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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 1.287 by root, Sat Aug 13 23:09:54 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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
27#include <algorithm>
28#include <functional>
29
25#include <global.h> 30#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 31#include <sproto.h>
28#include <sounds.h> 32#include <sounds.h>
29#include <living.h> 33#include <living.h>
30#include <object.h> 34#include <object.h>
31#include <spells.h> 35#include <spells.h>
32#include <skills.h> 36#include <skills.h>
33 37
34#include <algorithm>
35#include <functional>
36
37playervec players; 38playervec players;
38
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152 39
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);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
263 135
264 ob->update_stats (); 136 ob->update_stats ();
137
265 ns->floorbox_update (); 138 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
269 141
270 activate (); 142 activate ();
271 143
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
278} 146}
279 147
280void 148void
281player::disconnect () 149player::disconnect ()
282{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
283 if (ns) 157 if (ns)
284 { 158 {
285 if (active) 159 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 161
288 INVOKE_PLAYER (DISCONNECT, this); 162 INVOKE_PLAYER (DISCONNECT, this);
289 163
164 ns->reset_stats ();
290 ns->pl = 0; 165 ns->pl = 0;
291 this->ns = 0; 166 ns = 0;
292 } 167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
293 172
294 deactivate (); 173 deactivate ();
295} 174}
175
176//-GPL
296 177
297// the need for this function can be explained 178// the need for this function can be explained
298// by load_object not returning the object 179// by load_object not returning the object
299void 180void
300player::set_object (object *op) 181player::set_object (object *op)
301{ 182{
302 ob = op; 183 ob = observe = viewpoint = op;
303 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
304 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
305 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
306 ob->speed = 1.0; 188
307 ob->direction = 5; /* So player faces south */ 189 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} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
313 207
314player::player () 208player::player ()
315{ 209{
316 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point. 211 * we deal with that below this point.
318 */ 212 */
319 outputs_sync = 16; /* Every 2 seconds */ 213 outputs_sync = 4;
320 outputs_count = 8; /* Keeps present behaviour */ 214 outputs_count = 4;
321 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
322 216
323 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
324 218
325 gen_sp_armour = 10; 219 gen_sp_armour = 10;
326 last_speed = -1;
327 shoottype = range_none;
328 bowtype = bow_normal; 220 bowtype = bow_normal;
329 petmode = pet_normal; 221 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers; 222 usekeys = containers;
332 last_weapon_sp = -1;
333 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
334 do_los = 1; 224 do_los = 1;
335 225
336 /* we need to clear these to -1 and not zero - otherwise, 226 weapon_sp = 1.0f;
337 * if a player quits and starts a new character, we wont 227 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} 228}
350 229
351void 230void
352player::do_destroy () 231player::do_destroy ()
353{ 232{
354 disconnect (); 233 disconnect ();
355 234
356 attachable::do_destroy (); 235 attachable::do_destroy ();
357 236
358 if (ob) 237 if (ob)
359 {
360 ob->destroy_inv (false);
361 ob->destroy (); 238 ob->destroy ();
362 } 239
240 ob = observe = viewpoint = 0;
363} 241}
364 242
365player::~player () 243player::~player ()
366{ 244{
367 /* Clear item stack */ 245 /* Clear item stack */
368 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
369} 275}
370 276
371/* Tries to add player on the connection passed in ns. 277/* 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 278 * All we can really get in this is some settings like host and display
373 * mode. 279 * mode.
375player * 281player *
376player::create () 282player::create ()
377{ 283{
378 player *pl = new player; 284 player *pl = new player;
379 285
380 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
381 set_first_map (pl->ob); 292 set_first_map (pl->ob);
382 293
383 return pl; 294 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} 295}
413 296
414object * 297object *
415get_nearest_player (object *mon) 298get_nearest_player (object *mon)
416{ 299{
417 object *op = NULL; 300 object *op = NULL;
418 objectlink *ol; 301 objectlink *ol;
419 unsigned lastdist; 302 unsigned lastdist;
420 rv_vector rv; 303 rv_vector rv;
421 304
422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
423 { 306 {
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)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
451 continue; 308 continue;
452 309
453 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
454 { 311 {
516 */ 373 */
517int 374int
518path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
519{ 376{
520 rv_vector rv; 377 rv_vector rv;
521 sint16 x, y;
522 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
523 maptile *m, *lastmap;
524 379
525 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
526 381
527 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
528 return 0; 383 return 0;
529 384
530 x = mon->x; 385 mapxy pos (mon);
531 y = mon->y;
532 m = mon->map;
533 dir = rv.direction; 386 dir = rv.direction;
534 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 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); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
536 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
537 if (diff > max) 391 if (diff > max)
538 return 0; 392 return 0;
393
539 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
540 { 395 {
541 lastx = x; 396 mapxy lastpos = pos;
542 lasty = y;
543 lastmap = m;
544 x = lastx + freearr_x[dir];
545 y = lasty + freearr_y[dir];
546 397
547 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
548 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
549 399
550 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
551 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
552 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
553 { 404 {
554 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
555 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
556 */ 407 */
557 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
558 if (rv.direction != dir) 409 if (rv.direction != dir)
559 { 410 {
560 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
561 * the values so it will try again. 412 * the values so it will try again.
562 */ 413 */
563 x = lastx;
564 y = lasty;
565 m = lastmap; 414 pos = lastpos;
566 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
567 } 416 }
568 else 417 else
569 { 418 {
570 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
577 */ 426 */
578 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
579 { 428 {
580 if (i == 0) 429 if (i == 0)
581 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
582 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
583 * since the direction that the creature should move in 433 * since the direction that the creature should move in
584 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
585 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
586 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
588 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
589 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
590 * the last direction the creature has successfully 440 * the last direction the creature has successfully
591 * moved. 441 * moved.
592 */ 442 */
593
594 x = lastx + freearr_x[absdir (lastdir + i)];
595 y = lasty + freearr_y[absdir (lastdir + i)];
596 m = lastmap; 443 pos = lastpos;
597 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
598 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
599 continue; 447 continue;
600 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
601 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
602 continue; 452 continue;
603 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
604 continue; 455 continue;
605 456
606 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
607 break; 458 break;
608 } 459 }
460
609 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
610 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
611 */ 463 */
612 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
613 return 0; 465 return 0;
466
614 diff--; 467 diff--;
615 lastdir = dir; 468 lastdir = dir;
616 max--; 469 max--;
617 if (!firstdir) 470 if (!firstdir)
618 firstdir = dir + i; 471 firstdir = dir + i;
622 { 475 {
623 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
624 diff--; 477 diff--;
625 max--; 478 max--;
626 lastdir = dir; 479 lastdir = dir;
480
627 if (!firstdir) 481 if (!firstdir)
628 firstdir = dir; 482 firstdir = dir;
629 } 483 }
484
630 if (diff <= 1) 485 if (diff <= 1)
631 { 486 {
632 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance. 488 * headed toward player for entire distance.
634 */ 489 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 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); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
637 } 492 }
493
638 if (diff > max) 494 if (diff > max)
639 return 0; 495 return 0;
640 } 496 }
497
641 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
642 if (!max) 499 if (!max)
643 return 0; 500 return 0;
644 501
645 return firstdir; 502 return firstdir;
646} 503}
647 504
648void 505void
649give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
650{ 507{
651 object *op, *next = NULL;
652
653 if (pl->randomitems != NULL) 508 if (pl->randomitems)
654 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
655 510
656 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
657 { 512 {
658 next = op->below; 513 next = op->below;
659 514
660 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
661 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
662 */ 517 */
663 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
664 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
665 520
666 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
667 * by this player due to race restrictions 522 * by this player due to race restrictions
668 */ 523 */
669 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
670 { 525 {
671 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
672 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
673 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
674 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
675 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
676 { 533 {
677 op->destroy (); 534 op->destroy ();
678 continue; 535 continue;
679 } 536 }
680 } 537 }
681 538
682 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
683 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
684 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
685 * a first level treasurelist for each skill.)
686 * remove duplicate skills also
687 */ 542 */
688 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
689 { 544 {
690 object *tmp;
691
692 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
693 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
694 break;
695
696 if (tmp)
697 { 547 {
698 op->destroy (); 548 op->destroy ();
699 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
700 continue;
701 } 550 }
702 551
703 if (op->nrof > 1) 552 if (op->nrof > 1)
704 op->nrof = 1; 553 op->nrof = 1;
705 } 554 }
706 555
707 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
708 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
709 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
710 }
711 558
712 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
713 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
714 * merged properly. 561 * merged properly.
715 */ 562 */
716 if (need_identify (op)) 563 if (op->need_identify ())
717 {
718 SET_FLAG (op, FLAG_IDENTIFIED);
719 CLEAR_FLAG (op, FLAG_CURSED);
720 CLEAR_FLAG (op, FLAG_DAMNED);
721 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
722 if (op->type == SPELL) 570 if (op->type == SPELL)
723 { 571 {
724 op->destroy (); 572 op->destroy ();
725 continue; 573 continue;
726 } 574 }
727 else if (op->type == SKILL) 575 else if (op->type == SKILL)
728 { 576 {
729 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
730 op->stats.exp = 0; 578 op->stats.exp = 0;
731 op->level = 1; 579 op->level = 1;
732 } 580 }
733 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
734 else 582 op->set_flag (FLAG_INV_LOCKED);
735 SET_FLAG (op, FLAG_INV_LOCKED);
736 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
737 584
738 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
739 link_player_skills (pl); 586 pl->contr->link_skills ();
740} 587}
741 588
742void 589void
743get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
744{ 591{
754 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
755} 602}
756 603
757/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
758static int 605static int
759roll_stat (void) 606roll_stat ()
760{ 607{
761 int a[4], i, j, k; 608 int a[4], i, j, k;
762 609
763 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
764 a[i] = (int) RANDOM () % 6 + 1; 611 a[i] = rndm (1, 6);
765 612
766 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
767 if (a[i] < k) 614 if (a[i] < k)
768 k = a[i], j = i; 615 k = a[i], j = i;
769 616
775} 622}
776 623
777void 624void
778object::roll_stats () 625object::roll_stats ()
779{ 626{
780 int statsort [7]; 627 int statsort [NUM_STATS];
781 628
782 for (;;) 629 for (;;)
783 { 630 {
784 int sum = 0; 631 int sum = 0;
785 for (int i = 7; i--; ) 632 for (int i = NUM_STATS; i--; )
786 sum += statsort [i] = roll_stat (); 633 sum += statsort [i] = roll_stat ();
787 634
788 if (sum >= 82 && sum <= 116) 635 if (sum >= 82 && sum <= 116)
789 break; 636 break;
790 } 637 }
791 638
792 // Sort the stats so that rerolling is easier... 639 // Sort the stats so that rerolling is easier...
793 std::sort (statsort, statsort + 7, std::greater<int>()); 640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
794 641
642 for (int i = 0; i < NUM_STATS; ++i)
795 stats.Str = statsort[0]; 643 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];
802 644
803 stats.exp = 0; 645 stats.exp = 0;
804 stats.ac = 0; 646 stats.ac = 0;
805 647
806 stats.hp = stats.maxhp; 648 stats.hp = stats.maxhp;
818} 660}
819 661
820void 662void
821object::swap_stats (int a, int b) 663object::swap_stats (int a, int b)
822{ 664{
823 int tmp = get_attr_value (&contr->orig_stats, a); 665 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);
826 666
667 for (int i = 0; i < NUM_STATS; ++i)
827 stats.Str = contr->orig_stats.Str; 668 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;
834 669
835 //TODO: the following code looks so borked and should, at the very least, 670 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats 671 // be merged with the similar code in roll_stats
837 stats.ac = 0; 672 stats.ac = 0;
838 673
857static void 692static void
858start_info (object *op) 693start_info (object *op)
859{ 694{
860 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
861 696
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 698 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} 699}
867 700
868/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
871 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
872 * not the class. 705 * not the class.
