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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 1.254 by root, Fri Mar 26 00:05:45 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
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 (ob->is_dragon ())
274 { 116 {
275 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
276
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279 118
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 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
301 142
302 send_rules (ob); 143 for (object *op = ob->inv; op; op = op->below)
303 send_news (ob); 144 if (op->flag [FLAG_APPLIED])
304 display_motd (ob); 145 switch (op->type)
146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
151 case WAND:
152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
161 }
162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
305 166
306 INVOKE_PLAYER (CONNECT, this); 167 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
308} 169}
309 170
310void 171void
311player::disconnect () 172player::disconnect ()
312{ 173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
313 if (ns) 180 if (ns)
314 { 181 {
315 if (active) 182 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 184
318 INVOKE_PLAYER (DISCONNECT, this); 185 INVOKE_PLAYER (DISCONNECT, this);
319 186
187 ns->reset_stats ();
320 ns->pl = 0; 188 ns->pl = 0;
321 this->ns = 0; 189 ns = 0;
322 } 190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
323 195
324 deactivate (); 196 deactivate ();
325} 197}
198
199//-GPL
326 200
327// the need for this function can be explained 201// the need for this function can be explained
328// by load_object not returning the object 202// by load_object not returning the object
329void 203void
330player::set_object (object *op) 204player::set_object (object *op)
331{ 205{
332 ob = op; 206 ob = observe = viewpoint = op;
333 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
334 208
209 ob->speed = 1.0f;
335 ob->speed_left = 0.5; 210 ob->speed_left = 0.5f;
336 ob->speed = 1.0; 211
337 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342} 213}
214
215void
216player::set_observe (object *op)
217{
218 observe = viewpoint = op ? op : ob;
219 do_los = 1;
220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
343 230
344player::player () 231player::player ()
345{ 232{
346 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 234 * we deal with that below this point.
348 */ 235 */
349 outputs_sync = 16; /* Every 2 seconds */ 236 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 237 outputs_count = 4;
351 unapply = unapply_nochoice; 238 unapply = unapply_nochoice;
352 239
353 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
354 241
355 gen_sp_armour = 10; 242 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal; 243 bowtype = bow_normal;
358 petmode = pet_normal; 244 petmode = pet_normal;
359 listening = 10;
360 usekeys = containers; 245 usekeys = containers;
361 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
362 do_los = 1; 247 do_los = 1;
248
249 weapon_sp = 1.0f;
250 weapon_sp_left = 0.5f;
363} 251}
364 252
365void 253void
366player::do_destroy () 254player::do_destroy ()
367{ 255{
372 if (ob) 260 if (ob)
373 { 261 {
374 ob->destroy_inv (false); 262 ob->destroy_inv (false);
375 ob->destroy (); 263 ob->destroy ();
376 } 264 }
265
266 ob = observe = viewpoint = 0;
377} 267}
378 268
379player::~player () 269player::~player ()
380{ 270{
381 /* Clear item stack */ 271 /* Clear item stack */
382 free (stack_items); 272 free (stack_items);
273}
274
275/*
276 * get_player_archetype() return next player archetype from archetype
277 * list. Not very efficient routine, but used only creating new players.
278 * Note: there MUST be at least one player archetype!
279 */
280static archetype *
281get_player_archetype (archetype *at)
282{
283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
291 for (;;)
292 {
293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
383} 301}
384 302
385/* Tries to add player on the connection passed in ns. 303/* 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 304 * All we can really get in this is some settings like host and display
387 * mode. 305 * mode.
389player * 307player *
390player::create () 308player::create ()
391{ 309{
392 player *pl = new player; 310 player *pl = new player;
393 311
394 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
313
314 pl->ob->roll_stats ();
315 pl->ob->stats.wc = 2;
316 pl->ob->run_away = 25; /* Then we panick... */
317
395 set_first_map (pl->ob); 318 set_first_map (pl->ob);
396 319
397 return pl; 320 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} 321}
427 322
428object * 323object *
429get_nearest_player (object *mon) 324get_nearest_player (object *mon)
430{ 325{
433 unsigned lastdist; 328 unsigned lastdist;
434 rv_vector rv; 329 rv_vector rv;
435 330
436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
437 { 332 {
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)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
466 continue; 334 continue;
467 335
468 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
469 { 337 {
545 x = mon->x; 413 x = mon->x;
546 y = mon->y; 414 y = mon->y;
547 m = mon->map; 415 m = mon->map;
548 dir = rv.direction; 416 dir = rv.direction;
549 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 417 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
550 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
419
551 /* If we can't solve it within the search distance, return now. */ 420 /* If we can't solve it within the search distance, return now. */
552 if (diff > max) 421 if (diff > max)
553 return 0; 422 return 0;
423
554 while (diff > 1 && max > 0) 424 while (diff > 1 && max > 0)
555 { 425 {
556 lastx = x; 426 lastx = x;
557 lasty = y; 427 lasty = y;
558 lastmap = m; 428 lastmap = m;
640 max--; 510 max--;
641 lastdir = dir; 511 lastdir = dir;
642 if (!firstdir) 512 if (!firstdir)
643 firstdir = dir; 513 firstdir = dir;
644 } 514 }
515
645 if (diff <= 1) 516 if (diff <= 1)
646 { 517 {
647 /* Recalculate diff (distance) because we may not have actually 518 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance. 519 * headed toward player for entire distance.
649 */ 520 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 521 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); 522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
652 } 523 }
524
653 if (diff > max) 525 if (diff > max)
654 return 0; 526 return 0;
655 } 527 }
528
656 /* If we reached the max, didn't find a direction in time */ 529 /* If we reached the max, didn't find a direction in time */
657 if (!max) 530 if (!max)
658 return 0; 531 return 0;
659 532
660 return firstdir; 533 return firstdir;
661} 534}
662 535
663void 536void
664give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
665{ 538{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 539 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 541
671 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
672 { 543 {
673 next = op->below; 544 next = op->below;
674 545
675 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 547 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 553 * by this player due to race restrictions
683 */ 554 */
684 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
685 { 556 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
687 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 564 {
692 op->destroy (); 565 op->destroy ();
693 continue; 566 continue;
694 } 567 }
695 } 568 }
696 569
697 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 573 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
704 { 575 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 578 {
713 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
715 continue; 582 break;
716 } 583 }
717 584
718 if (op->nrof > 1) 585 if (op->nrof > 1)
719 op->nrof = 1; 586 op->nrof = 1;
720 } 587 }
721 588
722 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 591
727 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 593 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 594 * merged properly.
730 */ 595 */
731 if (need_identify (op)) 596 if (need_identify (op))
732 { 597 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 601 }
602
737 if (op->type == SPELL) 603 if (op->type == SPELL)
738 { 604 {
739 op->destroy (); 605 op->destroy ();
740 continue; 606 continue;
741 } 607 }
743 { 609 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 611 op->stats.exp = 0;
746 op->level = 1; 612 op->level = 1;
747 } 613 }
748 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
752 617
753 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
754 link_player_skills (pl); 619 pl->contr->link_skills ();
755} 620}
756 621
757void 622void
758get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
759{ 624{
769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
770} 635}
771 636
772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int 638static int
774roll_stat (void) 639roll_stat ()
775{ 640{
776 int a[4], i, j, k; 641 int a[4], i, j, k;
777 642
778 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
779 a[i] = (int) RANDOM () % 6 + 1; 644 a[i] = (int) rndm (6) + 1;
780 645
781 for (i = 0, j = 0, k = 7; i < 4; i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 647 if (a[i] < k)
783 k = a[i], j = i; 648 k = a[i], j = i;
784 649
790} 655}
791 656
792void 657void
793object::roll_stats () 658object::roll_stats ()
794{ 659{
795 int statsort [7]; 660 int statsort [NUM_STATS];
796 661
797 for (;;) 662 for (;;)
798 { 663 {
799 int sum = 0; 664 int sum = 0;
800 for (int i = 7; i--; ) 665 for (int i = NUM_STATS; i--; )
801 sum += statsort [i] = roll_stat (); 666 sum += statsort [i] = roll_stat ();
802 667
803 if (sum >= 82 && sum <= 116) 668 if (sum >= 82 && sum <= 116)
804 break; 669 break;
805 } 670 }
806 671
807 // Sort the stats so that rerolling is easier... 672 // Sort the stats so that rerolling is easier...
808 std::sort (statsort, statsort + 7, std::greater<int>()); 673 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809 674
675 for (int i = 0; i < NUM_STATS; ++i)
810 stats.Str = statsort[0]; 676 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];
817 677
818 stats.exp = 0; 678 stats.exp = 0;
819 stats.ac = 0; 679 stats.ac = 0;
820 680
821 stats.hp = stats.maxhp; 681 stats.hp = stats.maxhp;
833} 693}
834 694
835void 695void
836object::swap_stats (int a, int b) 696object::swap_stats (int a, int b)
837{ 697{
838 int tmp = get_attr_value (&contr->orig_stats, a); 698 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);
841 699
700 for (int i = 0; i < NUM_STATS; ++i)
842 stats.Str = contr->orig_stats.Str; 701 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;
849 702
850 //TODO: the following code looks so borked and should, at the very least, 703 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats 704 // be merged with the similar code in roll_stats
852 stats.ac = 0; 705 stats.ac = 0;
853 706
872static void 725static void
873start_info (object *op) 726start_info (object *op)
874{ 727{
875 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
876 729
877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
878 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 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} 732}
882 733
883/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
884 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
885 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
886 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
887 * not the class. 738 * not the class.
