bite of food. "
2359 "H<To prevent you from starving, you ate some random item from your backpack.>");
2636 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2637 } 2361 }
2362
2363 // If player is still starving, alert him!
2364 if (op->stats.food < 0)
2365 op->failmsg ("You are starving! "
2366 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2367 }
2368
2369 if (op->stats.food < 0)
2638 } 2370 {
2371 op->stats.hp += op->stats.food;
2372 op->stats.food = 0;
2639 2373
2640 while (op->stats.food < 0 && op->stats.hp >= 0) 2374 if (op->stats.hp < 0)
2641 op->stats.food++, op->stats.hp--; 2375 {
2376 op->contr->killer = archetype::get ("killer_starvation");
2377 op->contr->killer->destroy ();
2378 }
2379 }
2642 2380
2381 /* killer should be set here already */
2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2644 kill_player (op); 2383 kill_player (op);
2645 } 2384 }
2646} 2385}
2647 2386
2648/* If the player should die (lack of hp, food, etc), we call this. 2387/* If the player should die (lack of hp, food, etc), we call this.
2651 * file. 2390 * file.
2652 */ 2391 */
2653void 2392void
2654kill_player (object *op) 2393kill_player (object *op)
2655{ 2394{
2656 char buf[MAX_BUF];
2657 int x, y; 2395 int x, y;
2658
2659 //int i;
2660 maptile *map; /* this is for resurrection */ 2396 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; 2397 int will_kill_again;
2668 archetype *at; 2398 archetype *at;
2669 object *tmp; 2399 object *tmp;
2670 2400
2671 if (save_life (op)) 2401 if (save_life (op))
2672 return; 2402 return;
2673 2403
2404 dynbuf_text deathtab;
2405
2406 /* restore player */
2407 at = archetype::find (shstr_poisoning);
2408 if (object *tmp = present_arch_in_ob (at, op))
2409 {
2410 tmp->destroy ();
2411 deathtab << "Your body feels cleansed...\r";
2412 }
2413
2414 at = archetype::find (shstr_confusion);
2415 if (object *tmp = present_arch_in_ob (at, op))
2416 {
2417 tmp->destroy ();
2418 deathtab << "Your mind feels clearer...\r";
2419 }
2420
2421 cure_disease (op, 0, 0); /* remove any disease */
2422
2423 max_it (op->stats.hp , op->stats.maxhp);
2424 max_it (op->stats.sp , op->stats.maxsp);
2425 max_it (op->stats.grace, op->stats.maxgrace);
2426 max_it (op->stats.food , 200);
2427
2428 // remove all spell effects that are active
2429 // to avoid long-term effects such as word-of-recall
2430 for (object *item = op->inv; item; )
2431 {
2432 object *next = item->below;
2433
2434 if (item->type == SPELL_EFFECT && item->active)
2435 item->destroy ();
2436
2437 item = next;
2438 }
2674 2439
2675 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2440 /* 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. 2441 * in cities ONLY!!! It is very important that this doesn't get abused.
2677 * Look at op_on_battleground() for more info --AndreasV 2442 * Look at op_on_battleground() for more info --AndreasV
2678 */ 2443 */
2679 if (op_on_battleground (op, &x, &y)) 2444 if (op_on_battleground (op, &x, &y))
2680 { 2445 {
2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2446 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 2447
2704 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2705 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2706 { 2450
2707 sprintf (buf, "%s's finger", &op->name); 2451 tmp->name = format ("%s's finger" , &op->name);
2708 tmp->name = buf; 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2709 sprintf (buf, " This finger has been cut off %s\n" 2453 tmp->msg = format (
2710 " the %s, when he was defeated at\n level %d by %s.\n", 2454 "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); 2455 &op->name, op->contr->title,
2712 tmp->msg = buf; 2456 (int)op->level,
2457 op->contr->killer_name ()
2458 );
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2459 tmp->value = 0, tmp->type = 0;
2714 tmp->materialname = NULL; 2460 tmp->material = name_to_material (shstr_organic);
2715 tmp->insert_at (op, tmp); 2461 tmp->insert_at (op, tmp);
2716 }
2717 2462
2718 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2720 op->contr->braced = 0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2721 return; 2468 return;
2722 } 2469 }
2723 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2724 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2725 2475
2726 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2727 2477
2728 if (op->stats.food < 0) 2478 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 2479
2738 /* save the map location for corpse, gravestone */ 2480 /* save the map location for corpse, gravestone */
2739 x = op->x; 2481 x = op->x;
2740 y = op->y; 2482 y = op->y;
2741 map = op->map; 2483 map = op->map;
2769 2511
2770 lost_a_stat = 0; 2512 lost_a_stat = 0;
2771 2513
2772 for (z = 0; z < num_stats_lose; z++) 2514 for (z = 0; z < num_stats_lose; z++)
2773 { 2515 {
2774 i = RANDOM () % NUM_STATS; 2516 i = rndm (NUM_STATS);
2775 2517
2776 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2777 { 2519 {
2778 /* Pick a random stat and take a point off it. Tell the player 2520 /* Pick a random stat and take a point off it. Tell the player
2779 * what he lost. 2521 * what he lost.