873 */ 706 */
874int 707void
875key_change_class (object *op, char key) 708player::chargen_race_done ()
876{ 709{
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 */ 710 /* this must before then initial items are given */
884 esrv_new_player (op->contr, op->weight + op->carrying); 711 esrv_new_player (ob->contr);
885 712
886 treasurelist *tl = find_treasurelist ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
887 if (tl) 714 if (tl)
888 create_treasure (tl, op, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
889 716
890 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
891 INVOKE_PLAYER (LOGIN, op->contr);
892 718
893 op->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
894 720
895 if (op->msg) 721 if (ob->msg)
896 op->msg = NULL; 722 ob->msg = 0;
897 723
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); 724 start_info (ob);
908 CLEAR_FLAG (op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
909 give_initial_items (op, op->randomitems); 726 give_initial_items (ob, ob->randomitems);
910 link_player_skills (op);
911 esrv_send_inventory (op, op); 727 esrv_send_inventory (ob, ob);
912 op->update_stats (); 728 ob->update_stats ();
913 729
914 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
915 * is one for this race 731 * is one for this race
916 */ 732 */
917 if (*first_map_ext_path) 733 if (*first_map_ext_path)
918 { 734 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 735 else
933 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
934 738
935 return 0; 739void
936 } 740player::chargen_race_next ()
937 741{
938 /* Following actually changes the race - this is the default command 742 /* Following actually changes the race - this is the default command
939 * if we don't match with one of the options above. 743 * if we don't match with one of the options above.
940 */ 744 */
941 745
942 tmp_loop = 0; 746 do
943 while (!tmp_loop)
944 { 747 {
945 shstr name = op->name; 748 shstr name = ob->name;
946 int x = op->x, y = op->y; 749 int x = ob->x, y = ob->y;
947 750
948 op->remove_statbonus (); 751 ob->remove_statbonus ();
949 op->remove (); 752 ob->remove ();
950 op->arch = get_player_archetype (op->arch); 753 ob->arch = get_player_archetype (ob->arch);
951 op->arch->clone.copy_to (op); 754 ob->arch->copy_to (ob);
952 op->instantiate (); 755 ob->instantiate ();
953 op->stats = op->contr->orig_stats; 756 ob->stats = ob->contr->orig_stats;
954 op->name = op->name_pl = name; 757 ob->name = ob->name_pl = name;
955 op->x = x; 758 ob->x = x;
956 op->y = y; 759 ob->y = y;
957 SET_ANIMATION (op, 2); /* So player faces south */ 760 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (op, op->map, op, 0); 761 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (op->contr->title, op->arch->clone.name); 762 assign (ob->contr->title, ob->arch->object::name);
960 op->add_statbonus (); 763 ob->add_statbonus ();
961 tmp_loop = allowed_class (op);
962 } 764 }
765 while (!allowed_class (ob));
963 766
964 update_object (op, UP_OBJ_FACE); 767 update_object (ob, UP_OBJ_FACE);
965 esrv_update_item (UPD_FACE, op, op); 768 esrv_update_item (UPD_FACE, ob, ob);
966 op->update_stats (); 769 ob->update_stats ();
967 op->stats.hp = op->stats.maxhp; 770 ob->stats.hp = ob->stats.maxhp;
968 op->stats.sp = op->stats.maxsp; 771 ob->stats.sp = ob->stats.maxsp;
969 op->stats.grace = 0; 772 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} 773}
977 774
978void 775static void
979flee_player (object *op) 776flee_player (object *op)
980{ 777{
981 int dir, diff; 778 int dir, diff;
982 rv_vector rv; 779 rv_vector rv;
983 780
984 if (op->stats.hp < 0) 781 if (op->stats.hp < 0)
985 { 782 {
986 LOG (llevDebug, "Fleeing player is dead.\n"); 783 LOG (llevDebug, "Fleeing player is dead.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 784 op->clr_flag (FLAG_SCARED);
988 return; 785 return;
989 } 786 }
990 787
991 if (op->enemy == NULL) 788 if (!op->enemy)
992 { 789 {
993 LOG (llevDebug, "Fleeing player had no enemy.\n"); 790 LOG (llevDebug, "Fleeing player had no enemy.\n");
994 CLEAR_FLAG (op, FLAG_SCARED); 791 op->clr_flag (FLAG_SCARED);
995 return; 792 return;
996 } 793 }
997 794
998 /* Seen some crashes here. Since we don't store an 795 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 { 796 {
1004 CLEAR_FLAG (op, FLAG_SCARED);
1005 op->enemy = NULL; 797 op->enemy = NULL;
1006 return; 798 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; 799 return;
1014 } 800 }
1015 801
1016 get_rangevector (op, op->enemy, &rv, 0); 802 get_rangevector (op, op->enemy, &rv, 0);
1017 803
1018 dir = absdir (4 + rv.direction); 804 dir = absdir (4 + rv.direction);
1019 for (diff = 0; diff < 3; diff++) 805 for (diff = 0; diff < 3; diff++)
1020 { 806 {
1021 int m = 1 - (RANDOM () & 2); 807 int m = 1 - rndm (2) * 2;
1022 808
1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 809 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1024 return; 810 return;
1025 } 811 }
1026 812
1027 /* Cornered, get rid of scared */ 813 /* Cornered, get rid of scared */
1028 CLEAR_FLAG (op, FLAG_SCARED); 814 op->clr_flag (FLAG_SCARED);
1029 op->enemy = NULL; 815 op->enemy = NULL;
1030} 816}
1031 817
1032
1033/* check_pick sees if there is stuff to be picked up/picks up stuff. 818/* 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 819 * It returns 1 if the player should keep on moving, 0 if he should
1035 * stop. 820 * stop.
1036 */ 821 */
1037int 822int
1038check_pick (object *op) 823check_pick (object *op)
1039{ 824{
1040 object *tmp, *next; 825 object *tmp, *next;
1041 int stop = 0; 826 int stop = 0;
1042 int j, k, wvratio; 827 int wvratio;
1043 char putstring[128], tmpstr[16];
1044 828
1045 /* if you're flying, you cna't pick up anything */ 829 /* if you're flying, you can't pick up anything */
1046 if (op->move_type & MOVE_FLYING) 830 if (op->move_type & MOVE_FLYING)
1047 return 1; 831 return 1;
1048 832
1049 next = op->below; 833 next = op->below;
834
835 int cnt = MAX_ITEM_PER_ACTION;
836#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1050 837
1051 /* loop while there are items on the floor that are not marked as 838 /* loop while there are items on the floor that are not marked as
1052 * destroyed */ 839 * destroyed */
1053 while (next && !next->destroyed ()) 840 while (next && !next->destroyed ())
1054 { 841 {
1055 tmp = next; 842 tmp = next;
1056 next = tmp->below; 843 next = tmp->below;
1057 844
845 if (cnt <= 0)
846 {
847 op->failmsg ("Couldn't pickup all items at once.");
848 return 0;
849 }
850
1058 if (op->destroyed ()) 851 if (op->destroyed ())
1059 return 0; 852 return 0;
1060 853
1061 if (!can_pick (op, tmp)) 854 if (!can_pick (op, tmp))
1062 continue; 855 continue;
1063 856
1064 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 857 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1065 { 858 {
1066 if (item_matched_string (op, tmp, op->contr->search_str)) 859 if (item_matched_string (op, tmp, op->contr->search_str))
1067 pick_up (op, tmp); 860 CHK_PICK_PICKUP;
861
1068 continue; 862 continue;
1069 } 863 }
1070 864
1071 /* high not bit set? We're using the old autopickup model */ 865 /* pickup handling */
866 if (op->contr->mode & PU_DEBUG)
867 {
868 /* some debugging code to figure out item information */
869 const char *str = tmp->name
870 ? format ("item name: %s item type: %d weight/value: %d",
871 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
872 : format ("item name: %s item type: %d weight/value: %d",
873 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
874
875 new_draw_info (NDI_UNIQUE, 0, op, str);
876 }
877
878 if (op->contr->mode & PU_INHIBIT)
879 return 1;
880
881 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
882 return 1;
883
884 /* philosophy:
885 * It's easy to grab an item type from a pile, as long as it's
886 * generic. This takes no game-time. For more detailed pickups
887 * and selections, select-items should be used. This is a
888 * grab-as-you-run type mode that's really useful for arrows for
889 * example.
890 * The drawback: right now it has no frontend, so you need to
891 * stick the bits you want into a calculator in hex mode and then
892 * convert to decimal and then 'pickup <#>
893 */
894
895 /* the first two modes are exclusive: if NOTHING we return, if
896 * STOP then we stop. All the rest are applied sequentially,
897 * meaning if any test passes, the item gets picked up. */
898
899 /* if mode is set to pick nothing up, return */
900 if (op->contr->mode == PU_NOTHING)
901 return 1;
902
903 /* if mode is set to stop when encountering objects, return */
904 /* take STOP before INHIBIT since it doesn't actually pick
905 * anything up */
906 if (op->contr->mode & PU_STOP)
907 return 0;
908
909 /* useful for going into stores and not losing your settings... */
910 /* and for battles wher you don't want to get loaded down while
911 * fighting */
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 /* prevent us from turning into auto-thieves :) */
916 if (tmp->flag [FLAG_UNPAID])
917 continue;
918
919 /* ignore known cursed objects */
920 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
921 continue;
922
923 /* all food and drink if desired */
924 /* question: don't pick up known-poisonous stuff? */
1072 if (!(op->contr->mode & PU_NEWMODE)) 925 if (op->contr->mode & PU_FOOD)
926 if (tmp->type == FOOD)
1073 { 927 {
1074 switch (op->contr->mode) 928 CHK_PICK_PICKUP;
929 continue;
930 }
931
932 if (op->contr->mode & PU_DRINK)
933 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
934 {
935 CHK_PICK_PICKUP;
936 continue;
937 }
938
939 if (op->contr->mode & PU_POTION)
940 if (tmp->type == POTION)
941 {
942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 /* spellbooks, skillscrolls and normal books/scrolls */
947 if (op->contr->mode & PU_SPELLBOOK)
948 if (tmp->type == SPELLBOOK)
949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_SKILLSCROLL)
955 if (tmp->type == SKILLSCROLL)
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_READABLES)
962 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* wands/staves/rods/horns */
969 if (op->contr->mode & PU_MAGIC_DEVICE)
970 if (tmp->type == WAND
971 || tmp->type == ROD
972 || tmp->type == HORN
973 || tmp->type == POWER_CRYSTAL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 /* pick up all magical items */
980 if (op->contr->mode & PU_MAGICAL)
981 if (tmp->flag [FLAG_KNOWN_MAGICAL]
982 && !tmp->flag [FLAG_KNOWN_CURSED])
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_VALUABLES)
989 {
990 if (tmp->type == MONEY || tmp->type == GEM)
1075 { 991 {
1076 case 0: 992 CHK_PICK_PICKUP;
1077 return 1; /* don't pick up */ 993 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 } 994 }
1109 } 995 }
1110 else 996
1111 { /* old model */ 997 /* rings & amulets - talismans seems to be typed AMULET */
1112 /* NEW pickup handling */
1113 if (op->contr->mode & PU_DEBUG) 998 if (op->contr->mode & PU_JEWELS)
999 if (tmp->type == RING
1000 || tmp->type == AMULET
1001 || tmp->type == GIRDLE
1002 || tmp->type == SKILL_TOOL)
1114 { 1003 {
1115 /* some debugging code to figure out item information */ 1004 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; 1005 continue;
1006 }
1162 1007
1163 /* ignore known cursed objects */ 1008 /* we don't forget dragon food */
1164 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1009 if (op->contr->mode & PU_FLESH)
1010 if (tmp->type == FLESH)
1011 {
1012 CHK_PICK_PICKUP;
1165 continue; 1013 continue;
1014 }
1166 1015
1167 /* all food and drink if desired */ 1016 /* bows and arrows. Bows are good for selling! */
1168 /* question: don't pick up known-poisonous stuff? */ 1017 if (op->contr->mode & PU_BOW)
1018 if (tmp->type == BOW)
1019 {
1020 CHK_PICK_PICKUP;
1021 continue;
1022 }
1023
1024 if (op->contr->mode & PU_ARROW)
1025 if (tmp->type == ARROW)
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 /* all kinds of armor etc. */
1032 if (op->contr->mode & PU_ARMOUR)
1033 if (tmp->type == ARMOUR)
1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1039 if (op->contr->mode & PU_HELMET)
1040 if (tmp->type == HELMET)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_SHIELD)
1047 if (tmp->type == SHIELD)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1169 if (op->contr->mode & PU_FOOD) 1053 if (op->contr->mode & PU_BOOTS)
1170 if (tmp->type == FOOD) 1054 if (tmp->type == BOOTS)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_GLOVES)
1061 if (tmp->type == GLOVES || tmp->type == BRACERS)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_CLOAK)
1068 if (tmp->type == CLOAK)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* hoping to catch throwing daggers here */
1075 if (op->contr->mode & PU_MISSILEWEAPON)
1076 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 /* careful: chairs and tables are weapons! */
1083 if (op->contr->mode & PU_ALLWEAPON)
1084 {
1085 if (tmp->type == WEAPON)
1086 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1171 { 1087 {
1172 pick_up (op, tmp); 1088 CHK_PICK_PICKUP;
1173 continue; 1089 continue;
1174 } 1090 }
1091 }
1175 1092
1093 /* misc stuff that's useful */
1176 if (op->contr->mode & PU_DRINK) 1094 if (op->contr->mode & PU_KEY)
1177 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1095 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1178 { 1096 {
1179 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1180 continue; 1098 continue;
1181 } 1099 }
1182 1100
1101 /* any of the last 4 bits set means we use the ratio for value
1102 * pickups */
1183 if (op->contr->mode & PU_POTION) 1103 if (op->contr->mode & PU_RATIO)
1184 if (tmp->type == POTION) 1104 {
1105 /* use value density to decide what else to grab */
1106 /* >=7 was >= op->contr->mode */
1107 /* >=7 is the old standard setting. Now we take the last 4 bits
1185 { 1108 */
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) 1109 wvratio = op->contr->mode & PU_RATIO;
1222 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1110 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 { 1111 {
1230 if (tmp->type == MONEY || tmp->type == GEM) 1112#if 0
1113 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1114 if (tmp->name != NULL)
1231 { 1115 {
1232 pick_up (op, tmp); 1116 fprintf (stderr, "%s", tmp->name);
1233 continue;
1234 } 1117 }
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 1118 else
1369 fprintf (stderr, "%s", tmp->arch->name); 1119 fprintf (stderr, "%s", tmp->arch->archname);
1370 fprintf (stderr, ",%d] = ", tmp->type); 1120 fprintf (stderr, ",%d] = ", tmp->type);
1371 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1121 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1372#endif 1122#endif
1123 CHK_PICK_PICKUP;
1373 continue; 1124 continue;
1374 }
1375 } 1125 }
1376 } /* the new pickup model */ 1126 } /* the new pickup model */
1377 } 1127 }
1378 1128
1379 return !stop; 1129 return !stop;
1130}
1131
1132/* routine for both players and monsters. We call this when
1133 * there is a possibility for our action distrubing our hiding
1134 * place or invisiblity spell. Artefact invisiblity causes
1135 * "noise" instead. If we arent invisible to begin with, we
1136 * return 0.