888 */ 739 */
889int 740void
890key_change_class (object *op, char key) 741player::chargen_race_done ()
891{ 742{
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 */ 743 /* this must before then initial items are given */
899 esrv_new_player (op->contr, op->weight + op->carrying); 744 esrv_new_player (ob->contr);
900 745
901 treasurelist *tl = find_treasurelist ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
902 if (tl) 747 if (tl)
903 create_treasure (tl, op, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
904 749
905 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
906 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
907 752
908 op->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
909 754
910 if (op->msg) 755 if (ob->msg)
911 op->msg = NULL; 756 ob->msg = 0;
912 757
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); 758 start_info (ob);
923 CLEAR_FLAG (op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
924 give_initial_items (op, op->randomitems); 760 give_initial_items (ob, ob->randomitems);
925 link_player_skills (op);
926 esrv_send_inventory (op, op); 761 esrv_send_inventory (ob, ob);
927 op->update_stats (); 762 ob->update_stats ();
928 763
929 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
930 * is one for this race 765 * is one for this race
931 */ 766 */
932 if (*first_map_ext_path) 767 if (*first_map_ext_path)
933 { 768 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 769 else
948 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
771}
949 772
950 return 0; 773void
951 } 774player::chargen_race_next ()
952 775{
953 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
954 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
955 */ 778 */
956 779
957 tmp_loop = 0; 780 do
958 while (!tmp_loop)
959 { 781 {
960 shstr name = op->name; 782 shstr name = ob->name;
961 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
962 784
963 op->remove_statbonus (); 785 ob->remove_statbonus ();
964 op->remove (); 786 ob->remove ();
965 op->arch = get_player_archetype (op->arch); 787 ob->arch = get_player_archetype (ob->arch);
966 op->arch->clone.copy_to (op); 788 ob->arch->copy_to (ob);
967 op->instantiate (); 789 ob->instantiate ();
968 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
969 op->name = op->name_pl = name; 791 ob->name = ob->name_pl = name;
970 op->x = x; 792 ob->x = x;
971 op->y = y; 793 ob->y = y;
972 SET_ANIMATION (op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
973 insert_ob_in_map (op, op->map, op, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
974 assign (op->contr->title, op->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
975 op->add_statbonus (); 797 ob->add_statbonus ();
976 tmp_loop = allowed_class (op);
977 } 798 }
799 while (!allowed_class (ob));
978 800
979 update_object (op, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
980 esrv_update_item (UPD_FACE, op, op); 802 esrv_update_item (UPD_FACE, ob, ob);
981 op->update_stats (); 803 ob->update_stats ();
982 op->stats.hp = op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
983 op->stats.sp = op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
984 op->stats.grace = 0; 806 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} 807}
992 808
993void 809static void
994flee_player (object *op) 810flee_player (object *op)
995{ 811{
996 int dir, diff; 812 int dir, diff;
997 rv_vector rv; 813 rv_vector rv;
998 814
1001 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
1002 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
1003 return; 819 return;
1004 } 820 }
1005 821
1006 if (op->enemy == NULL) 822 if (!op->enemy)
1007 { 823 {
1008 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
1009 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
1010 return; 826 return;
1011 } 827 }
1012 828
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)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1025 { 830 {
1026 op->enemy = NULL; 831 op->enemy = NULL;
1027 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1028 return; 833 return;
1031 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1032 837
1033 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1034 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1035 { 840 {
1036 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1037 842
1038 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1039 return; 844 return;
1040 } 845 }
1041 846
1042 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1043 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1044 op->enemy = NULL; 849 op->enemy = NULL;
1045} 850}
1046 851
1047
1048/* check_pick sees if there is stuff to be picked up/picks up stuff. 852/* check_pick sees if there is stuff to be picked up/picks up stuff.
1049 * IT returns 1 if the player should keep on moving, 0 if he should 853 * It returns 1 if the player should keep on moving, 0 if he should
1050 * stop. 854 * stop.
1051 */ 855 */
1052int 856int
1053check_pick (object *op) 857check_pick (object *op)
1054{ 858{
1055 object *tmp, *next; 859 object *tmp, *next;
1056 int stop = 0; 860 int stop = 0;
1057 int j, k, wvratio; 861 int wvratio;
1058 char putstring[128], tmpstr[16];
1059 862
1060 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1061 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1062 return 1; 865 return 1;
1063 866
1064 next = op->below; 867 next = op->below;
1065 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1066 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1067 * destroyed */ 873 * destroyed */
1068 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1069 { 875 {
1070 tmp = next; 876 tmp = next;
1071 next = tmp->below; 877 next = tmp->below;
1072 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1073 if (op->destroyed ()) 885 if (op->destroyed ())
1074 return 0; 886 return 0;
1075 887
1076 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1077 continue; 889 continue;
1078 890
1079 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1080 { 892 {
1081 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1082 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1083 continue; 896 continue;
1084 } 897 }
1085 898
1086 /* high not bit set? We're using the old autopickup model */ 899 /* pickup handling */
900 if (op->contr->mode & PU_DEBUG)
901 {
902 /* some debugging code to figure out item information */
903 const char *str = tmp->name
904 ? format ("item name: %s item type: %d weight/value: %d",
905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
906 : format ("item name: %s item type: %d weight/value: %d",
907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
909 new_draw_info (NDI_UNIQUE, 0, op, str);
910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
918 /* philosophy:
919 * It's easy to grab an item type from a pile, as long as it's
920 * generic. This takes no game-time. For more detailed pickups
921 * and selections, select-items should be used. This is a
922 * grab-as-you-run type mode that's really useful for arrows for
923 * example.
924 * The drawback: right now it has no frontend, so you need to
925 * stick the bits you want into a calculator in hex mode and then
926 * convert to decimal and then 'pickup <#>
927 */
928
929 /* the first two modes are exclusive: if NOTHING we return, if
930 * STOP then we stop. All the rest are applied sequentially,
931 * meaning if any test passes, the item gets picked up. */
932
933 /* if mode is set to pick nothing up, return */
934 if (op->contr->mode == PU_NOTHING)
935 return 1;
936
937 /* if mode is set to stop when encountering objects, return */
938 /* take STOP before INHIBIT since it doesn't actually pick
939 * anything up */
940 if (op->contr->mode & PU_STOP)
941 return 0;
942
943 /* useful for going into stores and not losing your settings... */
944 /* and for battles wher you don't want to get loaded down while
945 * fighting */
946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
948
949 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
952
953 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
956
957 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */
1087 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1088 { 961 {
1089 switch (op->contr->mode) 962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_POTION)
974 if (tmp->type == POTION)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* spellbooks, skillscrolls and normal books/scrolls */
981 if (op->contr->mode & PU_SPELLBOOK)
982 if (tmp->type == SPELLBOOK)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_SKILLSCROLL)
989 if (tmp->type == SKILLSCROLL)
990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
995 if (op->contr->mode & PU_READABLES)
996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 /* wands/staves/rods/horns */
1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 if (op->contr->mode & PU_VALUABLES)
1023 {
1024 if (tmp->type == MONEY || tmp->type == GEM)
1090 { 1025 {
1091 case 0: 1026 CHK_PICK_PICKUP;
1092 return 1; /* don't pick up */ 1027 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 } 1028 }
1124 } 1029 }
1125 else 1030
1126 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1127 /* NEW pickup handling */
1128 if (op->contr->mode & PU_DEBUG) 1032 if (op->contr->mode & PU_JEWELS)
1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1129 { 1037 {
1130 /* some debugging code to figure out item information */ 1038 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; 1039 continue;
1040 }
1177 1041
1178 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1179 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1180 continue; 1047 continue;
1048 }
1181 1049
1182 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1183 /* question: don't pick up known-poisonous stuff? */ 1051 if (op->contr->mode & PU_BOW)
1052 if (tmp->type == BOW)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_ARROW)
1059 if (tmp->type == ARROW)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 /* all kinds of armor etc. */
1066 if (op->contr->mode & PU_ARMOUR)
1067 if (tmp->type == ARMOUR)
1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1073 if (op->contr->mode & PU_HELMET)
1074 if (tmp->type == HELMET)
1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_SHIELD)
1081 if (tmp->type == SHIELD)
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1184 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1185 if (tmp->type == FOOD) 1088 if (tmp->type == BOOTS)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 if (op->contr->mode & PU_GLOVES)
1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 if (op->contr->mode & PU_CLOAK)
1102 if (tmp->type == CLOAK)
1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1107
1108 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* careful: chairs and tables are weapons! */
1117 if (op->contr->mode & PU_ALLWEAPON)
1118 {
1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1186 { 1121 {
1187 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1188 continue; 1123 continue;
1189 } 1124 }
1125 }
1190 1126
1127 /* misc stuff that's useful */
1191 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1192 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1193 { 1130 {
1194 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1195 continue; 1132 continue;
1196 } 1133 }
1197 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1198 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1199 if (tmp->type == POTION) 1138 {
1139 /* use value density to decide what else to grab */
1140 /* >=7 was >= op->contr->mode */
1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1200 { 1142 */
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) 1143 wvratio = op->contr->mode & PU_RATIO;
1237 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_VALUABLES)
1244 { 1145 {
1245 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1246 { 1149 {
1247 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1248 continue;
1249 } 1151 }
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 1152 else
1384 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1385 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1386 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1387#endif 1156#endif
1157 CHK_PICK_PICKUP;
1388 continue; 1158 continue;
1389 }
1390 } 1159 }
1391 } /* the new pickup model */ 1160 } /* the new pickup model */
1392 } 1161 }
1393 1162
1394 return !stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1395} 1199}
1396 1200
1397/* 1201/*
1398 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1399 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1400 * found object is returned. 1204 * found object is returned.
