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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 1.249 by root, Sun Nov 29 17:41:08 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);
259
260 assign (title, ob->arch->clone.name); 112 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);
271 113
272 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
274 { 116 {
275 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
276 118
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) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
283 abil = tmp; 122 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
285 skin = tmp; 124 skin = tmp;
286 125
287 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
288 } 127 }
289 128
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291 130
292 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
293 132
294 ob->update_stats (); 133 ob->update_stats ();
134
295 ns->floorbox_update (); 135 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
299 138
300 activate (); 139 activate ();
301 140
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this); 141 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
308} 143}
309 144
310void 145void
311player::disconnect () 146player::disconnect ()
312{ 147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
313 if (ns) 154 if (ns)
314 { 155 {
315 if (active) 156 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 158
318 INVOKE_PLAYER (DISCONNECT, this); 159 INVOKE_PLAYER (DISCONNECT, this);
319 160
161 ns->reset_stats ();
320 ns->pl = 0; 162 ns->pl = 0;
321 this->ns = 0; 163 ns = 0;
322 } 164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
323 169
324 deactivate (); 170 deactivate ();
325} 171}
172
173//-GPL
326 174
327// the need for this function can be explained 175// the need for this function can be explained
328// by load_object not returning the object 176// by load_object not returning the object
329void 177void
330player::set_object (object *op) 178player::set_object (object *op)
331{ 179{
332 ob = op; 180 ob = observe = viewpoint = op;
333 ob->contr = this; /* this aren't yet in archetype */ 181 ob->contr = this; /* this aren't yet in archetype */
334 182
183 ob->speed = 1.0f;
335 ob->speed_left = 0.5; 184 ob->speed_left = 0.5f;
336 ob->speed = 1.0; 185
337 ob->direction = 5; /* So player faces south */ 186 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340 187
341 ob->roll_stats (); 188 ob->flag [FLAG_READY_WEAPON] = false;
189 ob->flag [FLAG_READY_SKILL] = false;
190 ob->flag [FLAG_READY_BOW] = false;
191
192 for (object *op = ob->inv; op; op = op->below)
193 if (op->flag [FLAG_APPLIED])
194 switch (op->type)
195 {
196 case SKILL:
197 ob->flag [FLAG_APPLIED] = false;
198 break;
199
200 case WAND:
201 case ROD:
202 case HORN:
203 case BOW:
204 ranged_ob = op;
205 break;
206
207 case WEAPON:
208 combat_ob = op;
209 break;
210 }
211
212 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
213 ob->deactivate (); // change_weapon activates, fix this better
342} 214}
215
216void
217player::set_observe (object *op)
218{
219 observe = viewpoint = op ? op : ob;
220 do_los = 1;
221}
222
223void
224player::set_viewpoint (object *op)
225{
226 viewpoint = op ? op : (object *)observe;
227 do_los = 1;
228}
229
230//+GPL
343 231
344player::player () 232player::player ()
345{ 233{
346 /* There are some elements we want initialised to non zero value - 234 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 235 * we deal with that below this point.
348 */ 236 */
349 outputs_sync = 16; /* Every 2 seconds */ 237 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 238 outputs_count = 4;
351 unapply = unapply_nochoice; 239 unapply = unapply_nochoice;
352 240
353 savebed_map = first_map_path; /* Init. respawn position */ 241 savebed_map = first_map_path; /* Init. respawn position */
354 242
355 gen_sp_armour = 10; 243 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal; 244 bowtype = bow_normal;
358 petmode = pet_normal; 245 petmode = pet_normal;
359 listening = 10;
360 usekeys = containers; 246 usekeys = containers;
361 peaceful = 1; /* default peaceful */ 247 peaceful = 1; /* default peaceful */
362 do_los = 1; 248 do_los = 1;
249
250 weapon_sp = 1.0f;
251 weapon_sp_left = 0.5f;
363} 252}
364 253
365void 254void
366player::do_destroy () 255player::do_destroy ()
367{ 256{
372 if (ob) 261 if (ob)
373 { 262 {
374 ob->destroy_inv (false); 263 ob->destroy_inv (false);
375 ob->destroy (); 264 ob->destroy ();
376 } 265 }
266
267 ob = observe = viewpoint = 0;
377} 268}
378 269
379player::~player () 270player::~player ()
380{ 271{
381 /* Clear item stack */ 272 /* Clear item stack */
382 free (stack_items); 273 free (stack_items);
274}
275
276/*
277 * get_player_archetype() return next player archetype from archetype
278 * list. Not very efficient routine, but used only creating new players.
279 * Note: there MUST be at least one player archetype!
280 */
281static archetype *
282get_player_archetype (archetype *at)
283{
284 // archetypes could have been reloaded
285 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
286
287 if (!nat)
288 return at;
289
290 archvec::iterator i = archetypes.find (nat);
291
292 for (;;)
293 {
294 if (++i == archetypes.end ())
295 i = archetypes.begin ();
296 else if (*i == at)
297 cleanup ("not a single player archetype found");
298
299 if ((*i)->type == PLAYER)
300 return *i;
301 }
383} 302}
384 303
385/* Tries to add player on the connection passed in ns. 304/* 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 305 * All we can really get in this is some settings like host and display
387 * mode. 306 * mode.
389player * 308player *
390player::create () 309player::create ()
391{ 310{
392 player *pl = new player; 311 player *pl = new player;
393 312
394 pl->set_object (arch_to_object (get_player_archetype (0))); 313 pl->set_object (get_player_archetype (0)->instance ());
314
315 pl->ob->roll_stats ();
316 pl->ob->stats.wc = 2;
317 pl->ob->run_away = 25; /* Then we panick... */
318
395 set_first_map (pl->ob); 319 set_first_map (pl->ob);
396 320
397 return pl; 321 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} 322}
427 323
428object * 324object *
429get_nearest_player (object *mon) 325get_nearest_player (object *mon)
430{ 326{
433 unsigned lastdist; 329 unsigned lastdist;
434 rv_vector rv; 330 rv_vector rv;
435 331
436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 332 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
437 { 333 {
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)) 334 if (!can_detect_enemy (mon, ol->ob, &rv))
466 continue; 335 continue;
467 336
468 if (lastdist > rv.distance) 337 if (lastdist > rv.distance)
469 { 338 {
545 x = mon->x; 414 x = mon->x;
546 y = mon->y; 415 y = mon->y;
547 m = mon->map; 416 m = mon->map;
548 dir = rv.direction; 417 dir = rv.direction;
549 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 418 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); 419 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
420
551 /* If we can't solve it within the search distance, return now. */ 421 /* If we can't solve it within the search distance, return now. */
552 if (diff > max) 422 if (diff > max)
553 return 0; 423 return 0;
424
554 while (diff > 1 && max > 0) 425 while (diff > 1 && max > 0)
555 { 426 {
556 lastx = x; 427 lastx = x;
557 lasty = y; 428 lasty = y;
558 lastmap = m; 429 lastmap = m;
640 max--; 511 max--;
641 lastdir = dir; 512 lastdir = dir;
642 if (!firstdir) 513 if (!firstdir)
643 firstdir = dir; 514 firstdir = dir;
644 } 515 }
516
645 if (diff <= 1) 517 if (diff <= 1)
646 { 518 {
647 /* Recalculate diff (distance) because we may not have actually 519 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance. 520 * headed toward player for entire distance.
649 */ 521 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 522 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); 523 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
652 } 524 }
525
653 if (diff > max) 526 if (diff > max)
654 return 0; 527 return 0;
655 } 528 }
529
656 /* If we reached the max, didn't find a direction in time */ 530 /* If we reached the max, didn't find a direction in time */
657 if (!max) 531 if (!max)
658 return 0; 532 return 0;
659 533
660 return firstdir; 534 return firstdir;
661} 535}
662 536
663void 537void
664give_initial_items (object *pl, treasurelist * items) 538give_initial_items (object *pl, treasurelist *items)
665{ 539{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 540 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 541 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 542
671 for (op = pl->inv; op; op = next) 543 for (object *next, *op = pl->inv; op; op = next)
672 { 544 {
673 next = op->below; 545 next = op->below;
674 546
675 /* Forces get applied per default, unless they have the 547 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 548 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 553 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 554 * by this player due to race restrictions
683 */ 555 */
684 if (pl->type == PLAYER) 556 if (pl->type == PLAYER)
685 { 557 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
559 &&
687 (op->type == ARMOUR || op->type == BOOTS || 560 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 561 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 562 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 565 {
692 op->destroy (); 566 op->destroy ();
693 continue; 567 continue;
694 } 568 }
695 } 569 }
696 570
697 /* This really needs to be better - we should really give 571 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 572 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 573 * generated by bad treasurelists. - elmex
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 574 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 575 if (op->type == SKILL)
704 { 576 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 577 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 578 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 579 {
713 op->destroy (); 580 op->destroy ();
581 LOG (llevError,
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
715 continue; 583 break;
716 } 584 }
717 585
718 if (op->nrof > 1) 586 if (op->nrof > 1)
719 op->nrof = 1; 587 op->nrof = 1;
720 } 588 }
721 589
722 if (op->type == SPELLBOOK && op->inv) 590 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 592
727 /* Give starting characters identified, uncursed, and undamned 593 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 594 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 595 * merged properly.
730 */ 596 */
731 if (need_identify (op)) 597 if (need_identify (op))
732 { 598 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 599 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 600 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 601 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 602 }
603
737 if (op->type == SPELL) 604 if (op->type == SPELL)
738 { 605 {
739 op->destroy (); 606 op->destroy ();
740 continue; 607 continue;
741 } 608 }
743 { 610 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 611 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 612 op->stats.exp = 0;
746 op->level = 1; 613 op->level = 1;
747 } 614 }
748 /* lock all 'normal items by default */ 615 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 616 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 617 } /* for loop of objects in player inv */
752 618
753 /* Need to set up the skill pointers */ 619 /* Need to set up the skill pointers */
754 link_player_skills (pl); 620 pl->contr->link_skills ();
755} 621}
756 622
757void 623void
758get_party_password (object *op, partylist *party) 624get_party_password (object *op, partylist *party)
759{ 625{
769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
770} 636}
771 637
772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int 639static int
774roll_stat (void) 640roll_stat ()
775{ 641{
776 int a[4], i, j, k; 642 int a[4], i, j, k;
777 643
778 for (i = 0; i < 4; i++) 644 for (i = 0; i < 4; i++)
779 a[i] = (int) RANDOM () % 6 + 1; 645 a[i] = (int) rndm (6) + 1;
780 646
781 for (i = 0, j = 0, k = 7; i < 4; i++) 647 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 648 if (a[i] < k)
783 k = a[i], j = i; 649 k = a[i], j = i;
784 650
790} 656}
791 657
792void 658void
793object::roll_stats () 659object::roll_stats ()
794{ 660{
795 int statsort [7]; 661 int statsort [NUM_STATS];
796 662
797 for (;;) 663 for (;;)
798 { 664 {
799 int sum = 0; 665 int sum = 0;
800 for (int i = 7; i--; ) 666 for (int i = NUM_STATS; i--; )
801 sum += statsort [i] = roll_stat (); 667 sum += statsort [i] = roll_stat ();
802 668
803 if (sum >= 82 && sum <= 116) 669 if (sum >= 82 && sum <= 116)
804 break; 670 break;
805 } 671 }
806 672
807 // Sort the stats so that rerolling is easier... 673 // Sort the stats so that rerolling is easier...
808 std::sort (statsort, statsort + 7, std::greater<int>()); 674 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809 675
676 for (int i = 0; i < NUM_STATS; ++i)
810 stats.Str = statsort[0]; 677 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];
817 678
818 stats.exp = 0; 679 stats.exp = 0;
819 stats.ac = 0; 680 stats.ac = 0;
820 681
821 stats.hp = stats.maxhp; 682 stats.hp = stats.maxhp;
833} 694}
834 695
835void 696void
836object::swap_stats (int a, int b) 697object::swap_stats (int a, int b)
837{ 698{
838 int tmp = get_attr_value (&contr->orig_stats, a); 699 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);
841 700
701 for (int i = 0; i < NUM_STATS; ++i)
842 stats.Str = contr->orig_stats.Str; 702 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;
849 703
850 //TODO: the following code looks so borked and should, at the very least, 704 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats 705 // be merged with the similar code in roll_stats
852 stats.ac = 0; 706 stats.ac = 0;
853 707
872static void 726static void
873start_info (object *op) 727start_info (object *op)
874{ 728{
875 char buf[MAX_BUF]; 729 char buf[MAX_BUF];
876 730
877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 731 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
878 new_draw_info (NDI_UNIQUE, 0, op, buf); 732 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} 733}
882 734
883/* This function takes the key that is passed, and does the 735/* This function takes the key that is passed, and does the
884 * appropriate action with it (change race, or other things). 736 * appropriate action with it (change race, or other things).