1137 */
1138static int
1139action_makes_visible (object *op)
1140{
1141 if (op->invisible && op->flag [FLAG_ALIVE])
1142 {
1143 if (op->flag [FLAG_MAKE_INVIS])
1144 {
1145 // artefact invisibility is permanent, but we still make noise
1146 // this is important for game-balance.
1147 if (op->contr)
1148 op->make_noise ();
1149
1150 return 0;
1151 }
1152
1153 if (op->contr && op->contr->tmp_invis == 0)
1154 return 0;
1155
1156 /* If monsters, they should become visible */
1157 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1158 {
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1160 return 1;
1161 }
1162 }
1163
1164 return 0;
1380} 1165}
1381 1166
1382/* 1167/*
1383 * Find an arrow in the inventory and after that 1168 * Find an arrow in the inventory and after that
1384 * in the right type container (quiver). Pointer to the 1169 * in the right type container (quiver). Pointer to the
1385 * found object is returned. 1170 * found object is returned.
1386 */ 1171 */
1387object * 1172static object *
1388find_arrow (object *op, const char *type) 1173find_arrow (object *op, const char *type)
1389{ 1174{
1390 object *tmp = NULL;
1391
1392 for (op = op->inv; op; op = op->below) 1175 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) 1176 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1177 return splay (tmp);
1178
1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1180 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1181 if (object *arrow = find_arrow (tmp, type))
1182 {
1183 splay (tmp);
1396 return op; 1184 return arrow;
1185 }
1186
1397 return tmp; 1187 return 0;
1398} 1188}
1399 1189
1400/* 1190/*
1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1191 * 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 1192 * 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 1193 * 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. 1194 * the hall. Failing that it does it's best to pick the highest plus arrow.
1405 */ 1195 */
1406 1196static object *
1407object *
1408find_better_arrow (object *op, object *target, const char *type, int *better) 1197find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1409{ 1198{
1410 object *tmp = NULL, *arrow, *ntmp; 1199 object *tmp = NULL, *arrow, *ntmp;
1411 int attacknum, attacktype, betterby = 0, i; 1200 int attacknum, attacktype, betterby = 0, i;
1412 1201
1413 if (!type) 1202 if (!type)
1414 return NULL; 1203 return NULL;
1415 1204
1416 for (arrow = op->inv; arrow; arrow = arrow->below) 1205 for (arrow = op->inv; arrow; arrow = arrow->below)
1417 { 1206 {
1418 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1207 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1419 { 1208 {
1420 i = 0; 1209 i = 0;
1421 ntmp = find_better_arrow (arrow, target, type, &i); 1210 ntmp = find_better_arrow (arrow, target, type, &i);
1211
1422 if (i > betterby) 1212 if (i > betterby)
1423 { 1213 {
1424 tmp = ntmp; 1214 tmp = ntmp;
1425 betterby = i; 1215 betterby = i;
1426 } 1216 }
1427 } 1217 }
1428 else if (arrow->type == ARROW && arrow->race == type) 1218 else if (arrow->type == ARROW && arrow->race == type)
1429 { 1219 {
1430 /* allways prefer assasination/slaying */ 1220 /* allways prefer assasination/slaying */
1431 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1221 if (target->race && arrow->slaying.contains (target->race))
1432 { 1222 {
1433 if (arrow->attacktype & AT_DEATH) 1223 if (arrow->attacktype & AT_DEATH)
1434 { 1224 {
1435 *better = 100; 1225 *better = 100;
1436 return arrow; 1226 return arrow;
1444 else 1234 else
1445 { 1235 {
1446 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1236 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1447 { 1237 {
1448 attacktype = 1 << attacknum; 1238 attacktype = 1 << attacknum;
1449 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1239 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1450 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1240 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1451 { 1241 {
1452 tmp = arrow; 1242 tmp = arrow;
1453 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1243 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1454 } 1244 }
1455 } 1245 }
1246
1456 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1247 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1457 { 1248 {
1458 tmp = arrow; 1249 tmp = arrow;
1459 betterby = 2 + arrow->magic + arrow->stats.dam; 1250 betterby = 2 + arrow->magic + arrow->stats.dam;
1460 } 1251 }
1252
1461 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1253 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1462 { 1254 {
1463 tmp = arrow; 1255 tmp = arrow;
1464 betterby = 1 + arrow->magic + arrow->stats.dam; 1256 betterby = 1 + arrow->magic + arrow->stats.dam;
1465 } 1257 }
1466 } 1258 }
1467 } 1259 }
1468 } 1260 }
1261
1469 if (tmp == NULL && arrow == NULL) 1262 if (tmp == NULL && arrow == NULL)
1470 return find_arrow (op, type); 1263 return find_arrow (op, type);
1471 1264
1472 *better = betterby; 1265 *better = betterby;
1473 return tmp; 1266 return tmp;
1477 * find_better_arrow to find a decent arrow to use. 1270 * find_better_arrow to find a decent arrow to use.
1478 * op = the shooter 1271 * op = the shooter
1479 * type = bow->race 1272 * type = bow->race
1480 * dir = fire direction 1273 * dir = fire direction
1481 */ 1274 */
1482 1275static object *
1483object *
1484pick_arrow_target (object *op, const char *type, int dir) 1276pick_arrow_target (object *op, shstr_cmp type, int dir)
1485{ 1277{
1486 object *tmp = NULL; 1278 object *tmp = NULL;
1487 maptile *m; 1279 maptile *m;
1488 int i, mflags, found, number; 1280 int i, mflags, found, number;
1489 sint16 x, y; 1281 sint16 x, y;
1504 for (i = 0, found = 0; i < 20; i++) 1296 for (i = 0, found = 0; i < 20; i++)
1505 { 1297 {
1506 x += freearr_x[dir]; 1298 x += freearr_x[dir];
1507 y += freearr_y[dir]; 1299 y += freearr_y[dir];
1508 mflags = get_map_flags (m, &m, x, y, &x, &y); 1300 mflags = get_map_flags (m, &m, x, y, &x, &y);
1301
1509 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1302 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1510 { 1303 {
1511 tmp = NULL; 1304 tmp = 0;
1512 break; 1305 break;
1513 } 1306 }
1514 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1307 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1515 { 1308 {
1516 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1309 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1517 * perhaps a bad assumption. 1310 * perhaps a bad assumption.
1518 */ 1311 */
1519 tmp = NULL; 1312 tmp = 0;
1520 break; 1313 break;
1521 } 1314 }
1315
1522 if (mflags & P_IS_ALIVE) 1316 if (mflags & P_IS_ALIVE)
1523 {
1524 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1317 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1318 if (tmp->flag [FLAG_ALIVE])
1526 {
1527 found++;
1528 break;
1529 }
1530 if (found)
1531 break; 1319 break;
1532 }
1533 } 1320 }
1534 if (tmp == NULL) 1321
1322 if (!tmp)
1535 return find_arrow (op, type); 1323 return find_arrow (op, type);
1536 1324
1537 if (tmp->head) 1325 if (tmp->head)
1538 tmp = tmp->head; 1326 tmp = tmp->head;
1539 1327
1552 */ 1340 */
1553int 1341int
1554fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1342fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1555{ 1343{
1556 object *left, *bow; 1344 object *left, *bow;
1557 int bowspeed, mflags; 1345 int mflags;
1558 maptile *m; 1346 maptile *m;
1559 1347
1560 if (!dir) 1348 if (!dir)
1561 { 1349 {
1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1350 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1563 return 0; 1351 return 0;
1564 } 1352 }
1565 1353
1566 if (op->type == PLAYER) 1354 if (op->contr)
1567 bow = op->contr->ranges[range_bow]; 1355 bow = op->current_weapon;
1568 else 1356 else
1569 { 1357 {
1570 for (bow = op->inv; bow; bow = bow->below) 1358 for (bow = op->inv; bow; bow = bow->below)
1571 /* Don't check for applied - monsters don't apply bows - in that way, they 1359 /* 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. 1360 * don't need to switch back and forth between bows and weapons.
1577 if (!bow) 1365 if (!bow)
1578 { 1366 {
1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1367 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1580 return 0; 1368 return 0;
1581 } 1369 }
1370
1371 // optimisation: move object to top so we will find it quickly again
1372 splay (bow);
1582 } 1373 }
1583 1374
1584 if (!bow->race || !bow->skill) 1375 if (!bow->race || !bow->skill)
1585 { 1376 {
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1377 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587 return 0; 1378 return 0;
1588 } 1379 }
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 1380
1599 if (arrow == NULL) 1381 if (arrow == NULL)
1600 { 1382 {
1601 if ((arrow = find_arrow (op, bow->race)) == NULL) 1383 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 { 1384 {
1603 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1386 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 */ 1387 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1606 else 1388 else
1607 CLEAR_FLAG (op, FLAG_READY_BOW); 1389 op->clr_flag (FLAG_READY_BOW);
1390
1608 return 0; 1391 return 0;
1609 } 1392 }
1610 } 1393 }
1611 1394
1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1395 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1620 } 1403 }
1621 1404
1622 /* this should not happen, but sometimes does */ 1405 /* this should not happen, but sometimes does */
1623 if (arrow->nrof == 0) 1406 if (arrow->nrof == 0)
1624 { 1407 {
1408 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1625 arrow->destroy (); 1409 arrow->destroy ();
1626 return 0; 1410 return 0;
1627 } 1411 }
1628 1412
1629 left = arrow; /* these are arrows left to the player */ 1413 left = arrow; /* these are arrows left to the player */
1630 arrow = get_split_ob (arrow, 1); 1414 arrow = arrow->split ();
1631 if (!arrow) 1415 if (!arrow)
1632 { 1416 {
1633 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1417 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1634 return 0; 1418 return 0;
1635 } 1419 }
1636 1420
1637 arrow->set_owner (op); 1421 arrow->set_owner (op);
1638 arrow->skill = bow->skill; 1422 arrow->skill = bow->skill;
1639 arrow->direction = dir; 1423 arrow->direction = dir;
1640 1424
1425 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1426 arrow->stats.hp = arrow->stats.dam;
1427 arrow->stats.grace = arrow->attacktype;
1428 arrow->custom_name = arrow->slaying;
1429
1430#if 0
1431 if (player *pl = op->contr)
1432 {
1433 float speed = pl->weapon_sp;
1434
1435 /* penalize ROF for bestarrow */
1436 if (pl->bowtype == bow_bestarrow)
1437 speed *= .9f;
1438 else
1439 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1440
1441 op->speed_left += speed - op->speed;
1442 }
1443#endif
1444
1445 SET_ANIMATION (arrow, arrow->direction);
1446
1447 /* update the speed */
1448
1449 arrow->speed_left = 0;
1450 arrow->set_speed (max (2.f,
1451 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f
1453 ));
1454
1455 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1456
1641 if (op->type == PLAYER) 1457 if (op->type == PLAYER)
1642 { 1458 {
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; 1459 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1460 wc -= dex_bonus[op->stats.Dex];
1461
1462 if (!arrow->slaying)
1463 arrow->slaying = op->slaying;
1464
1465 arrow->attacktype |= op->attacktype;
1674 } 1466 }
1675 else 1467 else
1676 { 1468 {
1677 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1678 arrow->level = op->level; 1469 arrow->level = op->level;
1679 } 1470 arrow->stats.wc -= bow->magic;
1680 1471
1681 if (arrow->attacktype == AT_PHYSICAL) 1472 if (!arrow->slaying)
1473 arrow->slaying = bow->slaying;
1474
1682 arrow->attacktype |= bow->attacktype; 1475 arrow->attacktype |= bow->attacktype;
1476 }
1683 1477
1684 if (bow->slaying) 1478 wc -= arrow->level;
1685 arrow->slaying = bow->slaying; 1479 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1686 1480
1481 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1482 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1483 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1484
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1485 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1486 m->insert (arrow, sx, sy, op);
1692 1487
1693 if (!arrow->destroyed ()) 1488 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1489 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 1490
1704 return 1; 1491 return 1;
1705} 1492}
1706 1493
1707/* Special fire code for players - this takes into 1494/* Special fire code for players - this takes into
1709 * but monsters can't. Putting that code here 1496 * but monsters can't. Putting that code here
1710 * makes the fire_bow code much cleaner. 1497 * makes the fire_bow code much cleaner.
