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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 1.275 by root, Tue Apr 27 07:20:49 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
180 54
181 players.insert (this); 55 players.insert (this);
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (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;
201 79 party = 0;
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204 80
205 players.erase (this); 81 players.erase (this);
206} 82}
207 83
208// connect the player with a specific client 84// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
210void 86void
211player::connect (client *ns) 87player::connect (client *ns)
212{ 88{
213 this->ns = ns; 89 this->ns = ns;
214 ns->pl = this; 90 ns->pl = this;
215 91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
216 ns->update_look = 0; 96 ns->update_look = 0;
217 ns->look_position = 0; 97 ns->look_position = 0;
218 98
219 clear_los (ob); 99 clear_los ();
220 100
221//TODO: must move into client 101 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
247 102
248 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
251 106
252 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob); 108 link_skills ();
257 109
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259
260 assign (title, ob->arch->clone.name); 110 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);
271 111
272 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
274 { 114 {
275 object *tmp, *abil = 0, *skin = 0; 115 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");
279 116
280 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
283 abil = tmp; 120 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
285 skin = tmp; 122 skin = tmp;
286 123
287 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
288 } 125 }
289 126
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291 128
292 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
293 130
294 ob->update_stats (); 131 ob->update_stats ();
132
295 ns->floorbox_update (); 133 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
299 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
300 activate (); 143 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305 144
306 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
308} 147}
309 148
310void 149void
311player::disconnect () 150player::disconnect ()
312{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
313 if (ns) 158 if (ns)
314 { 159 {
315 if (active) 160 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 162
318 INVOKE_PLAYER (DISCONNECT, this); 163 INVOKE_PLAYER (DISCONNECT, this);
319 164
165 ns->reset_stats ();
320 ns->pl = 0; 166 ns->pl = 0;
321 this->ns = 0; 167 ns = 0;
322 } 168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
323 173
324 deactivate (); 174 deactivate ();
325} 175}
176
177//-GPL
326 178
327// the need for this function can be explained 179// the need for this function can be explained
328// by load_object not returning the object 180// by load_object not returning the object
329void 181void
330player::set_object (object *op) 182player::set_object (object *op)
331{ 183{
332 ob = op; 184 ob = observe = viewpoint = op;
333 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
334 186
187 ob->speed = 1.0f;
335 ob->speed_left = 0.5; 188 ob->speed_left = 0.5f;
336 ob->speed = 1.0; 189
337 ob->direction = 5; /* So player faces south */ 190 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} 191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
343 208
344player::player () 209player::player ()
345{ 210{
346 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 212 * we deal with that below this point.
348 */ 213 */
349 outputs_sync = 16; /* Every 2 seconds */ 214 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 215 outputs_count = 4;
351 unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
352 217
353 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
354 219
355 gen_sp_armour = 10; 220 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal; 221 bowtype = bow_normal;
358 petmode = pet_normal; 222 petmode = pet_normal;
359 listening = 10;
360 usekeys = containers; 223 usekeys = containers;
361 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
362 do_los = 1; 225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
363} 229}
364 230
365void 231void
366player::do_destroy () 232player::do_destroy ()
367{ 233{
368 disconnect (); 234 disconnect ();
369 235
370 attachable::do_destroy (); 236 attachable::do_destroy ();
371 237
372 if (ob) 238 if (ob)
373 {
374 ob->destroy_inv (false);
375 ob->destroy (); 239 ob->destroy ();
376 } 240
241 ob = observe = viewpoint = 0;
377} 242}
378 243
379player::~player () 244player::~player ()
380{ 245{
381 /* Clear item stack */ 246 /* Clear item stack */
382 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
383} 276}
384 277
385/* Tries to add player on the connection passed in ns. 278/* 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 279 * All we can really get in this is some settings like host and display
387 * mode. 280 * mode.
389player * 282player *
390player::create () 283player::create ()
391{ 284{
392 player *pl = new player; 285 player *pl = new player;
393 286
394 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
288
289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */
292
395 set_first_map (pl->ob); 293 set_first_map (pl->ob);
396 294
397 return pl; 295 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} 296}
427 297
428object * 298object *
429get_nearest_player (object *mon) 299get_nearest_player (object *mon)
430{ 300{
433 unsigned lastdist; 303 unsigned lastdist;
434 rv_vector rv; 304 rv_vector rv;
435 305
436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
437 { 307 {
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)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
466 continue; 309 continue;
467 310
468 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
469 { 312 {
531 */ 374 */
532int 375int
533path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
534{ 377{
535 rv_vector rv; 378 rv_vector rv;
536 sint16 x, y;
537 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
538 maptile *m, *lastmap;
539 380
540 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
541 382
542 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
543 return 0; 384 return 0;
544 385
545 x = mon->x; 386 mapxy pos (mon);
546 y = mon->y;
547 m = mon->map;
548 dir = rv.direction; 387 dir = rv.direction;
549 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
550 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
390
551 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
552 if (diff > max) 392 if (diff > max)
553 return 0; 393 return 0;
394
554 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
555 { 396 {
556 lastx = x; 397 mapxy lastpos = pos;
557 lasty = y;
558 lastmap = m;
559 x = lastx + freearr_x[dir];
560 y = lasty + freearr_y[dir];
561 398
562 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
563 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
564 400
565 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
566 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
567 && (m == mon->map && blocked_link (mon, m, x, y)))) 403 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
404 && blocked_link (mon, pos.m, pos.x, pos.y)))
568 { 405 {
569 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
570 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
571 */ 408 */
572 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
573 if (rv.direction != dir) 410 if (rv.direction != dir)
574 { 411 {
575 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
576 * the values so it will try again. 413 * the values so it will try again.
577 */ 414 */
578 x = lastx;
579 y = lasty;
580 m = lastmap; 415 pos = lastpos;
581 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
582 } 417 }
583 else 418 else
584 { 419 {
585 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
592 */ 427 */
593 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
594 { 429 {
595 if (i == 0) 430 if (i == 0)
596 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
597 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
598 * since the direction that the creature should move in 434 * since the direction that the creature should move in
599 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
600 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
601 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
603 * can't do that, but now finds it can move east, and 439 * can't do that, but now finds it can move east, and
604 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
605 * the last direction the creature has successfully 441 * the last direction the creature has successfully
606 * moved. 442 * moved.
607 */ 443 */
608
609 x = lastx + freearr_x[absdir (lastdir + i)];
610 y = lasty + freearr_y[absdir (lastdir + i)];
611 m = lastmap; 444 pos = lastpos;
612 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
613 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
614 continue; 448 continue;
615 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
616 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
617 continue; 453 continue;
618 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
619 continue; 456 continue;
620 457
621 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
622 break; 459 break;
623 } 460 }
461
624 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
625 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
626 */ 464 */
627 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
628 return 0; 466 return 0;
467
629 diff--; 468 diff--;
630 lastdir = dir; 469 lastdir = dir;
631 max--; 470 max--;
632 if (!firstdir) 471 if (!firstdir)
633 firstdir = dir + i; 472 firstdir = dir + i;
637 { 476 {
638 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
639 diff--; 478 diff--;
640 max--; 479 max--;
641 lastdir = dir; 480 lastdir = dir;
481
642 if (!firstdir) 482 if (!firstdir)
643 firstdir = dir; 483 firstdir = dir;
644 } 484 }
485
645 if (diff <= 1) 486 if (diff <= 1)
646 { 487 {
647 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance. 489 * headed toward player for entire distance.
649 */ 490 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
651 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
652 } 493 }
494
653 if (diff > max) 495 if (diff > max)
654 return 0; 496 return 0;
655 } 497 }
498
656 /* If we reached the max, didn't find a direction in time */ 499 /* If we reached the max, didn't find a direction in time */
657 if (!max) 500 if (!max)
658 return 0; 501 return 0;
659 502
660 return firstdir; 503 return firstdir;
661} 504}
662 505
663void 506void
664give_initial_items (object *pl, treasurelist * items) 507give_initial_items (object *pl, treasurelist *items)
665{ 508{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 509 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 510 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 511
671 for (op = pl->inv; op; op = next) 512 for (object *next, *op = pl->inv; op; op = next)
672 { 513 {
673 next = op->below; 514 next = op->below;
674 515
675 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 517 * flag "neutral" set. Sorry but I can't think of a better way
677 */ 518 */
678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
679 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
680 521
681 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 523 * by this player due to race restrictions
683 */ 524 */
684 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
685 { 526 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 527 if ((!pl->flag [FLAG_USE_ARMOUR]
528 &&
687 (op->type == ARMOUR || op->type == BOOTS || 529 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 530 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 531 || op->type == SHIELD || op->type == GLOVES
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || op->type == BRACERS || op->type == GIRDLE))
533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
691 { 534 {
692 op->destroy (); 535 op->destroy ();
693 continue; 536 continue;
694 } 537 }
695 } 538 }
696 539
697 /* This really needs to be better - we should really give 540 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 541 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 542 * generated by bad treasurelists. - elmex
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 543 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 544 if (op->type == SKILL)
704 { 545 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 546 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 547 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 548 {
713 op->destroy (); 549 op->destroy ();
550 LOG (llevError,
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
715 continue; 552 break;
716 } 553 }
717 554
718 if (op->nrof > 1) 555 if (op->nrof > 1)
719 op->nrof = 1; 556 op->nrof = 1;
720 } 557 }
721 558
722 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
723 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 561
727 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 564 * merged properly.
730 */ 565 */
731 if (need_identify (op)) 566 if (op->need_identify ())
732 {
733 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
737 if (op->type == SPELL) 573 if (op->type == SPELL)
738 { 574 {
739 op->destroy (); 575 op->destroy ();
740 continue; 576 continue;
741 } 577 }
742 else if (op->type == SKILL) 578 else if (op->type == SKILL)
743 { 579 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 581 op->stats.exp = 0;
746 op->level = 1; 582 op->level = 1;
747 } 583 }
748 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
749 else 585 op->set_flag (FLAG_INV_LOCKED);
750 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
752 587
753 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
754 link_player_skills (pl); 589 pl->contr->link_skills ();
755} 590}
756 591
757void 592void
758get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
759{ 594{
769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
770} 605}
771 606
772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int 608static int
774roll_stat (void) 609roll_stat ()
775{ 610{
776 int a[4], i, j, k; 611 int a[4], i, j, k;
777 612
778 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
779 a[i] = (int) RANDOM () % 6 + 1; 614 a[i] = (int) rndm (6) + 1;
780 615
781 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 617 if (a[i] < k)
783 k = a[i], j = i; 618 k = a[i], j = i;
784 619
790} 625}
791 626
792void 627void
793object::roll_stats () 628object::roll_stats ()
794{ 629{
795 int statsort [7]; 630 int statsort [NUM_STATS];
796 631
797 for (;;) 632 for (;;)
798 { 633 {
799 int sum = 0; 634 int sum = 0;
800 for (int i = 7; i--; ) 635 for (int i = NUM_STATS; i--; )
801 sum += statsort [i] = roll_stat (); 636 sum += statsort [i] = roll_stat ();
802 637
803 if (sum >= 82 && sum <= 116) 638 if (sum >= 82 && sum <= 116)
804 break; 639 break;
805 } 640 }
806 641
807 // Sort the stats so that rerolling is easier... 642 // Sort the stats so that rerolling is easier...
