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Comparing deliantra/server/server/player.C (file contents):
Revision 1.94 by root, Mon Jan 8 14:29:05 2007 UTC vs.
Revision 1.244 by root, Sun Nov 8 20:55:40 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
194 return; 67 return;
195 68
196 terminate_all_pets (ob); 69 terminate_all_pets (ob);
197 remove_friendly_object (ob); 70 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
199 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 78 ob->map = 0;
79 party = 0;
201 80
202 // for weird reasons, this is often "ob", keeping a circular reference 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 82
205 players.erase (this); 83 players.erase (this);
206} 84}
207 85
208// connect the player with a specific client 86// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
210void 88void
211player::connect (client *ns) 89player::connect (client *ns)
212{ 90{
213 this->ns = ns; 91 this->ns = ns;
214 ns->pl = this; 92 ns->pl = this;
215 93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
216 ns->update_look = 0; 98 ns->update_look = 0;
217 ns->look_position = 0; 99 ns->look_position = 0;
218 100
219 clear_los (ob); 101 clear_los ();
220 102
221//TODO: must move into client 103 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 104
248 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
251 108
252 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob); 110 link_skills ();
257 111
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259 113
260 assign (title, ob->arch->clone.name); 114 assign (title, ob->arch->object::name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271 115
272 /* if it's a dragon player, set the correct title here */ 116 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 117 if (is_dragon_pl (ob))
274 { 118 {
275 object *tmp, *abil = 0, *skin = 0; 119 object *tmp, *abil = 0, *skin = 0;
276 120
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below) 121 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE) 122 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force) 123 if (tmp->arch->archname == shstr_dragon_ability_force)
283 abil = tmp; 124 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force) 125 else if (tmp->arch->archname == shstr_dragon_skin_force)
285 skin = tmp; 126 skin = tmp;
286 127
287 set_dragon_name (ob, abil, skin); 128 set_dragon_name (ob, abil, skin);
288 } 129 }
289 130
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291 132
292 esrv_new_player (this, ob->weight + ob->carrying); 133 esrv_new_player (this);
293 134
294 ob->update_stats (); 135 ob->update_stats ();
136
295 ns->floorbox_update (); 137 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob); 138 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0); 139 esrv_add_spells (this, 0);
299 140
300 activate (); 141 activate ();
301 142
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this); 143 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this); 144 INVOKE_PLAYER (LOGIN, this);
308} 145}
309 146
310void 147void
311player::disconnect () 148player::disconnect ()
312{ 149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
313 if (ns) 156 if (ns)
314 { 157 {
315 if (active) 158 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 160
318 INVOKE_PLAYER (DISCONNECT, this); 161 INVOKE_PLAYER (DISCONNECT, this);
319 162
163 ns->reset_stats ();
320 ns->pl = 0; 164 ns->pl = 0;
321 this->ns = 0; 165 ns = 0;
322 } 166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
323 171
324 deactivate (); 172 deactivate ();
325} 173}
174
175//-GPL
326 176
327// the need for this function can be explained 177// the need for this function can be explained
328// by load_object not returning the object 178// by load_object not returning the object
329void 179void
330player::set_object (object *op) 180player::set_object (object *op)
331{ 181{
332 ob = op; 182 ob = observe = viewpoint = op;
333 ob->contr = this; /* this aren't yet in archetype */ 183 ob->contr = this; /* this aren't yet in archetype */
334 184
185 ob->speed = 1.0f;
335 ob->speed_left = 0.5; 186 ob->speed_left = 0.5f;
336 ob->speed = 1.0; 187
337 ob->direction = 5; /* So player faces south */ 188 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340 189
341 ob->roll_stats (); 190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
193
194 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED])
196 switch (op->type)
197 {
198 case SKILL:
199 ob->flag [FLAG_APPLIED] = false;
200 break;
201
202 case WAND:
203 case ROD:
204 case HORN:
205 case BOW:
206 ranged_ob = op;
207 break;
208
209 case WEAPON:
210 combat_ob = op;
211 break;
212 }
213
214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
215 ob->deactivate (); // change_weapon activates, fix this better
342} 216}
217
218void
219player::set_observe (object *op)
220{
221 observe = viewpoint = op ? op : ob;
222 do_los = 1;
223}
224
225void
226player::set_viewpoint (object *op)
227{
228 viewpoint = op ? op : (object *)observe;
229 do_los = 1;
230}
231
232//+GPL
343 233
344player::player () 234player::player ()
345{ 235{
346 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 237 * we deal with that below this point.
348 */ 238 */
349 outputs_sync = 16; /* Every 2 seconds */ 239 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 240 outputs_count = 4;
351 unapply = unapply_nochoice; 241 unapply = unapply_nochoice;
352 242
353 savebed_map = first_map_path; /* Init. respawn position */ 243 savebed_map = first_map_path; /* Init. respawn position */
354 244
355 gen_sp_armour = 10; 245 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal; 246 bowtype = bow_normal;
358 petmode = pet_normal; 247 petmode = pet_normal;
359 listening = 10;
360 usekeys = containers; 248 usekeys = containers;
361 peaceful = 1; /* default peaceful */ 249 peaceful = 1; /* default peaceful */
362 do_los = 1; 250 do_los = 1;
251
252 weapon_sp = 1.0f;
253 weapon_sp_left = 0.5f;
363} 254}
364 255
365void 256void
366player::do_destroy () 257player::do_destroy ()
367{ 258{
372 if (ob) 263 if (ob)
373 { 264 {
374 ob->destroy_inv (false); 265 ob->destroy_inv (false);
375 ob->destroy (); 266 ob->destroy ();
376 } 267 }
268
269 ob = observe = viewpoint = 0;
377} 270}
378 271
379player::~player () 272player::~player ()
380{ 273{
381 /* Clear item stack */ 274 /* Clear item stack */
382 free (stack_items); 275 free (stack_items);
276}
277
278/*
279 * get_player_archetype() return next player archetype from archetype
280 * list. Not very efficient routine, but used only creating new players.
281 * Note: there MUST be at least one player archetype!
282 */
283static archetype *
284get_player_archetype (archetype *at)
285{
286 // archetypes could have been reloaded
287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
288
289 if (!nat)
290 return at;
291
292 archvec::iterator i = archetypes.find (nat);
293
294 for (;;)
295 {
296 if (++i == archetypes.end ())
297 i = archetypes.begin ();
298 else if (*i == at)
299 cleanup ("not a single player archetype found");
300
301 if ((*i)->type == PLAYER)
302 return *i;
303 }
383} 304}
384 305
385/* Tries to add player on the connection passed in ns. 306/* Tries to add player on the connection passed in ns.
386 * All we can really get in this is some settings like host and display 307 * All we can really get in this is some settings like host and display
387 * mode. 308 * mode.
390player::create () 311player::create ()
391{ 312{
392 player *pl = new player; 313 player *pl = new player;
393 314
394 pl->set_object (arch_to_object (get_player_archetype (0))); 315 pl->set_object (arch_to_object (get_player_archetype (0)));
316
317 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */
320
395 set_first_map (pl->ob); 321 set_first_map (pl->ob);
396 322
397 return pl; 323 return pl;
398}
399
400/*
401 * get_player_archetype() return next player archetype from archetype
402 * list. Not very efficient routine, but used only creating new players.
403 * Note: there MUST be at least one player archetype!
404 */
405archetype *
406get_player_archetype (archetype *at)
407{
408 archetype *start = at;
409
410 for (;;)
411 {
412 if (at == NULL || at->next == NULL)
413 at = first_archetype;
414 else
415 at = at->next;
416
417 if (at->clone.type == PLAYER)
418 return at;
419
420 if (at == start)
421 {
422 LOG (llevError, "No Player archetypes\n");
423 exit (-1);
424 }
425 }
426} 324}
427 325
428object * 326object *
429get_nearest_player (object *mon) 327get_nearest_player (object *mon)
430{ 328{
433 unsigned lastdist; 331 unsigned lastdist;
434 rv_vector rv; 332 rv_vector rv;
435 333
436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
437 { 335 {
438 /* We should not find free objects on this friendly list, but it
439 * does periodically happen. Given that, lets deal with it.
440 * While unlikely, it is possible the next object on the friendly
441 * list is also free, so encapsulate this in a while loop.
442 */
443 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
444 {
445 object *tmp = ol->ob;
446
447 /* Can't do much more other than log the fact, because the object
448 * itself will have been cleared.
449 */
450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
451 tmp->debug_desc ());
452 ol = ol->next;
453 remove_friendly_object (tmp);
454 if (!ol)
455 return op;
456 }
457
458 /* Remove special check for player from this. First, it looks to cause
459 * some crashes (ol->ob->contr not set properly?), but secondly, a more
460 * complicated method of state checking would be needed in any case -
461 * as it was, a clever player could type quit, and the function would
462 * skip them over while waiting for confirmation. Remove
463 * on_same_map check, as can_detect_enemy also does this
464 */
465 if (!can_detect_enemy (mon, ol->ob, &rv)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
466 continue; 337 continue;
467 338
468 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
469 { 340 {
545 x = mon->x; 416 x = mon->x;
546 y = mon->y; 417 y = mon->y;
547 m = mon->map; 418 m = mon->map;
548 dir = rv.direction; 419 dir = rv.direction;
549 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 420 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
550 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 421 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
422
551 /* If we can't solve it within the search distance, return now. */ 423 /* If we can't solve it within the search distance, return now. */
552 if (diff > max) 424 if (diff > max)
553 return 0; 425 return 0;
426
554 while (diff > 1 && max > 0) 427 while (diff > 1 && max > 0)
555 { 428 {
556 lastx = x; 429 lastx = x;
557 lasty = y; 430 lasty = y;
558 lastmap = m; 431 lastmap = m;
640 max--; 513 max--;
641 lastdir = dir; 514 lastdir = dir;
642 if (!firstdir) 515 if (!firstdir)
643 firstdir = dir; 516 firstdir = dir;
644 } 517 }
518
645 if (diff <= 1) 519 if (diff <= 1)
646 { 520 {
647 /* Recalculate diff (distance) because we may not have actually 521 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance. 522 * headed toward player for entire distance.
649 */ 523 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
651 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
652 } 526 }
527
653 if (diff > max) 528 if (diff > max)
654 return 0; 529 return 0;
655 } 530 }
531
656 /* If we reached the max, didn't find a direction in time */ 532 /* If we reached the max, didn't find a direction in time */
657 if (!max) 533 if (!max)
658 return 0; 534 return 0;
659 535
660 return firstdir; 536 return firstdir;
661} 537}
662 538
663void 539void
664give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
665{ 541{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 542 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 544
671 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
672 { 546 {
673 next = op->below; 547 next = op->below;
674 548
675 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 550 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 556 * by this player due to race restrictions
683 */ 557 */
684 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
685 { 559 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
687 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 567 {
692 op->destroy (); 568 op->destroy ();
693 continue; 569 continue;
694 } 570 }
695 } 571 }
696 572
697 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 576 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
704 { 578 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 581 {
713 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
715 continue; 585 break;
716 } 586 }
717 587
718 if (op->nrof > 1) 588 if (op->nrof > 1)
719 op->nrof = 1; 589 op->nrof = 1;
720 } 590 }
721 591
722 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 594
727 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 596 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 597 * merged properly.
730 */ 598 */
731 if (need_identify (op)) 599 if (need_identify (op))
732 { 600 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 604 }
605
737 if (op->type == SPELL) 606 if (op->type == SPELL)
738 { 607 {
739 op->destroy (); 608 op->destroy ();
740 continue; 609 continue;
741 } 610 }
743 { 612 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 614 op->stats.exp = 0;
746 op->level = 1; 615 op->level = 1;
747 } 616 }
748 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
752 620
753 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
754 link_player_skills (pl); 622 pl->contr->link_skills ();
755} 623}
756 624
757void 625void
758get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
759{ 627{
774roll_stat (void) 642roll_stat (void)
775{ 643{
776 int a[4], i, j, k; 644 int a[4], i, j, k;
777 645
778 for (i = 0; i < 4; i++) 646 for (i = 0; i < 4; i++)
779 a[i] = (int) RANDOM () % 6 + 1; 647 a[i] = (int) rndm (6) + 1;
780 648
781 for (i = 0, j = 0, k = 7; i < 4; i++) 649 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 650 if (a[i] < k)
783 k = a[i], j = i; 651 k = a[i], j = i;
784 652
790} 658}
791 659
792void 660void
793object::roll_stats () 661object::roll_stats ()
794{ 662{
795 int statsort [7]; 663 int statsort [NUM_STATS];
796 664
797 for (;;) 665 for (;;)
798 { 666 {
799 int sum = 0; 667 int sum = 0;
800 for (int i = 7; i--; ) 668 for (int i = NUM_STATS; i--; )
801 sum += statsort [i] = roll_stat (); 669 sum += statsort [i] = roll_stat ();
802 670
803 if (sum >= 82 && sum <= 116) 671 if (sum >= 82 && sum <= 116)
804 break; 672 break;
805 } 673 }
806 674
807 // Sort the stats so that rerolling is easier... 675 // Sort the stats so that rerolling is easier...