885 * The function name is for historical reasons - now we have 737 * The function name is for historical reasons - now we have
886 * separate race and class; this actually changes the RACE, 738 * separate race and class; this actually changes the RACE,
887 * not the class. 739 * not the class.
888 */ 740 */
889int 741void
890key_change_class (object *op, char key) 742player::chargen_race_done ()
891{ 743{
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 */ 744 /* this must before then initial items are given */
899 esrv_new_player (op->contr, op->weight + op->carrying); 745 esrv_new_player (ob->contr);
900 746
901 treasurelist *tl = find_treasurelist ("starting_wealth"); 747 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
902 if (tl) 748 if (tl)
903 create_treasure (tl, op, 0, 0, 0); 749 create_treasure (tl, ob, 0, 0, 0);
904 750
905 INVOKE_PLAYER (BIRTH, op->contr); 751 INVOKE_PLAYER (BIRTH, ob->contr);
906 INVOKE_PLAYER (LOGIN, op->contr); 752 INVOKE_PLAYER (LOGIN, ob->contr);
907 753
908 op->contr->ns->state = ST_PLAYING; 754 ob->contr->ns->state = ST_PLAYING;
909 755
910 if (op->msg) 756 if (ob->msg)
911 op->msg = NULL; 757 ob->msg = 0;
912 758
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); 759 start_info (ob);
923 CLEAR_FLAG (op, FLAG_WIZ); 760 CLEAR_FLAG (ob, FLAG_WIZ);
924 give_initial_items (op, op->randomitems); 761 give_initial_items (ob, ob->randomitems);
925 link_player_skills (op);
926 esrv_send_inventory (op, op); 762 esrv_send_inventory (ob, ob);
927 op->update_stats (); 763 ob->update_stats ();
928 764
929 /* This moves the player to a different start map, if there 765 /* This moves the player to a different start map, if there
930 * is one for this race 766 * is one for this race
931 */ 767 */
932 if (*first_map_ext_path) 768 if (*first_map_ext_path)
933 { 769 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 770 else
948 LOG (llevDebug, "first_map_ext_path not set\n"); 771 LOG (llevDebug, "first_map_ext_path not set\n");
772}
949 773
950 return 0; 774void
951 } 775player::chargen_race_next ()
952 776{
953 /* Following actually changes the race - this is the default command 777 /* Following actually changes the race - this is the default command
954 * if we don't match with one of the options above. 778 * if we don't match with one of the options above.
955 */ 779 */
956 780
957 tmp_loop = 0; 781 do
958 while (!tmp_loop)
959 { 782 {
960 shstr name = op->name; 783 shstr name = ob->name;
961 int x = op->x, y = op->y; 784 int x = ob->x, y = ob->y;
962 785
963 op->remove_statbonus (); 786 ob->remove_statbonus ();
964 op->remove (); 787 ob->remove ();
965 op->arch = get_player_archetype (op->arch); 788 ob->arch = get_player_archetype (ob->arch);
966 op->arch->clone.copy_to (op); 789 ob->arch->copy_to (ob);
967 op->instantiate (); 790 ob->instantiate ();
968 op->stats = op->contr->orig_stats; 791 ob->stats = ob->contr->orig_stats;
969 op->name = op->name_pl = name; 792 ob->name = ob->name_pl = name;
970 op->x = x; 793 ob->x = x;
971 op->y = y; 794 ob->y = y;
972 SET_ANIMATION (op, 2); /* So player faces south */ 795 SET_ANIMATION (ob, 2); /* So player faces south */
973 insert_ob_in_map (op, op->map, op, 0); 796 insert_ob_in_map (ob, ob->map, ob, 0);
974 assign (op->contr->title, op->arch->clone.name); 797 assign (ob->contr->title, ob->arch->object::name);
975 op->add_statbonus (); 798 ob->add_statbonus ();
976 tmp_loop = allowed_class (op);
977 } 799 }
800 while (!allowed_class (ob));
978 801
979 update_object (op, UP_OBJ_FACE); 802 update_object (ob, UP_OBJ_FACE);
980 esrv_update_item (UPD_FACE, op, op); 803 esrv_update_item (UPD_FACE, ob, ob);
981 op->update_stats (); 804 ob->update_stats ();
982 op->stats.hp = op->stats.maxhp; 805 ob->stats.hp = ob->stats.maxhp;
983 op->stats.sp = op->stats.maxsp; 806 ob->stats.sp = ob->stats.maxsp;
984 op->stats.grace = 0; 807 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} 808}
992 809
993void 810static void
994flee_player (object *op) 811flee_player (object *op)
995{ 812{
996 int dir, diff; 813 int dir, diff;
997 rv_vector rv; 814 rv_vector rv;
998 815
1001 LOG (llevDebug, "Fleeing player is dead.\n"); 818 LOG (llevDebug, "Fleeing player is dead.\n");
1002 CLEAR_FLAG (op, FLAG_SCARED); 819 CLEAR_FLAG (op, FLAG_SCARED);
1003 return; 820 return;
1004 } 821 }
1005 822
1006 if (op->enemy == NULL) 823 if (!op->enemy)
1007 { 824 {
1008 LOG (llevDebug, "Fleeing player had no enemy.\n"); 825 LOG (llevDebug, "Fleeing player had no enemy.\n");
1009 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
1010 return; 827 return;
1011 } 828 }
1012 829
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)) 830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1025 { 831 {
1026 op->enemy = NULL; 832 op->enemy = NULL;
1027 CLEAR_FLAG (op, FLAG_SCARED); 833 CLEAR_FLAG (op, FLAG_SCARED);
1028 return; 834 return;
1031 get_rangevector (op, op->enemy, &rv, 0); 837 get_rangevector (op, op->enemy, &rv, 0);
1032 838
1033 dir = absdir (4 + rv.direction); 839 dir = absdir (4 + rv.direction);
1034 for (diff = 0; diff < 3; diff++) 840 for (diff = 0; diff < 3; diff++)
1035 { 841 {
1036 int m = 1 - (RANDOM () & 2); 842 int m = 1 - rndm (2) * 2;
1037 843
1038 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 844 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1039 return; 845 return;
1040 } 846 }
1041 847
1042 /* Cornered, get rid of scared */ 848 /* Cornered, get rid of scared */
1043 CLEAR_FLAG (op, FLAG_SCARED); 849 CLEAR_FLAG (op, FLAG_SCARED);
1044 op->enemy = NULL; 850 op->enemy = NULL;
1045} 851}
1046 852
1047
1048/* check_pick sees if there is stuff to be picked up/picks up stuff. 853/* 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 854 * It returns 1 if the player should keep on moving, 0 if he should
1050 * stop. 855 * stop.
1051 */ 856 */
1052int 857int
1053check_pick (object *op) 858check_pick (object *op)
1054{ 859{
1055 object *tmp, *next; 860 object *tmp, *next;
1056 int stop = 0; 861 int stop = 0;
1057 int j, k, wvratio; 862 int wvratio;
1058 char putstring[128], tmpstr[16];
1059 863
1060 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you cna't pick up anything */
1061 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
1062 return 1; 866 return 1;
1063 867
1064 next = op->below; 868 next = op->below;
1065 869
870 int cnt = MAX_ITEM_PER_ACTION;
871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
872
1066 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
1067 * destroyed */ 874 * destroyed */
1068 while (next && !next->destroyed ()) 875 while (next && !next->destroyed ())
1069 { 876 {
1070 tmp = next; 877 tmp = next;
1071 next = tmp->below; 878 next = tmp->below;
1072 879
880 if (cnt <= 0)
881 {
882 op->failmsg ("Couldn't pickup all items at once.");
883 return 0;
884 }
885
1073 if (op->destroyed ()) 886 if (op->destroyed ())
1074 return 0; 887 return 0;
1075 888
1076 if (!can_pick (op, tmp)) 889 if (!can_pick (op, tmp))
1077 continue; 890 continue;
1078 891
1079 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 892 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1080 { 893 {
1081 if (item_matched_string (op, tmp, op->contr->search_str)) 894 if (item_matched_string (op, tmp, op->contr->search_str))
1082 pick_up (op, tmp); 895 CHK_PICK_PICKUP;
896
1083 continue; 897 continue;
1084 } 898 }
1085 899
1086 /* high not bit set? We're using the old autopickup model */ 900 /* pickup handling */
901 if (op->contr->mode & PU_DEBUG)
902 {
903 /* some debugging code to figure out item information */
904 const char *str = tmp->name
905 ? format ("item name: %s item type: %d weight/value: %d",
906 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
907 : format ("item name: %s item type: %d weight/value: %d",
908 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
909
910 new_draw_info (NDI_UNIQUE, 0, op, str);
911 }
912
913 if (op->contr->mode & PU_INHIBIT)
914 return 1;
915
916 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
917 return 1;
918
919 /* philosophy:
920 * It's easy to grab an item type from a pile, as long as it's
921 * generic. This takes no game-time. For more detailed pickups
922 * and selections, select-items should be used. This is a
923 * grab-as-you-run type mode that's really useful for arrows for
924 * example.
925 * The drawback: right now it has no frontend, so you need to
926 * stick the bits you want into a calculator in hex mode and then
927 * convert to decimal and then 'pickup <#>
928 */
929
930 /* the first two modes are exclusive: if NOTHING we return, if
931 * STOP then we stop. All the rest are applied sequentially,
932 * meaning if any test passes, the item gets picked up. */
933
934 /* if mode is set to pick nothing up, return */
935 if (op->contr->mode == PU_NOTHING)
936 return 1;
937
938 /* if mode is set to stop when encountering objects, return */
939 /* take STOP before INHIBIT since it doesn't actually pick
940 * anything up */
941 if (op->contr->mode & PU_STOP)
942 return 0;
943
944 /* useful for going into stores and not losing your settings... */
945 /* and for battles wher you don't want to get loaded down while
946 * fighting */
947 if (op->contr->mode & PU_INHIBIT)
948 return 1;
949
950 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID))
952 continue;
953
954 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
956 continue;
957
958 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */
1087 if (!(op->contr->mode & PU_NEWMODE)) 960 if (op->contr->mode & PU_FOOD)
961 if (tmp->type == FOOD)
1088 { 962 {
1089 switch (op->contr->mode) 963 CHK_PICK_PICKUP;
964 continue;
965 }
966
967 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
969 {
970 CHK_PICK_PICKUP;
971 continue;
972 }
973
974 if (op->contr->mode & PU_POTION)
975 if (tmp->type == POTION)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* spellbooks, skillscrolls and normal books/scrolls */
982 if (op->contr->mode & PU_SPELLBOOK)
983 if (tmp->type == SPELLBOOK)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 if (op->contr->mode & PU_SKILLSCROLL)
990 if (tmp->type == SKILLSCROLL)
991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995
996 if (op->contr->mode & PU_READABLES)
997 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND
1006 || tmp->type == ROD
1007 || tmp->type == HORN
1008 || tmp->type == POWER_CRYSTAL)
1009 {
1010 CHK_PICK_PICKUP;
1011 continue;
1012 }
1013
1014 /* pick up all magical items */
1015 if (op->contr->mode & PU_MAGICAL)
1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1022
1023 if (op->contr->mode & PU_VALUABLES)
1024 {
1025 if (tmp->type == MONEY || tmp->type == GEM)
1090 { 1026 {
1091 case 0: 1027 CHK_PICK_PICKUP;
1092 return 1; /* don't pick up */ 1028 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 } 1029 }
1124 } 1030 }
1125 else 1031
1126 { /* old model */ 1032 /* rings & amulets - talismans seems to be typed AMULET */
1127 /* NEW pickup handling */
1128 if (op->contr->mode & PU_DEBUG) 1033 if (op->contr->mode & PU_JEWELS)
1034 if (tmp->type == RING
1035 || tmp->type == AMULET
1036 || tmp->type == GIRDLE
1037 || tmp->type == SKILL_TOOL)
1129 { 1038 {
1130 /* some debugging code to figure out item information */ 1039 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; 1040 continue;
1041 }
1177 1042
1178 /* ignore known cursed objects */ 1043 /* we don't forget dragon food */
1179 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1044 if (op->contr->mode & PU_FLESH)
1045 if (tmp->type == FLESH)
1046 {
1047 CHK_PICK_PICKUP;
1180 continue; 1048 continue;
1049 }
1181 1050
1182 /* all food and drink if desired */ 1051 /* bows and arrows. Bows are good for selling! */
1183 /* question: don't pick up known-poisonous stuff? */ 1052 if (op->contr->mode & PU_BOW)
1053 if (tmp->type == BOW)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1058
1059 if (op->contr->mode & PU_ARROW)
1060 if (tmp->type == ARROW)
1061 {
1062 CHK_PICK_PICKUP;
1063 continue;
1064 }
1065
1066 /* all kinds of armor etc. */
1067 if (op->contr->mode & PU_ARMOUR)
1068 if (tmp->type == ARMOUR)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_HELMET)
1075 if (tmp->type == HELMET)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_SHIELD)
1082 if (tmp->type == SHIELD)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1184 if (op->contr->mode & PU_FOOD) 1088 if (op->contr->mode & PU_BOOTS)
1185 if (tmp->type == FOOD) 1089 if (tmp->type == BOOTS)
1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1095 if (op->contr->mode & PU_GLOVES)
1096 if (tmp->type == GLOVES || tmp->type == BRACERS)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_CLOAK)
1103 if (tmp->type == CLOAK)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 /* hoping to catch throwing daggers here */
1110 if (op->contr->mode & PU_MISSILEWEAPON)
1111 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* careful: chairs and tables are weapons! */
1118 if (op->contr->mode & PU_ALLWEAPON)
1119 {
1120 if (tmp->type == WEAPON)
1121 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1186 { 1122 {
1187 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1188 continue; 1124 continue;
1189 } 1125 }
1126 }
1190 1127
1128 /* misc stuff that's useful */
1191 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_KEY)
1192 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1193 { 1131 {
1194 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1195 continue; 1133 continue;
1196 } 1134 }
1197 1135
1136 /* any of the last 4 bits set means we use the ratio for value
1137 * pickups */
1198 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_RATIO)
1199 if (tmp->type == POTION) 1139 {
1140 /* use value density to decide what else to grab */
1141 /* >=7 was >= op->contr->mode */
1142 /* >=7 is the old standard setting. Now we take the last 4 bits
1200 { 1143 */
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) 1144 wvratio = op->contr->mode & PU_RATIO;
1237 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1145 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 { 1146 {
1245 if (tmp->type == MONEY || tmp->type == GEM) 1147#if 0
1148 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1149 if (tmp->name != NULL)
1246 { 1150 {
1247 pick_up (op, tmp); 1151 fprintf (stderr, "%s", tmp->name);
1248 continue;
1249 } 1152 }
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 1153 else
1384 fprintf (stderr, "%s", tmp->arch->name); 1154 fprintf (stderr, "%s", tmp->arch->archname);
1385 fprintf (stderr, ",%d] = ", tmp->type); 1155 fprintf (stderr, ",%d] = ", tmp->type);
1386 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1156 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1387#endif 1157#endif
1158 CHK_PICK_PICKUP;
1388 continue; 1159 continue;
1389 }
1390 } 1160 }
1391 } /* the new pickup model */ 1161 } /* the new pickup model */
1392 } 1162 }
1393 1163
1394 return !stop; 1164 return !stop;
1165}
1166
1167/* routine for both players and monsters. We call this when
1168 * there is a possibility for our action distrubing our hiding
1169 * place or invisiblity spell. Artefact invisiblity causes
1170 * "noise" instead. If we arent invisible to begin with, we
1171 * return 0.