808 std::sort (statsort, statsort + 7, std::greater<int>()); 643 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809 644
645 for (int i = 0; i < NUM_STATS; ++i)
810 stats.Str = statsort[0]; 646 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];
817 647
818 stats.exp = 0; 648 stats.exp = 0;
819 stats.ac = 0; 649 stats.ac = 0;
820 650
821 stats.hp = stats.maxhp; 651 stats.hp = stats.maxhp;
833} 663}
834 664
835void 665void
836object::swap_stats (int a, int b) 666object::swap_stats (int a, int b)
837{ 667{
838 int tmp = get_attr_value (&contr->orig_stats, a); 668 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);
841 669
670 for (int i = 0; i < NUM_STATS; ++i)
842 stats.Str = contr->orig_stats.Str; 671 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;
849 672
850 //TODO: the following code looks so borked and should, at the very least, 673 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats 674 // be merged with the similar code in roll_stats
852 stats.ac = 0; 675 stats.ac = 0;
853 676
872static void 695static void
873start_info (object *op) 696start_info (object *op)
874{ 697{
875 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
876 699
877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
878 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 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} 702}
882 703
883/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
884 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
885 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
886 * separate race and class; this actually changes the RACE, 707 * separate race and class; this actually changes the RACE,
887 * not the class. 708 * not the class.
888 */ 709 */
889int 710void
890key_change_class (object *op, char key) 711player::chargen_race_done ()
891{ 712{
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 */ 713 /* this must before then initial items are given */
899 esrv_new_player (op->contr, op->weight + op->carrying); 714 esrv_new_player (ob->contr);
900 715
901 treasurelist *tl = find_treasurelist ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
902 if (tl) 717 if (tl)
903 create_treasure (tl, op, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
904 719
905 INVOKE_PLAYER (BIRTH, op->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
906 INVOKE_PLAYER (LOGIN, op->contr);
907 721
908 op->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
909 723
910 if (op->msg) 724 if (ob->msg)
911 op->msg = NULL; 725 ob->msg = 0;
912 726
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); 727 start_info (ob);
923 CLEAR_FLAG (op, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
924 give_initial_items (op, op->randomitems); 729 give_initial_items (ob, ob->randomitems);
925 link_player_skills (op);
926 esrv_send_inventory (op, op); 730 esrv_send_inventory (ob, ob);
927 op->update_stats (); 731 ob->update_stats ();
928 732
929 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
930 * is one for this race 734 * is one for this race
931 */ 735 */
932 if (*first_map_ext_path) 736 if (*first_map_ext_path)
933 { 737 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 738 else
948 LOG (llevDebug, "first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
740}
949 741
950 return 0; 742void
951 } 743player::chargen_race_next ()
952 744{
953 /* Following actually changes the race - this is the default command 745 /* Following actually changes the race - this is the default command
954 * if we don't match with one of the options above. 746 * if we don't match with one of the options above.
955 */ 747 */
956 748
957 tmp_loop = 0; 749 do
958 while (!tmp_loop)
959 { 750 {
960 shstr name = op->name; 751 shstr name = ob->name;
961 int x = op->x, y = op->y; 752 int x = ob->x, y = ob->y;
962 753
963 op->remove_statbonus (); 754 ob->remove_statbonus ();
964 op->remove (); 755 ob->remove ();
965 op->arch = get_player_archetype (op->arch); 756 ob->arch = get_player_archetype (ob->arch);
966 op->arch->clone.copy_to (op); 757 ob->arch->copy_to (ob);
967 op->instantiate (); 758 ob->instantiate ();
968 op->stats = op->contr->orig_stats; 759 ob->stats = ob->contr->orig_stats;
969 op->name = op->name_pl = name; 760 ob->name = ob->name_pl = name;
970 op->x = x; 761 ob->x = x;
971 op->y = y; 762 ob->y = y;
972 SET_ANIMATION (op, 2); /* So player faces south */ 763 SET_ANIMATION (ob, 2); /* So player faces south */
973 insert_ob_in_map (op, op->map, op, 0); 764 insert_ob_in_map (ob, ob->map, ob, 0);
974 assign (op->contr->title, op->arch->clone.name); 765 assign (ob->contr->title, ob->arch->object::name);
975 op->add_statbonus (); 766 ob->add_statbonus ();
976 tmp_loop = allowed_class (op);
977 } 767 }
768 while (!allowed_class (ob));
978 769
979 update_object (op, UP_OBJ_FACE); 770 update_object (ob, UP_OBJ_FACE);
980 esrv_update_item (UPD_FACE, op, op); 771 esrv_update_item (UPD_FACE, ob, ob);
981 op->update_stats (); 772 ob->update_stats ();
982 op->stats.hp = op->stats.maxhp; 773 ob->stats.hp = ob->stats.maxhp;
983 op->stats.sp = op->stats.maxsp; 774 ob->stats.sp = ob->stats.maxsp;
984 op->stats.grace = 0; 775 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} 776}
992 777
993void 778static void
994flee_player (object *op) 779flee_player (object *op)
995{ 780{
996 int dir, diff; 781 int dir, diff;
997 rv_vector rv; 782 rv_vector rv;
998 783
999 if (op->stats.hp < 0) 784 if (op->stats.hp < 0)
1000 { 785 {
1001 LOG (llevDebug, "Fleeing player is dead.\n"); 786 LOG (llevDebug, "Fleeing player is dead.\n");
1002 CLEAR_FLAG (op, FLAG_SCARED); 787 op->clr_flag (FLAG_SCARED);
1003 return; 788 return;
1004 } 789 }
1005 790
1006 if (op->enemy == NULL) 791 if (!op->enemy)
1007 { 792 {
1008 LOG (llevDebug, "Fleeing player had no enemy.\n"); 793 LOG (llevDebug, "Fleeing player had no enemy.\n");
1009 CLEAR_FLAG (op, FLAG_SCARED); 794 op->clr_flag (FLAG_SCARED);
1010 return; 795 return;
1011 } 796 }
1012 797
1013 /* Seen some crashes here. Since we don't store an 798 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
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 { 799 {
1019 CLEAR_FLAG (op, FLAG_SCARED);
1020 op->enemy = NULL; 800 op->enemy = NULL;
1021 return; 801 op->clr_flag (FLAG_SCARED);
1022 }
1023
1024 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1025 {
1026 op->enemy = NULL;
1027 CLEAR_FLAG (op, FLAG_SCARED);
1028 return; 802 return;
1029 } 803 }
1030 804
1031 get_rangevector (op, op->enemy, &rv, 0); 805 get_rangevector (op, op->enemy, &rv, 0);
1032 806
1033 dir = absdir (4 + rv.direction); 807 dir = absdir (4 + rv.direction);
1034 for (diff = 0; diff < 3; diff++) 808 for (diff = 0; diff < 3; diff++)
1035 { 809 {
1036 int m = 1 - (RANDOM () & 2); 810 int m = 1 - rndm (2) * 2;
1037 811
1038 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 812 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1039 return; 813 return;
1040 } 814 }
1041 815
1042 /* Cornered, get rid of scared */ 816 /* Cornered, get rid of scared */
1043 CLEAR_FLAG (op, FLAG_SCARED); 817 op->clr_flag (FLAG_SCARED);
1044 op->enemy = NULL; 818 op->enemy = NULL;
1045} 819}
1046 820
1047
1048/* check_pick sees if there is stuff to be picked up/picks up stuff. 821/* 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 822 * It returns 1 if the player should keep on moving, 0 if he should
1050 * stop. 823 * stop.
1051 */ 824 */
1052int 825int
1053check_pick (object *op) 826check_pick (object *op)
1054{ 827{
1055 object *tmp, *next; 828 object *tmp, *next;
1056 int stop = 0; 829 int stop = 0;
1057 int j, k, wvratio; 830 int wvratio;
1058 char putstring[128], tmpstr[16];
1059 831
1060 /* if you're flying, you cna't pick up anything */ 832 /* if you're flying, you can't pick up anything */
1061 if (op->move_type & MOVE_FLYING) 833 if (op->move_type & MOVE_FLYING)
1062 return 1; 834 return 1;
1063 835
1064 next = op->below; 836 next = op->below;
837
838 int cnt = MAX_ITEM_PER_ACTION;
839#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1065 840
1066 /* loop while there are items on the floor that are not marked as 841 /* loop while there are items on the floor that are not marked as
1067 * destroyed */ 842 * destroyed */
1068 while (next && !next->destroyed ()) 843 while (next && !next->destroyed ())
1069 { 844 {
1070 tmp = next; 845 tmp = next;
1071 next = tmp->below; 846 next = tmp->below;
1072 847
848 if (cnt <= 0)
849 {
850 op->failmsg ("Couldn't pickup all items at once.");
851 return 0;
852 }
853
1073 if (op->destroyed ()) 854 if (op->destroyed ())
1074 return 0; 855 return 0;
1075 856
1076 if (!can_pick (op, tmp)) 857 if (!can_pick (op, tmp))
1077 continue; 858 continue;
1078 859
1079 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 860 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1080 { 861 {
1081 if (item_matched_string (op, tmp, op->contr->search_str)) 862 if (item_matched_string (op, tmp, op->contr->search_str))
1082 pick_up (op, tmp); 863 CHK_PICK_PICKUP;
864
1083 continue; 865 continue;
1084 } 866 }
1085 867
1086 /* high not bit set? We're using the old autopickup model */ 868 /* pickup handling */
869 if (op->contr->mode & PU_DEBUG)
870 {
871 /* some debugging code to figure out item information */
872 const char *str = tmp->name
873 ? format ("item name: %s item type: %d weight/value: %d",
874 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
875 : format ("item name: %s item type: %d weight/value: %d",
876 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
877
878 new_draw_info (NDI_UNIQUE, 0, op, str);
879 }
880
881 if (op->contr->mode & PU_INHIBIT)
882 return 1;
883
884 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
885 return 1;
886
887 /* philosophy:
888 * It's easy to grab an item type from a pile, as long as it's
889 * generic. This takes no game-time. For more detailed pickups
890 * and selections, select-items should be used. This is a
891 * grab-as-you-run type mode that's really useful for arrows for
892 * example.