1711 * this function should only be called if 'op' is a player, 1498 * this function should only be called if 'op' is a player,
1712 * hence the function name. 1499 * hence the function name.
1713 */ 1500 */
1714int 1501static int
1715player_fire_bow (object *op, int dir) 1502player_fire_bow (object *op, int dir)
1716{ 1503{
1717 int ret = 0, wcmod = 0; 1504 int ret;
1718 1505
1719 if (op->contr->bowtype == bow_bestarrow) 1506 if (op->contr->bowtype == bow_bestarrow)
1720 { 1507 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1508 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 } 1509 }
1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1510 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 { 1511 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1512 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); 1513 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1729 } 1514 }
1730 else if (op->contr->bowtype == bow_threewide) 1515 else if (op->contr->bowtype == bow_threewide)
1731 { 1516 {
1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1517 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)]); 1518 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)]); 1519 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735 } 1520 }
1736 else if (op->contr->bowtype == bow_spreadshot) 1521 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1522 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1523 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); 1524 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); 1525 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741
1742 } 1526 }
1743 else 1527 else
1744 { 1528 {
1745 /* Simple case */ 1529 /* Simple case */
1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1530 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 } 1531 }
1532
1748 return ret; 1533 return ret;
1749} 1534}
1750
1751 1535
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1536/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1537 * Broken apart from 'fire' to keep it more readable.
1754 */ 1538 */
1755void 1539static void
1756fire_misc_object (object *op, int dir) 1540fire_misc_object (object *op, int dir)
1757{ 1541{
1758 object *item; 1542 object *item = op->contr->ranged_ob;
1759 1543
1760 if (!op->contr->ranges[range_misc]) 1544 if (!item)
1761 { 1545 {
1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1546 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1763 return; 1547 return;
1764 } 1548 }
1765 1549
1766 item = op->contr->ranges[range_misc];
1767 if (!item->inv) 1550 if (!item->inv)
1768 { 1551 {
1769 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1552 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1770 return; 1553 return;
1771 } 1554 }
1555
1556 if (!op->apply (item))
1557 return;
1558
1772 if (item->type == WAND) 1559 if (item->type == WAND)
1773 { 1560 {
1774 if (item->stats.food <= 0) 1561 if (item->stats.food <= 0)
1775 { 1562 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1563 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)); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1565
1778 return; 1566 return;
1779 } 1567 }
1780 } 1568 }
1781 else if (item->type == ROD || item->type == HORN) 1569 else if (item->type == ROD || item->type == HORN)
1782 { 1570 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1571 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1572
1573 // using the maximum of the rods charge allows at least one spell cast
1574 // for a rod or horn, this fixes some broken rods.
1575 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1784 { 1576 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1577 op->contr->play_sound (sound_find ("wand_poof"));
1578
1786 if (item->type == ROD) 1579 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)); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1788 else 1581 else
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1583
1790 return; 1584 return;
1791 } 1585 }
1792 } 1586 }
1793 1587
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1588 if (cast_spell (op, item, dir, item->inv, NULL))
1795 { 1589 {
1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1590 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1591
1797 if (item->type == WAND) 1592 if (item->type == WAND)
1798 { 1593 {
1799 if (!(--item->stats.food)) 1594 if (!(--item->stats.food))
1800 { 1595 {
1801 object *tmp; 1596 object *tmp;
1802 1597
1803 if (item->arch) 1598 if (item->arch)
1804 { 1599 {
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1600 item->clr_flag (FLAG_ANIMATE);
1806 item->face = item->arch->clone.face; 1601 item->face = item->arch->face;
1807 item->set_speed (0); 1602 item->set_speed (0);
1808 } 1603 }
1809 1604
1810 if ((tmp = item->in_player ())) 1605 if (object *pl = item->visible_to ())
1811 esrv_update_item (UPD_ANIM, tmp, item); 1606 esrv_update_item (UPD_ANIM, pl, item);
1812 } 1607 }
1813 } 1608 }
1814 else if (item->type == ROD || item->type == HORN) 1609 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item); 1610 drain_rod_charge (item);
1816 } 1611 }
1817} 1612}
1818 1613
1819/* Received a fire command for the player - go and do it. 1614/* Received a fire command for the player - go and do it.
1820 */ 1615 */
1821void 1616bool
1822fire (object *op, int dir) 1617fire (object *who, int dir)
1823{ 1618{
1824 int spellcost = 0; 1619 int spellcost = 0;
1825 1620
1621 player *pl = who->contr;
1622
1623 if (pl->golem)
1624 {
1625 control_golem (who->contr->golem, dir);
1626 return false;
1627 }
1628
1629 object *ob = pl->ranged_ob;
1630
1631 if (!ob)
1632 return false;
1633
1634 if (who->speed_left > 0.f)
1635 --who->speed_left;
1636 else
1637 return false;
1638
1639 if (!who->apply (ob))
1640 return false;
1641
1826 /* check for loss of invisiblity/hide */ 1642 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op)) 1643 if (action_makes_visible (who))
1828 make_visible (op); 1644 make_visible (who);
1829 1645
1830 switch (op->contr->shoottype) 1646 switch (ob->type)
1831 { 1647 {
1832 case range_none: 1648 case BOW:
1833 return;
1834
1835 case range_bow:
1836 player_fire_bow (op, dir); 1649 player_fire_bow (who, dir);
1837 return; 1650 break;
1838 1651
1839 case range_magic: /* Casting spells */ 1652 case SPELL:
1840 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1653 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1841 return; 1654 break;
1842 1655
1843 case range_misc: 1656 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); 1657 apply_map_builder (who, dir);
1868 return; 1658 break;
1659
1660 case SKILL:
1661 do_skill (who, who, ob, dir, 0);
1662 break;
1663
1664 case RANGED:
1665 do_skill (who, ob, who->chosen_skill, dir, 0);
1666 break;
1667
1869 default: 1668 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1669 fire_misc_object (who, dir);
1871 return; 1670 break;
1872 } 1671 }
1873}
1874 1672
1673 return true;
1674}
1875 1675
1876 1676static 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) 1677find_key_ (object *pl, object *container, object *door)
1890{ 1678{
1891 object *tmp, *key; 1679 object *tmp, *key;
1892 1680
1893 /* Should not happen, but sanity checking is never bad */ 1681 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1682 if (!container->inv)
1895 return NULL; 1683 return 0;
1896 1684
1897 /* First, lets try to find a key in the top level inventory */ 1685 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1686 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1687 {
1900 if (door->type == DOOR && tmp->type == KEY) 1688 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1689 break;
1690
1902 /* For sanity, we should really check door type, but other stuff 1691 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1692 * (like containers) can be locked with special keys
1904 */ 1693 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1694 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1695 break;
1907 } 1696 }
1697
1908 /* No key found - lets search inventories now */ 1698 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1699 /* 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 1700 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1701 * a key, return
1912 */ 1702 */
1913 if (!tmp) 1703 if (!tmp)
1914 { 1704 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1705 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 {
1917 /* No reason to search empty containers */ 1706 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1707 if (tmp->type == CONTAINER && tmp->inv)
1919 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1708 if ((key = find_key_ (pl, tmp, door)))
1921 return key; 1709 return key;
1922 } 1710
1923 }
1924 if (!tmp) 1711 if (!tmp)
1925 return NULL; 1712 return 0;
1926 } 1713 }
1714
1927 /* We get down here if we have found a key. Now if its in a container, 1715 /* 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 1716 * see if we actually want to use it
1929 */ 1717 */
1930 if (pl != container) 1718 if (pl != container)
1931 { 1719 {
1932 /* Only let players use keys in containers */ 1720 /* Only let players use keys in containers */
1933 if (!pl->contr) 1721 if (!pl->contr)
1934 return NULL; 1722 return 0;
1723
1935 /* cases where this fails: 1724 /* cases where this fails:
1936 * If we only search the player inventory, return now since we 1725 * If we only search the player inventory, return now since we
1937 * are not in the players inventory. 1726 * are not in the players inventory.
1938 * If the container is not active, return now since only active 1727 * If the container is not active, return now since only active
1939 * containers can be used. 1728 * containers can be used.
1943 * inv must have been an container and must have been active. 1732 * inv must have been an container and must have been active.
1944 * 1733 *
1945 * Change the color so that the message doesn't disappear with 1734 * Change the color so that the message doesn't disappear with
1946 * all the others. 1735 * all the others.
1947 */ 1736 */
1948 if (pl->contr->usekeys == key_inventory || 1737 if (pl->contr->usekeys == key_inventory
1949 !QUERY_FLAG (container, FLAG_APPLIED) || 1738 || !container->flag [FLAG_APPLIED]
1950 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1739 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1951 { 1740 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1741 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)); 1742 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1743 return NULL;
1955 } 1744 }
1956 } 1745 }
1746
1957 return tmp; 1747 return tmp;
1748}
1749
1750/* find_key
1751 * We try to find a key for the door as passed. If we find a key
1752 * and successfully use it, we return the key, otherwise NULL
1753 * This function merges both normal and locked door, since the logic
1754 * for both is the same - just the specific key is different.
1755 * pl is the player,
1756 * inv is the objects inventory to searched
1757 * door is the door we are trying to match against.
1758 * This function can be called recursively to search containers.
1759 */
1760object *
1761find_key (object *pl, object *container, object *door)
1762{
1763 if (door->slaying && is_match_expr (door->slaying))
1764 {
1765 // for match expressions, we try to find the key by applying the match
1766 // to the op itself, which is supposed to find the "key", instead
1767 // of searching through containers ourselves.
1768
1769 return match_one (door->slaying, container, door, pl, pl);
1770 }
1771 else
1772 return find_key_ (pl, container, door);
1958} 1773}
1959 1774
1960/* moved door processing out of move_player_attack. 1775/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1776 * returns 1 if player has opened the door with a key
1962 * such that the caller should not do anything more, 1777 * such that the caller should not do anything more,
1963 * 0 otherwise 1778 * 0 otherwise
1964 */ 1779 */
1965static int 1780static int
1966player_attack_door (object *op, object *door) 1781player_attack_door (object *op, object *door)
1967{ 1782{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1783 /* 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 - 1784 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1785 * otherwise, we fall through to the rest of the code.