808 std::sort (statsort, statsort + 7, std::greater<int>()); 676 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809 677
678 for (int i = 0; i < NUM_STATS; ++i)
810 stats.Str = statsort[0]; 679 stats.stat (i) = statsort [i];
811 stats.Dex = statsort[1];
812 stats.Con = statsort[2];
813 stats.Int = statsort[3];
814 stats.Wis = statsort[4];
815 stats.Pow = statsort[5];
816 stats.Cha = statsort[6];
817 680
818 stats.exp = 0; 681 stats.exp = 0;
819 stats.ac = 0; 682 stats.ac = 0;
820 683
821 stats.hp = stats.maxhp; 684 stats.hp = stats.maxhp;
833} 696}
834 697
835void 698void
836object::swap_stats (int a, int b) 699object::swap_stats (int a, int b)
837{ 700{
838 int tmp = get_attr_value (&contr->orig_stats, a); 701 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
840 set_attr_value (&contr->orig_stats, b, tmp);
841 702
703 for (int i = 0; i < NUM_STATS; ++i)
842 stats.Str = contr->orig_stats.Str; 704 stats.stat (i) = contr->orig_stats.stat (i);
843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849 705
850 //TODO: the following code looks so borked and should, at the very least, 706 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats 707 // be merged with the similar code in roll_stats
852 stats.ac = 0; 708 stats.ac = 0;
853 709
872static void 728static void
873start_info (object *op) 729start_info (object *op)
874{ 730{
875 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
876 732
877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
878 new_draw_info (NDI_UNIQUE, 0, op, buf); 734 new_draw_info (NDI_UNIQUE, 0, op, buf);
879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
881} 735}
882 736
883/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
884 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
885 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
886 * separate race and class; this actually changes the RACE, 740 * separate race and class; this actually changes the RACE,
887 * not the class. 741 * not the class.
888 */ 742 */
889int 743void
890key_change_class (object *op, char key) 744player::chargen_race_done ()
891{ 745{
892 int tmp_loop;
893
894 if (key == 'd' || key == 'D')
895 {
896 char buf[MAX_BUF];
897
898 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
899 esrv_new_player (op->contr, op->weight + op->carrying); 747 esrv_new_player (ob->contr);
900 748
901 treasurelist *tl = find_treasurelist ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
902 if (tl) 750 if (tl)
903 create_treasure (tl, op, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
904 752
905 INVOKE_PLAYER (BIRTH, op->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
906 INVOKE_PLAYER (LOGIN, op->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
907 755
908 op->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
909 757
910 if (op->msg) 758 if (ob->msg)
911 op->msg = NULL; 759 ob->msg = 0;
912 760
913 /* We create this now because some of the unique maps will need it
914 * to save here.
915 */
916 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
917 make_path_to_file (buf);
918
919#ifdef AUTOSAVE
920 op->contr->last_save_tick = pticks;
921#endif
922 start_info (op); 761 start_info (ob);
923 CLEAR_FLAG (op, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
924 give_initial_items (op, op->randomitems); 763 give_initial_items (ob, ob->randomitems);
925 link_player_skills (op);
926 esrv_send_inventory (op, op); 764 esrv_send_inventory (ob, ob);
927 op->update_stats (); 765 ob->update_stats ();
928 766
929 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
930 * is one for this race 768 * is one for this race
931 */ 769 */
932 if (*first_map_ext_path) 770 if (*first_map_ext_path)
933 { 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
934 object *tmp;
935 char mapname[MAX_BUF];
936
937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
938 tmp = object::create ();
939 EXIT_PATH (tmp) = mapname;
940 EXIT_X (tmp) = op->x;
941 EXIT_Y (tmp) = op->y;
942 op->enter_exit (tmp); /* we don't really care if it succeeded;
943 * if the map isn't there, then stay on the
944 * default initial map */
945 tmp->destroy ();
946 }
947 else 772 else
948 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
774}
949 775
950 return 0; 776void
951 } 777player::chargen_race_next ()
952 778{
953 /* Following actually changes the race - this is the default command 779 /* Following actually changes the race - this is the default command
954 * if we don't match with one of the options above. 780 * if we don't match with one of the options above.
955 */ 781 */
956 782
957 tmp_loop = 0; 783 do
958 while (!tmp_loop)
959 { 784 {
960 shstr name = op->name; 785 shstr name = ob->name;
961 int x = op->x, y = op->y; 786 int x = ob->x, y = ob->y;
962 787
963 op->remove_statbonus (); 788 ob->remove_statbonus ();
964 op->remove (); 789 ob->remove ();
965 op->arch = get_player_archetype (op->arch); 790 ob->arch = get_player_archetype (ob->arch);
966 op->arch->clone.copy_to (op); 791 ob->arch->copy_to (ob);
967 op->instantiate (); 792 ob->instantiate ();
968 op->stats = op->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
969 op->name = op->name_pl = name; 794 ob->name = ob->name_pl = name;
970 op->x = x; 795 ob->x = x;
971 op->y = y; 796 ob->y = y;
972 SET_ANIMATION (op, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
973 insert_ob_in_map (op, op->map, op, 0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
974 assign (op->contr->title, op->arch->clone.name); 799 assign (ob->contr->title, ob->arch->object::name);
975 op->add_statbonus (); 800 ob->add_statbonus ();
976 tmp_loop = allowed_class (op);
977 } 801 }
802 while (!allowed_class (ob));
978 803
979 update_object (op, UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
980 esrv_update_item (UPD_FACE, op, op); 805 esrv_update_item (UPD_FACE, ob, ob);
981 op->update_stats (); 806 ob->update_stats ();
982 op->stats.hp = op->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
983 op->stats.sp = op->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
984 op->stats.grace = 0; 809 ob->stats.grace = 0;
985
986 if (op->msg)
987 new_draw_info (NDI_BLUE, 0, op, op->msg);
988
989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
990 return 0;
991} 810}
992 811
993void 812static void
994flee_player (object *op) 813flee_player (object *op)
995{ 814{
996 int dir, diff; 815 int dir, diff;
997 rv_vector rv; 816 rv_vector rv;
998 817
1001 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
1002 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
1003 return; 822 return;
1004 } 823 }
1005 824
1006 if (op->enemy == NULL) 825 if (!op->enemy)
1007 { 826 {
1008 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
1009 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1010 return; 829 return;
1011 } 830 }
1012 831
1013 /* Seen some crashes here. Since we don't store an
1014 * op->enemy_count, it is possible that something destroys the
1015 * actual enemy, and the object is recycled.
1016 */
1017 if (op->enemy->map == NULL)
1018 {
1019 CLEAR_FLAG (op, FLAG_SCARED);
1020 op->enemy = NULL;
1021 return;
1022 }
1023
1024 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1025 { 833 {
1026 op->enemy = NULL; 834 op->enemy = NULL;
1027 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1028 return; 836 return;
1031 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1032 840
1033 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1034 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1035 { 843 {
1036 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1037 845
1038 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1039 return; 847 return;
1040 } 848 }
1041 849
1042 /* Cornered, get rid of scared */ 850 /* Cornered, get rid of scared */
1043 CLEAR_FLAG (op, FLAG_SCARED); 851 CLEAR_FLAG (op, FLAG_SCARED);
1044 op->enemy = NULL; 852 op->enemy = NULL;
1045} 853}
1046 854
1047
1048/* check_pick sees if there is stuff to be picked up/picks up stuff. 855/* check_pick sees if there is stuff to be picked up/picks up stuff.
1049 * IT returns 1 if the player should keep on moving, 0 if he should 856 * It returns 1 if the player should keep on moving, 0 if he should
1050 * stop. 857 * stop.
1051 */ 858 */
1052int 859int
1053check_pick (object *op) 860check_pick (object *op)
1054{ 861{
1055 object *tmp, *next; 862 object *tmp, *next;
1056 int stop = 0; 863 int stop = 0;
1057 int j, k, wvratio; 864 int wvratio;
1058 char putstring[128], tmpstr[16];
1059 865
1060 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1061 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1062 return 1; 868 return 1;
1063 869
1064 next = op->below; 870 next = op->below;
1065 871
872 int cnt = MAX_ITEM_PER_ACTION;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1066 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1067 * destroyed */ 876 * destroyed */
1068 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1069 { 878 {
1070 tmp = next; 879 tmp = next;
1071 next = tmp->below; 880 next = tmp->below;
1072 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1073 if (op->destroyed ()) 888 if (op->destroyed ())
1074 return 0; 889 return 0;
1075 890
1076 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1077 continue; 892 continue;
1078 893
1079 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1080 { 895 {
1081 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1082 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1083 continue; 899 continue;
1084 } 900 }
1085 901
1086 /* high not bit set? We're using the old autopickup model */ 902 /* pickup handling */
903 if (op->contr->mode & PU_DEBUG)
904 {
905 /* some debugging code to figure out item information */
906 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d",
908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
909 : format ("item name: %s item type: %d weight/value: %d",
910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
911
912 new_draw_info (NDI_UNIQUE, 0, op, str);
913 }
914
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
919 return 1;
920
921 /* philosophy:
922 * It's easy to grab an item type from a pile, as long as it's
923 * generic. This takes no game-time. For more detailed pickups
924 * and selections, select-items should be used. This is a
925 * grab-as-you-run type mode that's really useful for arrows for
926 * example.
927 * The drawback: right now it has no frontend, so you need to
928 * stick the bits you want into a calculator in hex mode and then
929 * convert to decimal and then 'pickup <#>
930 */
931
932 /* the first two modes are exclusive: if NOTHING we return, if
933 * STOP then we stop. All the rest are applied sequentially,
934 * meaning if any test passes, the item gets picked up. */
935
936 /* if mode is set to pick nothing up, return */
937 if (op->contr->mode == PU_NOTHING)
938 return 1;
939
940 /* if mode is set to stop when encountering objects, return */
941 /* take STOP before INHIBIT since it doesn't actually pick
942 * anything up */
943 if (op->contr->mode & PU_STOP)
944 return 0;
945
946 /* useful for going into stores and not losing your settings... */
947 /* and for battles wher you don't want to get loaded down while
948 * fighting */
949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
951
952 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
955
956 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
959
960 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */
1087 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1088 { 964 {
1089 switch (op->contr->mode) 965 CHK_PICK_PICKUP;
966 continue;
967 }
968
969 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_POTION)
977 if (tmp->type == POTION)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* spellbooks, skillscrolls and normal books/scrolls */
984 if (op->contr->mode & PU_SPELLBOOK)
985 if (tmp->type == SPELLBOOK)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_SKILLSCROLL)
992 if (tmp->type == SKILLSCROLL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 if (op->contr->mode & PU_READABLES)
999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1004
1005 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1020
1021 if (op->contr->mode & PU_VALUABLES)
1022 {
1023 if (tmp->type == MONEY || tmp->type == GEM)
1090 { 1024 {
1091 case 0: 1025 CHK_PICK_PICKUP;
1092 return 1; /* don't pick up */ 1026 continue;
1093 case 1:
1094 pick_up (op, tmp);
1095 return 1;
1096 case 2:
1097 pick_up (op, tmp);
1098 return 0;
1099 case 3:
1100 return 0; /* stop before pickup */
1101 case 4:
1102 pick_up (op, tmp);
1103 break;
1104 case 5:
1105 pick_up (op, tmp);
1106 stop = 1;
1107 break;
1108 case 6:
1109 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1110 pick_up (op, tmp);
1111 break;
1112
1113 case 7:
1114 if (tmp->type == MONEY || tmp->type == GEM)
1115 pick_up (op, tmp);
1116 break;
1117
1118 default:
1119 /* use value density */
1120 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1121 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1122 pick_up (op, tmp);
1123 } 1027 }
1124 } 1028 }
1125 else 1029
1126 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1127 /* NEW pickup handling */
1128 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1129 { 1033 {
1130 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1131 if (tmp->name != NULL)
1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134 else
1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1136 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137
1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139 }
1140
1141 /* philosophy:
1142 * It's easy to grab an item type from a pile, as long as it's
1143 * generic. This takes no game-time. For more detailed pickups
1144 * and selections, select-items should be used. This is a
1145 * grab-as-you-run type mode that's really useful for arrows for
1146 * example.