893 * The drawback: right now it has no frontend, so you need to
894 * stick the bits you want into a calculator in hex mode and then
895 * convert to decimal and then 'pickup <#>
896 */
897
898 /* the first two modes are exclusive: if NOTHING we return, if
899 * STOP then we stop. All the rest are applied sequentially,
900 * meaning if any test passes, the item gets picked up. */
901
902 /* if mode is set to pick nothing up, return */
903 if (op->contr->mode == PU_NOTHING)
904 return 1;
905
906 /* if mode is set to stop when encountering objects, return */
907 /* take STOP before INHIBIT since it doesn't actually pick
908 * anything up */
909 if (op->contr->mode & PU_STOP)
910 return 0;
911
912 /* useful for going into stores and not losing your settings... */
913 /* and for battles wher you don't want to get loaded down while
914 * fighting */
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 /* prevent us from turning into auto-thieves :) */
919 if (tmp->flag [FLAG_UNPAID])
920 continue;
921
922 /* ignore known cursed objects */
923 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
924 continue;
925
926 /* all food and drink if desired */
927 /* question: don't pick up known-poisonous stuff? */
1087 if (!(op->contr->mode & PU_NEWMODE)) 928 if (op->contr->mode & PU_FOOD)
929 if (tmp->type == FOOD)
1088 { 930 {
1089 switch (op->contr->mode) 931 CHK_PICK_PICKUP;
932 continue;
933 }
934
935 if (op->contr->mode & PU_DRINK)
936 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
937 {
938 CHK_PICK_PICKUP;
939 continue;
940 }
941
942 if (op->contr->mode & PU_POTION)
943 if (tmp->type == POTION)
944 {
945 CHK_PICK_PICKUP;
946 continue;
947 }
948
949 /* spellbooks, skillscrolls and normal books/scrolls */
950 if (op->contr->mode & PU_SPELLBOOK)
951 if (tmp->type == SPELLBOOK)
952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_SKILLSCROLL)
958 if (tmp->type == SKILLSCROLL)
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 if (op->contr->mode & PU_READABLES)
965 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
970
971 /* wands/staves/rods/horns */
972 if (op->contr->mode & PU_MAGIC_DEVICE)
973 if (tmp->type == WAND
974 || tmp->type == ROD
975 || tmp->type == HORN
976 || tmp->type == POWER_CRYSTAL)
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 /* pick up all magical items */
983 if (op->contr->mode & PU_MAGICAL)
984 if (tmp->flag [FLAG_KNOWN_MAGICAL]
985 && !tmp->flag [FLAG_KNOWN_CURSED])
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_VALUABLES)
992 {
993 if (tmp->type == MONEY || tmp->type == GEM)
1090 { 994 {
1091 case 0: 995 CHK_PICK_PICKUP;
1092 return 1; /* don't pick up */ 996 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 } 997 }
1124 } 998 }
1125 else 999
1126 { /* old model */ 1000 /* rings & amulets - talismans seems to be typed AMULET */
1127 /* NEW pickup handling */
1128 if (op->contr->mode & PU_DEBUG) 1001 if (op->contr->mode & PU_JEWELS)
1002 if (tmp->type == RING
1003 || tmp->type == AMULET
1004 || tmp->type == GIRDLE
1005 || tmp->type == SKILL_TOOL)
1129 { 1006 {
1130 /* some debugging code to figure out item information */ 1007 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; 1008 continue;
1009 }
1177 1010
1178 /* ignore known cursed objects */ 1011 /* we don't forget dragon food */
1179 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1012 if (op->contr->mode & PU_FLESH)
1013 if (tmp->type == FLESH)
1014 {
1015 CHK_PICK_PICKUP;
1180 continue; 1016 continue;
1017 }
1181 1018
1182 /* all food and drink if desired */ 1019 /* bows and arrows. Bows are good for selling! */
1183 /* question: don't pick up known-poisonous stuff? */ 1020 if (op->contr->mode & PU_BOW)
1021 if (tmp->type == BOW)
1022 {
1023 CHK_PICK_PICKUP;
1024 continue;
1025 }
1026
1027 if (op->contr->mode & PU_ARROW)
1028 if (tmp->type == ARROW)
1029 {
1030 CHK_PICK_PICKUP;
1031 continue;
1032 }
1033
1034 /* all kinds of armor etc. */
1035 if (op->contr->mode & PU_ARMOUR)
1036 if (tmp->type == ARMOUR)
1037 {
1038 CHK_PICK_PICKUP;
1039 continue;
1040 }
1041
1042 if (op->contr->mode & PU_HELMET)
1043 if (tmp->type == HELMET)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 if (op->contr->mode & PU_SHIELD)
1050 if (tmp->type == SHIELD)
1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1055
1184 if (op->contr->mode & PU_FOOD) 1056 if (op->contr->mode & PU_BOOTS)
1185 if (tmp->type == FOOD) 1057 if (tmp->type == BOOTS)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_GLOVES)
1064 if (tmp->type == GLOVES || tmp->type == BRACERS)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_CLOAK)
1071 if (tmp->type == CLOAK)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1077 /* hoping to catch throwing daggers here */
1078 if (op->contr->mode & PU_MISSILEWEAPON)
1079 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 /* careful: chairs and tables are weapons! */
1086 if (op->contr->mode & PU_ALLWEAPON)
1087 {
1088 if (tmp->type == WEAPON)
1089 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1186 { 1090 {
1187 pick_up (op, tmp); 1091 CHK_PICK_PICKUP;
1188 continue; 1092 continue;
1189 } 1093 }
1094 }
1190 1095
1096 /* misc stuff that's useful */
1191 if (op->contr->mode & PU_DRINK) 1097 if (op->contr->mode & PU_KEY)
1192 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1098 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1193 { 1099 {
1194 pick_up (op, tmp); 1100 CHK_PICK_PICKUP;
1195 continue; 1101 continue;
1196 } 1102 }
1197 1103
1104 /* any of the last 4 bits set means we use the ratio for value
1105 * pickups */
1198 if (op->contr->mode & PU_POTION) 1106 if (op->contr->mode & PU_RATIO)
1199 if (tmp->type == POTION) 1107 {
1108 /* use value density to decide what else to grab */
1109 /* >=7 was >= op->contr->mode */
1110 /* >=7 is the old standard setting. Now we take the last 4 bits
1200 { 1111 */
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) 1112 wvratio = op->contr->mode & PU_RATIO;
1237 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1113 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 { 1114 {
1245 if (tmp->type == MONEY || tmp->type == GEM) 1115#if 0
1116 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1117 if (tmp->name != NULL)
1246 { 1118 {
1247 pick_up (op, tmp); 1119 fprintf (stderr, "%s", tmp->name);
1248 continue;
1249 } 1120 }
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 1121 else
1384 fprintf (stderr, "%s", tmp->arch->name); 1122 fprintf (stderr, "%s", tmp->arch->archname);
1385 fprintf (stderr, ",%d] = ", tmp->type); 1123 fprintf (stderr, ",%d] = ", tmp->type);
1386 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1124 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1387#endif 1125#endif
1126 CHK_PICK_PICKUP;
1388 continue; 1127 continue;
1389 }
1390 } 1128 }
1391 } /* the new pickup model */ 1129 } /* the new pickup model */
1392 } 1130 }
1393 1131
1394 return !stop; 1132 return !stop;
1133}
1134
1135/* routine for both players and monsters. We call this when
1136 * there is a possibility for our action distrubing our hiding
1137 * place or invisiblity spell. Artefact invisiblity causes
1138 * "noise" instead. If we arent invisible to begin with, we
1139 * return 0.
1140 */
1141static int
1142action_makes_visible (object *op)
1143{
1144 if (op->invisible && op->flag [FLAG_ALIVE])
1145 {
1146 if (op->flag [FLAG_MAKE_INVIS])
1147 {
1148 // artefact invisibility is permanent, but we still make noise
1149 // this is important for game-balance.
1150 if (op->contr)
1151 op->make_noise ();
1152
1153 return 0;
1154 }
1155
1156 if (op->contr && op->contr->tmp_invis == 0)
1157 return 0;
1158
1159 /* If monsters, they should become visible */
1160 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1161 {
1162 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1163 return 1;
1164 }
1165 }
1166
1167 return 0;
1395} 1168}
1396 1169
1397/* 1170/*
1398 * Find an arrow in the inventory and after that 1171 * Find an arrow in the inventory and after that
1399 * in the right type container (quiver). Pointer to the 1172 * in the right type container (quiver). Pointer to the
1400 * found object is returned. 1173 * found object is returned.
1401 */ 1174 */
1402object * 1175static object *
1403find_arrow (object *op, const char *type) 1176find_arrow (object *op, const char *type)
1404{ 1177{
1405 object *tmp = NULL;
1406
1407 for (op = op->inv; op; op = op->below) 1178 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) 1179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1180 return splay (tmp);
1181
1182 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1183 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1184 if (object *arrow = find_arrow (tmp, type))
1185 {
1186 splay (tmp);
1411 return op; 1187 return arrow;
1188 }
1189
1412 return tmp; 1190 return 0;
1413} 1191}
1414 1192
1415/* 1193/*
1416 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1194 * 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 1195 * 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 1196 * 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. 1197 * the hall. Failing that it does it's best to pick the highest plus arrow.