1401 */ 1205 */
1402object * 1206static object *
1403find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1404{ 1208{
1405 object *tmp = NULL;
1406
1407 for (op = op->inv; op; op = op->below) 1209 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) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1212
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type))
1216 {
1217 splay (tmp);
1411 return op; 1218 return arrow;
1219 }
1220
1412 return tmp; 1221 return 0;
1413} 1222}
1414 1223
1415/* 1224/*
1416 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1417 * against the target. A full test is not performed, simply a basic test 1226 * against the target. A full test is not performed, simply a basic test
1418 * of resistances. The archer is making a quick guess at what he sees down 1227 * of resistances. The archer is making a quick guess at what he sees down
1419 * the hall. Failing that it does it's best to pick the highest plus arrow. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1420 */ 1229 */
1421 1230static object *
1422object *
1423find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1424{ 1232{
1425 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1426 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1427 1235
1428 if (!type) 1236 if (!type)
1432 { 1240 {
1433 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1434 { 1242 {
1435 i = 0; 1243 i = 0;
1436 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1437 if (i > betterby) 1246 if (i > betterby)
1438 { 1247 {
1439 tmp = ntmp; 1248 tmp = ntmp;
1440 betterby = i; 1249 betterby = i;
1441 } 1250 }
1442 } 1251 }
1443 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1444 { 1253 {
1445 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1446 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1447 { 1256 {
1448 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1449 { 1258 {
1450 *better = 100; 1259 *better = 100;
1451 return arrow; 1260 return arrow;
1459 else 1268 else
1460 { 1269 {
1461 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1462 { 1271 {
1463 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1464 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1465 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1466 { 1275 {
1467 tmp = arrow; 1276 tmp = arrow;
1468 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1469 } 1278 }
1470 } 1279 }
1280
1471 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1472 { 1282 {
1473 tmp = arrow; 1283 tmp = arrow;
1474 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1475 } 1285 }
1286
1476 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1477 { 1288 {
1478 tmp = arrow; 1289 tmp = arrow;
1479 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1480 } 1291 }
1481 } 1292 }
1482 } 1293 }
1483 } 1294 }
1295
1484 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1485 return find_arrow (op, type); 1297 return find_arrow (op, type);
1486 1298
1487 *better = betterby; 1299 *better = betterby;
1488 return tmp; 1300 return tmp;
1492 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1493 * op = the shooter 1305 * op = the shooter
1494 * type = bow->race 1306 * type = bow->race
1495 * dir = fire direction 1307 * dir = fire direction
1496 */ 1308 */
1497 1309static object *
1498object *
1499pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1500{ 1311{
1501 object *tmp = NULL; 1312 object *tmp = NULL;
1502 maptile *m; 1313 maptile *m;
1503 int i, mflags, found, number; 1314 int i, mflags, found, number;
1504 sint16 x, y; 1315 sint16 x, y;
1519 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1520 { 1331 {
1521 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1522 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1523 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1524 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1525 { 1337 {
1526 tmp = NULL; 1338 tmp = 0;
1527 break; 1339 break;
1528 } 1340 }
1529 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1530 { 1342 {
1531 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1532 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1533 */ 1345 */
1534 tmp = NULL; 1346 tmp = 0;
1535 break; 1347 break;
1536 } 1348 }
1349
1537 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1538 {
1539 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1540 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1541 {
1542 found++;
1543 break;
1544 }
1545 if (found)
1546 break; 1353 break;
1547 }
1548 } 1354 }
1549 if (tmp == NULL) 1355
1356 if (!tmp)
1550 return find_arrow (op, type); 1357 return find_arrow (op, type);
1551 1358
1552 if (tmp->head) 1359 if (tmp->head)
1553 tmp = tmp->head; 1360 tmp = tmp->head;
1554 1361
1567 */ 1374 */
1568int 1375int
1569fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1376fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1570{ 1377{
1571 object *left, *bow; 1378 object *left, *bow;
1572 int bowspeed, mflags; 1379 int mflags;
1573 maptile *m; 1380 maptile *m;
1574 1381
1575 if (!dir) 1382 if (!dir)
1576 { 1383 {
1577 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1578 return 0; 1385 return 0;
1579 } 1386 }
1580 1387
1581 if (op->type == PLAYER) 1388 if (op->contr)
1582 bow = op->contr->ranges[range_bow]; 1389 bow = op->current_weapon;
1583 else 1390 else
1584 { 1391 {
1585 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1586 /* Don't check for applied - monsters don't apply bows - in that way, they 1393 /* Don't check for applied - monsters don't apply bows - in that way, they
1587 * don't need to switch back and forth between bows and weapons. 1394 * don't need to switch back and forth between bows and weapons.
1592 if (!bow) 1399 if (!bow)
1593 { 1400 {
1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1595 return 0; 1402 return 0;
1596 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1597 } 1407 }
1598 1408
1599 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1600 { 1410 {
1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1602 return 0; 1412 return 0;
1603 } 1413 }
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 1414
1614 if (arrow == NULL) 1415 if (arrow == NULL)
1615 { 1416 {
1616 if ((arrow = find_arrow (op, bow->race)) == NULL) 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1617 { 1418 {
1618 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1421 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1621 else 1422 else
1622 CLEAR_FLAG (op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1623 return 0; 1425 return 0;
1624 } 1426 }
1625 } 1427 }
1626 1428
1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1635 } 1437 }
1636 1438
1637 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1638 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1639 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1640 arrow->destroy (); 1443 arrow->destroy ();
1641 return 0; 1444 return 0;
1642 } 1445 }
1643 1446
1644 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1645 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1646 if (!arrow) 1449 if (!arrow)
1647 { 1450 {
1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1649 return 0; 1452 return 0;
1650 } 1453 }
1651 1454
1652 arrow->set_owner (op); 1455 arrow->set_owner (op);
1653 arrow->skill = bow->skill; 1456 arrow->skill = bow->skill;
1654 arrow->direction = dir; 1457 arrow->direction = dir;
1655 1458
1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1460 arrow->stats.hp = arrow->stats.dam;
1461 arrow->stats.grace = arrow->attacktype;
1462 arrow->custom_name = arrow->slaying;
1463
1464#if 0
1465 if (player *pl = op->contr)
1466 {
1467 float speed = pl->weapon_sp;
1468
1469 /* penalize ROF for bestarrow */
1470 if (pl->bowtype == bow_bestarrow)
1471 speed *= .9f;
1472 else
1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1474
1475 op->speed_left += speed - op->speed;
1476 }
1477#endif
1478
1479 SET_ANIMATION (arrow, arrow->direction);
1480
1481 /* update the speed */
1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1483 + bow->stats.dam / 7.f;
1484
1485 arrow->set_speed (max (arrow->speed, 2.f));
1486 arrow->speed_left = 0;
1487
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1489
1656 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1657 { 1491 {
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; 1492 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1493 wc -= dex_bonus[op->stats.Dex];
1494
1495 if (!arrow->slaying)
1496 arrow->slaying = op->slaying;
1497
1498 arrow->attacktype |= op->attacktype;
1689 } 1499 }
1690 else 1500 else
1691 { 1501 {
1692 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1693 arrow->level = op->level; 1502 arrow->level = op->level;
1694 } 1503 arrow->stats.wc -= bow->magic;
1695 1504
1696 if (arrow->attacktype == AT_PHYSICAL) 1505 if (!arrow->slaying)
1506 arrow->slaying = bow->slaying;
1507
1697 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1509 }
1698 1510
1699 if (bow->slaying) 1511 wc -= arrow->level;
1700 arrow->slaying = bow->slaying; 1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1701 1513
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704 1517
1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1706 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1707 1520
1708 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1709 move_arrow (arrow); 1522 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 1523
1719 return 1; 1524 return 1;
1720} 1525}
1721 1526
1722/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1724 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1725 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1726 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1727 * hence the function name. 1532 * hence the function name.