1147 * The drawback: right now it has no frontend, so you need to
1148 * stick the bits you want into a calculator in hex mode and then
1149 * convert to decimal and then 'pickup <#>
1150 */
1151
1152 /* the first two modes are exclusive: if NOTHING we return, if
1153 * STOP then we stop. All the rest are applied sequentially,
1154 * meaning if any test passes, the item gets picked up. */
1155
1156 /* if mode is set to pick nothing up, return */
1157
1158 if (op->contr->mode & PU_NOTHING)
1159 return 1;
1160
1161 /* if mode is set to stop when encountering objects, return */
1162 /* take STOP before INHIBIT since it doesn't actually pick
1163 * anything up */
1164
1165 if (op->contr->mode & PU_STOP)
1166 return 0;
1167
1168 /* useful for going into stores and not losing your settings... */
1169 /* and for battles wher you don't want to get loaded down while
1170 * fighting */
1171 if (op->contr->mode & PU_INHIBIT)
1172 return 1;
1173
1174 /* prevent us from turning into auto-thieves :) */
1175 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1176 continue; 1035 continue;
1036 }
1177 1037
1178 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1179 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1180 continue; 1043 continue;
1044 }
1181 1045
1182 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1183 /* question: don't pick up known-poisonous stuff? */ 1047 if (op->contr->mode & PU_BOW)
1048 if (tmp->type == BOW)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_ARROW)
1055 if (tmp->type == ARROW)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 /* all kinds of armor etc. */
1062 if (op->contr->mode & PU_ARMOUR)
1063 if (tmp->type == ARMOUR)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_HELMET)
1070 if (tmp->type == HELMET)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_SHIELD)
1077 if (tmp->type == SHIELD)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1184 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1185 if (tmp->type == FOOD) 1084 if (tmp->type == BOOTS)
1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1090 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_CLOAK)
1098 if (tmp->type == CLOAK)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1111
1112 /* careful: chairs and tables are weapons! */
1113 if (op->contr->mode & PU_ALLWEAPON)
1114 {
1115 if (tmp->type == WEAPON)
1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1186 { 1117 {
1187 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1188 continue; 1119 continue;
1189 } 1120 }
1121 }
1190 1122
1123 /* misc stuff that's useful */
1191 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1192 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1193 { 1126 {
1194 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1195 continue; 1128 continue;
1196 } 1129 }
1197 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1198 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1199 if (tmp->type == POTION) 1134 {
1135 /* use value density to decide what else to grab */
1136 /* >=7 was >= op->contr->mode */
1137 /* >=7 is the old standard setting. Now we take the last 4 bits
1200 { 1138 */
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* spellbooks, skillscrolls and normal books/scrolls */
1206 if (op->contr->mode & PU_SPELLBOOK)
1207 if (tmp->type == SPELLBOOK)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 if (op->contr->mode & PU_SKILLSCROLL)
1214 if (tmp->type == SKILLSCROLL)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219
1220 if (op->contr->mode & PU_READABLES)
1221 if (tmp->type == BOOK || tmp->type == SCROLL)
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 /* wands/staves/rods/horns */
1228 if (op->contr->mode & PU_MAGIC_DEVICE)
1229 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* pick up all magical items */
1236 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1237 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1140 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_VALUABLES)
1244 { 1141 {
1245 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1246 { 1145 {
1247 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1248 continue;
1249 } 1147 }
1250 }
1251
1252 /* rings & amulets - talismans seems to be typed AMULET */
1253 if (op->contr->mode & PU_JEWELS)
1254 if (tmp->type == RING || tmp->type == AMULET)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 /* we don't forget dragon food */
1261 if (op->contr->mode & PU_FLESH)
1262 if (tmp->type == FLESH)
1263 {
1264 pick_up (op, tmp);
1265 continue;
1266 }
1267
1268 /* bows and arrows. Bows are good for selling! */
1269 if (op->contr->mode & PU_BOW)
1270 if (tmp->type == BOW)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_ARROW)
1277 if (tmp->type == ARROW)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 /* all kinds of armor etc. */
1284 if (op->contr->mode & PU_ARMOUR)
1285 if (tmp->type == ARMOUR)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_HELMET)
1292 if (tmp->type == HELMET)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 if (op->contr->mode & PU_SHIELD)
1299 if (tmp->type == SHIELD)
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 if (op->contr->mode & PU_BOOTS)
1306 if (tmp->type == BOOTS)
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 if (op->contr->mode & PU_GLOVES)
1313 if (tmp->type == GLOVES)
1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318
1319 if (op->contr->mode & PU_CLOAK)
1320 if (tmp->type == CLOAK)
1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325
1326 /* hoping to catch throwing daggers here */
1327 if (op->contr->mode & PU_MISSILEWEAPON)
1328 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* careful: chairs and tables are weapons! */
1335 if (op->contr->mode & PU_ALLWEAPON)
1336 {
1337 if (tmp->type == WEAPON && tmp->name != NULL)
1338 {
1339 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1340 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1341 {
1342 pick_up (op, tmp);
1343 continue;
1344 }
1345 }
1346
1347 if (tmp->type == WEAPON && tmp->name == NULL)
1348 {
1349 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1350 {
1351 pick_up (op, tmp);
1352 continue;
1353 }
1354 }
1355 }
1356
1357 /* misc stuff that's useful */
1358 if (op->contr->mode & PU_KEY)
1359 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1360 {
1361 pick_up (op, tmp);
1362 continue;
1363 }
1364
1365 /* any of the last 4 bits set means we use the ratio for value
1366 * pickups */
1367 if (op->contr->mode & PU_RATIO)
1368 {
1369 /* use value density to decide what else to grab */
1370 /* >=7 was >= op->contr->mode */
1371 /* >=7 is the old standard setting. Now we take the last 4 bits
1372 * and multiply them by 5, giving 0..15*5== 5..75 */
1373 wvratio = (op->contr->mode & PU_RATIO) * 5;
1374 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1375 {
1376 pick_up (op, tmp);
1377#if 0
1378 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1379 if (tmp->name != NULL)
1380 {
1381 fprintf (stderr, "%s", tmp->name);
1382 }
1383 else 1148 else
1384 fprintf (stderr, "%s", tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1385 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1386 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1387#endif 1152#endif
1153 CHK_PICK_PICKUP;
1388 continue; 1154 continue;
1389 }
1390 } 1155 }
1391 } /* the new pickup model */ 1156 } /* the new pickup model */
1392 } 1157 }
1393 1158
1394 return !stop; 1159 return !stop;
1160}
1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1395} 1195}
1396 1196
1397/* 1197/*
1398 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1399 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1400 * found object is returned. 1200 * found object is returned.
1401 */ 1201 */
1402object * 1202static object *
1403find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1404{ 1204{
1405 object *tmp = NULL;
1406
1407 for (op = op->inv; op; op = op->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1408 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1409 tmp = find_arrow (op, type);
1410 else if (op->type == ARROW && op->race == type) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp);
1208
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1211 if (object *arrow = find_arrow (tmp, type))
1212 {
1213 splay (tmp);
1411 return op; 1214 return arrow;
1215 }
1216
1412 return tmp; 1217 return 0;
1413} 1218}
1414 1219
1415/* 1220/*
1416 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1417 * against the target. A full test is not performed, simply a basic test 1222 * against the target. A full test is not performed, simply a basic test
1418 * of resistances. The archer is making a quick guess at what he sees down 1223 * of resistances. The archer is making a quick guess at what he sees down
1419 * the hall. Failing that it does it's best to pick the highest plus arrow. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1420 */ 1225 */
1421 1226static object *
1422object *
1423find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1424{ 1228{
1425 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1426 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1427 1231
1428 if (!type) 1232 if (!type)
1432 { 1236 {
1433 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1434 { 1238 {
1435 i = 0; 1239 i = 0;
1436 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1437 if (i > betterby) 1242 if (i > betterby)
1438 { 1243 {
1439 tmp = ntmp; 1244 tmp = ntmp;
1440 betterby = i; 1245 betterby = i;
1441 } 1246 }
1442 } 1247 }
1443 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1444 { 1249 {
1445 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1446 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1447 { 1252 {
1448 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1449 { 1254 {
1450 *better = 100; 1255 *better = 100;
1451 return arrow; 1256 return arrow;
1459 else 1264 else
1460 { 1265 {
1461 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1462 { 1267 {
1463 attacktype = 1 << attacknum; 1268 attacktype = 1 << attacknum;
1464 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1465 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1270 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1466 { 1271 {
1467 tmp = arrow; 1272 tmp = arrow;
1468 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1469 } 1274 }
1470 } 1275 }
1276
1471 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1472 { 1278 {
1473 tmp = arrow; 1279 tmp = arrow;
1474 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1475 } 1281 }
1282
1476 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1477 { 1284 {
1478 tmp = arrow; 1285 tmp = arrow;
1479 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1480 } 1287 }
1481 } 1288 }
1482 } 1289 }
1483 } 1290 }
1291
1484 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1485 return find_arrow (op, type); 1293 return find_arrow (op, type);
1486 1294
1487 *better = betterby; 1295 *better = betterby;
1488 return tmp; 1296 return tmp;
1492 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1493 * op = the shooter 1301 * op = the shooter
1494 * type = bow->race 1302 * type = bow->race
1495 * dir = fire direction 1303 * dir = fire direction
1496 */ 1304 */
1497 1305static object *
1498object *
1499pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1500{ 1307{
1501 object *tmp = NULL; 1308 object *tmp = NULL;
1502 maptile *m; 1309 maptile *m;
1503 int i, mflags, found, number; 1310 int i, mflags, found, number;
1504 sint16 x, y; 1311 sint16 x, y;
1519 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1520 { 1327 {
1521 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1522 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1523 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1524 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1525 { 1333 {
1526 tmp = NULL; 1334 tmp = 0;
1527 break; 1335 break;
1528 } 1336 }
1529 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1337 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1530 { 1338 {
1531 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1532 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1533 */ 1341 */
1534 tmp = NULL; 1342 tmp = 0;
1535 break; 1343 break;
1536 } 1344 }
1345
1537 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1538 {
1539 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1540 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1541 {
1542 found++;
1543 break;
1544 }
1545 if (found)
1546 break; 1349 break;
1547 }
1548 } 1350 }
1549 if (tmp == NULL) 1351
1352 if (!tmp)
1550 return find_arrow (op, type); 1353 return find_arrow (op, type);
1551 1354
1552 if (tmp->head) 1355 if (tmp->head)
1553 tmp = tmp->head; 1356 tmp = tmp->head;
1554 1357
1567 */ 1370 */
1568int 1371int
1569fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1372fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1570{ 1373{
1571 object *left, *bow; 1374 object *left, *bow;
1572 int bowspeed, mflags; 1375 int mflags;
1573 maptile *m; 1376 maptile *m;
1574 1377
1575 if (!dir) 1378 if (!dir)
1576 { 1379 {
1577 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1380 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1578 return 0; 1381 return 0;
1579 } 1382 }
1580 1383
1581 if (op->type == PLAYER) 1384 if (op->contr)
1582 bow = op->contr->ranges[range_bow]; 1385 bow = op->current_weapon;
1583 else 1386 else
1584 { 1387 {
1585 for (bow = op->inv; bow; bow = bow->below) 1388 for (bow = op->inv; bow; bow = bow->below)
1586 /* Don't check for applied - monsters don't apply bows - in that way, they 1389 /* Don't check for applied - monsters don't apply bows - in that way, they
1587 * don't need to switch back and forth between bows and weapons. 1390 * don't need to switch back and forth between bows and weapons.