1172 */
1173static int
1174action_makes_visible (object *op)
1175{
1176 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1177 {
1178 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1179 {
1180 // artefact invisibility is permanent, but we still make noise
1181 // this is important for game-balance.
1182 if (op->contr)
1183 op->make_noise ();
1184
1185 return 0;
1186 }
1187
1188 if (op->contr && op->contr->tmp_invis == 0)
1189 return 0;
1190
1191 /* If monsters, they should become visible */
1192 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1193 {
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1195 return 1;
1196 }
1197 }
1198
1199 return 0;
1395} 1200}
1396 1201
1397/* 1202/*
1398 * Find an arrow in the inventory and after that 1203 * Find an arrow in the inventory and after that
1399 * in the right type container (quiver). Pointer to the 1204 * in the right type container (quiver). Pointer to the
1400 * found object is returned. 1205 * found object is returned.
1401 */ 1206 */
1402object * 1207static object *
1403find_arrow (object *op, const char *type) 1208find_arrow (object *op, const char *type)
1404{ 1209{
1405 object *tmp = NULL;
1406
1407 for (op = op->inv; op; op = op->below) 1210 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) 1211 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1212 return splay (tmp);
1213
1214 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1215 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1216 if (object *arrow = find_arrow (tmp, type))
1217 {
1218 splay (tmp);
1411 return op; 1219 return arrow;
1220 }
1221
1412 return tmp; 1222 return 0;
1413} 1223}
1414 1224
1415/* 1225/*
1416 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1226 * 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 1227 * 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 1228 * 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. 1229 * the hall. Failing that it does it's best to pick the highest plus arrow.
1420 */ 1230 */
1421 1231static object *
1422object *
1423find_better_arrow (object *op, object *target, const char *type, int *better) 1232find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1424{ 1233{
1425 object *tmp = NULL, *arrow, *ntmp; 1234 object *tmp = NULL, *arrow, *ntmp;
1426 int attacknum, attacktype, betterby = 0, i; 1235 int attacknum, attacktype, betterby = 0, i;
1427 1236
1428 if (!type) 1237 if (!type)
1432 { 1241 {
1433 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1242 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1434 { 1243 {
1435 i = 0; 1244 i = 0;
1436 ntmp = find_better_arrow (arrow, target, type, &i); 1245 ntmp = find_better_arrow (arrow, target, type, &i);
1246
1437 if (i > betterby) 1247 if (i > betterby)
1438 { 1248 {
1439 tmp = ntmp; 1249 tmp = ntmp;
1440 betterby = i; 1250 betterby = i;
1441 } 1251 }
1442 } 1252 }
1443 else if (arrow->type == ARROW && arrow->race == type) 1253 else if (arrow->type == ARROW && arrow->race == type)
1444 { 1254 {
1445 /* allways prefer assasination/slaying */ 1255 /* allways prefer assasination/slaying */
1446 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1256 if (target->race && arrow->slaying.contains (target->race))
1447 { 1257 {
1448 if (arrow->attacktype & AT_DEATH) 1258 if (arrow->attacktype & AT_DEATH)
1449 { 1259 {
1450 *better = 100; 1260 *better = 100;
1451 return arrow; 1261 return arrow;
1459 else 1269 else
1460 { 1270 {
1461 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1271 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1462 { 1272 {
1463 attacktype = 1 << attacknum; 1273 attacktype = 1 << attacknum;
1464 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1274 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1465 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1275 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1466 { 1276 {
1467 tmp = arrow; 1277 tmp = arrow;
1468 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1278 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1469 } 1279 }
1470 } 1280 }
1281
1471 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1282 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1472 { 1283 {
1473 tmp = arrow; 1284 tmp = arrow;
1474 betterby = 2 + arrow->magic + arrow->stats.dam; 1285 betterby = 2 + arrow->magic + arrow->stats.dam;
1475 } 1286 }
1287
1476 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1288 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1477 { 1289 {
1478 tmp = arrow; 1290 tmp = arrow;
1479 betterby = 1 + arrow->magic + arrow->stats.dam; 1291 betterby = 1 + arrow->magic + arrow->stats.dam;
1480 } 1292 }
1481 } 1293 }
1482 } 1294 }
1483 } 1295 }
1296
1484 if (tmp == NULL && arrow == NULL) 1297 if (tmp == NULL && arrow == NULL)
1485 return find_arrow (op, type); 1298 return find_arrow (op, type);
1486 1299
1487 *better = betterby; 1300 *better = betterby;
1488 return tmp; 1301 return tmp;
1492 * find_better_arrow to find a decent arrow to use. 1305 * find_better_arrow to find a decent arrow to use.
1493 * op = the shooter 1306 * op = the shooter
1494 * type = bow->race 1307 * type = bow->race
1495 * dir = fire direction 1308 * dir = fire direction
1496 */ 1309 */
1497 1310static object *
1498object *
1499pick_arrow_target (object *op, const char *type, int dir) 1311pick_arrow_target (object *op, shstr_cmp type, int dir)
1500{ 1312{
1501 object *tmp = NULL; 1313 object *tmp = NULL;
1502 maptile *m; 1314 maptile *m;
1503 int i, mflags, found, number; 1315 int i, mflags, found, number;
1504 sint16 x, y; 1316 sint16 x, y;
1519 for (i = 0, found = 0; i < 20; i++) 1331 for (i = 0, found = 0; i < 20; i++)
1520 { 1332 {
1521 x += freearr_x[dir]; 1333 x += freearr_x[dir];
1522 y += freearr_y[dir]; 1334 y += freearr_y[dir];
1523 mflags = get_map_flags (m, &m, x, y, &x, &y); 1335 mflags = get_map_flags (m, &m, x, y, &x, &y);
1336
1524 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1337 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1525 { 1338 {
1526 tmp = NULL; 1339 tmp = 0;
1527 break; 1340 break;
1528 } 1341 }
1529 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1342 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1530 { 1343 {
1531 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1344 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1532 * perhaps a bad assumption. 1345 * perhaps a bad assumption.
1533 */ 1346 */
1534 tmp = NULL; 1347 tmp = 0;
1535 break; 1348 break;
1536 } 1349 }
1350
1537 if (mflags & P_IS_ALIVE) 1351 if (mflags & P_IS_ALIVE)
1538 {
1539 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1352 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1540 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1353 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1541 {
1542 found++;
1543 break;
1544 }
1545 if (found)
1546 break; 1354 break;
1547 }
1548 } 1355 }
1549 if (tmp == NULL) 1356
1357 if (!tmp)
1550 return find_arrow (op, type); 1358 return find_arrow (op, type);
1551 1359
1552 if (tmp->head) 1360 if (tmp->head)
1553 tmp = tmp->head; 1361 tmp = tmp->head;
1554 1362
1567 */ 1375 */
1568int 1376int
1569fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1377fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1570{ 1378{
1571 object *left, *bow; 1379 object *left, *bow;
1572 int bowspeed, mflags; 1380 int mflags;
1573 maptile *m; 1381 maptile *m;
1574 1382
1575 if (!dir) 1383 if (!dir)
1576 { 1384 {
1577 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1578 return 0; 1386 return 0;
1579 } 1387 }
1580 1388
1581 if (op->type == PLAYER) 1389 if (op->contr)
1582 bow = op->contr->ranges[range_bow]; 1390 bow = op->current_weapon;
1583 else 1391 else
1584 { 1392 {
1585 for (bow = op->inv; bow; bow = bow->below) 1393 for (bow = op->inv; bow; bow = bow->below)
1586 /* Don't check for applied - monsters don't apply bows - in that way, they 1394 /* 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. 1395 * don't need to switch back and forth between bows and weapons.