1728 */ 1533 */
1729int 1534static int
1730player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1731{ 1536{
1732 int ret = 0, wcmod = 0; 1537 int ret;
1733 1538
1734 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1735 { 1540 {
1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1737 } 1542 }
1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739 { 1544 {
1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 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); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1744 } 1547 }
1745 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1746 { 1549 {
1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1748 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1749 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)]);
1750 } 1553 }
1751 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1752 { 1555 {
1753 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1755 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);
1756
1757 } 1559 }
1758 else 1560 else
1759 { 1561 {
1760 /* Simple case */ 1562 /* Simple case */
1761 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1563 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 } 1564 }
1565
1763 return ret; 1566 return ret;
1764} 1567}
1765
1766 1568
1767/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1768 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1769 */ 1571 */
1770void 1572static void
1771fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1772{ 1574{
1773 object *item; 1575 object *item = op->contr->ranged_ob;
1774 1576
1775 if (!op->contr->ranges[range_misc]) 1577 if (!item)
1776 { 1578 {
1777 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1580 return;
1779 } 1581 }
1780 1582
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) 1583 if (!item->inv)
1783 { 1584 {
1784 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1785 return; 1586 return;
1786 } 1587 }
1588
1589 if (!op->change_weapon (item))
1590 return;
1591
1787 if (item->type == WAND) 1592 if (item->type == WAND)
1788 { 1593 {
1789 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1790 { 1595 {
1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 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)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1598
1793 return; 1599 return;
1794 } 1600 }
1795 } 1601 }
1796 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1797 { 1603 {
1798 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1799 { 1609 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
1801 if (item->type == ROD) 1612 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)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1803 else 1614 else
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1616
1805 return; 1617 return;
1806 } 1618 }
1807 } 1619 }
1808 1620
1809 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1810 { 1622 {
1811 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1812 if (item->type == WAND) 1625 if (item->type == WAND)
1813 { 1626 {
1814 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1815 { 1628 {
1816 object *tmp; 1629 object *tmp;
1817 1630
1818 if (item->arch) 1631 if (item->arch)
1819 { 1632 {
1820 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1821 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1822 item->set_speed (0); 1635 item->set_speed (0);
1823 } 1636 }
1824 1637
1825 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1826 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1827 } 1640 }
1828 } 1641 }
1829 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1830 drain_rod_charge (item); 1643 drain_rod_charge (item);
1831 } 1644 }
1832} 1645}
1833 1646
1834/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1835 */ 1648 */
1836void 1649bool
1837fire (object *op, int dir) 1650fire (object *op, int dir)
1838{ 1651{
1839 int spellcost = 0; 1652 int spellcost = 0;
1653
1654 player *pl = op->contr;
1655
1656 if (pl->golem)
1657 {
1658 control_golem (op->contr->golem, dir);
1659 return false;
1660 }
1661
1662 object *ob = pl->ranged_ob;
1663
1664 if (!ob)
1665 return false;
1666
1667 if (op->speed_left > 0.f)
1668 --op->speed_left;
1669 else
1670 return false;
1671
1672 if (!op->change_weapon (ob))
1673 return false;
1840 1674
1841 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
1843 make_visible (op); 1677 make_visible (op);
1844 1678
1845 switch (op->contr->shoottype) 1679 switch (ob->type)
1846 { 1680 {
1847 case range_none: 1681 case BOW:
1848 return;
1849
1850 case range_bow:
1851 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1852 return; 1683 break;
1853 1684
1854 case range_magic: /* Casting spells */ 1685 case SPELL:
1855 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1856 return; 1687 break;
1857 1688
1858 case range_misc: 1689 case BUILDER:
1690 apply_map_builder (op, dir);
1691 break;
1692
1693 case SKILL:
1694 do_skill (op, op, ob, dir, 0);
1695 break;
1696
1697 default:
1859 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
1860 return; 1699 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 } 1700 }
1889}
1890 1701
1702 return true;
1703}
1891 1704
1892 1705static 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) 1706find_key_ (object *pl, object *container, object *door)
1906{ 1707{
1907 object *tmp, *key; 1708 object *tmp, *key;
1908 1709
1909 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) 1711 if (!container->inv)
1911 return NULL; 1712 return 0;
1912 1713
1913 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 { 1716 {
1916 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1917 break; 1718 break;
1719
1918 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1920 */ 1722 */
1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 break; 1724 break;
1923 } 1725 }
1726
1924 /* No key found - lets search inventories now */ 1727 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1728 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1729 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1730 * a key, return
1928 */ 1731 */
1929 if (!tmp) 1732 if (!tmp)
1930 { 1733 {
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 {
1933 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1934 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1935 {
1936 if ((key = find_key (pl, tmp, door)) != NULL) 1737 if ((key = find_key_ (pl, tmp, door)))
1937 return key; 1738 return key;
1938 } 1739
1939 }
1940 if (!tmp) 1740 if (!tmp)
1941 return NULL; 1741 return 0;
1942 } 1742 }
1743
1943 /* We get down here if we have found a key. Now if its in a container, 1744 /* We get down here if we have found a key. Now if its in a container,
1944 * see if we actually want to use it 1745 * see if we actually want to use it
1945 */ 1746 */
1946 if (pl != container) 1747 if (pl != container)
1947 { 1748 {
1948 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1949 if (!pl->contr) 1750 if (!pl->contr)
1950 return NULL; 1751 return 0;
1752
1951 /* cases where this fails: 1753 /* cases where this fails:
1952 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1953 * are not in the players inventory. 1755 * are not in the players inventory.
1954 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1955 * containers can be used. 1757 * containers can be used.
1959 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1960 * 1762 *
1961 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1962 * all the others. 1764 * all the others.
1963 */ 1765 */
1964 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1965 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1966 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1967 { 1769 {
1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 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)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1970 return NULL; 1772 return NULL;
1971 } 1773 }
1972 } 1774 }
1775
1973 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
1974} 1802}
1975 1803
1976/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1978 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1979 * 0 otherwise 1807 * 0 otherwise
1980 */ 1808 */
1981static int 1809static int
1982player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
1983{ 1811{
1984 /* If its a door, try to find a use a key. If we do destroy the door, 1812 /* If its a door, try to find a key. If we do destroy the door,
1985 * might as well return immediately as there is nothing more to do - 1813 * might as well return immediately as there is nothing more to do -
1986 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1987 */ 1815 */
1988 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
1989 1817
1990 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1991 if (key) 1819 if (key)
1992 { 1820 {
1993 object *container = key->env; 1821 object *container = key->env;
1994 1822
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
1997 make_visible (op); 1824 make_visible (op);
1825
1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1828
2000 if (door->type == DOOR) 1829 if (door->type == DOOR)
2001 {
2002 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2003 }
2004 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2005 { 1832 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2007 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1835 }
1836
2009 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2010 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2011 /* Need to update the weight the container the key was in */ 1839
2012 if (container != op)
2013 esrv_update_item (UPD_WEIGHT, op, container);
2014 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2015 } 1841 }
2016 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2017 { 1843 {
2018 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2020 return 1; 1846 return 1;
2021 } 1847 }
1848
2022 return 0; 1849 return 0;
2023} 1850}
2024 1851
2025/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
2026 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2027 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2028 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2029 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2030 */ 1857 */
2031void 1858bool
2032move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2033{ 1860{
2034 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 sint16 nx, ny; 1862 {
2036 int on_battleground; 1863 --op->speed_left;
2037 maptile *m; 1864 return true;
1865 }
2038 1866
2039 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2040 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2041 1869
2042 on_battleground = op_on_battleground (op, 0, 0); 1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2043 1872
2044 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2045 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2046 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2047 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2048 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2049 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2050 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2051 * move_ob uses. 1880 * move_ob uses.
2052 */ 1881 */
2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1882 maptile *m = op->map->xy_find (nx, ny);
1883
1884 /* Go through all the objects, and find ones of interest. Only stop if
1885 * we find a monster - that is something we know we want to attack.
1886 * if its a door or barrel (can roll) see if there may be monsters
1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2054 { 1897 }
2055 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
2056 { 1910 }
2057 m = op->map->xy_find (nx, ny); 1911
2058 if (!m) 1912 /* The following deals with possibly attacking peaceful
2059 return; /* Don't think this should happen */ 1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
2060 } 1945 }
2061 else 1946 else
2062 m = op->map;
2063
2064 if (!(tmp = m->at (nx, ny).bot))
2065 return; 1947 return false;
1948 }
2066 1949
2067 mon = 0; 1950 bool on_battleground = op_on_battleground (op, 0, 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 1951
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 1952 /* in certain circumstances, you shouldn't attack friendly
2138 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2139 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
2140 * attack them either. 1955 * attack them either.