1592 if (!bow) 1395 if (!bow)
1593 { 1396 {
1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1595 return 0; 1398 return 0;
1596 } 1399 }
1400
1401 // optimisation: move object to top so we will find it quickly again
1402 splay (bow);
1597 } 1403 }
1598 1404
1599 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1600 { 1406 {
1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1602 return 0; 1408 return 0;
1603 } 1409 }
1604
1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1606
1607 /* penalize ROF for bestarrow */
1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1611 if (bowspeed < 1)
1612 bowspeed = 1;
1613 1410
1614 if (arrow == NULL) 1411 if (arrow == NULL)
1615 { 1412 {
1616 if ((arrow = find_arrow (op, bow->race)) == NULL) 1413 if ((arrow = find_arrow (op, bow->race)) == NULL)
1617 { 1414 {
1618 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1416 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1417 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1621 else 1418 else
1622 CLEAR_FLAG (op, FLAG_READY_BOW); 1419 CLEAR_FLAG (op, FLAG_READY_BOW);
1420
1623 return 0; 1421 return 0;
1624 } 1422 }
1625 } 1423 }
1626 1424
1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1425 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1635 } 1433 }
1636 1434
1637 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1638 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1639 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1640 arrow->destroy (); 1439 arrow->destroy ();
1641 return 0; 1440 return 0;
1642 } 1441 }
1643 1442
1644 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1645 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1646 if (!arrow) 1445 if (!arrow)
1647 { 1446 {
1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1447 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1649 return 0; 1448 return 0;
1650 } 1449 }
1651 1450
1652 arrow->set_owner (op); 1451 arrow->set_owner (op);
1653 arrow->skill = bow->skill; 1452 arrow->skill = bow->skill;
1654 arrow->direction = dir; 1453 arrow->direction = dir;
1655 1454
1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1456 arrow->stats.hp = arrow->stats.dam;
1457 arrow->stats.grace = arrow->attacktype;
1458 arrow->custom_name = arrow->slaying;
1459
1460#if 0
1461 if (player *pl = op->contr)
1462 {
1463 float speed = pl->weapon_sp;
1464
1465 /* penalize ROF for bestarrow */
1466 if (pl->bowtype == bow_bestarrow)
1467 speed *= .9f;
1468 else
1469 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1470
1471 op->speed_left += speed - op->speed;
1472 }
1473#endif
1474
1475 SET_ANIMATION (arrow, arrow->direction);
1476
1477 /* update the speed */
1478 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1479 + bow->stats.dam / 7.f;
1480
1481 arrow->set_speed (max (arrow->speed, 2.f));
1482 arrow->speed_left = 0;
1483
1484 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1485
1656 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1657 { 1487 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664 arrow->stats.hp = arrow->stats.dam;
1665 arrow->stats.grace = arrow->attacktype;
1666 if (arrow->slaying != NULL)
1667 arrow->spellarg = strdup (arrow->slaying);
1668
1669 /* Note that this was different for monsters - they got their level
1670 * added to the damage. I think the strength bonus is more proper.
1671 */
1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1675 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678
1679 arrow->set_speed (max (arrow->speed, 1.0));
1680 arrow->speed_left = 0;
1681
1682 if (op->type == PLAYER)
1683 {
1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1685 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1686 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1687
1688 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1488 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1489 wc -= dex_bonus[op->stats.Dex];
1490
1491 if (!arrow->slaying)
1492 arrow->slaying = op->slaying;
1493
1494 arrow->attacktype |= op->attacktype;
1689 } 1495 }
1690 else 1496 else
1691 { 1497 {
1692 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1693 arrow->level = op->level; 1498 arrow->level = op->level;
1694 } 1499 arrow->stats.wc -= bow->magic;
1695 1500
1696 if (arrow->attacktype == AT_PHYSICAL) 1501 if (!arrow->slaying)
1502 arrow->slaying = bow->slaying;
1503
1697 arrow->attacktype |= bow->attacktype; 1504 arrow->attacktype |= bow->attacktype;
1505 }
1698 1506
1699 if (bow->slaying) 1507 wc -= arrow->level;
1700 arrow->slaying = bow->slaying; 1508 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1701 1509
1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704 1513
1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1706 m->insert (arrow, sx, sy, op); 1515 m->insert (arrow, sx, sy, op);
1707 1516
1708 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1709 move_arrow (arrow); 1518 move_arrow (arrow);
1710
1711 if (op->type == PLAYER)
1712 {
1713 if (left->destroyed ())
1714 esrv_del_item (op->contr, left->count);
1715 else
1716 esrv_send_item (op, left);
1717 }
1718 1519
1719 return 1; 1520 return 1;
1720} 1521}
1721 1522
1722/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1724 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1725 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1726 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1727 * hence the function name. 1528 * hence the function name.
1728 */ 1529 */
1729int 1530static int
1730player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1731{ 1532{
1732 int ret = 0, wcmod = 0; 1533 int ret;
1733 1534
1734 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1735 { 1536 {
1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1737 } 1538 }
1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1539 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739 { 1540 {
1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1741 wcmod = -1;
1742
1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1744 } 1543 }
1745 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1746 { 1545 {
1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1748 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1547 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1749 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1548 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1750 } 1549 }
1751 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1752 { 1551 {
1753 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1552 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1553 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1554 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1756
1757 } 1555 }
1758 else 1556 else
1759 { 1557 {
1760 /* Simple case */ 1558 /* Simple case */
1761 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 } 1560 }
1561
1763 return ret; 1562 return ret;
1764} 1563}
1765
1766 1564
1767/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1768 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1769 */ 1567 */
1770void 1568static void
1771fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1772{ 1570{
1773 object *item; 1571 object *item = op->contr->ranged_ob;
1774 1572
1775 if (!op->contr->ranges[range_misc]) 1573 if (!item)
1776 { 1574 {
1777 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1576 return;
1779 } 1577 }
1780 1578
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) 1579 if (!item->inv)
1783 { 1580 {
1784 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1581 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1785 return; 1582 return;
1786 } 1583 }
1584
1585 if (!op->change_weapon (item))
1586 return;
1587
1787 if (item->type == WAND) 1588 if (item->type == WAND)
1788 { 1589 {
1789 if (item->stats.food <= 0) 1590 if (item->stats.food <= 0)
1790 { 1591 {
1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1592 op->contr->play_sound (sound_find ("wand_poof"));
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1594
1793 return; 1595 return;
1794 } 1596 }
1795 } 1597 }
1796 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1797 { 1599 {
1798 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1600 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1601
1602 // using the maximum of the rods charge allows at least one spell cast
1603 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1799 { 1605 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1607
1801 if (item->type == ROD) 1608 if (item->type == ROD)
1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1803 else 1610 else
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1612
1805 return; 1613 return;
1806 } 1614 }
1807 } 1615 }
1808 1616
1809 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1810 { 1618 {
1811 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1619 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1620
1812 if (item->type == WAND) 1621 if (item->type == WAND)
1813 { 1622 {
1814 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
1815 { 1624 {
1816 object *tmp; 1625 object *tmp;
1817 1626
1818 if (item->arch) 1627 if (item->arch)
1819 { 1628 {
1820 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1821 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
1822 item->set_speed (0); 1631 item->set_speed (0);
1823 } 1632 }
1824 1633
1825 if ((tmp = item->in_player ())) 1634 if (object *pl = item->visible_to ())
1826 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
1827 } 1636 }
1828 } 1637 }
1829 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
1830 drain_rod_charge (item); 1639 drain_rod_charge (item);
1831 } 1640 }
1832} 1641}
1833 1642
1834/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
1835 */ 1644 */
1836void 1645bool
1837fire (object *op, int dir) 1646fire (object *op, int dir)
1838{ 1647{
1839 int spellcost = 0; 1648 int spellcost = 0;
1649
1650 player *pl = op->contr;
1651
1652 if (pl->golem)
1653 {
1654 control_golem (op->contr->golem, dir);
1655 return false;
1656 }
1657
1658 object *ob = pl->ranged_ob;
1659
1660 if (!ob)
1661 return false;
1662
1663 if (op->speed_left > 0.f)
1664 --op->speed_left;
1665 else
1666 return false;
1667
1668 if (!op->change_weapon (ob))
1669 return false;
1840 1670
1841 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op)) 1672 if (action_makes_visible (op))
1843 make_visible (op); 1673 make_visible (op);
1844 1674
1845 switch (op->contr->shoottype) 1675 switch (ob->type)
1846 { 1676 {
1847 case range_none: 1677 case BOW:
1848 return;
1849
1850 case range_bow:
1851 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1852 return; 1679 break;
1853 1680
1854 case range_magic: /* Casting spells */ 1681 case SPELL:
1855 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1856 return; 1683 break;
1857 1684
1858 case range_misc: 1685 case BUILDER:
1686 apply_map_builder (op, dir);
1687 break;
1688
1689 case SKILL:
1690 do_skill (op, op, ob, dir, 0);
1691 break;
1692
1693 default:
1859 fire_misc_object (op, dir); 1694 fire_misc_object (op, dir);
1860 return; 1695 break;
1861
1862 case range_golem: /* Control summoned monsters from scrolls */
1863 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1864 {
1865 op->contr->ranges[range_golem] = 0;
1866 op->contr->shoottype = range_none;
1867 }
1868 else
1869 control_golem (op->contr->ranges[range_golem], dir);
1870 return;
1871
1872 case range_skill:
1873 if (!op->chosen_skill)
1874 {
1875 if (op->type == PLAYER)
1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1877 return;
1878 }
1879
1880 do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder (op, dir);
1884 return;
1885 default:
1886 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return;
1888 } 1696 }
1889}
1890 1697
1698 return true;
1699}
1891 1700
1892 1701static object *
1893/* find_key
1894 * We try to find a key for the door as passed. If we find a key
1895 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic
1897 * for both is the same - just the specific key is different.
1898 * pl is the player,
1899 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers.
1902 */
1903
1904object *
1905find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1906{ 1703{
1907 object *tmp, *key; 1704 object *tmp, *key;
1908 1705
1909 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) 1707 if (!container->inv)
1911 return NULL; 1708 return 0;
1912 1709
1913 /* First, lets try to find a key in the top level inventory */ 1710 /* First, lets try to find a key in the top level inventory */
1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 { 1712 {
1916 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1917 break; 1714 break;
1715
1918 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1920 */ 1718 */
1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 break; 1720 break;
1923 } 1721 }
1722
1924 /* No key found - lets search inventories now */ 1723 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1724 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1725 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1726 * a key, return
1928 */ 1727 */
1929 if (!tmp) 1728 if (!tmp)
1930 { 1729 {
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 {
1933 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1934 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1935 {
1936 if ((key = find_key (pl, tmp, door)) != NULL) 1733 if ((key = find_key_ (pl, tmp, door)))
1937 return key; 1734 return key;
1938 } 1735
1939 }
1940 if (!tmp) 1736 if (!tmp)
1941 return NULL; 1737 return 0;
1942 } 1738 }
1739
1943 /* We get down here if we have found a key. Now if its in a container, 1740 /* We get down here if we have found a key. Now if its in a container,
1944 * see if we actually want to use it 1741 * see if we actually want to use it
1945 */ 1742 */
1946 if (pl != container) 1743 if (pl != container)
1947 { 1744 {
1948 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1949 if (!pl->contr) 1746 if (!pl->contr)
1950 return NULL; 1747 return 0;
1748
1951 /* cases where this fails: 1749 /* cases where this fails:
1952 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1953 * are not in the players inventory. 1751 * are not in the players inventory.
1954 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1955 * containers can be used. 1753 * containers can be used.
1959 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1960 * 1758 *
1961 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1962 * all the others. 1760 * all the others.
1963 */ 1761 */
1964 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1965 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1966 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1967 { 1765 {
1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1969 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1970 return NULL; 1768 return NULL;
1971 } 1769 }
1972 } 1770 }
1771
1973 return tmp; 1772 return tmp;
1773}
1774
1775/* find_key
1776 * We try to find a key for the door as passed. If we find a key
1777 * and successfully use it, we return the key, otherwise NULL
1778 * This function merges both normal and locked door, since the logic
1779 * for both is the same - just the specific key is different.
1780 * pl is the player,
1781 * inv is the objects inventory to searched
1782 * door is the door we are trying to match against.
1783 * This function can be called recursively to search containers.
1784 */
1785object *
1786find_key (object *pl, object *container, object *door)
1787{
1788 if (door->slaying && is_match_expr (door->slaying))
1789 {
1790 // for match expressions, we try to find the key by applying the match
1791 // to the op itself, which is supposed to find the "key", instead
1792 // of searching through containers ourselves.