1420 */ 1198 */
1421 1199static object *
1422object *
1423find_better_arrow (object *op, object *target, const char *type, int *better) 1200find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1424{ 1201{
1425 object *tmp = NULL, *arrow, *ntmp; 1202 object *tmp = NULL, *arrow, *ntmp;
1426 int attacknum, attacktype, betterby = 0, i; 1203 int attacknum, attacktype, betterby = 0, i;
1427 1204
1428 if (!type) 1205 if (!type)
1429 return NULL; 1206 return NULL;
1430 1207
1431 for (arrow = op->inv; arrow; arrow = arrow->below) 1208 for (arrow = op->inv; arrow; arrow = arrow->below)
1432 { 1209 {
1433 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1210 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1434 { 1211 {
1435 i = 0; 1212 i = 0;
1436 ntmp = find_better_arrow (arrow, target, type, &i); 1213 ntmp = find_better_arrow (arrow, target, type, &i);
1214
1437 if (i > betterby) 1215 if (i > betterby)
1438 { 1216 {
1439 tmp = ntmp; 1217 tmp = ntmp;
1440 betterby = i; 1218 betterby = i;
1441 } 1219 }
1442 } 1220 }
1443 else if (arrow->type == ARROW && arrow->race == type) 1221 else if (arrow->type == ARROW && arrow->race == type)
1444 { 1222 {
1445 /* allways prefer assasination/slaying */ 1223 /* allways prefer assasination/slaying */
1446 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1224 if (target->race && arrow->slaying.contains (target->race))
1447 { 1225 {
1448 if (arrow->attacktype & AT_DEATH) 1226 if (arrow->attacktype & AT_DEATH)
1449 { 1227 {
1450 *better = 100; 1228 *better = 100;
1451 return arrow; 1229 return arrow;
1459 else 1237 else
1460 { 1238 {
1461 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1239 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1462 { 1240 {
1463 attacktype = 1 << attacknum; 1241 attacktype = 1 << attacknum;
1464 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1242 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1465 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1243 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1466 { 1244 {
1467 tmp = arrow; 1245 tmp = arrow;
1468 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1246 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1469 } 1247 }
1470 } 1248 }
1249
1471 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1250 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1472 { 1251 {
1473 tmp = arrow; 1252 tmp = arrow;
1474 betterby = 2 + arrow->magic + arrow->stats.dam; 1253 betterby = 2 + arrow->magic + arrow->stats.dam;
1475 } 1254 }
1255
1476 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1256 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1477 { 1257 {
1478 tmp = arrow; 1258 tmp = arrow;
1479 betterby = 1 + arrow->magic + arrow->stats.dam; 1259 betterby = 1 + arrow->magic + arrow->stats.dam;
1480 } 1260 }
1481 } 1261 }
1482 } 1262 }
1483 } 1263 }
1264
1484 if (tmp == NULL && arrow == NULL) 1265 if (tmp == NULL && arrow == NULL)
1485 return find_arrow (op, type); 1266 return find_arrow (op, type);
1486 1267
1487 *better = betterby; 1268 *better = betterby;
1488 return tmp; 1269 return tmp;
1492 * find_better_arrow to find a decent arrow to use. 1273 * find_better_arrow to find a decent arrow to use.
1493 * op = the shooter 1274 * op = the shooter
1494 * type = bow->race 1275 * type = bow->race
1495 * dir = fire direction 1276 * dir = fire direction
1496 */ 1277 */
1497 1278static object *
1498object *
1499pick_arrow_target (object *op, const char *type, int dir) 1279pick_arrow_target (object *op, shstr_cmp type, int dir)
1500{ 1280{
1501 object *tmp = NULL; 1281 object *tmp = NULL;
1502 maptile *m; 1282 maptile *m;
1503 int i, mflags, found, number; 1283 int i, mflags, found, number;
1504 sint16 x, y; 1284 sint16 x, y;
1519 for (i = 0, found = 0; i < 20; i++) 1299 for (i = 0, found = 0; i < 20; i++)
1520 { 1300 {
1521 x += freearr_x[dir]; 1301 x += freearr_x[dir];
1522 y += freearr_y[dir]; 1302 y += freearr_y[dir];
1523 mflags = get_map_flags (m, &m, x, y, &x, &y); 1303 mflags = get_map_flags (m, &m, x, y, &x, &y);
1304
1524 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1305 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1525 { 1306 {
1526 tmp = NULL; 1307 tmp = 0;
1527 break; 1308 break;
1528 } 1309 }
1529 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1310 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1530 { 1311 {
1531 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1312 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1532 * perhaps a bad assumption. 1313 * perhaps a bad assumption.
1533 */ 1314 */
1534 tmp = NULL; 1315 tmp = 0;
1535 break; 1316 break;
1536 } 1317 }
1318
1537 if (mflags & P_IS_ALIVE) 1319 if (mflags & P_IS_ALIVE)
1538 {
1539 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1320 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1540 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1321 if (tmp->flag [FLAG_ALIVE])
1541 {
1542 found++;
1543 break;
1544 }
1545 if (found)
1546 break; 1322 break;
1547 }
1548 } 1323 }
1549 if (tmp == NULL) 1324
1325 if (!tmp)
1550 return find_arrow (op, type); 1326 return find_arrow (op, type);
1551 1327
1552 if (tmp->head) 1328 if (tmp->head)
1553 tmp = tmp->head; 1329 tmp = tmp->head;
1554 1330
1567 */ 1343 */
1568int 1344int
1569fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1345fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1570{ 1346{
1571 object *left, *bow; 1347 object *left, *bow;
1572 int bowspeed, mflags; 1348 int mflags;
1573 maptile *m; 1349 maptile *m;
1574 1350
1575 if (!dir) 1351 if (!dir)
1576 { 1352 {
1577 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1353 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1578 return 0; 1354 return 0;
1579 } 1355 }
1580 1356
1581 if (op->type == PLAYER) 1357 if (op->contr)
1582 bow = op->contr->ranges[range_bow]; 1358 bow = op->current_weapon;
1583 else 1359 else
1584 { 1360 {
1585 for (bow = op->inv; bow; bow = bow->below) 1361 for (bow = op->inv; bow; bow = bow->below)
1586 /* Don't check for applied - monsters don't apply bows - in that way, they 1362 /* 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. 1363 * don't need to switch back and forth between bows and weapons.
1592 if (!bow) 1368 if (!bow)
1593 { 1369 {
1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1370 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1595 return 0; 1371 return 0;
1596 } 1372 }
1373
1374 // optimisation: move object to top so we will find it quickly again
1375 splay (bow);
1597 } 1376 }
1598 1377
1599 if (!bow->race || !bow->skill) 1378 if (!bow->race || !bow->skill)
1600 { 1379 {
1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1380 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1602 return 0; 1381 return 0;
1603 } 1382 }
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 1383
1614 if (arrow == NULL) 1384 if (arrow == NULL)
1615 { 1385 {
1616 if ((arrow = find_arrow (op, bow->race)) == NULL) 1386 if ((arrow = find_arrow (op, bow->race)) == NULL)
1617 { 1387 {
1618 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1389 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 */ 1390 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1621 else 1391 else
1622 CLEAR_FLAG (op, FLAG_READY_BOW); 1392 op->clr_flag (FLAG_READY_BOW);
1393
1623 return 0; 1394 return 0;
1624 } 1395 }
1625 } 1396 }
1626 1397
1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1398 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1635 } 1406 }
1636 1407
1637 /* this should not happen, but sometimes does */ 1408 /* this should not happen, but sometimes does */
1638 if (arrow->nrof == 0) 1409 if (arrow->nrof == 0)
1639 { 1410 {
1411 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1640 arrow->destroy (); 1412 arrow->destroy ();
1641 return 0; 1413 return 0;
1642 } 1414 }
1643 1415
1644 left = arrow; /* these are arrows left to the player */ 1416 left = arrow; /* these are arrows left to the player */
1645 arrow = get_split_ob (arrow, 1); 1417 arrow = arrow->split ();
1646 if (!arrow) 1418 if (!arrow)
1647 { 1419 {
1648 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);
1649 return 0; 1421 return 0;
1650 } 1422 }
1651 1423
1652 arrow->set_owner (op); 1424 arrow->set_owner (op);
1653 arrow->skill = bow->skill; 1425 arrow->skill = bow->skill;
1654 arrow->direction = dir; 1426 arrow->direction = dir;
1655 1427
1428 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1429 arrow->stats.hp = arrow->stats.dam;
1430 arrow->stats.grace = arrow->attacktype;
1431 arrow->custom_name = arrow->slaying;
1432
1433#if 0
1434 if (player *pl = op->contr)
1435 {
1436 float speed = pl->weapon_sp;
1437
1438 /* penalize ROF for bestarrow */
1439 if (pl->bowtype == bow_bestarrow)
1440 speed *= .9f;
1441 else
1442 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1443
1444 op->speed_left += speed - op->speed;
1445 }
1446#endif
1447
1448 SET_ANIMATION (arrow, arrow->direction);
1449
1450 /* update the speed */
1451 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f;
1453
1454 arrow->set_speed (max (arrow->speed, 2.f));
1455 arrow->speed_left = 0;
1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1458
1656 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1657 { 1460 {
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; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1462 wc -= dex_bonus[op->stats.Dex];
1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1689 } 1468 }
1690 else 1469 else
1691 { 1470 {
1692 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1693 arrow->level = op->level; 1471 arrow->level = op->level;
1694 } 1472 arrow->stats.wc -= bow->magic;
1695 1473
1696 if (arrow->attacktype == AT_PHYSICAL) 1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1697 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1698 1479
1699 if (bow->slaying) 1480 wc -= arrow->level;
1700 arrow->slaying = bow->slaying; 1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1701 1482
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704 1486
1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1706 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1707 1489
1708 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1709 move_arrow (arrow); 1491 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 1492
1719 return 1; 1493 return 1;
1720} 1494}
1721 1495
1722/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1724 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1725 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1726 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1727 * hence the function name. 1501 * hence the function name.