1971 */ 1786 */
1972 object *key = find_key (op, op, door); 1787 object *key = find_key (op, op, door);
1973 1788
1974 /* IF we found a key, do some extra work */ 1789 /* If we found a key, do some extra work */
1975 if (key) 1790 if (key)
1976 { 1791 {
1977 object *container = key->env; 1792 object *container = key->env;
1978 1793
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 if (action_makes_visible (op)) 1794 if (action_makes_visible (op))
1981 make_visible (op); 1795 make_visible (op);
1796
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1797 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1798 spring_trap (door->inv, op);
1799
1984 if (door->type == DOOR) 1800 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1801 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1802 else if (door->type == LOCKED_DOOR)
1989 { 1803 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1804 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1991 remove_door2 (door); /* remove door without violence ;-) */ 1805 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1806 }
1807
1993 /* Do this after we print the message */ 1808 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 1809 key->decrease (); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 1810
1996 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container);
1998 return 1; /* Nothing more to do below */ 1811 return 1; /* Nothing more to do below */
1999 } 1812 }
2000 else if (door->type == LOCKED_DOOR) 1813 else if (door->type == LOCKED_DOOR)
2001 { 1814 {
2002 /* Might as well return now - no other way to open this */ 1815 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1816 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2004 return 1; 1817 return 1;
2005 } 1818 }
1819
2006 return 0; 1820 return 0;
2007} 1821}
2008 1822
2009/* This function is just part of a breakup from move_player. 1823/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 1824 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated 1825 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually 1826 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons). 1827 * going to try and move (not fire weapons).
2014 */ 1828 */
2015void 1829bool
2016move_player_attack (object *op, int dir) 1830move_player_attack (object *op, int dir)
2017{ 1831{
2018 object *tmp, *mon; 1832 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2019 sint16 nx, ny; 1833 {
2020 int on_battleground; 1834 --op->speed_left;
2021 maptile *m; 1835 return true;
1836 }
2022 1837
2023 nx = freearr_x[dir] + op->x; 1838 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 1839 sint16 ny = freearr_y[dir] + op->y;
2025 1840
2026 on_battleground = op_on_battleground (op, 0, 0); 1841 if (out_of_map (op->map, nx, ny))
1842 return false;
2027 1843
2028 /* If braced, or can't move to the square, and it is not out of the 1844 /* 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 1845 * 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 1846 * 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 1847 * 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 1848 * 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 1849 * 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 1850 * quite a bit of processing. However, it probably is less than what
2035 * move_ob uses. 1851 * move_ob uses.
2036 */ 1852 */
2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1853 maptile *m = op->map->xy_find (nx, ny);
1854
1855 /* Go through all the objects, and find ones of interest. Only stop if
1856 * we find a monster - that is something we know we want to attack.
1857 * if its a door or barrel (can roll) see if there may be monsters
1858 * on the space
1859 */
1860 object *mon;
1861 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1862 {
1863 if ((mon->flag [FLAG_ALIVE]
1864 || mon->type == LOCKED_DOOR
1865 || mon->flag [FLAG_CAN_ROLL])
1866 && mon != op)
1867 break;
2038 { 1868 }
2039 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1869
1870 /* no monster == player tries to move into a wall or so */
1871 if (!mon)
1872 {
1873 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1874 if (op->move_type & ob->move_block)
2040 { 1875 {
2041 m = op->map->xy_find (nx, ny); 1876 if (ob->move_block == MOVE_ALL)
2042 if (!m) 1877 move_into_wall (op, ob);
2043 return; /* Don't think this should happen */ 1878 else
1879 {
1880 if (op->contr->ns->bumpmsg)
1881 {
1882 op->play_sound (sound_find ("blocked_move"));
1883
1884 op->statusmsg (ob->invisible
1885 ? "Something blocks you."
1886 : format ("Something blocks you from entering the %s.", query_name (ob))
1887 );
1888 }
1889 }
1890
1891 break;
1892 }
1893
1894 return false;
1895 }
1896
1897 mon = mon->head_ ();
1898
1899 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1900 if (op->contr->weapon_sp_left > 0.f)
1901 if (player_attack_door (op, mon))
1902 {
1903 --op->contr->weapon_sp_left;
1904 return true;
1905 }
1906
1907 /* The following deals with possibly attacking peaceful
1908 * or friendly creatures. Basically, all players are considered
1909 * unaggressive. If the moving player has peaceful set, then the
1910 * object should be pushed instead of attacked. It is assumed that
1911 * if you are braced, you will not attack friends accidently,
1912 * and thus will not push them.
1913 */
1914
1915 /* If the creature is a pet, push it even if the player is not
1916 * peaceful. Our assumption is the creature is a pet if the
1917 * player owns it and it is either friendly or unagressive.
1918 */
1919 if (op->type == PLAYER
1920 && ((mon->owner && mon->owner->contr
1921 && same_party (mon->owner->contr->party, op->contr->party))
1922 || mon->owner == op)
1923 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1924 {
1925 /* If we're braced, we don't want to switch places with it */
1926 if (op->contr->braced)
1927 return false;
1928
1929 if (op->speed_left > 0.f)
1930 {
1931 --op->speed_left;
1932
1933 op->play_sound (sound_find ("push_player"));
1934 push_ob (mon, dir, op);
1935
1936 if (action_makes_visible (op))
1937 make_visible (op);
1938
1939 return true;
2044 } 1940 }
2045 else 1941 else
2046 m = op->map;
2047
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return; 1942 return false;
1943 }
2050 1944
2051 mon = 0; 1945 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 1946
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 1947 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 1948 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't 1949 * someone, but put it inside this loop so that you won't
2124 * attack them either. 1950 * attack them either.
2125 */ 1951 */
2126 if ((mon->type == PLAYER || mon->enemy != op) && 1952 if ((mon->type == PLAYER || mon->enemy != op)
2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1953 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2128#ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful 1954 && ((op->contr->peaceful
2130 || (mon->type == PLAYER 1955 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground)) 1956 && !on_battleground))
1957 {
1958 if (op->speed_left > 0.f)
2137 { 1959 {
1960 --op->speed_left;
1961
2138 if (!op->contr->braced) 1962 if (!op->contr->braced)
2139 { 1963 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1964 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 1965 push_ob (mon, dir, op);
2142 } 1966 }
2143 else 1967 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 1968 op->statusmsg ("You withhold your attack");
2145 1969
2146 if (op->contr->tmp_invis || op->hide) 1970 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 1971 make_visible (op);
2148 }
2149 1972
1973 return true;
1974 }
1975 }
2150 /* If the object is a boulder or other rollable object, then 1976 /* 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. 1977 * roll it if not braced. You can't roll it if you are braced.
2152 */ 1978 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1979 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1980 {
1981 if (op->speed_left > 0.f)
2154 { 1982 {
1983 --op->speed_left;
1984
2155 recursive_roll (mon, dir, op); 1985 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2157 make_visible (op); 1987 make_visible (op);
2158 }
2159 1988
1989 return true;
1990 }
1991 }
2160 /* Any generic living creature. Including things like doors. 1992 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 1993 * 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: 1994 * 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 1995 * 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. 1996 * that party_number -1 is no party, so attacks can still happen.
2165 */ 1997 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1998 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1999 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2000 {
2169 2001 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 { 2002 {
2177 op->speed_left += op->speed / op->contr->weapon_sp; 2003 --op->contr->weapon_sp_left;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181 2004
2182 skill_attack (mon, op, 0, 0, 0); 2005 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 2006
2198 if (action_makes_visible (op)) 2007 if (action_makes_visible (op))
2199 make_visible (op); 2008 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202}
2203 2009
2204int 2010 return true;
2011 }
2012 }
2013
2014 return false;
2015}
2016
2017bool
2205move_player (object *op, int dir) 2018move_player (object *op, int dir)
2206{ 2019{
2207 int pick;
2208
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2020 if (!op->map || op->map->state != MAP_ACTIVE)
2210 return 0; 2021 return 0;
2211 2022
2212 /* Sanity check: make sure dir is valid */ 2023 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9)) 2024 if (dir < 0 || dir > 8)
2214 { 2025 {
2215 LOG (llevError, "move_player: invalid direction %d\n", dir); 2026 LOG (llevError, "move_player: invalid direction %d\n", dir);
2216 return 0; 2027 return 0;
2217 } 2028 }
2218 2029
2219 /* peterm: added following line */ 2030 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2031 if (op->flag [FLAG_CONFUSED] && dir)
2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2032 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 2033
2223 op->facing = dir; 2034 op->facing = dir;
2224 2035
2225 if (op->hide) 2036 if (op->flag [FLAG_HIDDEN])
2226 do_hidden_move (op); 2037 do_hidden_move (op);
2227 2038
2039 bool retval;
2040 int pick = 0;
2041
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2042 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ; 2043 retval = RESULT_INT (0);
2230 else if (op->contr->fire_on) 2044 else if (op->contr->fire_on)
2231 fire (op, dir); 2045 retval = fire (op, dir);
2232 else 2046 else
2233 { 2047 {
2234 move_player_attack (op, dir); 2048 retval = move_player_attack (op, dir);
2235 pick = check_pick (op); 2049 pick = check_pick (op);
2236 } 2050 }
2237 2051
2238 /* Add special check for newcs players and fire on - this way, the 2052 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing. 2053 * server can handle repeat firing.
2246 /* Update how the player looks. Use the facing, so direction may 2060 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities 2061 * get reset to zero. This allows for full animation capabilities
2248 * for players. 2062 * for players.
2249 */ 2063 */
2250 animate_object (op, op->facing); 2064 animate_object (op, op->facing);
2251 return 0; 2065
2066 return retval;
2252} 2067}
2253 2068
2254/* This is similar to handle_player, below, but is only used by the 2069/* This is similar to handle_player, below, but is only used by the
2255 * new client/server stuff. 2070 * new client/server stuff.
2256 * This is sort of special, in that the new client/server actually uses 2071 * This is sort of special, in that the new client/server actually uses
2257 * the new speed values for commands. 2072 * the new speed values for commands.
2258 * 2073 *
2259 * Returns true if there are more actions we can do. 2074 * Returns true if there are more actions we can do. Should not do
2075 * many actions in a row, as that would be too unfair to other
2076 * players.
2260 */ 2077 */
2261int 2078bool
2262handle_newcs_player (object *op) 2079handle_newcs_player (object *op)
2263{ 2080{
2264 if (op->contr->hidden) 2081 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 } 2082 {
2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2083 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 } 2084 {
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--; 2085 --op->speed_left;
2086 flee_player (op);
2087
2291 return 0; 2088 return true;
2292 } 2089 }
2090 else
2091 return false;
2293 } 2092 }
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 2093
2303 /* call this here - we also will call this in do_ericserver, but 2094 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2095 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2096 * called, so we recheck it here.
2306 */ 2097 */
2307 if (op->contr->ns->handle_command ()) 2098 if (op->contr->ns->handle_command ())
2308 return 1; 2099 return true;
2309 2100
2310 if (op->speed_left > 0)
2311 {
2312 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2101 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); 2102 return move_player (op, op->direction);
2322 2103
2323 return op->speed_left > 0;
2324 }
2325 }
2326
2327 return 0; 2104 return false;
2328} 2105}
2329 2106
2330int 2107static int
2331save_life (object *op) 2108save_life (object *op)
2332{ 2109{
2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2110 if (!op->flag [FLAG_LIFESAVE])
2334 return 0; 2111 return 0;
2335 2112
2336 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2113 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2114 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2338 { 2115 {
2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2116 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)); 2117 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2341 2118
2342 if (op->contr)
2343 esrv_del_item (op->contr, tmp->count);
2344
2345 tmp->destroy (); 2119 tmp->destroy ();
2346 CLEAR_FLAG (op, FLAG_LIFESAVE); 2120 op->clr_flag (FLAG_LIFESAVE);
2347 2121
2348 if (op->stats.hp < 0) 2122 if (op->stats.hp < 0)
2349 op->stats.hp = op->stats.maxhp; 2123 op->stats.hp = op->stats.maxhp;
2350 2124
2351 if (op->stats.food < 0) 2125 if (op->stats.food < 0)
2352 op->stats.food = 999; 2126 op->stats.food = MAX_FOOD;
2353 2127
2354 op->update_stats (); 2128 op->update_stats ();
2355 return 1; 2129 return 1;
2356 } 2130 }
2357 2131
2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2132 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2359 CLEAR_FLAG (op, FLAG_LIFESAVE); 2133 op->clr_flag (FLAG_LIFESAVE);
2360 enter_player_savebed (op); /* bring him home. */ 2134 enter_player_savebed (op); /* bring him home. */
2361 return 0; 2135 return 0;
2362} 2136}
2363 2137
2364/* This goes throws the inventory and removes unpaid objects, and puts them 2138/* 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 2139 * 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 2140 * function will descend into containers. op is the object to start the search
2367 * from. 2141 * from.