1793
1794 return match_one (door->slaying, container, door, pl, pl);
1795 }
1796 else
1797 return find_key_ (pl, container, door);
1974} 1798}
1975 1799
1976/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1978 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1979 * 0 otherwise 1803 * 0 otherwise
1980 */ 1804 */
1981static int 1805static int
1982player_attack_door (object *op, object *door) 1806player_attack_door (object *op, object *door)
1983{ 1807{
1984 /* If its a door, try to find a use a key. If we do destroy the door, 1808 /* If its a door, try to find a key. If we do destroy the door,
1985 * might as well return immediately as there is nothing more to do - 1809 * might as well return immediately as there is nothing more to do -
1986 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
1987 */ 1811 */
1988 object *key = find_key (op, op, door); 1812 object *key = find_key (op, op, door);
1989 1813
1990 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
1991 if (key) 1815 if (key)
1992 { 1816 {
1993 object *container = key->env; 1817 object *container = key->env;
1994 1818
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
1997 make_visible (op); 1820 make_visible (op);
1821
1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op); 1823 spring_trap (door->inv, op);
1824
2000 if (door->type == DOOR) 1825 if (door->type == DOOR)
2001 {
2002 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1826 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2003 }
2004 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
2005 { 1828 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1829 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2007 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1831 }
1832
2009 /* Do this after we print the message */ 1833 /* Do this after we print the message */
2010 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
2011 /* Need to update the weight the container the key was in */ 1835
2012 if (container != op)
2013 esrv_update_item (UPD_WEIGHT, op, container);
2014 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
2015 } 1837 }
2016 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
2017 { 1839 {
2018 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1841 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2020 return 1; 1842 return 1;
2021 } 1843 }
1844
2022 return 0; 1845 return 0;
2023} 1846}
2024 1847
2025/* This function is just part of a breakup from move_player. 1848/* This function is just part of a breakup from move_player.
2026 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2027 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2028 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2029 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2030 */ 1853 */
2031void 1854bool
2032move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2033{ 1856{
2034 object *tmp, *mon; 1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 sint16 nx, ny; 1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2036 int on_battleground; 1863 int on_battleground;
2037 maptile *m;
2038 1864
2039 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2040 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2041 1867
2042 on_battleground = op_on_battleground (op, 0, 0); 1868 on_battleground = op_on_battleground (op, 0, 0);
1869
1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2043 1872
2044 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2045 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2046 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2047 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2048 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2049 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2050 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2051 * move_ob uses. 1880 * move_ob uses.
2052 */ 1881 */
2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1882 maptile *m = op->map->xy_find (nx, ny);
1883
1884 /* Go through all the objects, and find ones of interest. Only stop if
1885 * we find a monster - that is something we know we want to attack.
1886 * if its a door or barrel (can roll) see if there may be monsters
1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2054 { 1897 }
2055 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
2056 { 1910 }
2057 m = op->map->xy_find (nx, ny); 1911
2058 if (!m) 1912 /* The following deals with possibly attacking peaceful
2059 return; /* Don't think this should happen */ 1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
2060 } 1945 }
2061 else 1946 else
2062 m = op->map;
2063
2064 if (!(tmp = m->at (nx, ny).bot))
2065 return; 1947 return false;
1948 }
2066 1949
2067 mon = 0;
2068 /* Go through all the objects, and find ones of interest. Only stop if
2069 * we find a monster - that is something we know we want to attack.
2070 * if its a door or barrel (can roll) see if there may be monsters
2071 * on the space
2072 */
2073 while (tmp)
2074 {
2075 if (tmp == op)
2076 {
2077 tmp = tmp->above;
2078 continue;
2079 }
2080
2081 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2082 {
2083 mon = tmp;
2084 break;
2085 }
2086
2087 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2088 mon = tmp;
2089
2090 tmp = tmp->above;
2091 }
2092
2093 if (!mon) /* This happens anytime the player tries to move */
2094 return; /* into a wall */
2095
2096 if (mon->head)
2097 mon = mon->head;
2098
2099 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2100 if (player_attack_door (op, mon))
2101 return;
2102
2103 /* The following deals with possibly attacking peaceful
2104 * or frienddly creatures. Basically, all players are considered
2105 * unaggressive. If the moving player has peaceful set, then the
2106 * object should be pushed instead of attacked. It is assumed that
2107 * if you are braced, you will not attack friends accidently,
2108 * and thus will not push them.
2109 */
2110
2111 /* If the creature is a pet, push it even if the player is not
2112 * peaceful. Our assumption is the creature is a pet if the
2113 * player owns it and it is either friendly or unagressive.
2114 */
2115 if ((op->type == PLAYER)
2116#if COZY_SERVER
2117 &&
2118 ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2120#else
2121 && mon->owner == op
2122#endif
2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2124 {
2125 /* If we're braced, we don't want to switch places with it */
2126 if (op->contr->braced)
2127 return;
2128
2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2130 (void) push_ob (mon, dir, op);
2131 if (op->contr->tmp_invis || op->hide)
2132 make_visible (op);
2133
2134 return;
2135 }
2136
2137 /* in certain circumstances, you shouldn't attack friendly 1950 /* in certain circumstances, you shouldn't attack friendly
2138 * creatures. Note that if you are braced, you can't push 1951 * creatures. Note that if you are braced, you can't push
2139 * someone, but put it inside this loop so that you won't 1952 * someone, but put it inside this loop so that you won't
2140 * attack them either. 1953 * attack them either.
2141 */ 1954 */
2142 if ((mon->type == PLAYER || mon->enemy != op) && 1955 if ((mon->type == PLAYER || mon->enemy != op)
2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2144#ifdef PROHIBIT_PLAYERKILL
2145 (op->contr->peaceful 1957 && ((op->contr->peaceful
2146 || (mon->type == PLAYER 1958 || (mon->type == PLAYER && mon->contr->peaceful))
2147 && mon->contr->
2148 peaceful)) &&
2149#else
2150 op->contr->peaceful &&
2151#endif
2152 !on_battleground)) 1959 && !on_battleground))
1960 {
1961 if (op->speed_left > 0.f)
2153 { 1962 {
1963 --op->speed_left;
1964
2154 if (!op->contr->braced) 1965 if (!op->contr->braced)
2155 { 1966 {
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1967 op->play_sound (sound_find ("push_player"));
2157 push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2158 } 1969 }
2159 else 1970 else
2160 new_draw_info (0, 0, op, "You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
2161 1972
2162 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2163 make_visible (op); 1974 make_visible (op);
2164 }
2165 1975
1976 return true;
1977 }
1978 }
2166 /* If the object is a boulder or other rollable object, then 1979 /* If the object is a boulder or other rollable object, then
2167 * roll it if not braced. You can't roll it if you are braced. 1980 * roll it if not braced. You can't roll it if you are braced.
2168 */ 1981 */
2169 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1983 {
1984 if (op->speed_left > 0.f)
2170 { 1985 {
1986 --op->speed_left;
1987
2171 recursive_roll (mon, dir, op); 1988 recursive_roll (mon, dir, op);
2172 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2173 make_visible (op); 1990 make_visible (op);
2174 }
2175 1991
1992 return true;
1993 }
1994 }
2176 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2177 * Way it works is like this: First, it must have some hit points 1996 * Way it works is like this: First, it must have some hit points
2178 * and be living. Then, it must be one of the following: 1997 * and be living. Then, it must be one of the following:
2179 * 1) Not a player, 2) A player, but of a different party. Note 1998 * 1) Not a player, 2) A player, but of a different party. Note
2180 * that party_number -1 is no party, so attacks can still happen. 1999 * that party_number -1 is no party, so attacks can still happen.
2181 */ 2000 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2184 { 2003 {
2185 2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2186 /* If the player hasn't hit something this tick, and does
2187 * so, give them speed boost based on weapon speed. Doing
2188 * it here is better than process_players2, which basically
2189 * incurred a 1 tick offset.
2190 */
2191 if (!op->contr->has_hit)
2192 { 2005 {
2193 op->speed_left += op->speed / op->contr->weapon_sp; 2006 --op->contr->weapon_sp_left;
2194
2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2196 }
2197 2007
2198 skill_attack (mon, op, 0, 0, 0); 2008 skill_attack (mon, op, 0, 0, 0);
2199
2200 /* If attacking another player, that player gets automatic
2201 * hitback, and doesn't loose luck either.
2202 * Disable hitback on the battleground or if the target is
2203 * the wiz.
2204 */
2205 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2206 {
2207 short luck = mon->stats.luck;
2208
2209 mon->contr->has_hit = 1;
2210 skill_attack (op, mon, 0, 0, 0);
2211 mon->stats.luck = luck;
2212 }
2213 2009
2214 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2215 make_visible (op); 2011 make_visible (op);
2216 }
2217 } /* if player should attack something */
2218}
2219 2012
2220int 2013 return true;
2014 }
2015 }
2016
2017 return false;
2018}
2019
2020bool
2221move_player (object *op, int dir) 2021move_player (object *op, int dir)
2222{ 2022{
2223 int pick;
2224
2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2226 return 0; 2024 return 0;
2227 2025
2228 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2229 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2230 { 2028 {
2232 return 0; 2030 return 0;
2233 } 2031 }
2234 2032
2235 /* peterm: added following line */ 2033 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2238 2036
2239 op->facing = dir; 2037 op->facing = dir;
2240 2038
2241 if (op->hide) 2039 if (op->flag [FLAG_HIDDEN])
2242 do_hidden_move (op); 2040 do_hidden_move (op);
2243 2041
2042 bool retval;
2043 int pick = 0;
2044
2244 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2245 /*nop */ ; 2046 retval = RESULT_INT (0);
2246 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2247 fire (op, dir); 2048 retval = fire (op, dir);
2248 else 2049 else
2249 { 2050 {
2250 move_player_attack (op, dir); 2051 retval = move_player_attack (op, dir);
2251 pick = check_pick (op); 2052 pick = check_pick (op);
2252 } 2053 }
2253 2054
2254 /* Add special check for newcs players and fire on - this way, the 2055 /* Add special check for newcs players and fire on - this way, the
2255 * server can handle repeat firing. 2056 * server can handle repeat firing.
2262 /* Update how the player looks. Use the facing, so direction may 2063 /* Update how the player looks. Use the facing, so direction may
2263 * get reset to zero. This allows for full animation capabilities 2064 * get reset to zero. This allows for full animation capabilities
2264 * for players. 2065 * for players.
2265 */ 2066 */
2266 animate_object (op, op->facing); 2067 animate_object (op, op->facing);
2267 return 0; 2068
2069 return retval;
2268} 2070}
2269 2071
2270/* This is similar to handle_player, below, but is only used by the 2072/* This is similar to handle_player, below, but is only used by the
2271 * new client/server stuff. 2073 * new client/server stuff.
2272 * This is sort of special, in that the new client/server actually uses 2074 * This is sort of special, in that the new client/server actually uses
2273 * the new speed values for commands. 2075 * the new speed values for commands.
2274 * 2076 *
2275 * Returns true if there are more actions we can do. 2077 * Returns true if there are more actions we can do. Should not do
2078 * many actions in a row, as that would be too unfair to other
2079 * players.
2276 */ 2080 */
2277int 2081bool
2278handle_newcs_player (object *op) 2082handle_newcs_player (object *op)
2279{ 2083{
2280 if (op->contr->hidden)
2281 {
2282 op->invisible = 1000;
2283 /* the socket code flashes the player visible/invisible
2284 * depending on the value of invisible, so we need to
2285 * alternate it here for it to work correctly.
2286 */
2287 if (pticks & 2)
2288 op->invisible--;
2289 }
2290 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2291 {
2292 op->invisible--;
2293 if (!op->invisible)
2294 {
2295 make_visible (op);
2296 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2297 }
2298 }
2299
2300 if (QUERY_FLAG (op, FLAG_SCARED)) 2084 if (QUERY_FLAG (op, FLAG_SCARED))
2301 { 2085 {
2302 flee_player (op); 2086 if (op->speed_left > 0.f)
2303 /* If player is still scared, that is his action for this tick */
2304 if (QUERY_FLAG (op, FLAG_SCARED))
2305 { 2087 {
2306 op->speed_left--; 2088 --op->speed_left;
2089 flee_player (op);
2090
2307 return 0; 2091 return true;
2308 } 2092 }
2093 else
2094 return false;
2309 } 2095 }
2310
2311 /* I've been seeing crashes where the golem has been destroyed, but
2312 * the player object still points to the defunct golem. The code that
2313 * destroys the golem looks correct, and it doesn't always happen, so
2314 * put this in a a workaround to clean up the golem pointer.
2315 */
2316 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2317 op->contr->ranges[range_golem] = 0;
2318 2096
2319 /* call this here - we also will call this in do_ericserver, but 2097 /* call this here - we also will call this in do_ericserver, but
2320 * the players time has been increased when doericserver has been 2098 * the players time has been increased when doericserver has been
2321 * called, so we recheck it here. 2099 * called, so we recheck it here.