2786 lost_a_stat = 1; 2528 lost_a_stat = 1;
2787 } 2529 }
2788 else 2530 else
2789 { 2531 {
2790 /* deplete a stat */ 2532 /* deplete a stat */
2791 archetype *deparch = archetype::find ("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2792 object *dep; 2534 object *dep;
2793 2535
2794 dep = present_arch_in_ob (deparch, op); 2536 dep = present_arch_in_ob (deparch, op);
2795 if (!dep) 2537 if (!dep)
2796 { 2538 {
2797 dep = arch_to_object (deparch); 2539 dep = deparch->instance ();
2798 insert_ob_in_ob (dep, op); 2540 insert_ob_in_ob (dep, op);
2799 } 2541 }
2800 lose_this_stat = 1; 2542 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss) 2543 if (settings.balanced_stat_loss)
2802 { 2544 {
2830 } 2572 }
2831 } 2573 }
2832 2574
2833 if (lose_this_stat) 2575 if (lose_this_stat)
2834 { 2576 {
2835 this_stat = get_attr_value (&(dep->stats), i); 2577 this_stat = get_attr_value (&dep->stats, i);
2836 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2837 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2838 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2839 * and should be roughly the same, so it shouldn't make a 2581 * and should be roughly the same, so it shouldn't make a
2840 * difference. 2582 * difference.
2841 */ 2583 */
2842 if (this_stat >= -50) 2584 if (this_stat >= -50)
2843 { 2585 {
2844 change_attr_value (&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2845 SET_FLAG (dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2846 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2847 op->update_stats (); 2589 op->update_stats ();
2848 lost_a_stat = 1; 2590 lost_a_stat = 1;
2849 } 2591 }
2850 } 2592 }
2851 } 2593 }
2852 } 2594 }
2595
2853 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2854 if (!lost_a_stat) 2597 if (!lost_a_stat)
2855 { 2598 {
2856 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2857 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2858 const char *god = determine_god (op); 2601 shstr_tmp god = determine_god (op);
2859 2602
2860 if (god && (strcmp (god, "none"))) 2603 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); 2604 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2862 else 2605 else
2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2606 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2864 } 2607 }
2865#else 2608#else
2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2609 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2867#endif 2610#endif
2868 2611
2869 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2870 * exp loss on the stone. 2613 * exp loss on the stone.
2871 */ 2614 */
2872 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2873 sprintf (buf, "%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2874 tmp->name = buf; 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2875 sprintf (buf, "%s's gravestones", &op->name); 2618 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2876 tmp->name_pl = buf; 2619 &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; 2620 tmp->x = op->x, tmp->y = op->y;
2880 insert_ob_in_map (tmp, op->map, NULL, 0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2881 2622
2882 /**************************************/ 2623 /**************************************/
2883 /* */ 2624 /* */
2884 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2885 /* if we died cause of food, give us */
2886 /* food, and reset HP's... */
2887 /* */ 2626 /* */
2888 /**************************************/ 2627 /**************************************/
2889 2628
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)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2912 apply_death_exp_penalty (op); 2630 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 2631
2919 /* 2632 /*
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 2633 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2634 * and put them back in the map.