1728 */ 1502 */
1729int 1503static int
1730player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1731{ 1505{
1732 int ret = 0, wcmod = 0; 1506 int ret;
1733 1507
1734 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1735 { 1509 {
1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1737 } 1511 }
1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739 { 1513 {
1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 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); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1744 } 1516 }
1745 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1746 { 1518 {
1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 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)]); 1520 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)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1750 } 1522 }
1751 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1752 { 1524 {
1753 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 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); 1526 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); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1756
1757 } 1528 }
1758 else 1529 else
1759 { 1530 {
1760 /* Simple case */ 1531 /* Simple case */
1761 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1532 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 } 1533 }
1534
1763 return ret; 1535 return ret;
1764} 1536}
1765
1766 1537
1767/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1768 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1769 */ 1540 */
1770void 1541static void
1771fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1772{ 1543{
1773 object *item; 1544 object *item = op->contr->ranged_ob;
1774 1545
1775 if (!op->contr->ranges[range_misc]) 1546 if (!item)
1776 { 1547 {
1777 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1549 return;
1779 } 1550 }
1780 1551
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) 1552 if (!item->inv)
1783 { 1553 {
1784 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1785 return; 1555 return;
1786 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1787 if (item->type == WAND) 1561 if (item->type == WAND)
1788 { 1562 {
1789 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1790 { 1564 {
1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 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)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
1793 return; 1568 return;
1794 } 1569 }
1795 } 1570 }
1796 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1797 { 1572 {
1798 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1799 { 1578 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1801 if (item->type == ROD) 1581 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)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1803 else 1583 else
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1585
1805 return; 1586 return;
1806 } 1587 }
1807 } 1588 }
1808 1589
1809 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1810 { 1591 {
1811 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1812 if (item->type == WAND) 1594 if (item->type == WAND)
1813 { 1595 {
1814 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1815 { 1597 {
1816 object *tmp; 1598 object *tmp;
1817 1599
1818 if (item->arch) 1600 if (item->arch)
1819 { 1601 {
1820 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1821 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1822 item->set_speed (0); 1604 item->set_speed (0);
1823 } 1605 }
1824 1606
1825 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1826 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1827 } 1609 }
1828 } 1610 }
1829 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1830 drain_rod_charge (item); 1612 drain_rod_charge (item);
1831 } 1613 }
1832} 1614}
1833 1615
1834/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1835 */ 1617 */
1836void 1618bool
1837fire (object *op, int dir) 1619fire (object *who, int dir)
1838{ 1620{
1839 int spellcost = 0; 1621 int spellcost = 0;
1840 1622
1623 player *pl = who->contr;
1624
1625 if (pl->golem)
1626 {
1627 control_golem (who->contr->golem, dir);
1628 return false;
1629 }
1630
1631 object *ob = pl->ranged_ob;
1632
1633 if (!ob)
1634 return false;
1635
1636 if (who->speed_left > 0.f)
1637 --who->speed_left;
1638 else
1639 return false;
1640
1641 if (!who->apply (ob))
1642 return false;
1643
1841 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1843 make_visible (op); 1646 make_visible (who);
1844 1647
1845 switch (op->contr->shoottype) 1648 switch (ob->type)
1846 { 1649 {
1847 case range_none: 1650 case BOW:
1848 return;
1849
1850 case range_bow:
1851 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1852 return; 1652 break;
1853 1653
1854 case range_magic: /* Casting spells */ 1654 case SPELL:
1855 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1856 return; 1656 break;
1857 1657
1858 case range_misc: 1658 case BUILDER:
1859 fire_misc_object (op, dir);
1860 return;
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); 1659 apply_map_builder (who, dir);
1884 return; 1660 break;
1661
1662 case SKILL:
1663 do_skill (who, who, ob, dir, 0);
1664 break;
1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1885 default: 1670 default:
1886 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
1887 return; 1672 break;
1888 } 1673 }
1889}
1890 1674
1675 return true;
1676}
1891 1677
1892 1678static 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) 1679find_key_ (object *pl, object *container, object *door)
1906{ 1680{
1907 object *tmp, *key; 1681 object *tmp, *key;
1908 1682
1909 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) 1684 if (!container->inv)
1911 return NULL; 1685 return 0;
1912 1686
1913 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 { 1689 {
1916 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1917 break; 1691 break;
1692
1918 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1920 */ 1695 */
1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 break; 1697 break;
1923 } 1698 }
1699
1924 /* No key found - lets search inventories now */ 1700 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1701 /* 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 1702 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1703 * a key, return
1928 */ 1704 */
1929 if (!tmp) 1705 if (!tmp)
1930 { 1706 {
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 {
1933 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1934 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1935 {
1936 if ((key = find_key (pl, tmp, door)) != NULL) 1710 if ((key = find_key_ (pl, tmp, door)))
1937 return key; 1711 return key;
1938 } 1712
1939 }
1940 if (!tmp) 1713 if (!tmp)
1941 return NULL; 1714 return 0;
1942 } 1715 }
1716
1943 /* We get down here if we have found a key. Now if its in a container, 1717 /* 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 1718 * see if we actually want to use it
1945 */ 1719 */
1946 if (pl != container) 1720 if (pl != container)
1947 { 1721 {
1948 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1949 if (!pl->contr) 1723 if (!pl->contr)
1950 return NULL; 1724 return 0;
1725
1951 /* cases where this fails: 1726 /* cases where this fails:
1952 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1953 * are not in the players inventory. 1728 * are not in the players inventory.
1954 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1955 * containers can be used. 1730 * containers can be used.
1959 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1960 * 1735 *
1961 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1962 * all the others. 1737 * all the others.
1963 */ 1738 */
1964 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1965 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1966 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1967 { 1742 {
1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 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)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1970 return NULL; 1745 return NULL;
1971 } 1746 }
1972 } 1747 }
1748
1973 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
1974} 1775}
1975 1776
1976/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1978 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1979 * 0 otherwise 1780 * 0 otherwise
1980 */ 1781 */
1981static int 1782static int
1982player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
1983{ 1784{
1984 /* If its a door, try to find a use a key. If we do destroy the door, 1785 /* 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 - 1786 * might as well return immediately as there is nothing more to do -
1986 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1987 */ 1788 */
1988 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
1989 1790
1990 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1991 if (key) 1792 if (key)
1992 { 1793 {
1993 object *container = key->env; 1794 object *container = key->env;
1994 1795
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
1997 make_visible (op); 1797 make_visible (op);
1798
1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1801
2000 if (door->type == DOOR) 1802 if (door->type == DOOR)
2001 {
2002 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2003 }
2004 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
2005 { 1805 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2007 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1808 }
1809
2009 /* Do this after we print the message */ 1810 /* Do this after we print the message */
2010 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2011 /* Need to update the weight the container the key was in */ 1812
2012 if (container != op)
2013 esrv_update_item (UPD_WEIGHT, op, container);
2014 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2015 } 1814 }
2016 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2017 { 1816 {
2018 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2020 return 1; 1819 return 1;
2021 } 1820 }
1821
2022 return 0; 1822 return 0;
2023} 1823}
2024 1824
2025/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2026 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2027 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2028 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2029 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2030 */ 1830 */
2031void 1831bool
2032move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2033{ 1833{
2034 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2035 sint16 nx, ny; 1835 {
2036 int on_battleground; 1836 --op->speed_left;
2037 maptile *m; 1837 return true;
1838 }
2038 1839
2039 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2040 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2041 1842
2042 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2043 1845
2044 /* If braced, or can't move to the square, and it is not out of the 1846 /* 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 1847 * 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 1848 * 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 1849 * 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 1850 * 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 1851 * 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 1852 * quite a bit of processing. However, it probably is less than what
2051 * move_ob uses. 1853 * move_ob uses.
2052 */ 1854 */
2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1855 maptile *m = op->map->xy_find (nx, ny);
1856
1857 /* Go through all the objects, and find ones of interest. Only stop if
1858 * we find a monster - that is something we know we want to attack.
1859 * if its a door or barrel (can roll) see if there may be monsters
1860 * on the space
1861 */
1862 object *mon;
1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
2054 { 1870 }
2055 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1871
1872 if (!mon) /* This happens anytime the player tries to move */
1873 return false; /* into a wall */
1874
1875 mon = mon->head_ ();
1876
1877 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1878 if (op->contr->weapon_sp_left > 0.f)
1879 if (player_attack_door (op, mon))
1880 {
1881 --op->contr->weapon_sp_left;
1882 return true;
2056 { 1883 }
2057 m = op->map->xy_find (nx, ny); 1884
2058 if (!m) 1885 /* The following deals with possibly attacking peaceful
2059 return; /* Don't think this should happen */ 1886 * or friendly creatures. Basically, all players are considered
1887 * unaggressive. If the moving player has peaceful set, then the
1888 * object should be pushed instead of attacked. It is assumed that
1889 * if you are braced, you will not attack friends accidently,
1890 * and thus will not push them.
1891 */
1892
1893 /* If the creature is a pet, push it even if the player is not
1894 * peaceful. Our assumption is the creature is a pet if the
1895 * player owns it and it is either friendly or unagressive.
1896 */
1897 if (op->type == PLAYER
1898 && ((mon->owner && mon->owner->contr
1899 && same_party (mon->owner->contr->party, op->contr->party))
1900 || mon->owner == op)
1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1902 {
1903 /* If we're braced, we don't want to switch places with it */
1904 if (op->contr->braced)
1905 return false;
1906
1907 if (op->speed_left > 0.f)
1908 {
1909 --op->speed_left;
1910
1911 op->play_sound (sound_find ("push_player"));
1912 push_ob (mon, dir, op);
1913
1914 if (action_makes_visible (op))
1915 make_visible (op);
1916
1917 return true;
2060 } 1918 }
2061 else 1919 else
2062 m = op->map;
2063
2064 if (!(tmp = m->at (nx, ny).bot))
2065 return; 1920 return false;
1921 }
2066 1922
2067 mon = 0; 1923 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 1924
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 1925 /* in certain circumstances, you shouldn't attack friendly
2138 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
2139 * someone, but put it inside this loop so that you won't 1927 * someone, but put it inside this loop so that you won't
2140 * attack them either. 1928 * attack them either.
2141 */ 1929 */
2142 if ((mon->type == PLAYER || mon->enemy != op) && 1930 if ((mon->type == PLAYER || mon->enemy != op)
2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2144#ifdef PROHIBIT_PLAYERKILL
2145 (op->contr->peaceful 1932 && ((op->contr->peaceful
2146 || (mon->type == PLAYER 1933 || (mon->type == PLAYER && mon->contr->peaceful))
2147 && mon->contr->
2148 peaceful)) &&
2149#else
2150 op->contr->peaceful &&
2151#endif
2152 !on_battleground)) 1934 && !on_battleground))
1935 {
1936 if (op->speed_left > 0.f)
2153 { 1937 {
1938 --op->speed_left;
1939
2154 if (!op->contr->braced) 1940 if (!op->contr->braced)
2155 { 1941 {
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1942 op->play_sound (sound_find ("push_player"));
2157 push_ob (mon, dir, op); 1943 push_ob (mon, dir, op);
2158 } 1944 }
2159 else 1945 else
2160 new_draw_info (0, 0, op, "You withhold your attack"); 1946 op->statusmsg ("You withhold your attack");
2161 1947
2162 if (op->contr->tmp_invis || op->hide) 1948 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2163 make_visible (op); 1949 make_visible (op);
2164 }
2165 1950
1951 return true;
1952 }
1953 }
2166 /* If the object is a boulder or other rollable object, then 1954 /* 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. 1955 * roll it if not braced. You can't roll it if you are braced.
2168 */ 1956 */
2169 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1958 {
1959 if (op->speed_left > 0.f)
2170 { 1960 {
1961 --op->speed_left;
1962
2171 recursive_roll (mon, dir, op); 1963 recursive_roll (mon, dir, op);
2172 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2173 make_visible (op); 1965 make_visible (op);
2174 }
2175 1966
1967 return true;
1968 }
1969 }
2176 /* Any generic living creature. Including things like doors. 1970 /* Any generic living creature. Including things like doors.
2177 * Way it works is like this: First, it must have some hit points 1971 * 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: 1972 * 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 1973 * 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. 1974 * that party_number -1 is no party, so attacks can still happen.