2141 */ 1956 */
2142 if ((mon->type == PLAYER || mon->enemy != op) && 1957 if ((mon->type == PLAYER || mon->enemy != op)
2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1958 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2144#ifdef PROHIBIT_PLAYERKILL
2145 (op->contr->peaceful 1959 && ((op->contr->peaceful
2146 || (mon->type == PLAYER 1960 || (mon->type == PLAYER && mon->contr->peaceful))
2147 && mon->contr->
2148 peaceful)) &&
2149#else
2150 op->contr->peaceful &&
2151#endif
2152 !on_battleground)) 1961 && !on_battleground))
1962 {
1963 if (op->speed_left > 0.f)
2153 { 1964 {
1965 --op->speed_left;
1966
2154 if (!op->contr->braced) 1967 if (!op->contr->braced)
2155 { 1968 {
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1969 op->play_sound (sound_find ("push_player"));
2157 push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2158 } 1971 }
2159 else 1972 else
2160 new_draw_info (0, 0, op, "You withhold your attack"); 1973 op->statusmsg ("You withhold your attack");
2161 1974
2162 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2163 make_visible (op); 1976 make_visible (op);
2164 }
2165 1977
1978 return true;
1979 }
1980 }
2166 /* If the object is a boulder or other rollable object, then 1981 /* 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. 1982 * roll it if not braced. You can't roll it if you are braced.
2168 */ 1983 */
2169 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1984 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1985 {
1986 if (op->speed_left > 0.f)
2170 { 1987 {
1988 --op->speed_left;
1989
2171 recursive_roll (mon, dir, op); 1990 recursive_roll (mon, dir, op);
2172 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2173 make_visible (op); 1992 make_visible (op);
2174 }
2175 1993
1994 return true;
1995 }
1996 }
2176 /* Any generic living creature. Including things like doors. 1997 /* Any generic living creature. Including things like doors.
2177 * Way it works is like this: First, it must have some hit points 1998 * 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: 1999 * 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 2000 * 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. 2001 * that party_number -1 is no party, so attacks can still happen.
2181 */ 2002 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2003 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))) 2004 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2184 { 2005 {
2185 2006 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 { 2007 {
2193 op->speed_left += op->speed / op->contr->weapon_sp; 2008 --op->contr->weapon_sp_left;
2194
2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2196 }
2197 2009
2198 skill_attack (mon, op, 0, 0, 0); 2010 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 2011
2214 if (action_makes_visible (op)) 2012 if (action_makes_visible (op))
2215 make_visible (op); 2013 make_visible (op);
2216 }
2217 } /* if player should attack something */
2218}
2219 2014
2220int 2015 return true;
2016 }
2017 }
2018
2019 return false;
2020}
2021
2022bool
2221move_player (object *op, int dir) 2023move_player (object *op, int dir)
2222{ 2024{
2223 int pick;
2224
2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2226 return 0; 2026 return 0;
2227 2027
2228 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2229 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2230 { 2030 {
2231 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2232 return 0; 2032 return 0;
2233 } 2033 }
2234 2034
2235 /* peterm: added following line */ 2035 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2238 2038
2239 op->facing = dir; 2039 op->facing = dir;
2240 2040
2241 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2242 do_hidden_move (op); 2042 do_hidden_move (op);
2243 2043
2044 bool retval;
2045 int pick = 0;
2046
2244 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2245 /*nop */ ; 2048 retval = RESULT_INT (0);
2246 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2247 fire (op, dir); 2050 retval = fire (op, dir);
2248 else 2051 else
2249 { 2052 {
2250 move_player_attack (op, dir); 2053 retval = move_player_attack (op, dir);
2251 pick = check_pick (op); 2054 pick = check_pick (op);
2252 } 2055 }
2253 2056
2254 /* Add special check for newcs players and fire on - this way, the 2057 /* Add special check for newcs players and fire on - this way, the
2255 * server can handle repeat firing. 2058 * server can handle repeat firing.
2262 /* Update how the player looks. Use the facing, so direction may 2065 /* Update how the player looks. Use the facing, so direction may
2263 * get reset to zero. This allows for full animation capabilities 2066 * get reset to zero. This allows for full animation capabilities
2264 * for players. 2067 * for players.
2265 */ 2068 */
2266 animate_object (op, op->facing); 2069 animate_object (op, op->facing);
2267 return 0; 2070
2071 return retval;
2268} 2072}
2269 2073
2270/* This is similar to handle_player, below, but is only used by the 2074/* This is similar to handle_player, below, but is only used by the
2271 * new client/server stuff. 2075 * new client/server stuff.
2272 * This is sort of special, in that the new client/server actually uses 2076 * This is sort of special, in that the new client/server actually uses
2273 * the new speed values for commands. 2077 * the new speed values for commands.
2274 * 2078 *
2275 * Returns true if there are more actions we can do. 2079 * Returns true if there are more actions we can do. Should not do
2080 * many actions in a row, as that would be too unfair to other
2081 * players.
2276 */ 2082 */
2277int 2083bool
2278handle_newcs_player (object *op) 2084handle_newcs_player (object *op)
2279{ 2085{
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)) 2086 if (QUERY_FLAG (op, FLAG_SCARED))
2301 { 2087 {
2302 flee_player (op); 2088 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 { 2089 {
2306 op->speed_left--; 2090 --op->speed_left;
2091 flee_player (op);
2092
2307 return 0; 2093 return true;
2308 } 2094 }
2095 else
2096 return false;
2309 } 2097 }
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 2098
2319 /* call this here - we also will call this in do_ericserver, but 2099 /* call this here - we also will call this in do_ericserver, but
2320 * the players time has been increased when doericserver has been 2100 * the players time has been increased when doericserver has been
2321 * called, so we recheck it here. 2101 * called, so we recheck it here.
2322 */ 2102 */
2323 if (op->contr->ns->handle_command ()) 2103 if (op->contr->ns->handle_command ())
2324 return 1; 2104 return true;
2325 2105
2326 if (op->speed_left > 0)
2327 {
2328 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2106 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); 2107 return move_player (op, op->direction);
2338 2108
2339 return op->speed_left > 0;
2340 }
2341 }
2342
2343 return 0; 2109 return false;
2344} 2110}
2345 2111
2346int 2112static int
2347save_life (object *op) 2113save_life (object *op)
2348{ 2114{
2349 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2350 return 0; 2116 return 0;
2351 2117
2352 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2118 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2354 { 2120 {
2355 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2121 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)); 2122 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 2123
2361 tmp->destroy (); 2124 tmp->destroy ();
2362 CLEAR_FLAG (op, FLAG_LIFESAVE); 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2363 2126
2364 if (op->stats.hp < 0) 2127 if (op->stats.hp < 0)
2377 return 0; 2140 return 0;
2378} 2141}
2379 2142
2380/* This goes throws the inventory and removes unpaid objects, and puts them 2143/* 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 2144 * 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 2145 * function will descend into containers. op is the object to start the search
2383 * from. 2146 * from.
2384 */ 2147 */
2148static void
2149drop_unpaid_items (object *op, object *env)
2150{
2151 while (op)
2152 {
2153 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2154
2155 if (QUERY_FLAG (op, FLAG_UNPAID))
2156 op->insert_at (env);
2157 else if (op->inv)
2158 drop_unpaid_items (op->inv, env);
2159
2160 op = next;
2161 }
2162}
2163
2385void 2164void
2386remove_unpaid_objects (object *op, object *env) 2165object::drop_unpaid_items ()
2387{ 2166{
2388 object *next; 2167 if (!flag [FLAG_REMOVED])
2389 2168 ::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} 2169}
2450 2170
2451void 2171void
2452do_some_living (object *op) 2172do_some_living (object *op)
2453{ 2173{
2460 int rate_grace = 2000; 2180 int rate_grace = 2000;
2461 const int max_hp = 1; 2181 const int max_hp = 1;
2462 const int max_sp = 1; 2182 const int max_sp = 1;
2463 const int max_grace = 1; 2183 const int max_grace = 1;
2464 2184
2465 if (op->contr->outputs_sync) 2185 if (op->contr->hidden)
2186 {
2187 op->invisible = 1000;
2188 /* the socket code flashes the player visible/invisible
2189 * depending on the value of invisible, so we need to
2190 * alternate it here for it to work correctly.