2923 */ 2635 */
2924 2636 op->drop_unpaid_items ();
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op);
2927 2637
2928 /****************************************/ 2638 /****************************************/
2929 /* */ 2639 /* */
2930 /* Move player to his current respawn- */ 2640 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2641 /* position (usually last savebed) */
2951 object *force; 2661 object *force;
2952 int at; 2662 int at;
2953 2663
2954 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2955 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2956 force->speed = 0.1; 2666 force->speed = 0.1f;
2957 force->speed_left = -5.0; 2667 force->speed_left = -5.f;
2958 SET_FLAG (force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2959 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2960 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2961 force->resist[at] = 100; 2671 force->resist[at] = 100;
2962 2672
2963 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2964 op->update_stats (); 2674 op->update_stats ();
2965
2966 } 2675 }
2967 2676
2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2969} 2678}
2970 2679
2971void 2680static void
2972loot_object (object *op) 2681loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2975 2684
2976 if (op->container) 2685 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2686
2979 for (tmp = op->inv; tmp; tmp = next) 2687 for (tmp = op->inv; tmp; tmp = next)
2980 { 2688 {
2981 next = tmp->below; 2689 next = tmp->below;
2982 2690
2983 if (tmp->invisible) 2691 if (tmp->invisible)
2984 continue; 2692 continue;
2985 2693
2986 tmp->remove (); 2694 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2696
2988 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2699
2991 } 2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2993 { 2701 {
2994 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2995 { 2703 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2997 tmp2->destroy ();
2998 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2706 }
3000 else 2707 else
3001 tmp->destroy (); 2708 tmp->destroy ();
3002 } 2709 }
3008/* 2715/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2717 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2718 * was changed.
3012 */ 2719 */
3013
3014void 2720void
3015fix_weight (void) 2721fix_weight ()
3016{ 2722{
3017 for_all_players (pl) 2723 for_all_players (pl)
3018 { 2724 {
3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
3020 2726
3021 if (old == sum) 2727 pl->ob->update_weight ();
3022 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
3023 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2733 }
3025 } 2734 }
3026} 2735}
3027 2736
3028void 2737void
3029fix_luck (void) 2738fix_luck ()
3030{ 2739{
3031 for_all_players (pl) 2740 for_all_players (pl)
3032 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
3033 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
3034} 2743}
3071} 2780}
3072 2781
3073void 2782void
3074make_visible (object *op) 2783make_visible (object *op)
3075{ 2784{
3076 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3077 op->invisible = 0; 2786 op->invisible = 0;
2787
3078 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3079 { 2789 {
3080 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 2791 op->contr->invis_race = 0;
3082 } 2792 }
2793
3083 update_object (op, UP_OBJ_FACE); 2794 update_object (op, UP_OBJ_CHANGE);
3084} 2795}
3085 2796
3086int 2797int
3087is_true_undead (object *op) 2798is_true_undead (object *op)
3088{ 2799{
3089 object *tmp = NULL; 2800 if (op->arch->flag [FLAG_UNDEAD])
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092 return 1; 2801 return 1;
3093 2802
3094 return 0; 2803 return 0;
3095} 2804}
3096 2805
3097/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3098 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3099 * indicate greater hideability. 2808 * indicate greater hideability.