2322 */ 2100 */
2323 if (op->contr->ns->handle_command ()) 2101 if (op->contr->ns->handle_command ())
2324 return 1; 2102 return true;
2325 2103
2326 if (op->speed_left > 0)
2327 {
2328 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2104 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2329 {
2330 /* All move commands take 1 tick, at least for now */
2331 op->speed_left--;
2332
2333 /* Instead of all the stuff below, let move_player take care
2334 * of it. Also, some of the skill stuff is only put in
2335 * there, as well as the confusion stuff.
2336 */
2337 move_player (op, op->direction); 2105 return move_player (op, op->direction);
2338 2106
2339 return op->speed_left > 0;
2340 }
2341 }
2342
2343 return 0; 2107 return false;
2344} 2108}
2345 2109
2346int 2110static int
2347save_life (object *op) 2111save_life (object *op)
2348{ 2112{
2349 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2350 return 0; 2114 return 0;
2351 2115
2352 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2354 { 2118 {
2355 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2119 op->play_sound (sound_find ("ob_evaporate"));
2356 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2120 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2357
2358 if (op->contr)
2359 esrv_del_item (op->contr, tmp->count);
2360 2121
2361 tmp->destroy (); 2122 tmp->destroy ();
2362 CLEAR_FLAG (op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2363 2124
2364 if (op->stats.hp < 0) 2125 if (op->stats.hp < 0)
2377 return 0; 2138 return 0;
2378} 2139}
2379 2140
2380/* This goes throws the inventory and removes unpaid objects, and puts them 2141/* This goes throws the inventory and removes unpaid objects, and puts them
2381 * back in the map (location and map determined by values of env). This 2142 * back in the map (location and map determined by values of env). This
2382 * function will descend into containers. op is the object to start the search 2143 * function will descend into containers. op is the object to start the search
2383 * from. 2144 * from.
2384 */ 2145 */
2146static void
2147drop_unpaid_items (object *op, object *env)
2148{
2149 while (op)
2150 {
2151 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2152
2153 if (QUERY_FLAG (op, FLAG_UNPAID))
2154 op->insert_at (env);
2155 else if (op->inv)
2156 drop_unpaid_items (op->inv, env);
2157
2158 op = next;
2159 }
2160}
2161
2385void 2162void
2386remove_unpaid_objects (object *op, object *env) 2163object::drop_unpaid_items ()
2387{ 2164{
2388 object *next; 2165 if (!flag [FLAG_REMOVED])
2389 2166 ::drop_unpaid_items (inv, this);
2390 while (op)
2391 {
2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2393
2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2395 {
2396 if (env->type == PLAYER)
2397 esrv_del_item (env->contr, op->count);
2398
2399 op->insert_at (env);
2400 }
2401 else if (op->inv)
2402 remove_unpaid_objects (op->inv, env);
2403
2404 op = next;
2405 }
2406}
2407
2408/*
2409 * Returns pointer a static string containing gravestone text
2410 * Moved from apply.c to player.c - player.c is what
2411 * actually uses this function. player.c may not be quite the
2412 * best, a misc file for object actions is probably better,
2413 * but there isn't one in the server directory.
2414 */
2415char *
2416gravestone_text (object *op)
2417{
2418 static char buf2[MAX_BUF];
2419 char buf[MAX_BUF];
2420 time_t now = time (NULL);
2421
2422 strcpy (buf2, " R.I.P.\n\n");
2423 if (op->type == PLAYER)
2424 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2425 else
2426 sprintf (buf, "%s\n", &op->name);
2427
2428 strncat (buf2, " ", 20 - strlen (buf) / 2);
2429 strcat (buf2, buf);
2430 if (op->type == PLAYER)
2431 sprintf (buf, "who was in level %d when killed\n", op->level);
2432 else
2433 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2434
2435 strncat (buf2, " ", 20 - strlen (buf) / 2);
2436 strcat (buf2, buf);
2437 if (op->type == PLAYER)
2438 {
2439 sprintf (buf, "by %s.\n\n", op->contr->killer);
2440 strncat (buf2, " ", 21 - strlen (buf) / 2);
2441 strcat (buf2, buf);
2442 }
2443
2444 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2446 strcat (buf2, buf);
2447
2448 return buf2;
2449} 2167}
2450 2168
2451void 2169void
2452do_some_living (object *op) 2170do_some_living (object *op)
2453{ 2171{
2460 int rate_grace = 2000; 2178 int rate_grace = 2000;
2461 const int max_hp = 1; 2179 const int max_hp = 1;
2462 const int max_sp = 1; 2180 const int max_sp = 1;
2463 const int max_grace = 1; 2181 const int max_grace = 1;
2464 2182
2465 if (op->contr->outputs_sync) 2183 if (op->contr->hidden)
2184 {
2185 op->invisible = 1000;
2186 /* the socket code flashes the player visible/invisible
2187 * depending on the value of invisible, so we need to
2188 * alternate it here for it to work correctly.
2189 */
2190 if (pticks & 2)
2191 op->invisible--;
2466 { 2192 }
2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2193 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2194 {
2469 flush_output_element (op, &op->contr->outputs[i]); 2195 if (!op->invisible--)
2196 {
2197 make_visible (op);
2198 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2199 }
2470 } 2200 }
2471 2201
2472 if (op->contr->ns->state == ST_PLAYING) 2202 if (op->contr->ns->state == ST_PLAYING)
2473 { 2203 {
2474 /* these next three if clauses make it possible to SLOW DOWN 2204 /* these next three if clauses make it possible to SLOW DOWN
2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2223 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2494 else 2224 else
2495 { 2225 {
2496 gen_grace = op->stats.maxgrace; 2226 gen_grace = op->stats.maxgrace;
2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2227 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2498 }
2499
2500 /* Regenerate Spell Points */
2501 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2502 {
2503 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2504 if (op->stats.sp < op->stats.maxsp)
2505 {
2506 op->stats.sp++;
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511 if (op->contr->digestion < 0)
2512 op->stats.food += op->contr->digestion;
2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2514 op->stats.food = last_food;
2515 }
2516 }
2517
2518 if (max_sp > 1)
2519 {
2520 over_sp = (gen_sp + 10) / rate_sp;
2521 if (over_sp > 0)
2522 {
2523 if (op->stats.sp < op->stats.maxsp)
2524 {
2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2527 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2528 op->stats.sp--;
2529
2530 if (op->stats.sp > op->stats.maxsp)
2531 op->stats.sp = op->stats.maxsp;
2532 }
2533 op->last_sp = 0;
2534 }
2535 else
2536 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2537 }
2538 else
2539 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2540 } 2228 }
2541 2229
2542 /* Regenerate Grace */ 2230 /* Regenerate Grace */
2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2231 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2544 if (--op->last_grace < 0) 2232 if (--op->last_grace < 0)
2565 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2253 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2566 } 2254 }
2567 /* wearing stuff doesn't detract from grace generation. */ 2255 /* wearing stuff doesn't detract from grace generation. */
2568 } 2256 }
2569 2257
2258 if (op->stats.food > 0)
2259 {
2570 /* Regenerate Hit Points */ 2260 /* Regenerate Spell Points */
2571 if (--op->last_heal < 0) 2261 if (!op->contr->golem && --op->last_sp < 0)
2572 {
2573 if (op->stats.hp < op->stats.maxhp)
2574 { 2262 {
2575 op->stats.hp++; 2263 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2576 /* dms do not consume food */ 2264
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (op->stats.sp < op->stats.maxsp)
2578 { 2266 {
2267 op->stats.sp++;
2268
2269 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ))
2271 {
2579 op->stats.food--; 2272 op->stats.food--;
2273
2580 if (op->contr->digestion < 0) 2274 if (op->contr->digestion < 0)
2581 op->stats.food += op->contr->digestion; 2275 op->stats.food += op->contr->digestion;
2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2276 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2583 op->stats.food = last_food; 2277 op->stats.food = last_food;
2278 }
2584 } 2279 }
2585 }
2586 2280
2587 if (max_hp > 1) 2281 if (max_sp > 1)
2588 {
2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2590 if (over_hp > 0)
2591 { 2282 {
2592 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2283 over_sp = (gen_sp + 10) / rate_sp;
2284 if (over_sp > 0)
2285 {
2286 if (op->stats.sp < op->stats.maxsp)
2287 {
2288 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2289
2290 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2291 op->stats.sp--;
2292
2293 if (op->stats.sp > op->stats.maxsp)
2294 op->stats.sp = op->stats.maxsp;
2295 }
2296
2593 op->last_heal = 0; 2297 op->last_sp = 0;
2298 }
2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2594 } 2301 }
2595 else 2302 else
2303 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2304 }
2305
2306 /* Regenerate Hit Points */
2307 if (--op->last_heal < 0)
2308 {
2309 if (op->stats.hp < op->stats.maxhp)
2596 { 2310 {
2597 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2311 op->stats.hp++;
2312
2313 /* dms do not consume food */
2314 if (!QUERY_FLAG (op, FLAG_WIZ))
2315 {
2316 op->stats.food--;
2317
2318 if (op->contr->digestion < 0)
2319 op->stats.food += op->contr->digestion;
2320 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2321 op->stats.food = last_food;
2322 }
2598 } 2323 }
2324
2325 if (max_hp > 1)
2326 {
2327 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2328
2329 if (over_hp > 0)
2330 {
2331 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2332 op->last_heal = 0;
2333 }
2334 else
2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2599 } 2336 }
2600 else 2337 else
2601 {
2602 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2338 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2603 } 2339 }
2604 } 2340 }
2605 2341
2606 /* Digestion */ 2342 /* Digestion */
2607 if (--op->last_eat < 0) 2343 if (--op->last_eat < 0)
2608 { 2344 {
2609#ifdef COZY_SERVER 2345 int bonus = max (0, op->contr->digestion),
2610 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2346 penalty = max (0, -op->contr->digestion);
2611 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2612#else
2613 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2614#endif
2615 2347
2616 if (op->contr->gen_hp > 0)
2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2348 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2618 else
2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620 2349
2621 /* dms do not consume food */ 2350 /* dms do not consume food */
2622 if (!QUERY_FLAG (op, FLAG_WIZ)) 2351 if (!QUERY_FLAG (op, FLAG_WIZ))
2623 op->stats.food--; 2352 op->stats.food--;
2624 } 2353 }
2625 2354
2626 if (op->stats.food < 0 && op->stats.hp >= 0) 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2627 { 2356 {
2628 object *tmp, *flesh = 0; 2357 object *flesh = 0;
2629 2358
2630 for (tmp = op->inv; tmp; tmp = tmp->below) 2359 for_inv_removable (op, tmp)
2631 { 2360 {
2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2361 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2362 continue;
2363
2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2633 { 2365 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2366 op->statusmsg ("You blindly grab for a bite of food. "
2635 { 2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2637 manual_apply (op, tmp, 0); 2368 manual_apply (op, tmp, 0);
2369
2638 if (op->stats.food >= 0 || op->stats.hp < 0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2639 break; 2371 break;
2640 } 2372 }
2641 else if (tmp->type == FLESH) 2373 else if (tmp->type == FLESH)
2642 flesh = tmp; 2374 flesh = tmp;
2643 } /* End if paid for object */ 2375 }
2644 } /* end of for loop */
2645 2376
2646 /* If player is still starving, it means they don't have any food, so 2377 /* If player is still starving, it means they don't have any food, so
2647 * eat flesh instead. 2378 * eat flesh instead.
2648 */ 2379 */
2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2650 { 2381 {
2651 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2382 op->statusmsg ("You blindly grab for a bite of food. "
2383 "H<To prevent you from starving, you ate some random item from your backpack.>");
2652 manual_apply (op, flesh, 0); 2384 manual_apply (op, flesh, 0);
2653 } 2385 }
2386
2387 // If player is still starving, alert him!
2388 if (op->stats.food < 0)
2389 op->failmsg ("You are starving! "
2390 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2391 }
2392
2393 if (op->stats.food < 0)
2654 } 2394 {
2395 op->stats.hp += op->stats.food;
2396 op->stats.food = 0;
2655 2397
2656 while (op->stats.food < 0 && op->stats.hp >= 0) 2398 if (op->stats.hp < 0)
2657 op->stats.food++, op->stats.hp--; 2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2402 }
2403 }
2658 2404
2405 /* killer should be set here already */
2659 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2660 kill_player (op); 2407 kill_player (op);
2661 } 2408 }
2662} 2409}
2663 2410
2667 * file. 2414 * file.