2181 */ 1975 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2184 { 1978 {
2185 1979 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 { 1980 {
2193 op->speed_left += op->speed / op->contr->weapon_sp; 1981 --op->contr->weapon_sp_left;
2194
2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2196 }
2197 1982
2198 skill_attack (mon, op, 0, 0, 0); 1983 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 1984
2214 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2215 make_visible (op); 1986 make_visible (op);
2216 }
2217 } /* if player should attack something */
2218}
2219 1987
2220int 1988 return true;
1989 }
1990 }
1991
1992 return false;
1993}
1994
1995bool
2221move_player (object *op, int dir) 1996move_player (object *op, int dir)
2222{ 1997{
2223 int pick;
2224
2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2226 return 0; 1999 return 0;
2227 2000
2228 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
2229 if ((dir < 0) || (dir >= 9)) 2002 if (dir < 0 || dir > 8)
2230 { 2003 {
2231 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2232 return 0; 2005 return 0;
2233 } 2006 }
2234 2007
2235 /* peterm: added following line */ 2008 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2238 2011
2239 op->facing = dir; 2012 op->facing = dir;
2240 2013
2241 if (op->hide) 2014 if (op->flag [FLAG_HIDDEN])
2242 do_hidden_move (op); 2015 do_hidden_move (op);
2243 2016
2017 bool retval;
2018 int pick = 0;
2019
2244 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2245 /*nop */ ; 2021 retval = RESULT_INT (0);
2246 else if (op->contr->fire_on) 2022 else if (op->contr->fire_on)
2247 fire (op, dir); 2023 retval = fire (op, dir);
2248 else 2024 else
2249 { 2025 {
2250 move_player_attack (op, dir); 2026 retval = move_player_attack (op, dir);
2251 pick = check_pick (op); 2027 pick = check_pick (op);
2252 } 2028 }
2253 2029
2254 /* Add special check for newcs players and fire on - this way, the 2030 /* Add special check for newcs players and fire on - this way, the
2255 * server can handle repeat firing. 2031 * server can handle repeat firing.
2262 /* Update how the player looks. Use the facing, so direction may 2038 /* Update how the player looks. Use the facing, so direction may
2263 * get reset to zero. This allows for full animation capabilities 2039 * get reset to zero. This allows for full animation capabilities
2264 * for players. 2040 * for players.
2265 */ 2041 */
2266 animate_object (op, op->facing); 2042 animate_object (op, op->facing);
2267 return 0; 2043
2044 return retval;
2268} 2045}
2269 2046
2270/* This is similar to handle_player, below, but is only used by the 2047/* This is similar to handle_player, below, but is only used by the
2271 * new client/server stuff. 2048 * new client/server stuff.
2272 * This is sort of special, in that the new client/server actually uses 2049 * This is sort of special, in that the new client/server actually uses
2273 * the new speed values for commands. 2050 * the new speed values for commands.
2274 * 2051 *
2275 * Returns true if there are more actions we can do. 2052 * Returns true if there are more actions we can do. Should not do
2053 * many actions in a row, as that would be too unfair to other
2054 * players.
2276 */ 2055 */
2277int 2056bool
2278handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2279{ 2058{
2280 if (op->contr->hidden) 2059 if (op->flag [FLAG_SCARED])
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 } 2060 {
2290 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2061 if (op->speed_left > 0.f)
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 } 2062 {
2298 }
2299
2300 if (QUERY_FLAG (op, FLAG_SCARED))
2301 {
2302 flee_player (op);
2303 /* If player is still scared, that is his action for this tick */
2304 if (QUERY_FLAG (op, FLAG_SCARED))
2305 {
2306 op->speed_left--; 2063 --op->speed_left;
2064 flee_player (op);
2065
2307 return 0; 2066 return true;
2308 } 2067 }
2068 else
2069 return false;
2309 } 2070 }
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 2071
2319 /* call this here - we also will call this in do_ericserver, but 2072 /* call this here - we also will call this in do_ericserver, but
2320 * the players time has been increased when doericserver has been 2073 * the players time has been increased when doericserver has been
2321 * called, so we recheck it here. 2074 * called, so we recheck it here.
2322 */ 2075 */
2323 if (op->contr->ns->handle_command ()) 2076 if (op->contr->ns->handle_command ())
2324 return 1; 2077 return true;
2325 2078
2326 if (op->speed_left > 0)
2327 {
2328 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2079 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); 2080 return move_player (op, op->direction);
2338 2081
2339 return op->speed_left > 0;
2340 }
2341 }
2342
2343 return 0; 2082 return false;
2344} 2083}
2345 2084
2346int 2085static int
2347save_life (object *op) 2086save_life (object *op)
2348{ 2087{
2349 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2088 if (!op->flag [FLAG_LIFESAVE])
2350 return 0; 2089 return 0;
2351 2090
2352 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2354 { 2093 {
2355 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2094 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)); 2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2357 2096
2358 if (op->contr)
2359 esrv_del_item (op->contr, tmp->count);
2360
2361 tmp->destroy (); 2097 tmp->destroy ();
2362 CLEAR_FLAG (op, FLAG_LIFESAVE); 2098 op->clr_flag (FLAG_LIFESAVE);
2363 2099
2364 if (op->stats.hp < 0) 2100 if (op->stats.hp < 0)
2365 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2366 2102
2367 if (op->stats.food < 0) 2103 if (op->stats.food < 0)
2368 op->stats.food = 999; 2104 op->stats.food = MAX_FOOD;
2369 2105
2370 op->update_stats (); 2106 op->update_stats ();
2371 return 1; 2107 return 1;
2372 } 2108 }
2373 2109
2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2375 CLEAR_FLAG (op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2376 enter_player_savebed (op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2377 return 0; 2113 return 0;
2378} 2114}
2379 2115
2380/* This goes throws the inventory and removes unpaid objects, and puts them 2116/* 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 2117 * 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 2118 * function will descend into containers. op is the object to start the search
2383 * from. 2119 * from.
2384 */ 2120 */
2121static void
2122drop_unpaid_items (object *op, object *env)
2123{
2124 while (op)
2125 {
2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2127
2128 if (op->flag [FLAG_UNPAID])
2129 op->insert_at (env);
2130 else if (op->inv)
2131 drop_unpaid_items (op->inv, env);
2132
2133 op = next;
2134 }
2135}
2136
2385void 2137void
2386remove_unpaid_objects (object *op, object *env) 2138object::drop_unpaid_items ()
2387{ 2139{
2388 object *next; 2140 if (!flag [FLAG_REMOVED])
2389 2141 ::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} 2142}
2450 2143
2451void 2144void
2452do_some_living (object *op) 2145do_some_living (object *op)
2453{ 2146{
2460 int rate_grace = 2000; 2153 int rate_grace = 2000;
2461 const int max_hp = 1; 2154 const int max_hp = 1;
2462 const int max_sp = 1; 2155 const int max_sp = 1;
2463 const int max_grace = 1; 2156 const int max_grace = 1;
2464 2157
2465 if (op->contr->outputs_sync) 2158 if (op->contr->hidden)
2159 {
2160 op->invisible = 1000;
2161 /* the socket code flashes the player visible/invisible
2162 * depending on the value of invisible, so we need to
2163 * alternate it here for it to work correctly.
2164 */
2165 if (pticks & 2)
2166 op->invisible--;
2466 { 2167 }
2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2168 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2169 {
2469 flush_output_element (op, &op->contr->outputs[i]); 2170 if (!op->invisible--)
2171 {
2172 make_visible (op);
2173 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2174 }
2470 } 2175 }
2471 2176
2472 if (op->contr->ns->state == ST_PLAYING) 2177 if (op->contr->ns->state == ST_PLAYING)
2473 { 2178 {
2474 /* these next three if clauses make it possible to SLOW DOWN 2179 /* these next three if clauses make it possible to SLOW DOWN
2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2198 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2494 else 2199 else
2495 { 2200 {
2496 gen_grace = op->stats.maxgrace; 2201 gen_grace = op->stats.maxgrace;
2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2202 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 } 2203 }
2541 2204
2542 /* Regenerate Grace */ 2205 /* Regenerate Grace */
2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2206 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2544 if (--op->last_grace < 0) 2207 if (--op->last_grace < 0)
2565 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2228 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2566 } 2229 }
2567 /* wearing stuff doesn't detract from grace generation. */ 2230 /* wearing stuff doesn't detract from grace generation. */
2568 } 2231 }
2569 2232
2233 if (op->stats.food > 0)
2234 {
2570 /* Regenerate Hit Points */ 2235 /* Regenerate Spell Points */
2571 if (--op->last_heal < 0) 2236 if (!op->contr->golem && --op->last_sp < 0)
2572 {
2573 if (op->stats.hp < op->stats.maxhp)
2574 { 2237 {
2575 op->stats.hp++; 2238 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2576 /* dms do not consume food */ 2239
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2240 if (op->stats.sp < op->stats.maxsp)
2578 { 2241 {
2242 op->stats.sp++;
2243
2244 /* dms do not consume food */
2245 if (!op->flag [FLAG_WIZ])
2246 {
2579 op->stats.food--; 2247 op->stats.food--;
2248
2580 if (op->contr->digestion < 0) 2249 if (op->contr->digestion < 0)
2581 op->stats.food += op->contr->digestion; 2250 op->stats.food += op->contr->digestion;
2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2251 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2583 op->stats.food = last_food; 2252 op->stats.food = last_food;
2253 }
2584 } 2254 }
2585 }
2586 2255
2587 if (max_hp > 1) 2256 if (max_sp > 1)
2588 {
2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2590 if (over_hp > 0)
2591 { 2257 {
2592 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2258 over_sp = (gen_sp + 10) / rate_sp;
2259 if (over_sp > 0)
2260 {
2261 if (op->stats.sp < op->stats.maxsp)
2262 {
2263 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2264
2265 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2266 op->stats.sp--;
2267
2268 if (op->stats.sp > op->stats.maxsp)
2269 op->stats.sp = op->stats.maxsp;
2270 }
2271
2593 op->last_heal = 0; 2272 op->last_sp = 0;
2273 }
2274 else
2275 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2594 } 2276 }
2595 else 2277 else
2278 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2279 }
2280
2281 /* Regenerate Hit Points */
2282 if (--op->last_heal < 0)
2283 {
2284 if (op->stats.hp < op->stats.maxhp)
2596 { 2285 {
2597 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2286 op->stats.hp++;
2287
2288 /* dms do not consume food */
2289 if (!op->flag [FLAG_WIZ])
2290 {
2291 op->stats.food--;
2292
2293 if (op->contr->digestion < 0)
2294 op->stats.food += op->contr->digestion;
2295 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2296 op->stats.food = last_food;
2297 }
2598 } 2298 }
2299
2300 if (max_hp > 1)
2301 {
2302 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2303
2304 if (over_hp > 0)
2305 {
2306 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2307 op->last_heal = 0;
2308 }
2309 else
2310 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2599 } 2311 }
2600 else 2312 else
2601 {
2602 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2603 } 2314 }
2604 } 2315 }
2605 2316
2606 /* Digestion */ 2317 /* Digestion */
2607 if (--op->last_eat < 0) 2318 if (--op->last_eat < 0)
2608 { 2319 {
2609#ifdef COZY_SERVER 2320 int bonus = max (0, op->contr->digestion),
2610 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2321 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 2322
2616 if (op->contr->gen_hp > 0)
2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2323 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 2324
2621 /* dms do not consume food */ 2325 /* dms do not consume food */
2622 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2623 op->stats.food--; 2327 op->stats.food--;
2624 } 2328 }
2625 2329
2626 if (op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2627 { 2331 {
2628 object *tmp, *flesh = 0; 2332 object *flesh = 0;
2629 2333
2630 for (tmp = op->inv; tmp; tmp = tmp->below) 2334 for_inv_removable (op, tmp)
2631 { 2335 {
2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2336 if (tmp->flag [FLAG_UNPAID])
2337 continue;
2338
2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2633 { 2340 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2341 op->statusmsg ("You blindly grab for a bite of food. "
2635 { 2342 "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."); 2343 op->apply (tmp);
2637 manual_apply (op, tmp, 0); 2344
2638 if (op->stats.food >= 0 || op->stats.hp < 0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2639 break; 2346 break;
2640 } 2347 }
2641 else if (tmp->type == FLESH) 2348 else if (tmp->type == FLESH)
2642 flesh = tmp; 2349 flesh = tmp;
2643 } /* End if paid for object */ 2350 }
2644 } /* end of for loop */
2645 2351
2646 /* If player is still starving, it means they don't have any food, so 2352 /* If player is still starving, it means they don't have any food, so
2647 * eat flesh instead. 2353 * eat flesh instead.