1592 if (!bow) 1400 if (!bow)
1593 { 1401 {
1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1402 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1595 return 0; 1403 return 0;
1596 } 1404 }
1405
1406 // optimisation: move object to top so we will find it quickly again
1407 splay (bow);
1597 } 1408 }
1598 1409
1599 if (!bow->race || !bow->skill) 1410 if (!bow->race || !bow->skill)
1600 { 1411 {
1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1412 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1602 return 0; 1413 return 0;
1603 } 1414 }
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 1415
1614 if (arrow == NULL) 1416 if (arrow == NULL)
1615 { 1417 {
1616 if ((arrow = find_arrow (op, bow->race)) == NULL) 1418 if ((arrow = find_arrow (op, bow->race)) == NULL)
1617 { 1419 {
1618 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1421 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1422 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1621 else 1423 else
1622 CLEAR_FLAG (op, FLAG_READY_BOW); 1424 CLEAR_FLAG (op, FLAG_READY_BOW);
1425
1623 return 0; 1426 return 0;
1624 } 1427 }
1625 } 1428 }
1626 1429
1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1430 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1635 } 1438 }
1636 1439
1637 /* this should not happen, but sometimes does */ 1440 /* this should not happen, but sometimes does */
1638 if (arrow->nrof == 0) 1441 if (arrow->nrof == 0)
1639 { 1442 {
1443 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1640 arrow->destroy (); 1444 arrow->destroy ();
1641 return 0; 1445 return 0;
1642 } 1446 }
1643 1447
1644 left = arrow; /* these are arrows left to the player */ 1448 left = arrow; /* these are arrows left to the player */
1645 arrow = get_split_ob (arrow, 1); 1449 arrow = arrow->split ();
1646 if (!arrow) 1450 if (!arrow)
1647 { 1451 {
1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1452 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1649 return 0; 1453 return 0;
1650 } 1454 }
1651 1455
1652 arrow->set_owner (op); 1456 arrow->set_owner (op);
1653 arrow->skill = bow->skill; 1457 arrow->skill = bow->skill;
1654 arrow->direction = dir; 1458 arrow->direction = dir;
1655 1459
1460 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1461 arrow->stats.hp = arrow->stats.dam;
1462 arrow->stats.grace = arrow->attacktype;
1463 arrow->custom_name = arrow->slaying;
1464
1465#if 0
1466 if (player *pl = op->contr)
1467 {
1468 float speed = pl->weapon_sp;
1469
1470 /* penalize ROF for bestarrow */
1471 if (pl->bowtype == bow_bestarrow)
1472 speed *= .9f;
1473 else
1474 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1475
1476 op->speed_left += speed - op->speed;
1477 }
1478#endif
1479
1480 SET_ANIMATION (arrow, arrow->direction);
1481
1482 /* update the speed */
1483 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1484 + bow->stats.dam / 7.f;
1485
1486 arrow->set_speed (max (arrow->speed, 2.f));
1487 arrow->speed_left = 0;
1488
1489 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1490
1656 if (op->type == PLAYER) 1491 if (op->type == PLAYER)
1657 { 1492 {
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; 1493 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1494 wc -= dex_bonus[op->stats.Dex];
1495
1496 if (!arrow->slaying)
1497 arrow->slaying = op->slaying;
1498
1499 arrow->attacktype |= op->attacktype;
1689 } 1500 }
1690 else 1501 else
1691 { 1502 {
1692 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1693 arrow->level = op->level; 1503 arrow->level = op->level;
1694 } 1504 arrow->stats.wc -= bow->magic;
1695 1505
1696 if (arrow->attacktype == AT_PHYSICAL) 1506 if (!arrow->slaying)
1507 arrow->slaying = bow->slaying;
1508
1697 arrow->attacktype |= bow->attacktype; 1509 arrow->attacktype |= bow->attacktype;
1510 }
1698 1511
1699 if (bow->slaying) 1512 wc -= arrow->level;
1700 arrow->slaying = bow->slaying; 1513 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1701 1514
1515 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 arrow->move_type = MOVE_FLY_LOW; 1516 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1517 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704 1518
1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1519 op->play_sound (sound_find ("fire_arrow"));
1706 m->insert (arrow, sx, sy, op); 1520 m->insert (arrow, sx, sy, op);
1707 1521
1708 if (!arrow->destroyed ()) 1522 if (!arrow->destroyed ())
1709 move_arrow (arrow); 1523 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 1524
1719 return 1; 1525 return 1;
1720} 1526}
1721 1527
1722/* Special fire code for players - this takes into 1528/* Special fire code for players - this takes into
1724 * but monsters can't. Putting that code here 1530 * but monsters can't. Putting that code here
1725 * makes the fire_bow code much cleaner. 1531 * makes the fire_bow code much cleaner.
1726 * this function should only be called if 'op' is a player, 1532 * this function should only be called if 'op' is a player,
1727 * hence the function name. 1533 * hence the function name.
1728 */ 1534 */
1729int 1535static int
1730player_fire_bow (object *op, int dir) 1536player_fire_bow (object *op, int dir)
1731{ 1537{
1732 int ret = 0, wcmod = 0; 1538 int ret;
1733 1539
1734 if (op->contr->bowtype == bow_bestarrow) 1540 if (op->contr->bowtype == bow_bestarrow)
1735 { 1541 {
1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1542 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1737 } 1543 }
1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1544 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739 { 1545 {
1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1546 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); 1547 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1744 } 1548 }
1745 else if (op->contr->bowtype == bow_threewide) 1549 else if (op->contr->bowtype == bow_threewide)
1746 { 1550 {
1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1551 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)]); 1552 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)]); 1553 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1750 } 1554 }
1751 else if (op->contr->bowtype == bow_spreadshot) 1555 else if (op->contr->bowtype == bow_spreadshot)
1752 { 1556 {
1753 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1557 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); 1558 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); 1559 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1756
1757 } 1560 }
1758 else 1561 else
1759 { 1562 {
1760 /* Simple case */ 1563 /* Simple case */
1761 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1564 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 } 1565 }
1566
1763 return ret; 1567 return ret;
1764} 1568}
1765
1766 1569
1767/* Fires a misc (wand/rod/horn) object in 'dir'. 1570/* Fires a misc (wand/rod/horn) object in 'dir'.
1768 * Broken apart from 'fire' to keep it more readable. 1571 * Broken apart from 'fire' to keep it more readable.
1769 */ 1572 */
1770void 1573static void
1771fire_misc_object (object *op, int dir) 1574fire_misc_object (object *op, int dir)
1772{ 1575{
1773 object *item; 1576 object *item = op->contr->ranged_ob;
1774 1577
1775 if (!op->contr->ranges[range_misc]) 1578 if (!item)
1776 { 1579 {
1777 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1580 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1581 return;
1779 } 1582 }
1780 1583
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) 1584 if (!item->inv)
1783 { 1585 {
1784 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1586 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1785 return; 1587 return;
1786 } 1588 }
1589
1590 if (!op->change_weapon (item))
1591 return;
1592
1787 if (item->type == WAND) 1593 if (item->type == WAND)
1788 { 1594 {
1789 if (item->stats.food <= 0) 1595 if (item->stats.food <= 0)
1790 { 1596 {
1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1597 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)); 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1599
1793 return; 1600 return;
1794 } 1601 }
1795 } 1602 }
1796 else if (item->type == ROD || item->type == HORN) 1603 else if (item->type == ROD || item->type == HORN)
1797 { 1604 {
1798 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1605 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1606
1607 // using the maximum of the rods charge allows at least one spell cast
1608 // for a rod or horn, this fixes some broken rods.
1609 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1799 { 1610 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1611 op->contr->play_sound (sound_find ("wand_poof"));
1612
1801 if (item->type == ROD) 1613 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)); 1614 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1803 else 1615 else
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1617
1805 return; 1618 return;
1806 } 1619 }
1807 } 1620 }
1808 1621
1809 if (cast_spell (op, item, dir, item->inv, NULL)) 1622 if (cast_spell (op, item, dir, item->inv, NULL))
1810 { 1623 {
1811 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1624 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1625
1812 if (item->type == WAND) 1626 if (item->type == WAND)
1813 { 1627 {
1814 if (!(--item->stats.food)) 1628 if (!(--item->stats.food))
1815 { 1629 {
1816 object *tmp; 1630 object *tmp;
1817 1631
1818 if (item->arch) 1632 if (item->arch)
1819 { 1633 {
1820 CLEAR_FLAG (item, FLAG_ANIMATE); 1634 CLEAR_FLAG (item, FLAG_ANIMATE);
1821 item->face = item->arch->clone.face; 1635 item->face = item->arch->face;
1822 item->set_speed (0); 1636 item->set_speed (0);
1823 } 1637 }
1824 1638
1825 if ((tmp = item->in_player ())) 1639 if (object *pl = item->visible_to ())
1826 esrv_update_item (UPD_ANIM, tmp, item); 1640 esrv_update_item (UPD_ANIM, pl, item);
1827 } 1641 }
1828 } 1642 }
1829 else if (item->type == ROD || item->type == HORN) 1643 else if (item->type == ROD || item->type == HORN)
1830 drain_rod_charge (item); 1644 drain_rod_charge (item);
1831 } 1645 }
1832} 1646}
1833 1647
1834/* Received a fire command for the player - go and do it. 1648/* Received a fire command for the player - go and do it.
1835 */ 1649 */
1836void 1650bool
1837fire (object *op, int dir) 1651fire (object *op, int dir)
1838{ 1652{
1839 int spellcost = 0; 1653 int spellcost = 0;
1654
1655 player *pl = op->contr;
1656
1657 if (pl->golem)
1658 {
1659 control_golem (op->contr->golem, dir);
1660 return false;
1661 }
1662
1663 object *ob = pl->ranged_ob;
1664
1665 if (!ob)
1666 return false;
1667
1668 if (op->speed_left > 0.f)
1669 --op->speed_left;
1670 else
1671 return false;
1672
1673 if (!op->change_weapon (ob))
1674 return false;
1840 1675
1841 /* check for loss of invisiblity/hide */ 1676 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op)) 1677 if (action_makes_visible (op))
1843 make_visible (op); 1678 make_visible (op);
1844 1679
1845 switch (op->contr->shoottype) 1680 switch (ob->type)
1846 { 1681 {
1847 case range_none: 1682 case BOW:
1848 return;
1849
1850 case range_bow:
1851 player_fire_bow (op, dir); 1683 player_fire_bow (op, dir);
1852 return; 1684 break;
1853 1685
1854 case range_magic: /* Casting spells */ 1686 case SPELL:
1855 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1687 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1856 return; 1688 break;
1857 1689
1858 case range_misc: 1690 case BUILDER:
1691 apply_map_builder (op, dir);
1692 break;
1693
1694 case SKILL:
1695 do_skill (op, op, ob, dir, 0);
1696 break;
1697
1698 default:
1859 fire_misc_object (op, dir); 1699 fire_misc_object (op, dir);
1860 return; 1700 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 } 1701 }
1889}
1890 1702
1703 return true;
1704}
1891 1705
1892 1706static 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) 1707find_key_ (object *pl, object *container, object *door)
1906{ 1708{
1907 object *tmp, *key; 1709 object *tmp, *key;
1908 1710
1909 /* Should not happen, but sanity checking is never bad */ 1711 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) 1712 if (!container->inv)
1911 return NULL; 1713 return 0;
1912 1714
1913 /* First, lets try to find a key in the top level inventory */ 1715 /* First, lets try to find a key in the top level inventory */
1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1716 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 { 1717 {
1916 if (door->type == DOOR && tmp->type == KEY) 1718 if (door->type == DOOR && tmp->type == KEY)
1917 break; 1719 break;
1720
1918 /* For sanity, we should really check door type, but other stuff 1721 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1722 * (like containers) can be locked with special keys
1920 */ 1723 */
1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1724 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 break; 1725 break;
1923 } 1726 }
1727
1924 /* No key found - lets search inventories now */ 1728 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1729 /* 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 1730 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1731 * a key, return
1928 */ 1732 */
1929 if (!tmp) 1733 if (!tmp)
1930 { 1734 {
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1735 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 {
1933 /* No reason to search empty containers */ 1736 /* No reason to search empty containers */
1934 if (tmp->type == CONTAINER && tmp->inv) 1737 if (tmp->type == CONTAINER && tmp->inv)
1935 {
1936 if ((key = find_key (pl, tmp, door)) != NULL) 1738 if ((key = find_key_ (pl, tmp, door)))
1937 return key; 1739 return key;
1938 } 1740
1939 }
1940 if (!tmp) 1741 if (!tmp)
1941 return NULL; 1742 return 0;
1942 } 1743 }
1744
1943 /* We get down here if we have found a key. Now if its in a container, 1745 /* 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 1746 * see if we actually want to use it
1945 */ 1747 */
1946 if (pl != container) 1748 if (pl != container)
1947 { 1749 {
1948 /* Only let players use keys in containers */ 1750 /* Only let players use keys in containers */
1949 if (!pl->contr) 1751 if (!pl->contr)
1950 return NULL; 1752 return 0;
1753
1951 /* cases where this fails: 1754 /* cases where this fails:
1952 * If we only search the player inventory, return now since we 1755 * If we only search the player inventory, return now since we
1953 * are not in the players inventory. 1756 * are not in the players inventory.
1954 * If the container is not active, return now since only active 1757 * If the container is not active, return now since only active
1955 * containers can be used. 1758 * containers can be used.
1959 * inv must have been an container and must have been active. 1762 * inv must have been an container and must have been active.
1960 * 1763 *
1961 * Change the color so that the message doesn't disappear with 1764 * Change the color so that the message doesn't disappear with
1962 * all the others. 1765 * all the others.
1963 */ 1766 */
1964 if (pl->contr->usekeys == key_inventory || 1767 if (pl->contr->usekeys == key_inventory
1965 !QUERY_FLAG (container, FLAG_APPLIED) || 1768 || !QUERY_FLAG (container, FLAG_APPLIED)
1966 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1769 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1967 { 1770 {
1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1771 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)); 1772 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1970 return NULL; 1773 return NULL;
1971 } 1774 }
1972 } 1775 }
1776
1973 return tmp; 1777 return tmp;
1778}
1779
1780/* find_key
1781 * We try to find a key for the door as passed. If we find a key
1782 * and successfully use it, we return the key, otherwise NULL
1783 * This function merges both normal and locked door, since the logic
1784 * for both is the same - just the specific key is different.
1785 * pl is the player,
1786 * inv is the objects inventory to searched
1787 * door is the door we are trying to match against.