2191 */
2192 if (pticks & 2)
2193 op->invisible--;
2466 { 2194 }
2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2195 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) 2196 {
2469 flush_output_element (op, &op->contr->outputs[i]); 2197 if (!op->invisible--)
2198 {
2199 make_visible (op);
2200 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2201 }
2470 } 2202 }
2471 2203
2472 if (op->contr->ns->state == ST_PLAYING) 2204 if (op->contr->ns->state == ST_PLAYING)
2473 { 2205 {
2474 /* these next three if clauses make it possible to SLOW DOWN 2206 /* these next three if clauses make it possible to SLOW DOWN
2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2225 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2494 else 2226 else
2495 { 2227 {
2496 gen_grace = op->stats.maxgrace; 2228 gen_grace = op->stats.maxgrace;
2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2229 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 } 2230 }
2541 2231
2542 /* Regenerate Grace */ 2232 /* Regenerate Grace */
2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2233 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2544 if (--op->last_grace < 0) 2234 if (--op->last_grace < 0)
2565 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2255 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2566 } 2256 }
2567 /* wearing stuff doesn't detract from grace generation. */ 2257 /* wearing stuff doesn't detract from grace generation. */
2568 } 2258 }
2569 2259
2260 if (op->stats.food > 0)
2261 {
2570 /* Regenerate Hit Points */ 2262 /* Regenerate Spell Points */
2571 if (--op->last_heal < 0) 2263 if (!op->contr->golem && --op->last_sp < 0)
2572 {
2573 if (op->stats.hp < op->stats.maxhp)
2574 { 2264 {
2575 op->stats.hp++; 2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2576 /* dms do not consume food */ 2266
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (op->stats.sp < op->stats.maxsp)
2578 { 2268 {
2269 op->stats.sp++;
2270
2271 /* dms do not consume food */
2272 if (!QUERY_FLAG (op, FLAG_WIZ))
2273 {
2579 op->stats.food--; 2274 op->stats.food--;
2275
2580 if (op->contr->digestion < 0) 2276 if (op->contr->digestion < 0)
2581 op->stats.food += op->contr->digestion; 2277 op->stats.food += op->contr->digestion;
2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2278 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2583 op->stats.food = last_food; 2279 op->stats.food = last_food;
2280 }
2584 } 2281 }
2585 }
2586 2282
2587 if (max_hp > 1) 2283 if (max_sp > 1)
2588 {
2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2590 if (over_hp > 0)
2591 { 2284 {
2592 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2285 over_sp = (gen_sp + 10) / rate_sp;
2286 if (over_sp > 0)
2287 {
2288 if (op->stats.sp < op->stats.maxsp)
2289 {
2290 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2291
2292 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2293 op->stats.sp--;
2294
2295 if (op->stats.sp > op->stats.maxsp)
2296 op->stats.sp = op->stats.maxsp;
2297 }
2298
2593 op->last_heal = 0; 2299 op->last_sp = 0;
2300 }
2301 else
2302 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2594 } 2303 }
2595 else 2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2306 }
2307
2308 /* Regenerate Hit Points */
2309 if (--op->last_heal < 0)
2310 {
2311 if (op->stats.hp < op->stats.maxhp)
2596 { 2312 {
2597 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->stats.hp++;
2314
2315 /* dms do not consume food */
2316 if (!QUERY_FLAG (op, FLAG_WIZ))
2317 {
2318 op->stats.food--;
2319
2320 if (op->contr->digestion < 0)
2321 op->stats.food += op->contr->digestion;
2322 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2323 op->stats.food = last_food;
2324 }
2598 } 2325 }
2326
2327 if (max_hp > 1)
2328 {
2329 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2330
2331 if (over_hp > 0)
2332 {
2333 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2334 op->last_heal = 0;
2335 }
2336 else
2337 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2599 } 2338 }
2600 else 2339 else
2601 {
2602 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2603 } 2341 }
2604 } 2342 }
2605 2343
2606 /* Digestion */ 2344 /* Digestion */
2607 if (--op->last_eat < 0) 2345 if (--op->last_eat < 0)
2608 { 2346 {
2609#ifdef COZY_SERVER 2347 int bonus = max (0, op->contr->digestion),
2610 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2348 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 2349
2616 if (op->contr->gen_hp > 0)
2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2350 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 2351
2621 /* dms do not consume food */ 2352 /* dms do not consume food */
2622 if (!QUERY_FLAG (op, FLAG_WIZ)) 2353 if (!QUERY_FLAG (op, FLAG_WIZ))
2623 op->stats.food--; 2354 op->stats.food--;
2624 } 2355 }
2625 2356
2626 if (op->stats.food < 0 && op->stats.hp >= 0) 2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2627 { 2358 {
2628 object *tmp, *flesh = 0; 2359 object *flesh = 0;
2629 2360
2630 for (tmp = op->inv; tmp; tmp = tmp->below) 2361 for_inv_removable (op, tmp)
2631 { 2362 {
2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2363 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2364 continue;
2365
2366 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2633 { 2367 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2368 op->statusmsg ("You blindly grab for a bite of food. "
2635 { 2369 "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); 2370 manual_apply (op, tmp, 0);
2371
2638 if (op->stats.food >= 0 || op->stats.hp < 0) 2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2639 break; 2373 break;
2640 } 2374 }
2641 else if (tmp->type == FLESH) 2375 else if (tmp->type == FLESH)
2642 flesh = tmp; 2376 flesh = tmp;
2643 } /* End if paid for object */ 2377 }
2644 } /* end of for loop */
2645 2378
2646 /* If player is still starving, it means they don't have any food, so 2379 /* If player is still starving, it means they don't have any food, so
2647 * eat flesh instead. 2380 * eat flesh instead.
2648 */ 2381 */
2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2650 { 2383 {
2651 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2384 op->statusmsg ("You blindly grab for a bite of food. "
2385 "H<To prevent you from starving, you ate some random item from your backpack.>");
2652 manual_apply (op, flesh, 0); 2386 manual_apply (op, flesh, 0);
2653 } 2387 }
2388
2389 // If player is still starving, alert him!
2390 if (op->stats.food < 0)
2391 op->failmsg ("You are starving! "
2392 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2393 }
2394
2395 if (op->stats.food < 0)
2654 } 2396 {
2397 op->stats.hp += op->stats.food;
2398 op->stats.food = 0;
2655 2399
2656 while (op->stats.food < 0 && op->stats.hp >= 0) 2400 if (op->stats.hp < 0)
2657 op->stats.food++, op->stats.hp--; 2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2404 }
2405 }
2658 2406
2407 /* killer should be set here already */
2659 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2660 kill_player (op); 2409 kill_player (op);
2661 } 2410 }
2662} 2411}
2663 2412
2667 * file. 2416 * file.
2668 */ 2417 */
2669void 2418void
2670kill_player (object *op) 2419kill_player (object *op)
2671{ 2420{
2672 char buf[MAX_BUF];
2673 int x, y; 2421 int x, y;
2674
2675 //int i;
2676 maptile *map; /* this is for resurrection */ 2422 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; 2423 int will_kill_again;
2684 archetype *at; 2424 archetype *at;
2685 object *tmp; 2425 object *tmp;
2686 2426
2687 if (save_life (op)) 2427 if (save_life (op))
2688 return; 2428 return;
2689 2429
2430 dynbuf_text deathtab;
2431
2432 /* restore player */
2433 at = archetype::find (shstr_poisoning);
2434 if (object *tmp = present_arch_in_ob (at, op))
2435 {
2436 tmp->destroy ();
2437 deathtab << "Your body feels cleansed...\r";
2438 }
2439
2440 at = archetype::find (shstr_confusion);
2441 if (object *tmp = present_arch_in_ob (at, op))
2442 {
2443 tmp->destroy ();
2444 deathtab << "Your mind feels clearer...\r";
2445 }
2446
2447 cure_disease (op, 0, 0); /* remove any disease */
2448
2449 max_it (op->stats.hp , op->stats.maxhp);
2450 max_it (op->stats.sp , op->stats.maxsp);
2451 max_it (op->stats.grace, op->stats.maxgrace);
2452
2453 if (op->stats.food <= 0)
2454 op->stats.food = 999;
2455
2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; )
2459 {
2460 object *next = item->below;
2461
2462 if (item->type == SPELL_EFFECT && item->active)
2463 item->destroy ();
2464
2465 item = next;
2466 }
2690 2467
2691 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2468 /* 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. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2693 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2694 */ 2471 */
2695 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2696 { 2473 {
2697 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2474 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 2475
2720 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2721 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2722 { 2478
2723 sprintf (buf, "%s's finger", &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2724 tmp->name = buf; 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2725 sprintf (buf, " This finger has been cut off %s\n" 2481 tmp->msg = format (
2726 " the %s, when he was defeated at\n level %d by %s.\n", 2482 "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); 2483 &op->name, op->contr->title,
2728 tmp->msg = buf; 2484 (int)op->level,
2485 op->contr->killer_name ()
2486 );
2729 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2730 tmp->materialname = NULL; 2488 tmp->material = name_to_material (shstr_organic);
2731 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2732 }
2733 2490
2734 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2735 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2736 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2737 return; 2496 return;
2738 } 2497 }
2739 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2740 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2741 2503
2742 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2743 2505
2744 if (op->stats.food < 0) 2506 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 2507
2754 /* save the map location for corpse, gravestone */ 2508 /* save the map location for corpse, gravestone */
2755 x = op->x; 2509 x = op->x;
2756 y = op->y; 2510 y = op->y;
2757 map = op->map; 2511 map = op->map;
2785 2539
2786 lost_a_stat = 0; 2540 lost_a_stat = 0;
2787 2541
2788 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2789 { 2543 {
2790 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2791 2545
2792 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2793 { 2547 {
2794 /* Pick a random stat and take a point off it. Tell the player 2548 /* Pick a random stat and take a point off it. Tell the player
2795 * what he lost. 2549 * what he lost.