2648 */ 2354 */
2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2650 { 2356 {
2651 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2357 op->statusmsg ("You blindly grab for a bite of food. "
2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2652 manual_apply (op, flesh, 0); 2359 op->apply (flesh);
2653 } 2360 }
2361
2362 // If player is still starving, alert him!
2363 if (op->stats.food < 0)
2364 op->failmsg ("You are starving! "
2365 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2366 }
2367
2368 if (op->stats.food < 0)
2654 } 2369 {
2370 op->stats.hp += op->stats.food;
2371 op->stats.food = 0;
2655 2372
2656 while (op->stats.food < 0 && op->stats.hp >= 0) 2373 if (op->stats.hp < 0)
2657 op->stats.food++, op->stats.hp--; 2374 {
2375 op->contr->killer = archetype::get ("killer_starvation");
2376 op->contr->killer->destroy ();
2377 }
2378 }
2658 2379
2380 /* killer should be set here already */
2659 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2660 kill_player (op); 2382 kill_player (op);
2661 } 2383 }
2662} 2384}
2663 2385
2664/* If the player should die (lack of hp, food, etc), we call this. 2386/* If the player should die (lack of hp, food, etc), we call this.
2667 * file. 2389 * file.
2668 */ 2390 */
2669void 2391void
2670kill_player (object *op) 2392kill_player (object *op)
2671{ 2393{
2672 char buf[MAX_BUF];
2673 int x, y; 2394 int x, y;
2674
2675 //int i;
2676 maptile *map; /* this is for resurrection */ 2395 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; 2396 int will_kill_again;
2684 archetype *at; 2397 archetype *at;
2685 object *tmp; 2398 object *tmp;
2686 2399
2687 if (save_life (op)) 2400 if (save_life (op))
2688 return; 2401 return;
2689 2402
2403 dynbuf_text deathtab;
2404
2405 /* restore player */
2406 at = archetype::find (shstr_poisoning);
2407 if (object *tmp = present_arch_in_ob (at, op))
2408 {
2409 tmp->destroy ();
2410 deathtab << "Your body feels cleansed...\r";
2411 }
2412
2413 at = archetype::find (shstr_confusion);
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your mind feels clearer...\r";
2418 }
2419
2420 cure_disease (op, 0, 0); /* remove any disease */
2421
2422 max_it (op->stats.hp , op->stats.maxhp);
2423 max_it (op->stats.sp , op->stats.maxsp);
2424 max_it (op->stats.grace, op->stats.maxgrace);
2425 max_it (op->stats.food , 200);
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2690 2438
2691 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* 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. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2693 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2694 */ 2442 */
2695 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2696 { 2444 {
2697 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2445 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 2446
2720 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2721 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2722 { 2449
2723 sprintf (buf, "%s's finger", &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2724 tmp->name = buf; 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2725 sprintf (buf, " This finger has been cut off %s\n" 2452 tmp->msg = format (
2726 " the %s, when he was defeated at\n level %d by %s.\n", 2453 "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); 2454 &op->name, op->contr->title,
2728 tmp->msg = buf; 2455 (int)op->level,
2456 op->contr->killer_name ()
2457 );
2729 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2730 tmp->materialname = NULL; 2459 tmp->material = name_to_material (shstr_organic);
2731 tmp->insert_at (op, tmp); 2460 tmp->insert_at (op, tmp);
2732 }
2733 2461
2734 /* teleport defeated player to new destination */ 2462 /* teleport defeated player to new destination */
2735 transfer_ob (op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2736 op->contr->braced = 0; 2464 op->contr->braced = 0;
2465
2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2737 return; 2467 return;
2738 } 2468 }
2739 2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2472
2740 INVOKE_PLAYER (DEATH, op->contr); 2473 INVOKE_PLAYER (DEATH, op->contr);
2741 2474
2742 command_kill_pets (op, 0); 2475 command_kill_pets (op, 0);
2743 2476
2744 if (op->stats.food < 0) 2477 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 2478
2754 /* save the map location for corpse, gravestone */ 2479 /* save the map location for corpse, gravestone */
2755 x = op->x; 2480 x = op->x;
2756 y = op->y; 2481 y = op->y;
2757 map = op->map; 2482 map = op->map;
2785 2510
2786 lost_a_stat = 0; 2511 lost_a_stat = 0;
2787 2512
2788 for (z = 0; z < num_stats_lose; z++) 2513 for (z = 0; z < num_stats_lose; z++)
2789 { 2514 {
2790 i = RANDOM () % NUM_STATS; 2515 i = rndm (NUM_STATS);
2791 2516
2792 if (settings.stat_loss_on_death) 2517 if (settings.stat_loss_on_death)
2793 { 2518 {
2794 /* Pick a random stat and take a point off it. Tell the player 2519 /* Pick a random stat and take a point off it. Tell the player
2795 * what he lost. 2520 * what he lost.
2802 lost_a_stat = 1; 2527 lost_a_stat = 1;
2803 } 2528 }
2804 else 2529 else
2805 { 2530 {
2806 /* deplete a stat */ 2531 /* deplete a stat */
2807 archetype *deparch = archetype::find ("depletion"); 2532 archetype *deparch = archetype::find (shstr_depletion);
2808 object *dep; 2533 object *dep;
2809 2534
2810 dep = present_arch_in_ob (deparch, op); 2535 dep = present_arch_in_ob (deparch, op);
2811 if (!dep) 2536 if (!dep)
2812 { 2537 {
2813 dep = arch_to_object (deparch); 2538 dep = deparch->instance ();
2814 insert_ob_in_ob (dep, op); 2539 insert_ob_in_ob (dep, op);
2815 } 2540 }
2816 lose_this_stat = 1; 2541 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss) 2542 if (settings.balanced_stat_loss)
2818 { 2543 {
2846 } 2571 }
2847 } 2572 }
2848 2573
2849 if (lose_this_stat) 2574 if (lose_this_stat)
2850 { 2575 {
2851 this_stat = get_attr_value (&(dep->stats), i); 2576 this_stat = get_attr_value (&dep->stats, i);
2852 /* We could try to do something clever like find another 2577 /* We could try to do something clever like find another
2853 * stat to reduce if this fails. But chances are, if 2578 * stat to reduce if this fails. But chances are, if
2854 * stats have been depleted to -50, all are pretty low 2579 * stats have been depleted to -50, all are pretty low
2855 * and should be roughly the same, so it shouldn't make a 2580 * and should be roughly the same, so it shouldn't make a
2856 * difference. 2581 * difference.
2857 */ 2582 */
2858 if (this_stat >= -50) 2583 if (this_stat >= -50)
2859 { 2584 {
2860 change_attr_value (&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2861 SET_FLAG (dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2862 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2863 op->update_stats (); 2588 op->update_stats ();
2864 lost_a_stat = 1; 2589 lost_a_stat = 1;
2865 } 2590 }
2866 } 2591 }
2867 } 2592 }
2868 } 2593 }
2594
2869 /* If no stat lost, tell the player. */ 2595 /* If no stat lost, tell the player. */
2870 if (!lost_a_stat) 2596 if (!lost_a_stat)
2871 { 2597 {
2872 /* determine_god() seems to not work sometimes... why is this? 2598 /* determine_god() seems to not work sometimes... why is this?
2873 Should I be using something else? GD */ 2599 Should I be using something else? GD */
2874 const char *god = determine_god (op); 2600 shstr_tmp god = determine_god (op);
2875 2601
2876 if (god && (strcmp (god, "none"))) 2602 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); 2603 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2878 else 2604 else
2879 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2605 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2880 } 2606 }
2881#else 2607#else
2882 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2608 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2883#endif 2609#endif
2884 2610
2885 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2886 * exp loss on the stone. 2612 * exp loss on the stone.
2887 */ 2613 */
2888 tmp = arch_to_object (archetype::find ("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2889 sprintf (buf, "%s's gravestone", &op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
2890 tmp->name = buf; 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2891 sprintf (buf, "%s's gravestones", &op->name); 2617 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2892 tmp->name_pl = buf; 2618 &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; 2619 tmp->x = op->x, tmp->y = op->y;
2896 insert_ob_in_map (tmp, op->map, NULL, 0); 2620 insert_ob_in_map (tmp, op->map, NULL, 0);
2897 2621
2898 /**************************************/ 2622 /**************************************/
2899 /* */ 2623 /* */
2900 /* Subtract the experience points, */ 2624 /* Subtract the experience points, */
2901 /* if we died cause of food, give us */
2902 /* food, and reset HP's... */
2903 /* */ 2625 /* */
2904 /**************************************/ 2626 /**************************************/
2905 2627
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)); */ 2628 /*add_exp(op, (op->stats.exp * -0.20)); */
2928 apply_death_exp_penalty (op); 2629 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 2630
2935 /* 2631 /*
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 2632 * Check to see if the player has any unpaid items. If so, remove them
2938 * in the map. 2633 * and put them back in the map.