1788 * This function can be called recursively to search containers.
1789 */
1790object *
1791find_key (object *pl, object *container, object *door)
1792{
1793 if (door->slaying && is_match_expr (door->slaying))
1794 {
1795 // for match expressions, we try to find the key by applying the match
1796 // to the op itself, which is supposed to find the "key", instead
1797 // of searching through containers ourselves.
1798
1799 return match_one (door->slaying, container, door, pl, pl);
1800 }
1801 else
1802 return find_key_ (pl, container, door);
1974} 1803}
1975 1804
1976/* moved door processing out of move_player_attack. 1805/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1806 * returns 1 if player has opened the door with a key
1978 * such that the caller should not do anything more, 1807 * such that the caller should not do anything more,
1979 * 0 otherwise 1808 * 0 otherwise
1980 */ 1809 */
1981static int 1810static int
1982player_attack_door (object *op, object *door) 1811player_attack_door (object *op, object *door)
1983{ 1812{
1984 /* If its a door, try to find a use a key. If we do destroy the door, 1813 /* 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 - 1814 * might as well return immediately as there is nothing more to do -
1986 * otherwise, we fall through to the rest of the code. 1815 * otherwise, we fall through to the rest of the code.
1987 */ 1816 */
1988 object *key = find_key (op, op, door); 1817 object *key = find_key (op, op, door);
1989 1818
1990 /* IF we found a key, do some extra work */ 1819 /* If we found a key, do some extra work */
1991 if (key) 1820 if (key)
1992 { 1821 {
1993 object *container = key->env; 1822 object *container = key->env;
1994 1823
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996 if (action_makes_visible (op)) 1824 if (action_makes_visible (op))
1997 make_visible (op); 1825 make_visible (op);
1826
1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1827 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op); 1828 spring_trap (door->inv, op);
1829
2000 if (door->type == DOOR) 1830 if (door->type == DOOR)
2001 {
2002 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1831 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2003 }
2004 else if (door->type == LOCKED_DOOR) 1832 else if (door->type == LOCKED_DOOR)
2005 { 1833 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1834 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2007 remove_door2 (door); /* remove door without violence ;-) */ 1835 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1836 }
1837
2009 /* Do this after we print the message */ 1838 /* Do this after we print the message */
2010 decrease_ob (key); /* Use up one of the keys */ 1839 key->decrease (); /* Use up one of the keys */
2011 /* Need to update the weight the container the key was in */ 1840
2012 if (container != op)
2013 esrv_update_item (UPD_WEIGHT, op, container);
2014 return 1; /* Nothing more to do below */ 1841 return 1; /* Nothing more to do below */
2015 } 1842 }
2016 else if (door->type == LOCKED_DOOR) 1843 else if (door->type == LOCKED_DOOR)
2017 { 1844 {
2018 /* Might as well return now - no other way to open this */ 1845 /* Might as well return now - no other way to open this */
2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1846 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2020 return 1; 1847 return 1;
2021 } 1848 }
1849
2022 return 0; 1850 return 0;
2023} 1851}
2024 1852
2025/* This function is just part of a breakup from move_player. 1853/* This function is just part of a breakup from move_player.
2026 * It should keep the code cleaner. 1854 * It should keep the code cleaner.
2027 * When this is called, the players direction has been updated 1855 * When this is called, the players direction has been updated
2028 * (taking into account confusion.) The player is also actually 1856 * (taking into account confusion.) The player is also actually
2029 * going to try and move (not fire weapons). 1857 * going to try and move (not fire weapons).
2030 */ 1858 */
2031void 1859bool
2032move_player_attack (object *op, int dir) 1860move_player_attack (object *op, int dir)
2033{ 1861{
2034 object *tmp, *mon; 1862 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 sint16 nx, ny; 1863 {
1864 --op->speed_left;
1865 return true;
1866 }
1867
2036 int on_battleground; 1868 int on_battleground;
2037 maptile *m;
2038 1869
2039 nx = freearr_x[dir] + op->x; 1870 sint16 nx = freearr_x[dir] + op->x;
2040 ny = freearr_y[dir] + op->y; 1871 sint16 ny = freearr_y[dir] + op->y;
2041 1872
2042 on_battleground = op_on_battleground (op, 0, 0); 1873 on_battleground = op_on_battleground (op, 0, 0);
1874
1875 if (out_of_map (op->map, nx, ny))
1876 return false;
2043 1877
2044 /* If braced, or can't move to the square, and it is not out of the 1878 /* 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 1879 * 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 1880 * 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 1881 * 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 1882 * 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 1883 * 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 1884 * quite a bit of processing. However, it probably is less than what
2051 * move_ob uses. 1885 * move_ob uses.
2052 */ 1886 */
2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1887 maptile *m = op->map->xy_find (nx, ny);
1888
1889 /* Go through all the objects, and find ones of interest. Only stop if
1890 * we find a monster - that is something we know we want to attack.
1891 * if its a door or barrel (can roll) see if there may be monsters
1892 * on the space
1893 */
1894 object *mon;
1895 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1896 {
1897 if ((mon->flag [FLAG_ALIVE]
1898 || mon->type == LOCKED_DOOR
1899 || mon->flag [FLAG_CAN_ROLL])
1900 && mon != op)
1901 break;
2054 { 1902 }
2055 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1903
1904 if (!mon) /* This happens anytime the player tries to move */
1905 return false; /* into a wall */
1906
1907 mon = mon->head_ ();
1908
1909 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1910 if (op->contr->weapon_sp_left > 0.f)
1911 if (player_attack_door (op, mon))
1912 {
1913 --op->contr->weapon_sp_left;
1914 return true;
2056 { 1915 }
2057 m = op->map->xy_find (nx, ny); 1916
2058 if (!m) 1917 /* The following deals with possibly attacking peaceful
2059 return; /* Don't think this should happen */ 1918 * or friendly creatures. Basically, all players are considered
1919 * unaggressive. If the moving player has peaceful set, then the
1920 * object should be pushed instead of attacked. It is assumed that
1921 * if you are braced, you will not attack friends accidently,
1922 * and thus will not push them.
1923 */
1924
1925 /* If the creature is a pet, push it even if the player is not
1926 * peaceful. Our assumption is the creature is a pet if the
1927 * player owns it and it is either friendly or unagressive.
1928 */
1929 if (op->type == PLAYER
1930 && ((mon->owner && mon->owner->contr
1931 && same_party (mon->owner->contr->party, op->contr->party))
1932 || mon->owner == op)
1933 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1934 {
1935 /* If we're braced, we don't want to switch places with it */
1936 if (op->contr->braced)
1937 return false;
1938
1939 if (op->speed_left > 0.f)
1940 {
1941 --op->speed_left;
1942
1943 op->play_sound (sound_find ("push_player"));
1944 push_ob (mon, dir, op);
1945
1946 if (action_makes_visible (op))
1947 make_visible (op);
1948
1949 return true;
2060 } 1950 }
2061 else 1951 else
2062 m = op->map;
2063
2064 if (!(tmp = m->at (nx, ny).bot))
2065 return; 1952 return false;
1953 }
2066 1954
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 1955 /* in certain circumstances, you shouldn't attack friendly
2138 * creatures. Note that if you are braced, you can't push 1956 * creatures. Note that if you are braced, you can't push
2139 * someone, but put it inside this loop so that you won't 1957 * someone, but put it inside this loop so that you won't
2140 * attack them either. 1958 * attack them either.
2141 */ 1959 */
2142 if ((mon->type == PLAYER || mon->enemy != op) && 1960 if ((mon->type == PLAYER || mon->enemy != op)
2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1961 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2144#ifdef PROHIBIT_PLAYERKILL
2145 (op->contr->peaceful 1962 && ((op->contr->peaceful
2146 || (mon->type == PLAYER 1963 || (mon->type == PLAYER && mon->contr->peaceful))
2147 && mon->contr->
2148 peaceful)) &&
2149#else
2150 op->contr->peaceful &&
2151#endif
2152 !on_battleground)) 1964 && !on_battleground))
1965 {
1966 if (op->speed_left > 0.f)
2153 { 1967 {
1968 --op->speed_left;
1969
2154 if (!op->contr->braced) 1970 if (!op->contr->braced)
2155 { 1971 {
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1972 op->play_sound (sound_find ("push_player"));
2157 push_ob (mon, dir, op); 1973 push_ob (mon, dir, op);
2158 } 1974 }
2159 else 1975 else
2160 new_draw_info (0, 0, op, "You withhold your attack"); 1976 op->statusmsg ("You withhold your attack");
2161 1977
2162 if (op->contr->tmp_invis || op->hide) 1978 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2163 make_visible (op); 1979 make_visible (op);
2164 }
2165 1980
1981 return true;
1982 }
1983 }
2166 /* If the object is a boulder or other rollable object, then 1984 /* 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. 1985 * roll it if not braced. You can't roll it if you are braced.
2168 */ 1986 */
2169 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1987 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1988 {
1989 if (op->speed_left > 0.f)
2170 { 1990 {
1991 --op->speed_left;
1992
2171 recursive_roll (mon, dir, op); 1993 recursive_roll (mon, dir, op);
2172 if (action_makes_visible (op)) 1994 if (action_makes_visible (op))
2173 make_visible (op); 1995 make_visible (op);
2174 }
2175 1996
1997 return true;
1998 }
1999 }
2176 /* Any generic living creature. Including things like doors. 2000 /* Any generic living creature. Including things like doors.
2177 * Way it works is like this: First, it must have some hit points 2001 * 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: 2002 * 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 2003 * 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. 2004 * that party_number -1 is no party, so attacks can still happen.
2181 */ 2005 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2006 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))) 2007 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2184 { 2008 {
2185 2009 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 { 2010 {
2193 op->speed_left += op->speed / op->contr->weapon_sp; 2011 --op->contr->weapon_sp_left;
2194
2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2196 }
2197 2012
2198 skill_attack (mon, op, 0, 0, 0); 2013 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 2014
2214 if (action_makes_visible (op)) 2015 if (action_makes_visible (op))
2215 make_visible (op); 2016 make_visible (op);
2216 }
2217 } /* if player should attack something */
2218}
2219 2017
2220int 2018 return true;
2019 }
2020 }
2021
2022 return false;
2023}
2024
2025bool
2221move_player (object *op, int dir) 2026move_player (object *op, int dir)
2222{ 2027{
2223 int pick;
2224
2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2028 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2226 return 0; 2029 return 0;
2227 2030
2228 /* Sanity check: make sure dir is valid */ 2031 /* Sanity check: make sure dir is valid */
2229 if ((dir < 0) || (dir >= 9)) 2032 if ((dir < 0) || (dir >= 9))
2230 { 2033 {
2232 return 0; 2035 return 0;
2233 } 2036 }
2234 2037
2235 /* peterm: added following line */ 2038 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2039 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2040 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2238 2041
2239 op->facing = dir; 2042 op->facing = dir;
2240 2043
2241 if (op->hide) 2044 if (op->flag [FLAG_HIDDEN])
2242 do_hidden_move (op); 2045 do_hidden_move (op);
2243 2046
2047 bool retval;
2048 int pick = 0;
2049
2244 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2050 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2245 /*nop */ ; 2051 retval = RESULT_INT (0);
2246 else if (op->contr->fire_on) 2052 else if (op->contr->fire_on)
2247 fire (op, dir); 2053 retval = fire (op, dir);
2248 else 2054 else
2249 { 2055 {
2250 move_player_attack (op, dir); 2056 retval = move_player_attack (op, dir);
2251 pick = check_pick (op); 2057 pick = check_pick (op);
2252 } 2058 }
2253 2059
2254 /* Add special check for newcs players and fire on - this way, the 2060 /* Add special check for newcs players and fire on - this way, the
2255 * server can handle repeat firing. 2061 * server can handle repeat firing.
2262 /* Update how the player looks. Use the facing, so direction may 2068 /* Update how the player looks. Use the facing, so direction may
2263 * get reset to zero. This allows for full animation capabilities 2069 * get reset to zero. This allows for full animation capabilities
2264 * for players. 2070 * for players.
2265 */ 2071 */
2266 animate_object (op, op->facing); 2072 animate_object (op, op->facing);
2267 return 0; 2073
2074 return retval;
2268} 2075}
2269 2076
2270/* This is similar to handle_player, below, but is only used by the 2077/* This is similar to handle_player, below, but is only used by the
2271 * new client/server stuff. 2078 * new client/server stuff.
2272 * This is sort of special, in that the new client/server actually uses 2079 * This is sort of special, in that the new client/server actually uses
2273 * the new speed values for commands. 2080 * the new speed values for commands.