2802 lost_a_stat = 1; 2556 lost_a_stat = 1;
2803 } 2557 }
2804 else 2558 else
2805 { 2559 {
2806 /* deplete a stat */ 2560 /* deplete a stat */
2807 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2808 object *dep; 2562 object *dep;
2809 2563
2810 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2811 if (!dep) 2565 if (!dep)
2812 { 2566 {
2813 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2814 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2815 } 2569 }
2816 lose_this_stat = 1; 2570 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2818 { 2572 {
2846 } 2600 }
2847 } 2601 }
2848 2602
2849 if (lose_this_stat) 2603 if (lose_this_stat)
2850 { 2604 {
2851 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2852 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2853 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2854 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2855 * and should be roughly the same, so it shouldn't make a 2609 * and should be roughly the same, so it shouldn't make a
2856 * difference. 2610 * difference.
2864 lost_a_stat = 1; 2618 lost_a_stat = 1;
2865 } 2619 }
2866 } 2620 }
2867 } 2621 }
2868 } 2622 }
2623
2869 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2870 if (!lost_a_stat) 2625 if (!lost_a_stat)
2871 { 2626 {
2872 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2873 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2874 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2875 2630
2876 if (god && (strcmp (god, "none"))) 2631 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); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2878 else 2633 else
2879 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2880 } 2635 }
2881#else 2636#else
2882 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2883#endif 2638#endif
2884 2639
2885 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2886 * exp loss on the stone. 2641 * exp loss on the stone.
2887 */ 2642 */
2888 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2889 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2890 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2891 sprintf (buf, "%s's gravestones", &op->name); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2892 tmp->name_pl = buf; 2647 &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; 2648 tmp->x = op->x, tmp->y = op->y;
2896 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2897 2650
2898 /**************************************/ 2651 /**************************************/
2899 /* */ 2652 /* */
2900 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2901 /* if we died cause of food, give us */
2902 /* food, and reset HP's... */
2903 /* */ 2654 /* */
2904 /**************************************/ 2655 /**************************************/
2905 2656
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)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2928 apply_death_exp_penalty (op); 2658 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 2659
2935 /* 2660 /*
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 2661 * Check to see if the player has any unpaid items. If so, remove them
2938 * in the map. 2662 * and put them back in the map.
2939 */ 2663 */
2940 2664 op->drop_unpaid_items ();
2941 if (is_in_shop (op))
2942 remove_unpaid_objects (op->inv, op);
2943 2665
2944 /****************************************/ 2666 /****************************************/
2945 /* */ 2667 /* */
2946 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
2947 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
2967 object *force; 2689 object *force;
2968 int at; 2690 int at;
2969 2691
2970 force = get_archetype (FORCE_NAME); 2692 force = get_archetype (FORCE_NAME);
2971 /* 50 ticks should be enough time for the spell to abate */ 2693 /* 50 ticks should be enough time for the spell to abate */
2972 force->speed = 0.1; 2694 force->speed = 0.1f;
2973 force->speed_left = -5.0; 2695 force->speed_left = -5.f;
2974 SET_FLAG (force, FLAG_APPLIED); 2696 SET_FLAG (force, FLAG_APPLIED);
2975 for (at = 0; at < NROFATTACKS; at++) 2697 for (at = 0; at < NROFATTACKS; at++)
2976 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
2977 force->resist[at] = 100; 2699 force->resist[at] = 100;
2978 2700
2979 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
2980 op->update_stats (); 2702 op->update_stats ();
2981
2982 } 2703 }
2983 2704
2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2985} 2706}
2986 2707
2987void 2708static void
2988loot_object (object *op) 2709loot_object (object *op)
2989{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2991 2712
2992 if (op->container) 2713 op->close_container (); /* close open sack first */
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994 2714
2995 for (tmp = op->inv; tmp; tmp = next) 2715 for (tmp = op->inv; tmp; tmp = next)
2996 { 2716 {
2997 next = tmp->below; 2717 next = tmp->below;
2998 2718
2999 if (tmp->invisible) 2719 if (tmp->invisible)
3000 continue; 2720 continue;
3001 2721
3002 tmp->remove (); 2722 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y; 2723 tmp->x = op->x, tmp->y = op->y;
2724
3004 if (tmp->type == CONTAINER) 2725 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */ 2726 loot_object (tmp); /* empty container to ground */
3006 loot_object (tmp); 2727
3007 }
3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2728 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3009 { 2729 {
3010 if (tmp->nrof > 1) 2730 if (tmp->nrof > 1)
3011 { 2731 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2732 tmp->decrease (rndm (1, tmp->nrof - 1));
3013 tmp2->destroy ();
3014 insert_ob_in_map (tmp, op->map, NULL, 0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
3015 } 2734 }
3016 else 2735 else
3017 tmp->destroy (); 2736 tmp->destroy ();
3018 } 2737 }
3024/* 2743/*
3025 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
3026 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
3027 * was changed. 2746 * was changed.
3028 */ 2747 */
3029
3030void 2748void
3031fix_weight (void) 2749fix_weight ()
3032{ 2750{
3033 for_all_players (pl) 2751 for_all_players (pl)
3034 { 2752 {
3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2753 sint32 old = pl->ob->carrying;
3036 2754
3037 if (old == sum) 2755 pl->ob->update_weight ();
3038 continue; 2756
2757 if (old != pl->ob->carrying)
2758 {
3039 pl->ob->update_stats (); 2759 pl->ob->update_stats ();
3040 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2760 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2761 }
3041 } 2762 }
3042} 2763}
3043 2764
3044void 2765void
3045fix_luck (void) 2766fix_luck ()
3046{ 2767{
3047 for_all_players (pl) 2768 for_all_players (pl)
3048 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
3049 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
3050} 2771}
3087} 2808}
3088 2809
3089void 2810void
3090make_visible (object *op) 2811make_visible (object *op)
3091{ 2812{
3092 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3093 op->invisible = 0; 2814 op->invisible = 0;
2815
3094 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3095 { 2817 {
3096 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3097 op->contr->invis_race = 0; 2819 op->contr->invis_race = 0;
3098 } 2820 }
2821
3099 update_object (op, UP_OBJ_FACE); 2822 update_object (op, UP_OBJ_CHANGE);
3100} 2823}
3101 2824
3102int 2825int
3103is_true_undead (object *op) 2826is_true_undead (object *op)
3104{ 2827{
3105 object *tmp = NULL;
3106
3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2828 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3108 return 1; 2829 return 1;
3109 2830
3110 return 0; 2831 return 0;
3111} 2832}
3112 2833
3113/* look at the surrounding terrain to determine 2834/* look at the surrounding terrain to determine
3114 * the hideability of this object. Positive levels 2835 * the hideability of this object. Positive levels
3115 * indicate greater hideability. 2836 * indicate greater hideability.
3116 */ 2837 */
3117
3118int 2838int
3119hideability (object *ob) 2839hideability (object *ob)
3120{ 2840{
3121 int i, level = 0, mflag; 2841 int i, level = 0, mflag;
3122 sint16 x, y; 2842 sint16 x, y;
3123 2843
3124 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3125 return 0; 2845 return 0;
3126 2846
3127 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3128 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3129 2849
3130 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3131 * If you carry a light on a non-dark map, its not 2851 * If you carry a light on a non-dark map, its not
3132 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3133 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3134 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3135 2855
3136 /* scan through all nearby squares for terrain to hide in */ 2856 /* 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]) 2857 for (i = 0, x = ob->x, y = ob->y;
2858 i <= SIZEOFFREE1;
2859 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3138 { 2860 {
3139 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) 2862 if (mflag & P_OUT_OF_MAP)
3141 {
3142 continue; 2863 continue;
3143 } 2864
3144 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3145 level += 2; 2866 level += 2;
3146 else /* open terrain! */ 2867 else /* open terrain! */
3147 level -= 1; 2868 level -= 1;
3148 } 2869 }
3156/* For Hidden creatures - a chance of becoming 'unhidden' 2877/* For Hidden creatures - a chance of becoming 'unhidden'
3157 * every time they move - as we subtract off 'invisibility' 2878 * every time they move - as we subtract off 'invisibility'
3158 * AND, for players, if they move into a ridiculously unhideable 2879 * AND, for players, if they move into a ridiculously unhideable
3159 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3160 */ 2881 */
3161
3162void 2882void
3163do_hidden_move (object *op) 2883do_hidden_move (object *op)
3164{ 2884{
3165 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2885 int hide = 0;
3166 object *skop;
3167 2886
3168 if (!op || !op->map) 2887 if (!op || !op->map)
3169 return; 2888 return;
3170 2889
3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2890 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2891 int num = random_roll (0, 19, op, PREFER_LOW);
3172 2892
3173 /* its *extremely* hard to run and sneak/hide at the same time! */ 2893 /* its *extremely* hard to run and sneak/hide at the same time! */
3174 if (op->type == PLAYER && op->contr->run_on) 2894 if (op->type == PLAYER && op->contr->run_on)
3175 if (!skop || num >= skop->level) 2895 if (!skop || num >= skop->level)
3176 { 2896 {
3186 num -= hide; 2906 num -= hide;
3187 2907
3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3189 { 2909 {
3190 make_visible (op); 2910 make_visible (op);
2911
3191 if (op->type == PLAYER) 2912 if (op->type == PLAYER)
3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2913 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3193 } 2914 }
3194 else if (op->type == PLAYER && skop) 2915 else if (op->type == PLAYER && skop)
3195 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2916 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3248 * object op. This function works fine for monsters, 2969 * object op. This function works fine for monsters,
3249 * but we dont worry if the object isnt the top one in 2970 * but we dont worry if the object isnt the top one in
3250 * a pile (say a coin under a table would return "viewable" 2971 * a pile (say a coin under a table would return "viewable"
3251 * by this routine). Another question, should we be 2972 * by this routine). Another question, should we be
3252 * concerned with the direction the player is looking 2973 * concerned with the direction the player is looking
3253 * in? Realistically, most of use cant see stuff behind 2974 * in? Realistically, most of us can't see stuff behind
3254 * our backs...on the other hand, does the "facing" direction 2975 * our backs...on the other hand, does the "facing" direction
3255 * imply the way your head, or body is facing? Its possible 2976 * 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. 2977 * for them to differ. Sigh, this fctn could get a bit more complex.