2368 */ 2142 */
2143static void
2144drop_unpaid_items (object *op, object *env)
2145{
2146 while (op)
2147 {
2148 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2149
2150 if (op->flag [FLAG_UNPAID])
2151 op->insert_at (env);
2152 else if (op->inv)
2153 drop_unpaid_items (op->inv, env);
2154
2155 op = next;
2156 }
2157}
2158
2369void 2159void
2370remove_unpaid_objects (object *op, object *env) 2160object::drop_unpaid_items ()
2371{ 2161{
2372 object *next; 2162 if (!flag [FLAG_REMOVED])
2373 2163 ::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} 2164}
2434 2165
2435void 2166void
2436do_some_living (object *op) 2167do_some_living (object *op)
2437{ 2168{
2438 int last_food = op->stats.food; 2169 int last_food = op->stats.food;
2439 int gen_hp, gen_sp, gen_grace; 2170 int gen_hp, gen_sp, gen_grace;
2440 int over_hp, over_sp, over_grace;
2441 int i; 2171 int i;
2442 int rate_hp = 1200; 2172 int rate_hp = 1200;
2443 int rate_sp = 2500; 2173 int rate_sp = 2500;
2444 int rate_grace = 2000; 2174 int rate_grace = 2000;
2445 const int max_hp = 1; 2175 const int max_hp = 1;
2446 const int max_sp = 1; 2176 const int max_sp = 1;
2447 const int max_grace = 1; 2177 const int max_grace = 1;
2448 2178
2449 if (op->contr->outputs_sync) 2179 if (op->contr->hidden)
2180 {
2181 op->invisible = 1000;
2182 /* the socket code flashes the player visible/invisible
2183 * depending on the value of invisible, so we need to
2184 * alternate it here for it to work correctly.
2185 */
2186 if (server_tick & 2)
2187 op->invisible--;
2450 { 2188 }
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2189 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) 2190 {
2453 flush_output_element (op, &op->contr->outputs[i]); 2191 if (!op->invisible--)
2192 {
2193 make_visible (op);
2194 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2195 }
2454 } 2196 }
2455 2197
2456 if (op->contr->ns->state == ST_PLAYING) 2198 if (op->contr->ns->state == ST_PLAYING)
2457 { 2199 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2200 /* these next three if clauses make it possible to SLOW DOWN
2479 { 2221 {
2480 gen_grace = op->stats.maxgrace; 2222 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2223 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482 } 2224 }
2483 2225
2484 /* Regenerate Spell Points */ 2226 /* Regenerate Grace */
2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2227 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2228 if (--op->last_grace < 0)
2486 { 2229 {
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) 2230 if (op->stats.grace < op->stats.maxgrace / 2)
2231 op->stats.grace++; /* no penalty in food for regaining grace */
2232
2233 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2234
2235 if (max_grace > 1)
2489 { 2236 {
2490 op->stats.sp++; 2237 int over_grace = temp / rate_grace;
2491 /* dms do not consume food */ 2238
2492 if (!QUERY_FLAG (op, FLAG_WIZ)) 2239 if (over_grace > 0)
2493 { 2240 {
2494 op->stats.food--; 2241 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2495 if (op->contr->digestion < 0) 2242 op->last_grace = 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 } 2243 }
2244 else
2245 op->last_grace = rate_grace / temp;
2500 } 2246 }
2247 else
2248 op->last_grace = rate_grace / temp;
2501 2249
2502 if (max_sp > 1) 2250 /* wearing stuff doesn't detract from grace generation. */
2251 }
2252
2253 if (op->stats.food > 0)
2254 {
2255 /* Regenerate Spell Points */
2256 if (!op->contr->golem && --op->last_sp < 0)
2503 { 2257 {
2504 over_sp = (gen_sp + 10) / rate_sp; 2258 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2505 if (over_sp > 0) 2259
2260 if (op->stats.sp < op->stats.maxsp)
2506 { 2261 {
2507 if (op->stats.sp < op->stats.maxsp) 2262 op->stats.sp++;
2263
2264 /* dms do not consume food */
2265 if (!op->flag [FLAG_WIZ])
2508 { 2266 {
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--; 2267 op->stats.food--;
2513 2268
2514 if (op->stats.sp > op->stats.maxsp) 2269 if (op->contr->digestion < 0)
2270 op->stats.food += op->contr->digestion;
2271 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.sp = op->stats.maxsp; 2272 op->stats.food = last_food;
2516 } 2273 }
2274 }
2275
2276 if (max_sp > 1)
2277 {
2278 int over_sp = (gen_sp + 10) / rate_sp;
2279 if (over_sp > 0)
2280 {
2281 if (op->stats.sp < op->stats.maxsp)
2282 {
2283 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2284
2285 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2286 op->stats.sp--;
2287
2288 if (op->stats.sp > op->stats.maxsp)
2289 op->stats.sp = op->stats.maxsp;
2290 }
2291
2517 op->last_sp = 0; 2292 op->last_sp = 0;
2293 }
2294 else
2295 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2518 } 2296 }
2519 else 2297 else
2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2298 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2521 } 2299 }
2522 else
2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2524 }
2525 2300
2526 /* Regenerate Grace */ 2301 /* Regenerate Hit Points */
2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2528 if (--op->last_grace < 0) 2302 if (--op->last_heal < 0)
2529 {
2530 if (op->stats.grace < op->stats.maxgrace / 2)
2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2533 if (max_grace > 1)
2534 { 2303 {
2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2304 if (op->stats.hp < op->stats.maxhp)
2536 if (over_grace > 0)
2537 { 2305 {
2538 op->stats.sp += over_grace 2306 op->stats.hp++;
2539 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2307
2308 /* dms do not consume food */
2309 if (!op->flag [FLAG_WIZ])
2310 {
2311 op->stats.food--;
2312
2313 if (op->contr->digestion < 0)
2314 op->stats.food += op->contr->digestion;
2315 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2316 op->stats.food = last_food;
2317 }
2318 }
2319
2320 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2321
2322 if (max_hp > 1)
2323 {
2324 int over_hp = temp / rate_hp;
2325
2326 if (over_hp > 0)
2327 {
2328 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2540 op->last_grace = 0; 2329 op->last_heal = 0;
2330 }
2331 else
2332 op->last_heal = rate_hp / temp;
2541 } 2333 }
2542 else 2334 else
2543 {
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 }
2546 }
2547 else
2548 {
2549 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2550 }
2551 /* wearing stuff doesn't detract from grace generation. */
2552 }
2553
2554 /* Regenerate Hit Points */
2555 if (--op->last_heal < 0)
2556 {
2557 if (op->stats.hp < op->stats.maxhp)
2558 {
2559 op->stats.hp++;
2560 /* dms do not consume food */
2561 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 {
2563 op->stats.food--;
2564 if (op->contr->digestion < 0)
2565 op->stats.food += op->contr->digestion;
2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2567 op->stats.food = last_food;
2568 }
2569 }
2570
2571 if (max_hp > 1)
2572 {
2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2574 if (over_hp > 0)
2575 {
2576 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2577 op->last_heal = 0; 2335 op->last_heal = rate_hp / temp;
2578 }
2579 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 }
2583 }
2584 else
2585 {
2586 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587 } 2336 }
2588 } 2337 }
2589 2338
2590 /* Digestion */ 2339 /* Digestion */
2591 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2592 { 2341 {
2593#ifdef COZY_SERVER 2342 int bonus = max (0, op->contr->digestion),
2594 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2343 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 2344
2600 if (op->contr->gen_hp > 0)
2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2345 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 2346
2605 /* dms do not consume food */ 2347 /* dms do not consume food */
2606 if (!QUERY_FLAG (op, FLAG_WIZ)) 2348 if (!op->flag [FLAG_WIZ])
2607 op->stats.food--; 2349 op->stats.food--;
2608 } 2350 }
2609 2351
2610 if (op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2611 { 2353 {
2612 object *tmp, *flesh = 0; 2354 object *flesh = 0;
2613 2355
2614 for (tmp = op->inv; tmp; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2615 { 2357 {
2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2358 if (tmp->flag [FLAG_UNPAID])
2359 continue;
2360
2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2617 { 2362 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 op->statusmsg ("You blindly grab for a bite of food. "
2619 { 2364 "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."); 2365 op->apply (tmp);
2621 manual_apply (op, tmp, 0); 2366
2622 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2623 break; 2368 break;
2624 } 2369 }
2625 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2626 flesh = tmp; 2371 flesh = tmp;
2627 } /* End if paid for object */ 2372 }
2628 } /* end of for loop */
2629 2373
2630 /* If player is still starving, it means they don't have any food, so 2374 /* If player is still starving, it means they don't have any food, so
2631 * eat flesh instead. 2375 * eat flesh instead.
2632 */ 2376 */
2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2634 { 2378 {
2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2379 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2636 manual_apply (op, flesh, 0); 2381 op->apply (flesh);
2637 } 2382 }
2383
2384 // If player is still starving, alert him!
2385 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! "
2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2388 }
2389
2390 if (op->stats.food < 0)
2638 } 2391 {
2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2639 2394
2640 while (op->stats.food < 0 && op->stats.hp >= 0) 2395 if (op->stats.hp < 0)
2641 op->stats.food++, op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2642 2401
2402 /* killer should be set here already */
2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2403 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2644 kill_player (op); 2404 kill_player (op);
2645 } 2405 }
2646} 2406}
2647 2407
2648/* If the player should die (lack of hp, food, etc), we call this. 2408/* If the player should die (lack of hp, food, etc), we call this.
2651 * file. 2411 * file.
2652 */ 2412 */
2653void 2413void
2654kill_player (object *op) 2414kill_player (object *op)
2655{ 2415{
2656 char buf[MAX_BUF];
2657 int x, y; 2416 int x, y;
2658
2659 //int i;
2660 maptile *map; /* this is for resurrection */ 2417 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; 2418 int will_kill_again;
2668 archetype *at; 2419 archetype *at;
2669 object *tmp; 2420 object *tmp;
2670 2421
2671 if (save_life (op)) 2422 if (save_life (op))
2672 return; 2423 return;
2673 2424
2425 dynbuf_text deathtab;
2426
2427 /* restore player */
2428 at = archetype::find (shstr_poisoning);
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find (shstr_confusion);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447 max_it (op->stats.food , 200);
2448
2449 // remove all spell effects that are active
2450 // to avoid long-term effects such as word-of-recall
2451 for (object *item = op->inv; item; )
2452 {
2453 object *next = item->below;
2454
2455 if (item->type == SPELL_EFFECT && item->active)
2456 item->destroy ();
2457
2458 item = next;
2459 }
2674 2460
2675 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2461 /* 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. 2462 * in cities ONLY!!! It is very important that this doesn't get abused.
2677 * Look at op_on_battleground() for more info --AndreasV 2463 * Look at op_on_battleground() for more info --AndreasV
2678 */ 2464 */
2679 if (op_on_battleground (op, &x, &y)) 2465 if (op_on_battleground (op, &x, &y))
2680 { 2466 {
2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2467 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 2468
2704 /* create a bodypart-trophy to make the winner happy */ 2469 /* create a bodypart-trophy to make the winner happy */
2705 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2470 object *tmp = archetype::find (shstr_finger)->instance ();
2706 { 2471
2707 sprintf (buf, "%s's finger", &op->name); 2472 tmp->name = format ("%s's finger" , &op->name);
2708 tmp->name = buf; 2473 tmp->name_pl = format ("%s's fingers", &op->name);
2709 sprintf (buf, " This finger has been cut off %s\n" 2474 tmp->msg = format (
2710 " the %s, when he was defeated at\n level %d by %s.\n", 2475 "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); 2476 &op->name, op->contr->title,
2712 tmp->msg = buf; 2477 (int)op->level,
2478 op->contr->killer_name ()
2479 );
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2480 tmp->value = 0, tmp->type = 0;
2714 tmp->materialname = NULL; 2481 tmp->material = name_to_material (shstr_organic);
2715 tmp->insert_at (op, tmp); 2482 tmp->insert_at (op, tmp);
2716 }
2717 2483
2718 /* teleport defeated player to new destination */ 2484 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL); 2485 transfer_ob (op, x, y, 0, NULL);
2720 op->contr->braced = 0; 2486 op->contr->braced = 0;
2487
2488 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2721 return; 2489 return;
2722 } 2490 }
2723 2491
2492 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2493 deathtab << "T<YOU HAVE DIED>\n\n";
2494
2724 INVOKE_PLAYER (DEATH, op->contr); 2495 INVOKE_PLAYER (DEATH, op->contr);
2725 2496
2726 command_kill_pets (op, 0); 2497 command_kill_pets (op, 0);
2727 2498
2728 if (op->stats.food < 0) 2499 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 2500
2738 /* save the map location for corpse, gravestone */ 2501 /* save the map location for corpse, gravestone */
2739 x = op->x; 2502 x = op->x;
2740 y = op->y; 2503 y = op->y;
2741 map = op->map; 2504 map = op->map;
2769 2532
2770 lost_a_stat = 0; 2533 lost_a_stat = 0;
2771 2534
2772 for (z = 0; z < num_stats_lose; z++) 2535 for (z = 0; z < num_stats_lose; z++)
2773 { 2536 {
2774 i = RANDOM () % NUM_STATS; 2537 i = rndm (NUM_STATS);
2775 2538
2776 if (settings.stat_loss_on_death) 2539 if (settings.stat_loss_on_death)
2777 { 2540 {
2778 /* Pick a random stat and take a point off it. Tell the player 2541 /* Pick a random stat and take a point off it. Tell the player
2779 * what he lost. 2542 * what he lost.