2274 * 2081 *
2275 * Returns true if there are more actions we can do. 2082 * Returns true if there are more actions we can do. Should not do
2083 * many actions in a row, as that would be too unfair to other
2084 * players.
2276 */ 2085 */
2277int 2086bool
2278handle_newcs_player (object *op) 2087handle_newcs_player (object *op)
2279{ 2088{
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)) 2089 if (QUERY_FLAG (op, FLAG_SCARED))
2301 { 2090 {
2302 flee_player (op); 2091 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 { 2092 {
2306 op->speed_left--; 2093 --op->speed_left;
2094 flee_player (op);
2095
2307 return 0; 2096 return true;
2308 } 2097 }
2098 else
2099 return false;
2309 } 2100 }
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 2101
2319 /* call this here - we also will call this in do_ericserver, but 2102 /* call this here - we also will call this in do_ericserver, but
2320 * the players time has been increased when doericserver has been 2103 * the players time has been increased when doericserver has been
2321 * called, so we recheck it here. 2104 * called, so we recheck it here.
2322 */ 2105 */
2323 if (op->contr->ns->handle_command ()) 2106 if (op->contr->ns->handle_command ())
2324 return 1; 2107 return true;
2325 2108
2326 if (op->speed_left > 0)
2327 {
2328 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2109 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); 2110 return move_player (op, op->direction);
2338 2111
2339 return op->speed_left > 0;
2340 }
2341 }
2342
2343 return 0; 2112 return false;
2344} 2113}
2345 2114
2346int 2115static int
2347save_life (object *op) 2116save_life (object *op)
2348{ 2117{
2349 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2118 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2350 return 0; 2119 return 0;
2351 2120
2352 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2121 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2122 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2354 { 2123 {
2355 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2124 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)); 2125 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 2126
2361 tmp->destroy (); 2127 tmp->destroy ();
2362 CLEAR_FLAG (op, FLAG_LIFESAVE); 2128 CLEAR_FLAG (op, FLAG_LIFESAVE);
2363 2129
2364 if (op->stats.hp < 0) 2130 if (op->stats.hp < 0)
2377 return 0; 2143 return 0;
2378} 2144}
2379 2145
2380/* This goes throws the inventory and removes unpaid objects, and puts them 2146/* 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 2147 * 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 2148 * function will descend into containers. op is the object to start the search
2383 * from. 2149 * from.
2384 */ 2150 */
2151static void
2152drop_unpaid_items (object *op, object *env)
2153{
2154 while (op)
2155 {
2156 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2157
2158 if (QUERY_FLAG (op, FLAG_UNPAID))
2159 op->insert_at (env);
2160 else if (op->inv)
2161 drop_unpaid_items (op->inv, env);
2162
2163 op = next;
2164 }
2165}
2166
2385void 2167void
2386remove_unpaid_objects (object *op, object *env) 2168object::drop_unpaid_items ()
2387{ 2169{
2388 object *next; 2170 if (!flag [FLAG_REMOVED])
2389 2171 ::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} 2172}
2450 2173
2451void 2174void
2452do_some_living (object *op) 2175do_some_living (object *op)
2453{ 2176{
2460 int rate_grace = 2000; 2183 int rate_grace = 2000;
2461 const int max_hp = 1; 2184 const int max_hp = 1;
2462 const int max_sp = 1; 2185 const int max_sp = 1;
2463 const int max_grace = 1; 2186 const int max_grace = 1;
2464 2187
2465 if (op->contr->outputs_sync) 2188 if (op->contr->hidden)
2189 {
2190 op->invisible = 1000;
2191 /* the socket code flashes the player visible/invisible
2192 * depending on the value of invisible, so we need to
2193 * alternate it here for it to work correctly.
2194 */
2195 if (pticks & 2)
2196 op->invisible--;
2466 { 2197 }
2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2198 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) 2199 {
2469 flush_output_element (op, &op->contr->outputs[i]); 2200 if (!op->invisible--)
2201 {
2202 make_visible (op);
2203 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2204 }
2470 } 2205 }
2471 2206
2472 if (op->contr->ns->state == ST_PLAYING) 2207 if (op->contr->ns->state == ST_PLAYING)
2473 { 2208 {
2474 /* these next three if clauses make it possible to SLOW DOWN 2209 /* these next three if clauses make it possible to SLOW DOWN
2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2228 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2494 else 2229 else
2495 { 2230 {
2496 gen_grace = op->stats.maxgrace; 2231 gen_grace = op->stats.maxgrace;
2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2232 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 } 2233 }
2541 2234
2542 /* Regenerate Grace */ 2235 /* Regenerate Grace */
2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2236 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2544 if (--op->last_grace < 0) 2237 if (--op->last_grace < 0)
2565 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2258 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2566 } 2259 }
2567 /* wearing stuff doesn't detract from grace generation. */ 2260 /* wearing stuff doesn't detract from grace generation. */
2568 } 2261 }
2569 2262
2263 if (op->stats.food > 0)
2264 {
2570 /* Regenerate Hit Points */ 2265 /* Regenerate Spell Points */
2571 if (--op->last_heal < 0) 2266 if (!op->contr->golem && --op->last_sp < 0)
2572 {
2573 if (op->stats.hp < op->stats.maxhp)
2574 { 2267 {
2575 op->stats.hp++; 2268 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2576 /* dms do not consume food */ 2269
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2270 if (op->stats.sp < op->stats.maxsp)
2578 { 2271 {
2272 op->stats.sp++;
2273
2274 /* dms do not consume food */
2275 if (!QUERY_FLAG (op, FLAG_WIZ))
2276 {
2579 op->stats.food--; 2277 op->stats.food--;
2278
2580 if (op->contr->digestion < 0) 2279 if (op->contr->digestion < 0)
2581 op->stats.food += op->contr->digestion; 2280 op->stats.food += op->contr->digestion;
2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2281 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2583 op->stats.food = last_food; 2282 op->stats.food = last_food;
2283 }
2584 } 2284 }
2585 }
2586 2285
2587 if (max_hp > 1) 2286 if (max_sp > 1)
2588 {
2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2590 if (over_hp > 0)
2591 { 2287 {
2592 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2288 over_sp = (gen_sp + 10) / rate_sp;
2289 if (over_sp > 0)
2290 {
2291 if (op->stats.sp < op->stats.maxsp)
2292 {
2293 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2294
2295 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2296 op->stats.sp--;
2297
2298 if (op->stats.sp > op->stats.maxsp)
2299 op->stats.sp = op->stats.maxsp;
2300 }
2301
2593 op->last_heal = 0; 2302 op->last_sp = 0;
2303 }
2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2594 } 2306 }
2595 else 2307 else
2308 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2309 }
2310
2311 /* Regenerate Hit Points */
2312 if (--op->last_heal < 0)
2313 {
2314 if (op->stats.hp < op->stats.maxhp)
2596 { 2315 {
2597 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2316 op->stats.hp++;
2317
2318 /* dms do not consume food */
2319 if (!QUERY_FLAG (op, FLAG_WIZ))
2320 {
2321 op->stats.food--;
2322
2323 if (op->contr->digestion < 0)
2324 op->stats.food += op->contr->digestion;
2325 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2326 op->stats.food = last_food;
2327 }
2598 } 2328 }
2329
2330 if (max_hp > 1)
2331 {
2332 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2333
2334 if (over_hp > 0)
2335 {
2336 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2337 op->last_heal = 0;
2338 }
2339 else
2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2599 } 2341 }
2600 else 2342 else
2601 {
2602 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2343 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2603 } 2344 }
2604 } 2345 }
2605 2346
2606 /* Digestion */ 2347 /* Digestion */
2607 if (--op->last_eat < 0) 2348 if (--op->last_eat < 0)
2608 { 2349 {
2609#ifdef COZY_SERVER 2350 int bonus = max (0, op->contr->digestion),
2610 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2351 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 2352
2616 if (op->contr->gen_hp > 0)
2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2353 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 2354
2621 /* dms do not consume food */ 2355 /* dms do not consume food */
2622 if (!QUERY_FLAG (op, FLAG_WIZ)) 2356 if (!QUERY_FLAG (op, FLAG_WIZ))
2623 op->stats.food--; 2357 op->stats.food--;
2624 } 2358 }
2625 2359
2626 if (op->stats.food < 0 && op->stats.hp >= 0) 2360 if (op->stats.food < 0 && op->stats.hp >= 0)
2627 { 2361 {
2628 object *tmp, *flesh = 0; 2362 object *flesh = 0;
2629 2363
2630 for (tmp = op->inv; tmp; tmp = tmp->below) 2364 for_inv_removable (op, tmp)
2631 { 2365 {
2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2366 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2367 continue;
2368
2369 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2633 { 2370 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2371 op->statusmsg ("You blindly grab for a bite of food. "
2635 { 2372 "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); 2373 manual_apply (op, tmp, 0);
2374
2638 if (op->stats.food >= 0 || op->stats.hp < 0) 2375 if (op->stats.food >= 0 || op->stats.hp < 0)
2639 break; 2376 break;
2640 } 2377 }
2641 else if (tmp->type == FLESH) 2378 else if (tmp->type == FLESH)
2642 flesh = tmp; 2379 flesh = tmp;
2643 } /* End if paid for object */ 2380 }
2644 } /* end of for loop */
2645 2381
2646 /* If player is still starving, it means they don't have any food, so 2382 /* If player is still starving, it means they don't have any food, so
2647 * eat flesh instead. 2383 * eat flesh instead.
2648 */ 2384 */
2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2385 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2650 { 2386 {
2651 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2387 op->statusmsg ("You blindly grab for a bite of food. "
2388 "H<To prevent you from starving, you ate some random item from your backpack.>");
2652 manual_apply (op, flesh, 0); 2389 manual_apply (op, flesh, 0);
2653 } 2390 }
2391
2392 // If player is still starving, alert him!
2393 if (op->stats.food < 0)
2394 op->failmsg ("You are starving! "
2395 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2396 }
2397
2398 if (op->stats.food < 0)
2654 } 2399 {
2400 op->stats.hp += op->stats.food;
2401 op->stats.food = 0;
2655 2402
2656 while (op->stats.food < 0 && op->stats.hp >= 0) 2403 if (op->stats.hp < 0)
2657 op->stats.food++, op->stats.hp--; 2404 {
2405 op->contr->killer = archetype::get ("killer_starvation");
2406 op->contr->killer->destroy ();
2407 }
2408 }
2658 2409
2410 /* killer should be set here already */
2659 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2411 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2660 kill_player (op); 2412 kill_player (op);
2661 } 2413 }
2662} 2414}
2663 2415
2667 * file. 2419 * file.
2668 */ 2420 */
2669void 2421void
2670kill_player (object *op) 2422kill_player (object *op)
2671{ 2423{
2672 char buf[MAX_BUF];
2673 int x, y; 2424 int x, y;
2674
2675 //int i;
2676 maptile *map; /* this is for resurrection */ 2425 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; 2426 int will_kill_again;
2684 archetype *at; 2427 archetype *at;
2685 object *tmp; 2428 object *tmp;
2686 2429
2687 if (save_life (op)) 2430 if (save_life (op))
2688 return; 2431 return;
2689 2432
2433 dynbuf_text deathtab;
2434
2435 /* restore player */
2436 at = archetype::find (shstr_poisoning);
2437 if (object *tmp = present_arch_in_ob (at, op))
2438 {
2439 tmp->destroy ();
2440 deathtab << "Your body feels cleansed...\r";
2441 }
2442
2443 at = archetype::find (shstr_confusion);
2444 if (object *tmp = present_arch_in_ob (at, op))
2445 {
2446 tmp->destroy ();
2447 deathtab << "Your mind feels clearer...\r";
2448 }
2449
2450 cure_disease (op, 0, 0); /* remove any disease */
2451
2452 max_it (op->stats.hp , op->stats.maxhp);
2453 max_it (op->stats.sp , op->stats.maxsp);
2454 max_it (op->stats.grace, op->stats.maxgrace);
2455
2456 if (op->stats.food <= 0)
2457 op->stats.food = 999;
2458
2459 // remove all spell effects that are active
2460 // to avoid long-term effects such as word-of-recall
2461 for (object *item = op->inv; item; )
2462 {
2463 object *next = item->below;
2464
2465 if (item->type == SPELL_EFFECT && item->active)
2466 item->destroy ();
2467
2468 item = next;
2469 }
2690 2470
2691 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2471 /* 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. 2472 * in cities ONLY!!! It is very important that this doesn't get abused.