3257 * -b.t. 2978 * -b.t.
3258 * This function is now map tiling safe. 2979 * This function is now map tiling safe.
3259 */ 2980 */
3260
3261int 2981int
3262player_can_view (object *pl, object *op) 2982player_can_view (object *pl, object *op)
3263{ 2983{
3264 rv_vector rv; 2984 rv_vector rv;
3265 int dx, dy; 2985 int dx, dy;
3277 2997
3278 get_rangevector (pl, op, &rv, 0x1); 2998 get_rangevector (pl, op, &rv, 0x1);
3279 2999
3280 /* starting with the 'head' part, lets loop 3000 /* starting with the 'head' part, lets loop
3281 * through the object and find if it has any 3001 * through the object and find if it has any
3282 * part that is in the los array but isnt on 3002 * part that is in the los array but isn't on
3283 * a blocked los square. 3003 * a blocked los square.
3284 * we use the archetype to figure out offsets. 3004 * we use the archetype to figure out offsets.
3285 */ 3005 */
3286 while (op) 3006 while (op)
3287 { 3007 {
3288 dx = rv.distance_x + op->arch->clone.x; 3008 dx = rv.distance_x + op->arch->x;
3289 dy = rv.distance_y + op->arch->clone.y; 3009 dy = rv.distance_y + op->arch->y;
3290 3010
3291 /* only the viewable area the player sees is updated by LOS 3011 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; 3012 return 1;
3013
3299 op = op->more; 3014 op = op->more;
3300 } 3015 }
3301 return 0;
3302}
3303 3016
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; 3017 return 0;
3330} 3018}
3331 3019
3332/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3333 * a player) is standing on a valid battleground-tile, 3021 * 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 3026 * Default is to do the same as before, so only people wanting to have different points need worry about this
3339 */ 3027 */
3340int 3028int
3341op_on_battleground (object *op, int *x, int *y) 3029op_on_battleground (object *op, int *x, int *y)
3342{ 3030{
3343 object *tmp;
3344
3345 /* A battleground-tile needs the following attributes to be valid: 3031 /* 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), 3032 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3347 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3033 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3348 * and the exit-coordinates sp/hp must both be > 0. 3034 * and the exit-coordinates sp/hp must both be > 0.
3349 * => The intention here is to prevent abuse of the battleground- 3035 * => The intention here is to prevent abuse of the battleground-
3350 * feature (like pickable or hidden battleground tiles). */ 3036 * feature (like pickable or hidden battleground tiles). */
3351 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3037 for (object *tmp = op->below; tmp; tmp = tmp->below)
3352 { 3038 {
3353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3354 { 3040 {
3355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3356 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3042 && tmp->type == BATTLEGROUND
3043 && tmp->name == shstr_battleground
3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3357 { 3045 {
3358 /*before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3359 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3360 {
3361 object *invtmp;
3362
3363 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3364 { 3050 {
3365 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3366 {
3367 if (x != NULL && y != NULL) 3051 if (x && y)
3368 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3053
3369 return 1; 3054 return 1;
3370 }
3371 } 3055 }
3372 } 3056
3373 if (x != NULL && y != NULL) 3057 if (x && y)
3374 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3059
3375 return 1; 3060 return 1;
3376 } 3061 }
3377 } 3062 }
3378 } 3063 }
3064
3379 /* If we got here, did not find a battleground */ 3065 /* If we got here, did not find a battleground */
3380 return 0; 3066 return 0;
3381} 3067}
3382 3068
3383/* 3069/*
3399 char buf[MAX_BUF]; /* tmp. string buffer */ 3085 char buf[MAX_BUF]; /* tmp. string buffer */
3400 int i = 0, j = 0; 3086 int i = 0, j = 0;
3401 3087
3402 /* get the appropriate treasurelist */ 3088 /* get the appropriate treasurelist */
3403 if (atnr == ATNR_FIRE) 3089 if (atnr == ATNR_FIRE)
3404 trlist = find_treasurelist ("dragon_ability_fire"); 3090 trlist = treasurelist::find (shstr_dragon_ability_fire);
3405 else if (atnr == ATNR_COLD) 3091 else if (atnr == ATNR_COLD)
3406 trlist = find_treasurelist ("dragon_ability_cold"); 3092 trlist = treasurelist::find (shstr_dragon_ability_cold);
3407 else if (atnr == ATNR_ELECTRICITY) 3093 else if (atnr == ATNR_ELECTRICITY)
3408 trlist = find_treasurelist ("dragon_ability_elec"); 3094 trlist = treasurelist::find (shstr_dragon_ability_elec);
3409 else if (atnr == ATNR_POISON) 3095 else if (atnr == ATNR_POISON)
3410 trlist = find_treasurelist ("dragon_ability_poison"); 3096 trlist = treasurelist::find (shstr_dragon_ability_poison);
3411 3097
3412 if (trlist == NULL || who->type != PLAYER) 3098 if (trlist == NULL || who->type != PLAYER)
3413 return; 3099 return;
3414 3100
3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3101 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]); */ 3105 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3420 return; 3106 return;
3421 } 3107 }
3422 3108
3423 /* everything seems okay - now bring on the gift: */ 3109 /* everything seems okay - now bring on the gift: */
3424 item = &(tr->item->clone); 3110 item = tr->item;
3425 3111
3426 if (item->type == SPELL) 3112 if (item->type == SPELL)
3427 { 3113 {
3428 if (check_spell_known (who, item->name)) 3114 if (check_spell_known (who, item->name))
3429 return; 3115 return;
3488 { 3174 {
3489 /* forces in the treasurelist can alter the player's stats */ 3175 /* forces in the treasurelist can alter the player's stats */
3490 object *skin; 3176 object *skin;
3491 3177
3492 /* first get the dragon skin force */ 3178 /* 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) 3179 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3495 ; 3180 ;
3496 3181
3497 if (!skin) 3182 if (!skin)
3498 return; 3183 return;
3499 3184
3532 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3533 } 3218 }
3534 else 3219 else
3535 { 3220 {
3536 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3537 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3538 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3223 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); 3224 who->insert (tmp);
3540 if (who->type == PLAYER)
3541 esrv_send_item (who, tmp);
3542 } 3225 }
3543} 3226}
3544 3227
3545/** 3228/**
3546 * Unready an object for a player. This function does nothing if the object was 3229 * Unready an object for a player. This function does nothing if the object was
3547 * not readied. 3230 * not readied.
3548 */ 3231 */
3549void 3232void
3550player_unready_range_ob (player *pl, object *ob) 3233player_unready_range_ob (player *pl, object *ob)
3551{ 3234{
3552 rangetype i; 3235 if (pl->ob->current_weapon == ob)
3236 pl->ob->current_weapon = 0;
3553 3237
3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3238 if (pl->combat_ob == ob)
3555 { 3239 pl->combat_ob = 0;
3240
3556 if (pl->ranges[i] == ob) 3241 if (pl->ranged_ob == ob)
3557 { 3242 pl->ranged_ob = 0;
3558 pl->ranges[i] = NULL;
3559 if (pl->shoottype == i)
3560 {
3561 pl->shoottype = range_none;
3562 }
3563 }
3564 }
3565} 3243}
3244
3245//-GPL
3246
3247sint8
3248player::darkness_at (maptile *map, int x, int y) const
3249{
3250 if (!ns)
3251 return LOS_BLOCKED;
3252
3253 int dx, dy;
3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3255 return LOS_BLOCKED;
3256
3257 x += dx - ns->current_x;
3258 y += dy - ns->current_y;
3259
3260 return blocked_los (x, y);
3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281

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