2786 lost_a_stat = 1; 2549 lost_a_stat = 1;
2787 } 2550 }
2788 else 2551 else
2789 { 2552 {
2790 /* deplete a stat */ 2553 /* deplete a stat */
2791 archetype *deparch = archetype::find ("depletion"); 2554 archetype *deparch = archetype::find (shstr_depletion);
2792 object *dep; 2555 object *dep;
2793 2556
2794 dep = present_arch_in_ob (deparch, op); 2557 dep = present_arch_in_ob (deparch, op);
2795 if (!dep) 2558 if (!dep)
2796 { 2559 {
2797 dep = arch_to_object (deparch); 2560 dep = deparch->instance ();
2798 insert_ob_in_ob (dep, op); 2561 insert_ob_in_ob (dep, op);
2799 } 2562 }
2800 lose_this_stat = 1; 2563 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss) 2564 if (settings.balanced_stat_loss)
2802 { 2565 {
2830 } 2593 }
2831 } 2594 }
2832 2595
2833 if (lose_this_stat) 2596 if (lose_this_stat)
2834 { 2597 {
2835 this_stat = get_attr_value (&(dep->stats), i); 2598 this_stat = get_attr_value (&dep->stats, i);
2836 /* We could try to do something clever like find another 2599 /* We could try to do something clever like find another
2837 * stat to reduce if this fails. But chances are, if 2600 * stat to reduce if this fails. But chances are, if
2838 * stats have been depleted to -50, all are pretty low 2601 * stats have been depleted to -50, all are pretty low
2839 * and should be roughly the same, so it shouldn't make a 2602 * and should be roughly the same, so it shouldn't make a
2840 * difference. 2603 * difference.
2841 */ 2604 */
2842 if (this_stat >= -50) 2605 if (this_stat >= -50)
2843 { 2606 {
2844 change_attr_value (&(dep->stats), i, -1); 2607 change_attr_value (&(dep->stats), i, -1);
2845 SET_FLAG (dep, FLAG_APPLIED); 2608 dep->set_flag (FLAG_APPLIED);
2846 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2609 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2847 op->update_stats (); 2610 op->update_stats ();
2848 lost_a_stat = 1; 2611 lost_a_stat = 1;
2849 } 2612 }
2850 } 2613 }
2851 } 2614 }
2852 } 2615 }
2616
2853 /* If no stat lost, tell the player. */ 2617 /* If no stat lost, tell the player. */
2854 if (!lost_a_stat) 2618 if (!lost_a_stat)
2855 { 2619 {
2856 /* determine_god() seems to not work sometimes... why is this? 2620 /* determine_god() seems to not work sometimes... why is this?
2857 Should I be using something else? GD */ 2621 Should I be using something else? GD */
2858 const char *god = determine_god (op); 2622 shstr_tmp god = determine_god (op);
2859 2623
2860 if (god && (strcmp (god, "none"))) 2624 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); 2625 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2862 else 2626 else
2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2627 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2864 } 2628 }
2865#else 2629#else
2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2630 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2867#endif 2631#endif
2868 2632
2869 /* Put a gravestone up where the character 'almost' died. List the 2633 /* Put a gravestone up where the character 'almost' died. List the
2870 * exp loss on the stone. 2634 * exp loss on the stone.
2871 */ 2635 */
2872 tmp = arch_to_object (archetype::find ("gravestone")); 2636 tmp = archetype::find (shstr_gravestone)->instance ();
2873 sprintf (buf, "%s's gravestone", &op->name); 2637 tmp->name = format ("%s's gravestone", &op->name);
2874 tmp->name = buf; 2638 tmp->name_pl = format ("%s's gravestones", &op->name);
2875 sprintf (buf, "%s's gravestones", &op->name); 2639 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2876 tmp->name_pl = buf; 2640 &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; 2641 tmp->x = op->x, tmp->y = op->y;
2880 insert_ob_in_map (tmp, op->map, NULL, 0); 2642 insert_ob_in_map (tmp, op->map, NULL, 0);
2881 2643
2882 /**************************************/ 2644 /**************************************/
2883 /* */ 2645 /* */
2884 /* Subtract the experience points, */ 2646 /* Subtract the experience points, */
2885 /* if we died cause of food, give us */
2886 /* food, and reset HP's... */
2887 /* */ 2647 /* */
2888 /**************************************/ 2648 /**************************************/
2889 2649
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)); */ 2650 /*add_exp(op, (op->stats.exp * -0.20)); */
2912 apply_death_exp_penalty (op); 2651 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 2652
2919 /* 2653 /*
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 2654 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2655 * and put them back in the map.
2923 */ 2656 */
2924 2657 op->drop_unpaid_items ();
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op);
2927 2658
2928 /****************************************/ 2659 /****************************************/
2929 /* */ 2660 /* */
2930 /* Move player to his current respawn- */ 2661 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2662 /* position (usually last savebed) */
2949 if (will_kill_again) 2680 if (will_kill_again)
2950 { 2681 {
2951 object *force; 2682 object *force;
2952 int at; 2683 int at;
2953 2684
2954 force = get_archetype (FORCE_NAME); 2685 force = archetype::get (FORCE_NAME);
2955 /* 50 ticks should be enough time for the spell to abate */ 2686 /* 50 ticks should be enough time for the spell to abate */
2956 force->speed = 0.1;
2957 force->speed_left = -5.0; 2687 force->speed_left = -5.f;
2958 SET_FLAG (force, FLAG_APPLIED); 2688 force->set_speed (0.1f);
2689 force->set_flag (FLAG_APPLIED);
2690
2959 for (at = 0; at < NROFATTACKS; at++) 2691 for (at = 0; at < NROFATTACKS; at++)
2960 if (will_kill_again & (1 << at)) 2692 if (will_kill_again & (1 << at))
2961 force->resist[at] = 100; 2693 force->resist[at] = 100;
2962 2694
2963 insert_ob_in_ob (force, op); 2695 insert_ob_in_ob (force, op);
2964 op->update_stats (); 2696 op->update_stats ();
2965
2966 } 2697 }
2967 2698
2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2699 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2969} 2700}
2970 2701
2971void 2702static void
2972loot_object (object *op) 2703loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2704{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2705 object *tmp, *tmp2, *next;
2975 2706
2976 if (op->container) 2707 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2708
2979 for (tmp = op->inv; tmp; tmp = next) 2709 for (tmp = op->inv; tmp; tmp = next)
2980 { 2710 {
2981 next = tmp->below; 2711 next = tmp->below;
2982 2712
2983 if (tmp->invisible) 2713 if (tmp->invisible)
2984 continue; 2714 continue;
2985 2715
2986 tmp->remove (); 2716 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2717 tmp->x = op->x, tmp->y = op->y;
2718
2988 if (tmp->type == CONTAINER) 2719 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2720 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2721
2991 } 2722 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 { 2723 {
2994 if (tmp->nrof > 1) 2724 if (tmp->nrof > 1)
2995 { 2725 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2726 tmp->decrease (rndm (1, tmp->nrof - 1));
2997 tmp2->destroy ();
2998 insert_ob_in_map (tmp, op->map, NULL, 0); 2727 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2728 }
3000 else 2729 else
3001 tmp->destroy (); 2730 tmp->destroy ();
3002 } 2731 }
3008/* 2737/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2738 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2739 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2740 * was changed.
3012 */ 2741 */
3013
3014void 2742void
3015fix_weight (void) 2743fix_weight ()
3016{ 2744{
3017 for_all_players (pl) 2745 for_all_players (pl)
3018 { 2746 {
3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2747 sint32 old = pl->ob->carrying;
3020 2748
3021 if (old == sum) 2749 pl->ob->update_weight ();
3022 continue; 2750
2751 if (old != pl->ob->carrying)
2752 {
3023 pl->ob->update_stats (); 2753 pl->ob->update_stats ();
3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2754 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2755 }
3025 } 2756 }
3026} 2757}
3027 2758
3028void 2759void
3029fix_luck (void) 2760fix_luck ()
3030{ 2761{
3031 for_all_players (pl) 2762 for_all_players (pl)
3032 if (!pl->ob->contr->ns->state) 2763 if (!pl->ob->contr->ns->state)
3033 pl->ob->change_luck (0); 2764 pl->ob->change_luck (0);
3034} 2765}
3071} 2802}
3072 2803
3073void 2804void
3074make_visible (object *op) 2805make_visible (object *op)
3075{ 2806{
3076 op->hide = 0; 2807 op->flag [FLAG_HIDDEN] = 0;
3077 op->invisible = 0; 2808 op->invisible = 0;
2809
3078 if (op->type == PLAYER) 2810 if (op->type == PLAYER)
3079 { 2811 {
3080 op->contr->tmp_invis = 0; 2812 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 2813 op->contr->invis_race = 0;
3082 } 2814 }
2815
3083 update_object (op, UP_OBJ_FACE); 2816 update_object (op, UP_OBJ_CHANGE);
3084} 2817}
3085 2818
3086int 2819int
3087is_true_undead (object *op) 2820is_true_undead (object *op)
3088{ 2821{
3089 object *tmp = NULL; 2822 if (op->arch->flag [FLAG_UNDEAD])
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092 return 1; 2823 return 1;
3093 2824
3094 return 0; 2825 return 0;
3095} 2826}
3096 2827
3097/* look at the surrounding terrain to determine 2828/* look at the surrounding terrain to determine
3098 * the hideability of this object. Positive levels 2829 * the hideability of this object. Positive levels
3099 * indicate greater hideability. 2830 * indicate greater hideability.
3100 */ 2831 */
3101
3102int 2832int
3103hideability (object *ob) 2833hideability (object *ob)
3104{ 2834{
3105 int i, level = 0, mflag; 2835 int i, level = 0, mflag;
3106 sint16 x, y; 2836 sint16 x, y;
3107 2837
3108 if (!ob || !ob->map) 2838 if (!ob || !ob->map)
3109 return 0; 2839 return 0;
3110 2840
3111 /* so, on normal lighted maps, its hard to hide */ 2841 /* so, on normal lighted maps, its hard to hide */
3112 level = ob->map->darkness - 2; 2842 level = ob->map->darklevel () - 2;
3113 2843
3114 /* this also picks up whether the object is glowing. 2844 /* this also picks up whether the object is glowing.
3115 * If you carry a light on a non-dark map, its not 2845 * If you carry a light on a non-dark map, its not
3116 * as bad as carrying a light on a pitch dark map */ 2846 * as bad as carrying a light on a pitch dark map */
3117 if (has_carried_lights (ob)) 2847 if (ob->has_carried_lights ())
3118 level = -(10 + (2 * ob->map->darkness)); 2848 level = -(10 + (2 * ob->map->darklevel ()));
3119 2849
3120 /* scan through all nearby squares for terrain to hide in */ 2850 /* 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]) 2851 for (i = 0, x = ob->x, y = ob->y;
2852 i <= SIZEOFFREE1;
2853 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3122 { 2854 {
3123 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2855 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3124 if (mflag & P_OUT_OF_MAP) 2856 if (mflag & P_OUT_OF_MAP)
3125 {
3126 continue; 2857 continue;
3127 } 2858
3128 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2859 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3129 level += 2; 2860 level += 2;
3130 else /* open terrain! */ 2861 else /* open terrain! */
3131 level -= 1; 2862 level -= 1;
3132 } 2863 }
3140/* For Hidden creatures - a chance of becoming 'unhidden' 2871/* For Hidden creatures - a chance of becoming 'unhidden'
3141 * every time they move - as we subtract off 'invisibility' 2872 * every time they move - as we subtract off 'invisibility'
3142 * AND, for players, if they move into a ridiculously unhideable 2873 * AND, for players, if they move into a ridiculously unhideable
3143 * spot (surrounded by clear terrain in broad daylight). -b.t. 2874 * spot (surrounded by clear terrain in broad daylight). -b.t.