2693 * Look at op_on_battleground() for more info --AndreasV 2473 * Look at op_on_battleground() for more info --AndreasV
2694 */ 2474 */
2695 if (op_on_battleground (op, &x, &y)) 2475 if (op_on_battleground (op, &x, &y))
2696 { 2476 {
2697 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2477 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 2478
2720 /* create a bodypart-trophy to make the winner happy */ 2479 /* create a bodypart-trophy to make the winner happy */
2721 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2480 object *tmp = archetype::find (shstr_finger)->instance ();
2722 { 2481
2723 sprintf (buf, "%s's finger", &op->name); 2482 tmp->name = format ("%s's finger" , &op->name);
2724 tmp->name = buf; 2483 tmp->name_pl = format ("%s's fingers", &op->name);
2725 sprintf (buf, " This finger has been cut off %s\n" 2484 tmp->msg = format (
2726 " the %s, when he was defeated at\n level %d by %s.\n", 2485 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2486 &op->name, op->contr->title,
2728 tmp->msg = buf; 2487 (int)op->level,
2488 op->contr->killer_name ()
2489 );
2729 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2490 tmp->value = 0, tmp->type = 0;
2730 tmp->materialname = NULL; 2491 tmp->material = name_to_material (shstr_organic);
2731 tmp->insert_at (op, tmp); 2492 tmp->insert_at (op, tmp);
2732 }
2733 2493
2734 /* teleport defeated player to new destination */ 2494 /* teleport defeated player to new destination */
2735 transfer_ob (op, x, y, 0, NULL); 2495 transfer_ob (op, x, y, 0, NULL);
2736 op->contr->braced = 0; 2496 op->contr->braced = 0;
2497
2498 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2737 return; 2499 return;
2738 } 2500 }
2739 2501
2502 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2503 deathtab << "T<YOU HAVE DIED>\n\n";
2504
2740 INVOKE_PLAYER (DEATH, op->contr); 2505 INVOKE_PLAYER (DEATH, op->contr);
2741 2506
2742 command_kill_pets (op, 0); 2507 command_kill_pets (op, 0);
2743 2508
2744 if (op->stats.food < 0) 2509 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 2510
2754 /* save the map location for corpse, gravestone */ 2511 /* save the map location for corpse, gravestone */
2755 x = op->x; 2512 x = op->x;
2756 y = op->y; 2513 y = op->y;
2757 map = op->map; 2514 map = op->map;
2785 2542
2786 lost_a_stat = 0; 2543 lost_a_stat = 0;
2787 2544
2788 for (z = 0; z < num_stats_lose; z++) 2545 for (z = 0; z < num_stats_lose; z++)
2789 { 2546 {
2790 i = RANDOM () % NUM_STATS; 2547 i = rndm (NUM_STATS);
2791 2548
2792 if (settings.stat_loss_on_death) 2549 if (settings.stat_loss_on_death)
2793 { 2550 {
2794 /* Pick a random stat and take a point off it. Tell the player 2551 /* Pick a random stat and take a point off it. Tell the player
2795 * what he lost. 2552 * what he lost.
2802 lost_a_stat = 1; 2559 lost_a_stat = 1;
2803 } 2560 }
2804 else 2561 else
2805 { 2562 {
2806 /* deplete a stat */ 2563 /* deplete a stat */
2807 archetype *deparch = archetype::find ("depletion"); 2564 archetype *deparch = archetype::find (shstr_depletion);
2808 object *dep; 2565 object *dep;
2809 2566
2810 dep = present_arch_in_ob (deparch, op); 2567 dep = present_arch_in_ob (deparch, op);
2811 if (!dep) 2568 if (!dep)
2812 { 2569 {
2813 dep = arch_to_object (deparch); 2570 dep = deparch->instance ();
2814 insert_ob_in_ob (dep, op); 2571 insert_ob_in_ob (dep, op);
2815 } 2572 }
2816 lose_this_stat = 1; 2573 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss) 2574 if (settings.balanced_stat_loss)
2818 { 2575 {
2846 } 2603 }
2847 } 2604 }
2848 2605
2849 if (lose_this_stat) 2606 if (lose_this_stat)
2850 { 2607 {
2851 this_stat = get_attr_value (&(dep->stats), i); 2608 this_stat = get_attr_value (&dep->stats, i);
2852 /* We could try to do something clever like find another 2609 /* We could try to do something clever like find another
2853 * stat to reduce if this fails. But chances are, if 2610 * stat to reduce if this fails. But chances are, if
2854 * stats have been depleted to -50, all are pretty low 2611 * stats have been depleted to -50, all are pretty low
2855 * and should be roughly the same, so it shouldn't make a 2612 * and should be roughly the same, so it shouldn't make a
2856 * difference. 2613 * difference.
2864 lost_a_stat = 1; 2621 lost_a_stat = 1;
2865 } 2622 }
2866 } 2623 }
2867 } 2624 }
2868 } 2625 }
2626
2869 /* If no stat lost, tell the player. */ 2627 /* If no stat lost, tell the player. */
2870 if (!lost_a_stat) 2628 if (!lost_a_stat)
2871 { 2629 {
2872 /* determine_god() seems to not work sometimes... why is this? 2630 /* determine_god() seems to not work sometimes... why is this?
2873 Should I be using something else? GD */ 2631 Should I be using something else? GD */
2874 const char *god = determine_god (op); 2632 shstr_tmp god = determine_god (op);
2875 2633
2876 if (god && (strcmp (god, "none"))) 2634 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); 2635 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2878 else 2636 else
2879 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2880 } 2638 }
2881#else 2639#else
2882 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2640 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2883#endif 2641#endif
2884 2642
2885 /* Put a gravestone up where the character 'almost' died. List the 2643 /* Put a gravestone up where the character 'almost' died. List the
2886 * exp loss on the stone. 2644 * exp loss on the stone.
2887 */ 2645 */
2888 tmp = arch_to_object (archetype::find ("gravestone")); 2646 tmp = archetype::find (shstr_gravestone)->instance ();
2889 sprintf (buf, "%s's gravestone", &op->name); 2647 tmp->name = format ("%s's gravestone", &op->name);
2890 tmp->name = buf; 2648 tmp->name_pl = format ("%s's gravestones", &op->name);
2891 sprintf (buf, "%s's gravestones", &op->name); 2649 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2892 tmp->name_pl = buf; 2650 &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; 2651 tmp->x = op->x, tmp->y = op->y;
2896 insert_ob_in_map (tmp, op->map, NULL, 0); 2652 insert_ob_in_map (tmp, op->map, NULL, 0);
2897 2653
2898 /**************************************/ 2654 /**************************************/
2899 /* */ 2655 /* */
2900 /* Subtract the experience points, */ 2656 /* Subtract the experience points, */
2901 /* if we died cause of food, give us */
2902 /* food, and reset HP's... */
2903 /* */ 2657 /* */
2904 /**************************************/ 2658 /**************************************/
2905 2659
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)); */ 2660 /*add_exp(op, (op->stats.exp * -0.20)); */
2928 apply_death_exp_penalty (op); 2661 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 2662
2935 /* 2663 /*
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 2664 * Check to see if the player has any unpaid items. If so, remove them
2938 * in the map. 2665 * and put them back in the map.
2939 */ 2666 */
2940 2667 op->drop_unpaid_items ();
2941 if (is_in_shop (op))
2942 remove_unpaid_objects (op->inv, op);
2943 2668
2944 /****************************************/ 2669 /****************************************/
2945 /* */ 2670 /* */
2946 /* Move player to his current respawn- */ 2671 /* Move player to his current respawn- */
2947 /* position (usually last savebed) */ 2672 /* position (usually last savebed) */
2967 object *force; 2692 object *force;
2968 int at; 2693 int at;
2969 2694
2970 force = get_archetype (FORCE_NAME); 2695 force = get_archetype (FORCE_NAME);
2971 /* 50 ticks should be enough time for the spell to abate */ 2696 /* 50 ticks should be enough time for the spell to abate */
2972 force->speed = 0.1; 2697 force->speed = 0.1f;
2973 force->speed_left = -5.0; 2698 force->speed_left = -5.f;
2974 SET_FLAG (force, FLAG_APPLIED); 2699 SET_FLAG (force, FLAG_APPLIED);
2975 for (at = 0; at < NROFATTACKS; at++) 2700 for (at = 0; at < NROFATTACKS; at++)
2976 if (will_kill_again & (1 << at)) 2701 if (will_kill_again & (1 << at))
2977 force->resist[at] = 100; 2702 force->resist[at] = 100;
2978 2703
2979 insert_ob_in_ob (force, op); 2704 insert_ob_in_ob (force, op);
2980 op->update_stats (); 2705 op->update_stats ();
2981
2982 } 2706 }
2983 2707
2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2708 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2985} 2709}
2986 2710
2987void 2711static void
2988loot_object (object *op) 2712loot_object (object *op)
2989{ /* Grab and destroy some treasure */ 2713{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next; 2714 object *tmp, *tmp2, *next;
2991 2715
2992 if (op->container) 2716 op->close_container (); /* close open sack first */
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994 2717
2995 for (tmp = op->inv; tmp; tmp = next) 2718 for (tmp = op->inv; tmp; tmp = next)
2996 { 2719 {
2997 next = tmp->below; 2720 next = tmp->below;
2998 2721
2999 if (tmp->invisible) 2722 if (tmp->invisible)
3000 continue; 2723 continue;
3001 2724
3002 tmp->remove (); 2725 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y; 2726 tmp->x = op->x, tmp->y = op->y;
2727
3004 if (tmp->type == CONTAINER) 2728 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */ 2729 loot_object (tmp); /* empty container to ground */
3006 loot_object (tmp); 2730
3007 }
3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2731 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3009 { 2732 {
3010 if (tmp->nrof > 1) 2733 if (tmp->nrof > 1)
3011 { 2734 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2735 tmp->decrease (rndm (1, tmp->nrof - 1));
3013 tmp2->destroy ();
3014 insert_ob_in_map (tmp, op->map, NULL, 0); 2736 insert_ob_in_map (tmp, op->map, NULL, 0);
3015 } 2737 }
3016 else 2738 else
3017 tmp->destroy (); 2739 tmp->destroy ();
3018 } 2740 }
3024/* 2746/*
3025 * fix_weight(): Check recursively the weight of all players, and fix 2747 * fix_weight(): Check recursively the weight of all players, and fix
3026 * what needs to be fixed. Refresh windows and fix speed if anything 2748 * what needs to be fixed. Refresh windows and fix speed if anything
3027 * was changed. 2749 * was changed.
3028 */ 2750 */
3029
3030void 2751void
3031fix_weight (void) 2752fix_weight ()
3032{ 2753{
3033 for_all_players (pl) 2754 for_all_players (pl)
3034 { 2755 {
3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2756 sint32 old = pl->ob->carrying;
3036 2757
3037 if (old == sum) 2758 pl->ob->update_weight ();
3038 continue; 2759
2760 if (old != pl->ob->carrying)
2761 {
3039 pl->ob->update_stats (); 2762 pl->ob->update_stats ();
3040 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2763 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2764 }
3041 } 2765 }
3042} 2766}
3043 2767
3044void 2768void
3045fix_luck (void) 2769fix_luck ()
3046{ 2770{
3047 for_all_players (pl) 2771 for_all_players (pl)
3048 if (!pl->ob->contr->ns->state) 2772 if (!pl->ob->contr->ns->state)
3049 pl->ob->change_luck (0); 2773 pl->ob->change_luck (0);
3050} 2774}
3087} 2811}
3088 2812
3089void 2813void
3090make_visible (object *op) 2814make_visible (object *op)
3091{ 2815{
3092 op->hide = 0; 2816 op->flag [FLAG_HIDDEN] = 0;
3093 op->invisible = 0; 2817 op->invisible = 0;
2818
3094 if (op->type == PLAYER) 2819 if (op->type == PLAYER)
3095 { 2820 {
3096 op->contr->tmp_invis = 0; 2821 op->contr->tmp_invis = 0;
3097 op->contr->invis_race = 0; 2822 op->contr->invis_race = 0;
3098 } 2823 }
2824
3099 update_object (op, UP_OBJ_FACE); 2825 update_object (op, UP_OBJ_CHANGE);
3100} 2826}
3101 2827
3102int 2828int
3103is_true_undead (object *op) 2829is_true_undead (object *op)
3104{ 2830{
3105 object *tmp = NULL;
3106
3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2831 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3108 return 1; 2832 return 1;
3109 2833
3110 return 0; 2834 return 0;
3111} 2835}
3112 2836
3113/* look at the surrounding terrain to determine 2837/* look at the surrounding terrain to determine
3114 * the hideability of this object. Positive levels 2838 * the hideability of this object. Positive levels
3115 * indicate greater hideability. 2839 * indicate greater hideability.