3100 */ 2809 */
3101
3102int 2810int
3103hideability (object *ob) 2811hideability (object *ob)
3104{ 2812{
3105 int i, level = 0, mflag; 2813 int i, level = 0, mflag;
3106 sint16 x, y; 2814 sint16 x, y;
3107 2815
3108 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3109 return 0; 2817 return 0;
3110 2818
3111 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3112 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3113 2821
3114 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3115 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3116 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3117 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3118 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3119 2827
3120 /* scan through all nearby squares for terrain to hide in */ 2828 /* 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]) 2829 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3122 { 2832 {
3123 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3124 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3125 {
3126 continue; 2835 continue;
3127 } 2836
3128 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3129 level += 2; 2838 level += 2;
3130 else /* open terrain! */ 2839 else /* open terrain! */
3131 level -= 1; 2840 level -= 1;
3132 } 2841 }
3140/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3141 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3142 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3143 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3144 */ 2853 */
3145
3146void 2854void
3147do_hidden_move (object *op) 2855do_hidden_move (object *op)
3148{ 2856{
3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3150 object *skop;
3151 2858
3152 if (!op || !op->map) 2859 if (!op || !op->map)
3153 return; 2860 return;
3154 2861
3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2862 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863 int num = random_roll (0, 19, op, PREFER_LOW);
3156 2864
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 2865 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3159 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3160 { 2868 {
3170 num -= hide; 2878 num -= hide;
3171 2879
3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3173 { 2881 {
3174 make_visible (op); 2882 make_visible (op);
2883
3175 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3177 } 2886 }
3178 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2888 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3194 2903
3195 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3196 player = 1; 2905 player = 1;
3197 2906
3198 else 2907 else
3199 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3200 2909
3201 /* search adjacent squares */ 2910 /* search adjacent squares */
3202 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3203 { 2912 {
3204 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3213 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3214 continue; 2923 continue;
3215 2924
3216 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3217 { 2926 {
3218 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2927 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3219 return 1; 2928 return 1;
3220 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3221 { 2930 {
3222 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3223 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3224 return 1; 2933 return 1;
3225 } 2934 }
3226 } 2935 }
3227 } 2936 }
3228 return 0; 2937 return 0;
3232 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3233 * but we dont worry if the object isnt the top one in 2942 * but we dont worry if the object isnt the top one in
3234 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3235 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3236 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3237 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3238 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3239 * imply the way your head, or body is facing? Its possible 2948 * 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. 2949 * for them to differ. Sigh, this fctn could get a bit more complex.
3241 * -b.t. 2950 * -b.t.
3242 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3243 */ 2952 */
3244
3245int 2953int
3246player_can_view (object *pl, object *op) 2954player_can_view (object *pl, object *op)
3247{ 2955{
3248 rv_vector rv; 2956 rv_vector rv;
3249 int dx, dy; 2957 int dx, dy;
3261 2969
3262 get_rangevector (pl, op, &rv, 0x1); 2970 get_rangevector (pl, op, &rv, 0x1);
3263 2971
3264 /* starting with the 'head' part, lets loop 2972 /* starting with the 'head' part, lets loop
3265 * through the object and find if it has any 2973 * through the object and find if it has any
3266 * part that is in the los array but isnt on 2974 * part that is in the los array but isn't on
3267 * a blocked los square. 2975 * a blocked los square.
3268 * we use the archetype to figure out offsets. 2976 * we use the archetype to figure out offsets.
3269 */ 2977 */
3270 while (op) 2978 while (op)
3271 { 2979 {
3272 dx = rv.distance_x + op->arch->clone.x; 2980 dx = rv.distance_x + op->arch->x;
3273 dy = rv.distance_y + op->arch->clone.y; 2981 dy = rv.distance_y + op->arch->y;
3274 2982
3275 /* only the viewable area the player sees is updated by LOS 2983 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; 2984 return 1;
2985
3283 op = op->more; 2986 op = op->more;
3284 } 2987 }
3285 return 0;
3286}
3287 2988
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; 2989 return 0;
3314} 2990}
3315 2991
3316/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3317 * a player) is standing on a valid battleground-tile, 2993 * 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 2998 * Default is to do the same as before, so only people wanting to have different points need worry about this
3323 */ 2999 */
3324int 3000int
3325op_on_battleground (object *op, int *x, int *y) 3001op_on_battleground (object *op, int *x, int *y)
3326{ 3002{
3327 object *tmp;