3144 */ 2875 */
3145
3146void 2876void
3147do_hidden_move (object *op) 2877do_hidden_move (object *op)
3148{ 2878{
3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2879 int hide = 0;
3150 object *skop;
3151 2880
3152 if (!op || !op->map) 2881 if (!op || !op->map)
3153 return; 2882 return;
3154 2883
3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2884 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2885 int num = random_roll (0, 19, op, PREFER_LOW);
3156 2886
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 2887 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if (op->type == PLAYER && op->contr->run_on) 2888 if (op->type == PLAYER && op->contr->run_on)
3159 if (!skop || num >= skop->level) 2889 if (!skop || num >= skop->level)
3160 { 2890 {
3170 num -= hide; 2900 num -= hide;
3171 2901
3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2902 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3173 { 2903 {
3174 make_visible (op); 2904 make_visible (op);
2905
3175 if (op->type == PLAYER) 2906 if (op->type == PLAYER)
3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2907 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3177 } 2908 }
3178 else if (op->type == PLAYER && skop) 2909 else if (op->type == PLAYER && skop)
3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2910 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3194 2925
3195 if (who->type == PLAYER) 2926 if (who->type == PLAYER)
3196 player = 1; 2927 player = 1;
3197 2928
3198 else 2929 else
3199 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2930 friendly = who->flag [FLAG_FRIENDLY];
3200 2931
3201 /* search adjacent squares */ 2932 /* search adjacent squares */
3202 for (i = 1; i < 9; i++) 2933 for (i = 1; i < 9; i++)
3203 { 2934 {
3204 x = who->x + freearr_x[i]; 2935 x = who->x + freearr_x[i];
3213 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2944 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3214 continue; 2945 continue;
3215 2946
3216 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2947 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3217 { 2948 {
3218 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2949 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3219 return 1; 2950 return 1;
3220 else if (tmp->type == PLAYER) 2951 else if (tmp->type == PLAYER)
3221 { 2952 {
3222 /*don't let a hidden DM prevent you from hiding */ 2953 /*don't let a hidden DM prevent you from hiding */
3223 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2954 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3224 return 1; 2955 return 1;
3225 } 2956 }
3226 } 2957 }
3227 } 2958 }
3228 return 0; 2959 return 0;
3232 * object op. This function works fine for monsters, 2963 * object op. This function works fine for monsters,
3233 * but we dont worry if the object isnt the top one in 2964 * but we dont worry if the object isnt the top one in
3234 * a pile (say a coin under a table would return "viewable" 2965 * a pile (say a coin under a table would return "viewable"
3235 * by this routine). Another question, should we be 2966 * by this routine). Another question, should we be
3236 * concerned with the direction the player is looking 2967 * concerned with the direction the player is looking
3237 * in? Realistically, most of use cant see stuff behind 2968 * in? Realistically, most of us can't see stuff behind
3238 * our backs...on the other hand, does the "facing" direction 2969 * our backs...on the other hand, does the "facing" direction
3239 * imply the way your head, or body is facing? Its possible 2970 * 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. 2971 * for them to differ. Sigh, this fctn could get a bit more complex.
3241 * -b.t. 2972 * -b.t.
3242 * This function is now map tiling safe. 2973 * This function is now map tiling safe.
3243 */ 2974 */
3244
3245int 2975int
3246player_can_view (object *pl, object *op) 2976player_can_view (object *pl, object *op)
3247{ 2977{
3248 rv_vector rv; 2978 rv_vector rv;
3249 int dx, dy; 2979 int dx, dy;
3261 2991
3262 get_rangevector (pl, op, &rv, 0x1); 2992 get_rangevector (pl, op, &rv, 0x1);
3263 2993
3264 /* starting with the 'head' part, lets loop 2994 /* starting with the 'head' part, lets loop
3265 * through the object and find if it has any 2995 * through the object and find if it has any
3266 * part that is in the los array but isnt on 2996 * part that is in the los array but isn't on
3267 * a blocked los square. 2997 * a blocked los square.
3268 * we use the archetype to figure out offsets. 2998 * we use the archetype to figure out offsets.
3269 */ 2999 */
3270 while (op) 3000 while (op)
3271 { 3001 {
3272 dx = rv.distance_x + op->arch->clone.x; 3002 dx = rv.distance_x + op->arch->x;
3273 dy = rv.distance_y + op->arch->clone.y; 3003 dy = rv.distance_y + op->arch->y;
3274 3004
3275 /* only the viewable area the player sees is updated by LOS 3005 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; 3006 return 1;
3007
3283 op = op->more; 3008 op = op->more;
3284 } 3009 }
3285 return 0;
3286}
3287 3010
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; 3011 return 0;
3314} 3012}
3315 3013
3316/* op_on_battleground - checks if the given object op (usually 3014/* op_on_battleground - checks if the given object op (usually
3317 * a player) is standing on a valid battleground-tile, 3015 * 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 3020 * Default is to do the same as before, so only people wanting to have different points need worry about this
3323 */ 3021 */
3324int 3022int
3325op_on_battleground (object *op, int *x, int *y) 3023op_on_battleground (object *op, int *x, int *y)
3326{ 3024{
3327 object *tmp;
3328
3329 /* A battleground-tile needs the following attributes to be valid: 3025 /* 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), 3026 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3331 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3027 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3332 * and the exit-coordinates sp/hp must both be > 0. 3028 * and the exit-coordinates sp/hp must both be > 0.
3333 * => The intention here is to prevent abuse of the battleground- 3029 * => The intention here is to prevent abuse of the battleground-
3334 * feature (like pickable or hidden battleground tiles). */ 3030 * feature (like pickable or hidden battleground tiles). */
3335 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3031 for (object *tmp = op->below; tmp; tmp = tmp->below)
3336 { 3032 {
3337 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3033 if (tmp->flag [FLAG_IS_FLOOR])
3338 { 3034 {
3339 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3035 if (tmp->flag [FLAG_NO_PICK]
3340 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3036 && tmp->type == BATTLEGROUND
3037 && tmp->name == shstr_battleground
3038 && EXIT_X (tmp) && EXIT_Y (tmp))
3341 { 3039 {
3342 /*before we assign the exit, check if this is a teambattle */ 3040 /* before we assign the exit, check if this is a teambattle */
3343 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3041 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) 3042 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3043 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3348 { 3044 {
3349 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3350 {
3351 if (x != NULL && y != NULL) 3045 if (x && y)
3352 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3046 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3047
3353 return 1; 3048 return 1;
3354 }
3355 } 3049 }
3356 } 3050
3357 if (x != NULL && y != NULL) 3051 if (x && y)
3358 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3052 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3053
3359 return 1; 3054 return 1;
3360 } 3055 }
3361 } 3056 }
3362 } 3057 }
3058
3363 /* If we got here, did not find a battleground */ 3059 /* If we got here, did not find a battleground */
3364 return 0; 3060 return 0;
3365} 3061}
3366 3062
3367/* 3063/*
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3079 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3080 int i = 0, j = 0;
3385 3081
3386 /* get the appropriate treasurelist */ 3082 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3083 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3084 trlist = treasurelist::find (shstr_dragon_ability_fire);
3389 else if (atnr == ATNR_COLD) 3085 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3086 trlist = treasurelist::find (shstr_dragon_ability_cold);
3391 else if (atnr == ATNR_ELECTRICITY) 3087 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3088 trlist = treasurelist::find (shstr_dragon_ability_elec);
3393 else if (atnr == ATNR_POISON) 3089 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3090 trlist = treasurelist::find (shstr_dragon_ability_poison);
3395 3091
3396 if (trlist == NULL || who->type != PLAYER) 3092 if (trlist == NULL || who->type != PLAYER)
3397 return; 3093 return;
3398 3094
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3095 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]); */ 3099 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3404 return; 3100 return;
3405 } 3101 }
3406 3102
3407 /* everything seems okay - now bring on the gift: */ 3103 /* everything seems okay - now bring on the gift: */
3408 item = &(tr->item->clone); 3104 item = tr->item;
3409 3105
3410 if (item->type == SPELL) 3106 if (item->type == SPELL)
3411 { 3107 {
3412 if (check_spell_known (who, item->name)) 3108 if (check_spell_known (who, item->name))
3413 return; 3109 return;
3472 { 3168 {
3473 /* forces in the treasurelist can alter the player's stats */ 3169 /* forces in the treasurelist can alter the player's stats */
3474 object *skin; 3170 object *skin;
3475 3171
3476 /* first get the dragon skin force */ 3172 /* 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) 3173 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3479 ; 3174 ;
3480 3175
3481 if (!skin) 3176 if (!skin)
3482 return; 3177 return;
3483 3178
3497 else 3192 else
3498 j = 1; 3193 j = 1;
3499 strcat (buf, spellpathnames[i]); 3194 strcat (buf, spellpathnames[i]);
3500 } 3195 }
3501 } 3196 }
3197
3502 strcat (buf, "."); 3198 strcat (buf, ".");
3503 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3199 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3504 } 3200 }
3505 3201
3506 /* evtl. adding flags: */ 3202 /* evtl. adding flags: */
3507 if (QUERY_FLAG (item, FLAG_XRAYS)) 3203 if (item->flag [FLAG_XRAYS])
3508 SET_FLAG (skin, FLAG_XRAYS); 3204 skin->set_flag (FLAG_XRAYS);
3509 if (QUERY_FLAG (item, FLAG_STEALTH)) 3205 if (item->flag [FLAG_STEALTH])
3510 SET_FLAG (skin, FLAG_STEALTH); 3206 skin->set_flag (FLAG_STEALTH);
3511 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3207 if (item->flag [FLAG_SEE_IN_DARK])
3512 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3208 skin->set_flag (FLAG_SEE_IN_DARK);
3513 3209
3514 /* print message if there is one */ 3210 /* print message if there is one */
3515 if (item->msg != NULL) 3211 if (item->msg != NULL)
3516 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3212 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3517 } 3213 }
3518 else 3214 else
3519 { 3215 {
3520 /* generate misc. treasure */ 3216 /* generate misc. treasure */
3521 tmp = arch_to_object (tr->item); 3217 tmp = tr->item->instance ();
3522 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3218 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); 3219 who->insert (tmp);
3524 if (who->type == PLAYER)
3525 esrv_send_item (who, tmp);
3526 } 3220 }
3527} 3221}
3528 3222
3529/** 3223//-GPL
3530 * Unready an object for a player. This function does nothing if the object was 3224
3531 * not readied. 3225sint8
3532 */ 3226player::darkness_at (maptile *map, int x, int y) const
3227{
3228 if (!ns)
3229 return LOS_BLOCKED;
3230
3231 int dx, dy;
3232 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3233 return LOS_BLOCKED;
3234
3235 x += dx - ns->current_x;
3236 y += dy - ns->current_y;
3237
3238 return blocked_los (x, y);
3239}
3240
3533void 3241void
3534player_unready_range_ob (player *pl, object *ob) 3242player::infobox (const char *title, const char *msg, int color)
3535{ 3243{
3536 rangetype i; 3244 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} 3245}
3246
3247void
3248player::statusmsg (const char *msg, int color)
3249{
3250 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3251}
3252
3253void
3254player::failmsg (const char *msg, int color)
3255{
3256 play_sound (sound_find ("generic_failure"));
3257 statusmsg (msg, color);
3258}
3259
3260void
3261object::failmsgf (const char *format, ...)
3262{
3263 if (!contr)
3264 return;
3265
3266 va_list ap;
3267 va_start (ap, format);
3268 contr->failmsg (vformat (format, ap));
3269 va_end (ap);
3270}
3271
3272void
3273player::failmsgf (const char *format, ...)
3274{
3275 va_list ap;
3276 va_start (ap, format);
3277 failmsg (vformat (format, ap));
3278 va_end (ap);
3279}
3280

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