3116 */ 2840 */
3117
3118int 2841int
3119hideability (object *ob) 2842hideability (object *ob)
3120{ 2843{
3121 int i, level = 0, mflag; 2844 int i, level = 0, mflag;
3122 sint16 x, y; 2845 sint16 x, y;
3123 2846
3124 if (!ob || !ob->map) 2847 if (!ob || !ob->map)
3125 return 0; 2848 return 0;
3126 2849
3127 /* so, on normal lighted maps, its hard to hide */ 2850 /* so, on normal lighted maps, its hard to hide */
3128 level = ob->map->darkness - 2; 2851 level = ob->map->darklevel () - 2;
3129 2852
3130 /* this also picks up whether the object is glowing. 2853 /* this also picks up whether the object is glowing.
3131 * If you carry a light on a non-dark map, its not 2854 * If you carry a light on a non-dark map, its not
3132 * as bad as carrying a light on a pitch dark map */ 2855 * as bad as carrying a light on a pitch dark map */
3133 if (has_carried_lights (ob)) 2856 if (ob->has_carried_lights ())
3134 level = -(10 + (2 * ob->map->darkness)); 2857 level = -(10 + (2 * ob->map->darklevel ()));
3135 2858
3136 /* scan through all nearby squares for terrain to hide in */ 2859 /* 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]) 2860 for (i = 0, x = ob->x, y = ob->y;
2861 i <= SIZEOFFREE1;
2862 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3138 { 2863 {
3139 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2864 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) 2865 if (mflag & P_OUT_OF_MAP)
3141 {
3142 continue; 2866 continue;
3143 } 2867
3144 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2868 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3145 level += 2; 2869 level += 2;
3146 else /* open terrain! */ 2870 else /* open terrain! */
3147 level -= 1; 2871 level -= 1;
3148 } 2872 }
3156/* For Hidden creatures - a chance of becoming 'unhidden' 2880/* For Hidden creatures - a chance of becoming 'unhidden'
3157 * every time they move - as we subtract off 'invisibility' 2881 * every time they move - as we subtract off 'invisibility'
3158 * AND, for players, if they move into a ridiculously unhideable 2882 * AND, for players, if they move into a ridiculously unhideable
3159 * spot (surrounded by clear terrain in broad daylight). -b.t. 2883 * spot (surrounded by clear terrain in broad daylight). -b.t.
3160 */ 2884 */
3161
3162void 2885void
3163do_hidden_move (object *op) 2886do_hidden_move (object *op)
3164{ 2887{
3165 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2888 int hide = 0;
3166 object *skop;
3167 2889
3168 if (!op || !op->map) 2890 if (!op || !op->map)
3169 return; 2891 return;
3170 2892
3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2893 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2894 int num = random_roll (0, 19, op, PREFER_LOW);
3172 2895
3173 /* its *extremely* hard to run and sneak/hide at the same time! */ 2896 /* its *extremely* hard to run and sneak/hide at the same time! */
3174 if (op->type == PLAYER && op->contr->run_on) 2897 if (op->type == PLAYER && op->contr->run_on)
3175 if (!skop || num >= skop->level) 2898 if (!skop || num >= skop->level)
3176 { 2899 {
3186 num -= hide; 2909 num -= hide;
3187 2910
3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2911 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3189 { 2912 {
3190 make_visible (op); 2913 make_visible (op);
2914
3191 if (op->type == PLAYER) 2915 if (op->type == PLAYER)
3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2916 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3193 } 2917 }
3194 else if (op->type == PLAYER && skop) 2918 else if (op->type == PLAYER && skop)
3195 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2919 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3248 * object op. This function works fine for monsters, 2972 * object op. This function works fine for monsters,
3249 * but we dont worry if the object isnt the top one in 2973 * but we dont worry if the object isnt the top one in
3250 * a pile (say a coin under a table would return "viewable" 2974 * a pile (say a coin under a table would return "viewable"
3251 * by this routine). Another question, should we be 2975 * by this routine). Another question, should we be
3252 * concerned with the direction the player is looking 2976 * concerned with the direction the player is looking
3253 * in? Realistically, most of use cant see stuff behind 2977 * in? Realistically, most of us can't see stuff behind
3254 * our backs...on the other hand, does the "facing" direction 2978 * our backs...on the other hand, does the "facing" direction
3255 * imply the way your head, or body is facing? Its possible 2979 * 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. 2980 * for them to differ. Sigh, this fctn could get a bit more complex.
3257 * -b.t. 2981 * -b.t.
3258 * This function is now map tiling safe. 2982 * This function is now map tiling safe.
3259 */ 2983 */
3260
3261int 2984int
3262player_can_view (object *pl, object *op) 2985player_can_view (object *pl, object *op)
3263{ 2986{
3264 rv_vector rv; 2987 rv_vector rv;
3265 int dx, dy; 2988 int dx, dy;
3277 3000
3278 get_rangevector (pl, op, &rv, 0x1); 3001 get_rangevector (pl, op, &rv, 0x1);
3279 3002
3280 /* starting with the 'head' part, lets loop 3003 /* starting with the 'head' part, lets loop
3281 * through the object and find if it has any 3004 * through the object and find if it has any
3282 * part that is in the los array but isnt on 3005 * part that is in the los array but isn't on
3283 * a blocked los square. 3006 * a blocked los square.
3284 * we use the archetype to figure out offsets. 3007 * we use the archetype to figure out offsets.
3285 */ 3008 */
3286 while (op) 3009 while (op)
3287 { 3010 {
3288 dx = rv.distance_x + op->arch->clone.x; 3011 dx = rv.distance_x + op->arch->x;
3289 dy = rv.distance_y + op->arch->clone.y; 3012 dy = rv.distance_y + op->arch->y;
3290 3013
3291 /* only the viewable area the player sees is updated by LOS 3014 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; 3015 return 1;
3016
3299 op = op->more; 3017 op = op->more;
3300 } 3018 }
3301 return 0;
3302}
3303 3019
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; 3020 return 0;
3330} 3021}
3331 3022
3332/* op_on_battleground - checks if the given object op (usually 3023/* op_on_battleground - checks if the given object op (usually
3333 * a player) is standing on a valid battleground-tile, 3024 * 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 3029 * Default is to do the same as before, so only people wanting to have different points need worry about this
3339 */ 3030 */
3340int 3031int
3341op_on_battleground (object *op, int *x, int *y) 3032op_on_battleground (object *op, int *x, int *y)
3342{ 3033{
3343 object *tmp;
3344
3345 /* A battleground-tile needs the following attributes to be valid: 3034 /* 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), 3035 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3347 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3036 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3348 * and the exit-coordinates sp/hp must both be > 0. 3037 * and the exit-coordinates sp/hp must both be > 0.
3349 * => The intention here is to prevent abuse of the battleground- 3038 * => The intention here is to prevent abuse of the battleground-
3350 * feature (like pickable or hidden battleground tiles). */ 3039 * feature (like pickable or hidden battleground tiles). */
3351 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3040 for (object *tmp = op->below; tmp; tmp = tmp->below)
3352 { 3041 {
3353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3042 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3354 { 3043 {
3355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3044 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3356 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3045 && tmp->type == BATTLEGROUND
3046 && tmp->name == shstr_battleground
3047 && EXIT_X (tmp) && EXIT_Y (tmp))
3357 { 3048 {
3358 /*before we assign the exit, check if this is a teambattle */ 3049 /* before we assign the exit, check if this is a teambattle */
3359 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3050 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3360 { 3051 {
3361 object *invtmp;
3362
3363 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3052 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3364 { 3053 {
3365 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3054 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3366 { 3055 {
3367 if (x != NULL && y != NULL) 3056 if (x && y)
3368 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3057 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3058
3369 return 1; 3059 return 1;
3370 } 3060 }
3371 } 3061 }
3372 } 3062 }
3063
3373 if (x != NULL && y != NULL) 3064 if (x && y)
3374 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3065 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3066
3375 return 1; 3067 return 1;
3376 } 3068 }
3377 } 3069 }
3378 } 3070 }
3071
3379 /* If we got here, did not find a battleground */ 3072 /* If we got here, did not find a battleground */
3380 return 0; 3073 return 0;
3381} 3074}
3382 3075
3383/* 3076/*
3399 char buf[MAX_BUF]; /* tmp. string buffer */ 3092 char buf[MAX_BUF]; /* tmp. string buffer */
3400 int i = 0, j = 0; 3093 int i = 0, j = 0;
3401 3094
3402 /* get the appropriate treasurelist */ 3095 /* get the appropriate treasurelist */
3403 if (atnr == ATNR_FIRE) 3096 if (atnr == ATNR_FIRE)
3404 trlist = find_treasurelist ("dragon_ability_fire"); 3097 trlist = treasurelist::find (shstr_dragon_ability_fire);
3405 else if (atnr == ATNR_COLD) 3098 else if (atnr == ATNR_COLD)
3406 trlist = find_treasurelist ("dragon_ability_cold"); 3099 trlist = treasurelist::find (shstr_dragon_ability_cold);
3407 else if (atnr == ATNR_ELECTRICITY) 3100 else if (atnr == ATNR_ELECTRICITY)
3408 trlist = find_treasurelist ("dragon_ability_elec"); 3101 trlist = treasurelist::find (shstr_dragon_ability_elec);
3409 else if (atnr == ATNR_POISON) 3102 else if (atnr == ATNR_POISON)
3410 trlist = find_treasurelist ("dragon_ability_poison"); 3103 trlist = treasurelist::find (shstr_dragon_ability_poison);
3411 3104
3412 if (trlist == NULL || who->type != PLAYER) 3105 if (trlist == NULL || who->type != PLAYER)
3413 return; 3106 return;
3414 3107
3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3108 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]); */ 3112 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3420 return; 3113 return;
3421 } 3114 }
3422 3115
3423 /* everything seems okay - now bring on the gift: */ 3116 /* everything seems okay - now bring on the gift: */
3424 item = &(tr->item->clone); 3117 item = tr->item;
3425 3118
3426 if (item->type == SPELL) 3119 if (item->type == SPELL)
3427 { 3120 {
3428 if (check_spell_known (who, item->name)) 3121 if (check_spell_known (who, item->name))
3429 return; 3122 return;
3488 { 3181 {
3489 /* forces in the treasurelist can alter the player's stats */ 3182 /* forces in the treasurelist can alter the player's stats */
3490 object *skin; 3183 object *skin;
3491 3184
3492 /* first get the dragon skin force */ 3185 /* 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) 3186 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3495 ; 3187 ;
3496 3188
3497 if (!skin) 3189 if (!skin)
3498 return; 3190 return;
3499 3191
3532 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3224 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3533 } 3225 }
3534 else 3226 else
3535 { 3227 {
3536 /* generate misc. treasure */ 3228 /* generate misc. treasure */
3537 tmp = arch_to_object (tr->item); 3229 tmp = tr->item->instance ();
3538 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3230 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); 3231 who->insert (tmp);
3540 if (who->type == PLAYER)
3541 esrv_send_item (who, tmp);
3542 } 3232 }
3543} 3233}
3544 3234
3545/** 3235/**
3546 * Unready an object for a player. This function does nothing if the object was 3236 * Unready an object for a player. This function does nothing if the object was
3547 * not readied. 3237 * not readied.
3548 */ 3238 */
3549void 3239void
3550player_unready_range_ob (player *pl, object *ob) 3240player_unready_range_ob (player *pl, object *ob)
3551{ 3241{
3552 rangetype i; 3242 if (pl->ob->current_weapon == ob)
3243 pl->ob->current_weapon = 0;
3553 3244
3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3245 if (pl->combat_ob == ob)
3555 { 3246 pl->combat_ob = 0;
3247
3556 if (pl->ranges[i] == ob) 3248 if (pl->ranged_ob == ob)
3557 { 3249 pl->ranged_ob = 0;
3558 pl->ranges[i] = NULL;
3559 if (pl->shoottype == i)
3560 {
3561 pl->shoottype = range_none;
3562 }
3563 }
3564 }
3565} 3250}
3251
3252//-GPL
3253
3254sint8
3255player::darkness_at (maptile *map, int x, int y) const
3256{
3257 if (!ns)
3258 return LOS_BLOCKED;
3259
3260 int dx, dy;
3261 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3262 return LOS_BLOCKED;
3263
3264 x += dx - ns->current_x;
3265 y += dy - ns->current_y;
3266
3267 return blocked_los (x, y);
3268}
3269
3270void
3271player::infobox (const char *title, const char *msg, int color)
3272{
3273 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3274}
3275
3276void
3277player::statusmsg (const char *msg, int color)
3278{
3279 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3280}
3281
3282void
3283player::failmsg (const char *msg, int color)
3284{
3285 play_sound (sound_find ("generic_failure"));
3286 statusmsg (msg, color);
3287}
3288

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