2668 */ 2415 */
2669void 2416void
2670kill_player (object *op) 2417kill_player (object *op)
2671{ 2418{
2672 char buf[MAX_BUF];
2673 int x, y; 2419 int x, y;
2674
2675 //int i;
2676 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2677
2678 /* int z;
2679 int num_stats_lose;
2680 int lost_a_stat;
2681 int lose_this_stat;
2682 int this_stat; */
2683 int will_kill_again; 2421 int will_kill_again;
2684 archetype *at; 2422 archetype *at;
2685 object *tmp; 2423 object *tmp;
2686 2424
2687 if (save_life (op)) 2425 if (save_life (op))
2688 return; 2426 return;
2689 2427
2428 dynbuf_text deathtab;
2429
2430 /* restore player */
2431 at = archetype::find (shstr_poisoning);
2432 if (object *tmp = present_arch_in_ob (at, op))
2433 {
2434 tmp->destroy ();
2435 deathtab << "Your body feels cleansed...\r";
2436 }
2437
2438 at = archetype::find (shstr_confusion);
2439 if (object *tmp = present_arch_in_ob (at, op))
2440 {
2441 tmp->destroy ();
2442 deathtab << "Your mind feels clearer...\r";
2443 }
2444
2445 cure_disease (op, 0, 0); /* remove any disease */
2446
2447 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0)
2452 op->stats.food = 999;
2453
2454 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; )
2457 {
2458 object *next = item->below;
2459
2460 if (item->type == SPELL_EFFECT && item->active)
2461 item->destroy ();
2462
2463 item = next;
2464 }
2690 2465
2691 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2466 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2692 * in cities ONLY!!! It is very important that this doesn't get abused. 2467 * in cities ONLY!!! It is very important that this doesn't get abused.
2693 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2694 */ 2469 */
2695 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2696 { 2471 {
2697 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2472 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2698 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2699
2700 /* restore player */
2701 at = archetype::find ("poisoning");
2702 if (object *tmp = present_arch_in_ob (at, op))
2703 {
2704 tmp->destroy ();
2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2706 }
2707
2708 at = archetype::find ("confusion");
2709 if (object *tmp = present_arch_in_ob (at, op))
2710 {
2711 tmp->destroy ();
2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2713 }
2714
2715 cure_disease (op, 0); /* remove any disease */
2716 op->stats.hp = op->stats.maxhp;
2717 if (op->stats.food <= 0)
2718 op->stats.food = 999;
2719 2473
2720 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2721 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2722 { 2476 {
2723 sprintf (buf, "%s's finger", &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2724 tmp->name = buf; 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2725 sprintf (buf, " This finger has been cut off %s\n"
2726 " the %s, when he was defeated at\n level %d by %s.\n",
2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2728 tmp->msg = buf; 2479 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2481 &op->name, op->contr->title,
2482 (int)op->level,
2483 op->contr->killer_name ()
2484 );
2729 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2485 tmp->value = 0, tmp->type = 0;
2730 tmp->materialname = NULL; 2486 tmp->materialname = "organics";
2731 tmp->insert_at (op, tmp); 2487 tmp->insert_at (op, tmp);
2732 } 2488 }
2733 2489
2734 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2735 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2736 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2737 return; 2495 return;
2738 } 2496 }
2739 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2740 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2741 2502
2742 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2743 2504
2744 if (op->stats.food < 0) 2505 op->contr->play_sound (sound_find ("player_dies"));
2745 {
2746 sprintf (buf, "%s starved to death.", &op->name);
2747 strcpy (op->contr->killer, "starvation");
2748 }
2749 else
2750 sprintf (buf, "%s died.", &op->name);
2751
2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2753 2506
2754 /* save the map location for corpse, gravestone */ 2507 /* save the map location for corpse, gravestone */
2755 x = op->x; 2508 x = op->x;
2756 y = op->y; 2509 y = op->y;
2757 map = op->map; 2510 map = op->map;
2785 2538
2786 lost_a_stat = 0; 2539 lost_a_stat = 0;
2787 2540
2788 for (z = 0; z < num_stats_lose; z++) 2541 for (z = 0; z < num_stats_lose; z++)
2789 { 2542 {
2790 i = RANDOM () % NUM_STATS; 2543 i = rndm (NUM_STATS);
2791 2544
2792 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
2793 { 2546 {
2794 /* Pick a random stat and take a point off it. Tell the player 2547 /* Pick a random stat and take a point off it. Tell the player
2795 * what he lost. 2548 * what he lost.
2802 lost_a_stat = 1; 2555 lost_a_stat = 1;
2803 } 2556 }
2804 else 2557 else
2805 { 2558 {
2806 /* deplete a stat */ 2559 /* deplete a stat */
2807 archetype *deparch = archetype::find ("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2808 object *dep; 2561 object *dep;
2809 2562
2810 dep = present_arch_in_ob (deparch, op); 2563 dep = present_arch_in_ob (deparch, op);
2811 if (!dep) 2564 if (!dep)
2812 { 2565 {
2846 } 2599 }
2847 } 2600 }
2848 2601
2849 if (lose_this_stat) 2602 if (lose_this_stat)
2850 { 2603 {
2851 this_stat = get_attr_value (&(dep->stats), i); 2604 this_stat = get_attr_value (&dep->stats, i);
2852 /* We could try to do something clever like find another 2605 /* We could try to do something clever like find another
2853 * stat to reduce if this fails. But chances are, if 2606 * stat to reduce if this fails. But chances are, if
2854 * stats have been depleted to -50, all are pretty low 2607 * stats have been depleted to -50, all are pretty low
2855 * and should be roughly the same, so it shouldn't make a 2608 * and should be roughly the same, so it shouldn't make a
2856 * difference. 2609 * difference.
2864 lost_a_stat = 1; 2617 lost_a_stat = 1;
2865 } 2618 }
2866 } 2619 }
2867 } 2620 }
2868 } 2621 }
2622
2869 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
2870 if (!lost_a_stat) 2624 if (!lost_a_stat)
2871 { 2625 {
2872 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
2873 Should I be using something else? GD */ 2627 Should I be using something else? GD */
2874 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
2875 2629
2876 if (god && (strcmp (god, "none"))) 2630 if (god != shstr_none)
2877 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2631 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2878 else 2632 else
2879 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2880 } 2634 }
2881#else 2635#else
2882 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2883#endif 2637#endif
2884 2638
2885 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2886 * exp loss on the stone. 2640 * exp loss on the stone.
2887 */ 2641 */
2888 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2889 sprintf (buf, "%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2890 tmp->name = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2891 sprintf (buf, "%s's gravestones", &op->name); 2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2892 tmp->name_pl = buf; 2646 &op->name, op->contr->title, op->contr->killer_name ());
2893 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);
2894 tmp->msg = buf;
2895 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2896 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
2897 2649
2898 /**************************************/ 2650 /**************************************/
2899 /* */ 2651 /* */
2900 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
2901 /* if we died cause of food, give us */
2902 /* food, and reset HP's... */
2903 /* */ 2653 /* */
2904 /**************************************/ 2654 /**************************************/
2905 2655
2906 /* remove any poisoning and confusion the character may be suffering. */
2907 /* restore player */
2908 at = archetype::find ("poisoning");
2909 tmp = present_arch_in_ob (at, op);
2910
2911 if (tmp)
2912 {
2913 tmp->destroy ();
2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2915 }
2916
2917 at = archetype::find ("confusion");
2918 tmp = present_arch_in_ob (at, op);
2919 if (tmp)
2920 {
2921 tmp->destroy ();
2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2923 }
2924
2925 cure_disease (op, 0); /* remove any disease */
2926
2927 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
2928 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
2929 if (op->stats.food < 100)
2930 op->stats.food = 900;
2931 op->stats.hp = op->stats.maxhp;
2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2934 2658
2935 /* 2659 /*
2936 * Check to see if the player is in a shop. IF so, then check to see if
2937 * the player has any unpaid items. If so, remove them and put them back 2660 * Check to see if the player has any unpaid items. If so, remove them
2938 * in the map. 2661 * and put them back in the map.
2939 */ 2662 */
2940 2663 op->drop_unpaid_items ();
2941 if (is_in_shop (op))
2942 remove_unpaid_objects (op->inv, op);
2943 2664
2944 /****************************************/ 2665 /****************************************/
2945 /* */ 2666 /* */
2946 /* Move player to his current respawn- */ 2667 /* Move player to his current respawn- */
2947 /* position (usually last savebed) */ 2668 /* position (usually last savebed) */
2967 object *force; 2688 object *force;
2968 int at; 2689 int at;
2969 2690
2970 force = get_archetype (FORCE_NAME); 2691 force = get_archetype (FORCE_NAME);
2971 /* 50 ticks should be enough time for the spell to abate */ 2692 /* 50 ticks should be enough time for the spell to abate */
2972 force->speed = 0.1; 2693 force->speed = 0.1f;
2973 force->speed_left = -5.0; 2694 force->speed_left = -5.f;
2974 SET_FLAG (force, FLAG_APPLIED); 2695 SET_FLAG (force, FLAG_APPLIED);
2975 for (at = 0; at < NROFATTACKS; at++) 2696 for (at = 0; at < NROFATTACKS; at++)
2976 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
2977 force->resist[at] = 100; 2698 force->resist[at] = 100;
2978 2699
2979 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
2980 op->update_stats (); 2701 op->update_stats ();
2981
2982 } 2702 }
2983 2703
2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2985} 2705}
2986 2706
2987void 2707static void
2988loot_object (object *op) 2708loot_object (object *op)
2989{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
2991 2711
2992 if (op->container) 2712 op->close_container (); /* close open sack first */
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994 2713
2995 for (tmp = op->inv; tmp; tmp = next) 2714 for (tmp = op->inv; tmp; tmp = next)
2996 { 2715 {
2997 next = tmp->below; 2716 next = tmp->below;
2998 2717
2999 if (tmp->invisible) 2718 if (tmp->invisible)
3000 continue; 2719 continue;
3001 2720
3002 tmp->remove (); 2721 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y; 2722 tmp->x = op->x, tmp->y = op->y;
2723
3004 if (tmp->type == CONTAINER) 2724 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */ 2725 loot_object (tmp); /* empty container to ground */
3006 loot_object (tmp); 2726
3007 }
3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3009 { 2728 {
3010 if (tmp->nrof > 1) 2729 if (tmp->nrof > 1)
3011 { 2730 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
3013 tmp2->destroy ();
3014 insert_ob_in_map (tmp, op->map, NULL, 0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
3015 } 2733 }
3016 else 2734 else
3017 tmp->destroy (); 2735 tmp->destroy ();
3018 } 2736 }
3024/* 2742/*
3025 * fix_weight(): Check recursively the weight of all players, and fix 2743 * fix_weight(): Check recursively the weight of all players, and fix
3026 * what needs to be fixed. Refresh windows and fix speed if anything 2744 * what needs to be fixed. Refresh windows and fix speed if anything
3027 * was changed. 2745 * was changed.
3028 */ 2746 */
3029
3030void 2747void
3031fix_weight (void) 2748fix_weight (void)
3032{ 2749{
3033 for_all_players (pl) 2750 for_all_players (pl)
3034 { 2751 {
3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2752 sint32 old = pl->ob->carrying;
3036 2753
3037 if (old == sum) 2754 pl->ob->update_weight ();
3038 continue; 2755
2756 if (old != pl->ob->carrying)
2757 {
3039 pl->ob->update_stats (); 2758 pl->ob->update_stats ();
3040 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2759 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2760 }
3041 } 2761 }
3042} 2762}
3043 2763
3044void 2764void
3045fix_luck (void) 2765fix_luck (void)
3087} 2807}
3088 2808
3089void 2809void
3090make_visible (object *op) 2810make_visible (object *op)
3091{ 2811{
3092 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3093 op->invisible = 0; 2813 op->invisible = 0;
2814
3094 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3095 { 2816 {
3096 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3097 op->contr->invis_race = 0; 2818 op->contr->invis_race = 0;
3098 } 2819 }
2820
3099 update_object (op, UP_OBJ_FACE); 2821 update_object (op, UP_OBJ_CHANGE);
3100} 2822}
3101 2823
3102int 2824int
3103is_true_undead (object *op) 2825is_true_undead (object *op)
3104{ 2826{
3105 object *tmp = NULL;
3106
3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3108 return 1; 2828 return 1;
3109 2829
3110 return 0; 2830 return 0;
3111} 2831}
3112 2832
3113/* look at the surrounding terrain to determine 2833/* look at the surrounding terrain to determine
3114 * the hideability of this object. Positive levels 2834 * the hideability of this object. Positive levels
3115 * indicate greater hideability. 2835 * indicate greater hideability.