3328
3329 /* A battleground-tile needs the following attributes to be valid: 3003 /* 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), 3004 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3331 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3332 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3333 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3334 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3335 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3336 { 3010 {
3337 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3338 { 3012 {
3339 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3013 if (tmp->flag [FLAG_NO_PICK]
3340 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3014 && tmp->type == BATTLEGROUND
3015 && tmp->name == shstr_battleground
3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3341 { 3017 {
3342 /*before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3343 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3019 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) 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3348 { 3022 {
3349 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3350 {
3351 if (x != NULL && y != NULL) 3023 if (x && y)
3352 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3353 return 1; 3026 return 1;
3354 }
3355 } 3027 }
3356 } 3028
3357 if (x != NULL && y != NULL) 3029 if (x && y)
3358 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3359 return 1; 3032 return 1;
3360 } 3033 }
3361 } 3034 }
3362 } 3035 }
3036
3363 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3364 return 0; 3038 return 0;
3365} 3039}
3366 3040
3367/* 3041/*
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3058 int i = 0, j = 0;
3385 3059
3386 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3389 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3391 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3393 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3395 3069
3396 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3397 return; 3071 return;
3398 3072
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3073 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]); */ 3077 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3404 return; 3078 return;
3405 } 3079 }
3406 3080
3407 /* everything seems okay - now bring on the gift: */ 3081 /* everything seems okay - now bring on the gift: */
3408 item = &(tr->item->clone); 3082 item = tr->item;
3409 3083
3410 if (item->type == SPELL) 3084 if (item->type == SPELL)
3411 { 3085 {
3412 if (check_spell_known (who, item->name)) 3086 if (check_spell_known (who, item->name))
3413 return; 3087 return;
3472 { 3146 {
3473 /* forces in the treasurelist can alter the player's stats */ 3147 /* forces in the treasurelist can alter the player's stats */
3474 object *skin; 3148 object *skin;
3475 3149
3476 /* first get the dragon skin force */ 3150 /* 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) 3151 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3479 ; 3152 ;
3480 3153
3481 if (!skin) 3154 if (!skin)
3482 return; 3155 return;
3483 3156
3497 else 3170 else
3498 j = 1; 3171 j = 1;
3499 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3500 } 3173 }
3501 } 3174 }
3175
3502 strcat (buf, "."); 3176 strcat (buf, ".");
3503 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3504 } 3178 }
3505 3179
3506 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3507 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3508 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3509 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3510 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3511 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3512 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3513 3187
3514 /* print message if there is one */ 3188 /* print message if there is one */
3515 if (item->msg != NULL) 3189 if (item->msg != NULL)
3516 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3517 } 3191 }
3518 else 3192 else
3519 { 3193 {
3520 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3521 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3522 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3196 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); 3197 who->insert (tmp);
3524 if (who->type == PLAYER)
3525 esrv_send_item (who, tmp);
3526 } 3198 }
3527} 3199}
3528 3200
3529/** 3201//-GPL
3530 * Unready an object for a player. This function does nothing if the object was 3202
3531 * not readied. 3203sint8
3532 */ 3204player::darkness_at (maptile *map, int x, int y) const
3205{
3206 if (!ns)
3207 return LOS_BLOCKED;
3208
3209 int dx, dy;
3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3211 return LOS_BLOCKED;
3212
3213 x += dx - ns->current_x;
3214 y += dy - ns->current_y;
3215
3216 return blocked_los (x, y);
3217}
3218
3533void 3219void
3534player_unready_range_ob (player *pl, object *ob) 3220player::infobox (const char *title, const char *msg, int color)
3535{ 3221{
3536 rangetype i; 3222 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3537
3538 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3539 {
3540 if (pl->ranges[i] == ob)
3541 {
3542 pl->ranges[i] = NULL;
3543 if (pl->shoottype == i)
3544 {
3545 pl->shoottype = range_none;
3546 }
3547 }
3548 }
3549} 3223}
3224
3225void
3226player::statusmsg (const char *msg, int color)
3227{
3228 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3229}
3230
3231void
3232player::failmsg (const char *msg, int color)
3233{
3234 play_sound (sound_find ("generic_failure"));
3235 statusmsg (msg, color);
3236}
3237
3238void
3239object::failmsgf (const char *format, ...)
3240{
3241 if (!contr)
3242 return;
3243
3244 va_list ap;
3245 va_start (ap, format);
3246 contr->failmsg (vformat (format, ap));
3247 va_end (ap);
3248}
3249
3250void
3251player::failmsgf (const char *format, ...)
3252{
3253 va_list ap;
3254 va_start (ap, format);
3255 failmsg (vformat (format, ap));
3256 va_end (ap);
3257}
3258

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