3116 */ 2836 */
3117
3118int 2837int
3119hideability (object *ob) 2838hideability (object *ob)
3120{ 2839{
3121 int i, level = 0, mflag; 2840 int i, level = 0, mflag;
3122 sint16 x, y; 2841 sint16 x, y;
3123 2842
3124 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3125 return 0; 2844 return 0;
3126 2845
3127 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3128 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3129 2848
3130 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3131 * If you carry a light on a non-dark map, its not 2850 * If you carry a light on a non-dark map, its not
3132 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3133 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3134 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3135 2854
3136 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3137 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2856 for (i = 0, x = ob->x, y = ob->y;
2857 i <= SIZEOFFREE1;
2858 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3138 { 2859 {
3139 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) 2861 if (mflag & P_OUT_OF_MAP)
3141 {
3142 continue; 2862 continue;
3143 } 2863
3144 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3145 level += 2; 2865 level += 2;
3146 else /* open terrain! */ 2866 else /* open terrain! */
3147 level -= 1; 2867 level -= 1;
3148 } 2868 }
3156/* For Hidden creatures - a chance of becoming 'unhidden' 2876/* For Hidden creatures - a chance of becoming 'unhidden'
3157 * every time they move - as we subtract off 'invisibility' 2877 * every time they move - as we subtract off 'invisibility'
3158 * AND, for players, if they move into a ridiculously unhideable 2878 * AND, for players, if they move into a ridiculously unhideable
3159 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3160 */ 2880 */
3161
3162void 2881void
3163do_hidden_move (object *op) 2882do_hidden_move (object *op)
3164{ 2883{
3165 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2884 int hide = 0;
3166 object *skop;
3167 2885
3168 if (!op || !op->map) 2886 if (!op || !op->map)
3169 return; 2887 return;
3170 2888
3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2889 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2890 int num = random_roll (0, 19, op, PREFER_LOW);
3172 2891
3173 /* its *extremely* hard to run and sneak/hide at the same time! */ 2892 /* its *extremely* hard to run and sneak/hide at the same time! */
3174 if (op->type == PLAYER && op->contr->run_on) 2893 if (op->type == PLAYER && op->contr->run_on)
3175 if (!skop || num >= skop->level) 2894 if (!skop || num >= skop->level)
3176 { 2895 {
3186 num -= hide; 2905 num -= hide;
3187 2906
3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3189 { 2908 {
3190 make_visible (op); 2909 make_visible (op);
2910
3191 if (op->type == PLAYER) 2911 if (op->type == PLAYER)
3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2912 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3193 } 2913 }
3194 else if (op->type == PLAYER && skop) 2914 else if (op->type == PLAYER && skop)
3195 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2915 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3248 * object op. This function works fine for monsters, 2968 * object op. This function works fine for monsters,
3249 * but we dont worry if the object isnt the top one in 2969 * but we dont worry if the object isnt the top one in
3250 * a pile (say a coin under a table would return "viewable" 2970 * a pile (say a coin under a table would return "viewable"
3251 * by this routine). Another question, should we be 2971 * by this routine). Another question, should we be
3252 * concerned with the direction the player is looking 2972 * concerned with the direction the player is looking
3253 * in? Realistically, most of use cant see stuff behind 2973 * in? Realistically, most of us can't see stuff behind
3254 * our backs...on the other hand, does the "facing" direction 2974 * our backs...on the other hand, does the "facing" direction
3255 * imply the way your head, or body is facing? Its possible 2975 * imply the way your head, or body is facing? It's possible
3256 * for them to differ. Sigh, this fctn could get a bit more complex. 2976 * for them to differ. Sigh, this fctn could get a bit more complex.
3257 * -b.t. 2977 * -b.t.
3258 * This function is now map tiling safe. 2978 * This function is now map tiling safe.
3259 */ 2979 */
3260
3261int 2980int
3262player_can_view (object *pl, object *op) 2981player_can_view (object *pl, object *op)
3263{ 2982{
3264 rv_vector rv; 2983 rv_vector rv;
3265 int dx, dy; 2984 int dx, dy;
3277 2996
3278 get_rangevector (pl, op, &rv, 0x1); 2997 get_rangevector (pl, op, &rv, 0x1);
3279 2998
3280 /* starting with the 'head' part, lets loop 2999 /* starting with the 'head' part, lets loop
3281 * through the object and find if it has any 3000 * through the object and find if it has any
3282 * part that is in the los array but isnt on 3001 * part that is in the los array but isn't on
3283 * a blocked los square. 3002 * a blocked los square.
3284 * we use the archetype to figure out offsets. 3003 * we use the archetype to figure out offsets.
3285 */ 3004 */
3286 while (op) 3005 while (op)
3287 { 3006 {
3288 dx = rv.distance_x + op->arch->clone.x; 3007 dx = rv.distance_x + op->arch->x;
3289 dy = rv.distance_y + op->arch->clone.y; 3008 dy = rv.distance_y + op->arch->y;
3290 3009
3291 /* only the viewable area the player sees is updated by LOS 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3292 * code, so we need to restrict ourselves to that range of values
3293 * for any meaningful values.
3294 */
3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3296 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3297 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3298 return 1; 3011 return 1;
3012
3299 op = op->more; 3013 op = op->more;
3300 } 3014 }
3301 return 0;
3302}
3303 3015
3304/* routine for both players and monsters. We call this when
3305 * there is a possibility for our action distrubing our hiding
3306 * place or invisiblity spell. Artefact invisiblity is not
3307 * effected by this. If we arent invisible to begin with, we
3308 * return 0.
3309 */
3310int
3311action_makes_visible (object *op)
3312{
3313
3314 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3315 {
3316 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3317 return 0;
3318
3319 if (op->contr && op->contr->tmp_invis == 0)
3320 return 0;
3321
3322 /* If monsters, they should become visible */
3323 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3324 {
3325 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3326 return 1;
3327 }
3328 }
3329 return 0; 3016 return 0;
3330} 3017}
3331 3018
3332/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3333 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3338 * Default is to do the same as before, so only people wanting to have different points need worry about this 3025 * Default is to do the same as before, so only people wanting to have different points need worry about this
3339 */ 3026 */
3340int 3027int
3341op_on_battleground (object *op, int *x, int *y) 3028op_on_battleground (object *op, int *x, int *y)
3342{ 3029{
3343 object *tmp;
3344
3345 /* A battleground-tile needs the following attributes to be valid: 3030 /* A battleground-tile needs the following attributes to be valid:
3346 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3031 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3347 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3032 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3348 * and the exit-coordinates sp/hp must both be > 0. 3033 * and the exit-coordinates sp/hp must both be > 0.
3349 * => The intention here is to prevent abuse of the battleground- 3034 * => The intention here is to prevent abuse of the battleground-
3350 * feature (like pickable or hidden battleground tiles). */ 3035 * feature (like pickable or hidden battleground tiles). */
3351 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3036 for (object *tmp = op->below; tmp; tmp = tmp->below)
3352 { 3037 {
3353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3354 { 3039 {
3355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3356 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3041 && tmp->type == BATTLEGROUND
3042 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp))
3357 { 3044 {
3358 /*before we assign the exit, check if this is a teambattle */ 3045 /* before we assign the exit, check if this is a teambattle */
3359 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3360 { 3047 {
3361 object *invtmp;
3362
3363 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3364 { 3049 {
3365 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3366 { 3051 {
3367 if (x != NULL && y != NULL) 3052 if (x && y)
3368 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3369 return 1; 3055 return 1;
3370 } 3056 }
3371 } 3057 }
3372 } 3058 }
3059
3373 if (x != NULL && y != NULL) 3060 if (x && y)
3374 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062
3375 return 1; 3063 return 1;
3376 } 3064 }
3377 } 3065 }
3378 } 3066 }
3067
3379 /* If we got here, did not find a battleground */ 3068 /* If we got here, did not find a battleground */
3380 return 0; 3069 return 0;
3381} 3070}
3382 3071
3383/* 3072/*
3399 char buf[MAX_BUF]; /* tmp. string buffer */ 3088 char buf[MAX_BUF]; /* tmp. string buffer */
3400 int i = 0, j = 0; 3089 int i = 0, j = 0;
3401 3090
3402 /* get the appropriate treasurelist */ 3091 /* get the appropriate treasurelist */
3403 if (atnr == ATNR_FIRE) 3092 if (atnr == ATNR_FIRE)
3404 trlist = find_treasurelist ("dragon_ability_fire"); 3093 trlist = treasurelist::find (shstr_dragon_ability_fire);
3405 else if (atnr == ATNR_COLD) 3094 else if (atnr == ATNR_COLD)
3406 trlist = find_treasurelist ("dragon_ability_cold"); 3095 trlist = treasurelist::find (shstr_dragon_ability_cold);
3407 else if (atnr == ATNR_ELECTRICITY) 3096 else if (atnr == ATNR_ELECTRICITY)
3408 trlist = find_treasurelist ("dragon_ability_elec"); 3097 trlist = treasurelist::find (shstr_dragon_ability_elec);
3409 else if (atnr == ATNR_POISON) 3098 else if (atnr == ATNR_POISON)
3410 trlist = find_treasurelist ("dragon_ability_poison"); 3099 trlist = treasurelist::find (shstr_dragon_ability_poison);
3411 3100
3412 if (trlist == NULL || who->type != PLAYER) 3101 if (trlist == NULL || who->type != PLAYER)
3413 return; 3102 return;
3414 3103
3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3104 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3419 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3108 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3420 return; 3109 return;
3421 } 3110 }
3422 3111
3423 /* everything seems okay - now bring on the gift: */ 3112 /* everything seems okay - now bring on the gift: */
3424 item = &(tr->item->clone); 3113 item = tr->item;
3425 3114
3426 if (item->type == SPELL) 3115 if (item->type == SPELL)
3427 { 3116 {
3428 if (check_spell_known (who, item->name)) 3117 if (check_spell_known (who, item->name))
3429 return; 3118 return;
3488 { 3177 {
3489 /* forces in the treasurelist can alter the player's stats */ 3178 /* forces in the treasurelist can alter the player's stats */
3490 object *skin; 3179 object *skin;
3491 3180
3492 /* first get the dragon skin force */ 3181 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3494 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3182 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3495 ; 3183 ;
3496 3184
3497 if (!skin) 3185 if (!skin)
3498 return; 3186 return;
3499 3187
3534 else 3222 else
3535 { 3223 {
3536 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3537 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3538 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3539 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3540 if (who->type == PLAYER)
3541 esrv_send_item (who, tmp);
3542 } 3228 }
3543} 3229}
3544 3230
3545/** 3231/**
3546 * Unready an object for a player. This function does nothing if the object was 3232 * Unready an object for a player. This function does nothing if the object was
3547 * not readied. 3233 * not readied.
3548 */ 3234 */
3549void 3235void
3550player_unready_range_ob (player *pl, object *ob) 3236player_unready_range_ob (player *pl, object *ob)
3551{ 3237{
3552 rangetype i; 3238 if (pl->ob->current_weapon == ob)
3239 pl->ob->current_weapon = 0;
3553 3240
3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3241 if (pl->combat_ob == ob)
3555 { 3242 pl->combat_ob = 0;
3243
3556 if (pl->ranges[i] == ob) 3244 if (pl->ranged_ob == ob)
3557 { 3245 pl->ranged_ob = 0;
3558 pl->ranges[i] = NULL;
3559 if (pl->shoottype == i)
3560 {
3561 pl->shoottype = range_none;
3562 }
3563 }
3564 }
3565} 3246}
3247
3248//-GPL
3249
3250sint8
3251player::darkness_at (maptile *map, int x, int y) const
3252{
3253 if (!ns)
3254 return LOS_BLOCKED;
3255
3256 int dx, dy;
3257 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3258 return LOS_BLOCKED;
3259
3260 x += dx - ns->current_x;
3261 y += dy - ns->current_y;
3262
3263 return blocked_los (x, y);
3264}
3265
3266void
3267player::infobox (const char *title, const char *msg, int color)
3268{
3269 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3270}
3271
3272void
3273player::statusmsg (const char *msg, int color)
3274{
3275 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3276}
3277
3278void
3279player::failmsg (const char *msg, int color)
3280{
3281 play_sound (sound_find ("generic_failure"));
3282 statusmsg (msg, color);
3283}
3284

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