2939 */ 2634 */
2940 2635 op->drop_unpaid_items ();
2941 if (is_in_shop (op))
2942 remove_unpaid_objects (op->inv, op);
2943 2636
2944 /****************************************/ 2637 /****************************************/
2945 /* */ 2638 /* */
2946 /* Move player to his current respawn- */ 2639 /* Move player to his current respawn- */
2947 /* position (usually last savebed) */ 2640 /* position (usually last savebed) */
2967 object *force; 2660 object *force;
2968 int at; 2661 int at;
2969 2662
2970 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2971 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2972 force->speed = 0.1; 2665 force->speed = 0.1f;
2973 force->speed_left = -5.0; 2666 force->speed_left = -5.f;
2974 SET_FLAG (force, FLAG_APPLIED); 2667 force->set_flag (FLAG_APPLIED);
2975 for (at = 0; at < NROFATTACKS; at++) 2668 for (at = 0; at < NROFATTACKS; at++)
2976 if (will_kill_again & (1 << at)) 2669 if (will_kill_again & (1 << at))
2977 force->resist[at] = 100; 2670 force->resist[at] = 100;
2978 2671
2979 insert_ob_in_ob (force, op); 2672 insert_ob_in_ob (force, op);
2980 op->update_stats (); 2673 op->update_stats ();
2981
2982 } 2674 }
2983 2675
2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2676 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2985} 2677}
2986 2678
2987void 2679static void
2988loot_object (object *op) 2680loot_object (object *op)
2989{ /* Grab and destroy some treasure */ 2681{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next; 2682 object *tmp, *tmp2, *next;
2991 2683
2992 if (op->container) 2684 op->close_container (); /* close open sack first */
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994 2685
2995 for (tmp = op->inv; tmp; tmp = next) 2686 for (tmp = op->inv; tmp; tmp = next)
2996 { 2687 {
2997 next = tmp->below; 2688 next = tmp->below;
2998 2689
2999 if (tmp->invisible) 2690 if (tmp->invisible)
3000 continue; 2691 continue;
3001 2692
3002 tmp->remove (); 2693 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y; 2694 tmp->x = op->x, tmp->y = op->y;
2695
3004 if (tmp->type == CONTAINER) 2696 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */ 2697 loot_object (tmp); /* empty container to ground */
3006 loot_object (tmp); 2698
3007 } 2699 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3009 { 2700 {
3010 if (tmp->nrof > 1) 2701 if (tmp->nrof > 1)
3011 { 2702 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2703 tmp->decrease (rndm (1, tmp->nrof - 1));
3013 tmp2->destroy ();
3014 insert_ob_in_map (tmp, op->map, NULL, 0); 2704 insert_ob_in_map (tmp, op->map, NULL, 0);
3015 } 2705 }
3016 else 2706 else
3017 tmp->destroy (); 2707 tmp->destroy ();
3018 } 2708 }
3024/* 2714/*
3025 * fix_weight(): Check recursively the weight of all players, and fix 2715 * fix_weight(): Check recursively the weight of all players, and fix
3026 * what needs to be fixed. Refresh windows and fix speed if anything 2716 * what needs to be fixed. Refresh windows and fix speed if anything
3027 * was changed. 2717 * was changed.
3028 */ 2718 */
3029
3030void 2719void
3031fix_weight (void) 2720fix_weight ()
3032{ 2721{
3033 for_all_players (pl) 2722 for_all_players (pl)
3034 { 2723 {
3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2724 sint32 old = pl->ob->carrying;
3036 2725
3037 if (old == sum) 2726 pl->ob->update_weight ();
3038 continue; 2727
2728 if (old != pl->ob->carrying)
2729 {
3039 pl->ob->update_stats (); 2730 pl->ob->update_stats ();
3040 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2731 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2732 }
3041 } 2733 }
3042} 2734}
3043 2735
3044void 2736void
3045fix_luck (void) 2737fix_luck ()
3046{ 2738{
3047 for_all_players (pl) 2739 for_all_players (pl)
3048 if (!pl->ob->contr->ns->state) 2740 if (!pl->ob->contr->ns->state)
3049 pl->ob->change_luck (0); 2741 pl->ob->change_luck (0);
3050} 2742}
3087} 2779}
3088 2780
3089void 2781void
3090make_visible (object *op) 2782make_visible (object *op)
3091{ 2783{
3092 op->hide = 0; 2784 op->flag [FLAG_HIDDEN] = 0;
3093 op->invisible = 0; 2785 op->invisible = 0;
2786
3094 if (op->type == PLAYER) 2787 if (op->type == PLAYER)
3095 { 2788 {
3096 op->contr->tmp_invis = 0; 2789 op->contr->tmp_invis = 0;
3097 op->contr->invis_race = 0; 2790 op->contr->invis_race = 0;
3098 } 2791 }
2792
3099 update_object (op, UP_OBJ_FACE); 2793 update_object (op, UP_OBJ_CHANGE);
3100} 2794}
3101 2795
3102int 2796int
3103is_true_undead (object *op) 2797is_true_undead (object *op)
3104{ 2798{
3105 object *tmp = NULL; 2799 if (op->arch->flag [FLAG_UNDEAD])
3106
3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3108 return 1; 2800 return 1;
3109 2801
3110 return 0; 2802 return 0;
3111} 2803}
3112 2804
3113/* look at the surrounding terrain to determine 2805/* look at the surrounding terrain to determine
3114 * the hideability of this object. Positive levels 2806 * the hideability of this object. Positive levels
3115 * indicate greater hideability. 2807 * indicate greater hideability.
3116 */ 2808 */
3117
3118int 2809int
3119hideability (object *ob) 2810hideability (object *ob)
3120{ 2811{
3121 int i, level = 0, mflag; 2812 int i, level = 0, mflag;
3122 sint16 x, y; 2813 sint16 x, y;
3123 2814
3124 if (!ob || !ob->map) 2815 if (!ob || !ob->map)
3125 return 0; 2816 return 0;
3126 2817
3127 /* so, on normal lighted maps, its hard to hide */ 2818 /* so, on normal lighted maps, its hard to hide */
3128 level = ob->map->darkness - 2; 2819 level = ob->map->darklevel () - 2;
3129 2820
3130 /* this also picks up whether the object is glowing. 2821 /* this also picks up whether the object is glowing.
3131 * If you carry a light on a non-dark map, its not 2822 * If you carry a light on a non-dark map, its not
3132 * as bad as carrying a light on a pitch dark map */ 2823 * as bad as carrying a light on a pitch dark map */
3133 if (has_carried_lights (ob)) 2824 if (ob->has_carried_lights ())
3134 level = -(10 + (2 * ob->map->darkness)); 2825 level = -(10 + (2 * ob->map->darklevel ()));
3135 2826
3136 /* scan through all nearby squares for terrain to hide in */ 2827 /* 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]) 2828 for (i = 0, x = ob->x, y = ob->y;
2829 i <= SIZEOFFREE1;
2830 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3138 { 2831 {
3139 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2832 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) 2833 if (mflag & P_OUT_OF_MAP)
3141 {
3142 continue; 2834 continue;
3143 } 2835
3144 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2836 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3145 level += 2; 2837 level += 2;
3146 else /* open terrain! */ 2838 else /* open terrain! */
3147 level -= 1; 2839 level -= 1;
3148 } 2840 }
3156/* For Hidden creatures - a chance of becoming 'unhidden' 2848/* For Hidden creatures - a chance of becoming 'unhidden'
3157 * every time they move - as we subtract off 'invisibility' 2849 * every time they move - as we subtract off 'invisibility'
3158 * AND, for players, if they move into a ridiculously unhideable 2850 * AND, for players, if they move into a ridiculously unhideable
3159 * spot (surrounded by clear terrain in broad daylight). -b.t. 2851 * spot (surrounded by clear terrain in broad daylight). -b.t.
3160 */ 2852 */
3161
3162void 2853void
3163do_hidden_move (object *op) 2854do_hidden_move (object *op)
3164{ 2855{
3165 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2856 int hide = 0;
3166 object *skop;
3167 2857
3168 if (!op || !op->map) 2858 if (!op || !op->map)
3169 return; 2859 return;
3170 2860
3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2861 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2862 int num = random_roll (0, 19, op, PREFER_LOW);
3172 2863
3173 /* its *extremely* hard to run and sneak/hide at the same time! */ 2864 /* its *extremely* hard to run and sneak/hide at the same time! */
3174 if (op->type == PLAYER && op->contr->run_on) 2865 if (op->type == PLAYER && op->contr->run_on)
3175 if (!skop || num >= skop->level) 2866 if (!skop || num >= skop->level)
3176 { 2867 {
3186 num -= hide; 2877 num -= hide;
3187 2878
3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2879 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3189 { 2880 {
3190 make_visible (op); 2881 make_visible (op);
2882
3191 if (op->type == PLAYER) 2883 if (op->type == PLAYER)
3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3193 } 2885 }
3194 else if (op->type == PLAYER && skop) 2886 else if (op->type == PLAYER && skop)
3195 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2887 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3210 2902
3211 if (who->type == PLAYER) 2903 if (who->type == PLAYER)
3212 player = 1; 2904 player = 1;
3213 2905
3214 else 2906 else
3215 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2907 friendly = who->flag [FLAG_FRIENDLY];
3216 2908
3217 /* search adjacent squares */ 2909 /* search adjacent squares */
3218 for (i = 1; i < 9; i++) 2910 for (i = 1; i < 9; i++)
3219 { 2911 {
3220 x = who->x + freearr_x[i]; 2912 x = who->x + freearr_x[i];
3229 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2921 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3230 continue; 2922 continue;
3231 2923
3232 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2924 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3233 { 2925 {
3234 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2926 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3235 return 1; 2927 return 1;
3236 else if (tmp->type == PLAYER) 2928 else if (tmp->type == PLAYER)
3237 { 2929 {
3238 /*don't let a hidden DM prevent you from hiding */ 2930 /*don't let a hidden DM prevent you from hiding */
3239 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2931 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3240 return 1; 2932 return 1;
3241 } 2933 }
3242 } 2934 }
3243 } 2935 }
3244 return 0; 2936 return 0;
3248 * object op. This function works fine for monsters, 2940 * object op. This function works fine for monsters,
3249 * but we dont worry if the object isnt the top one in 2941 * but we dont worry if the object isnt the top one in
3250 * a pile (say a coin under a table would return "viewable" 2942 * a pile (say a coin under a table would return "viewable"
3251 * by this routine). Another question, should we be 2943 * by this routine). Another question, should we be
3252 * concerned with the direction the player is looking 2944 * concerned with the direction the player is looking
3253 * in? Realistically, most of use cant see stuff behind 2945 * in? Realistically, most of us can't see stuff behind
3254 * our backs...on the other hand, does the "facing" direction 2946 * our backs...on the other hand, does the "facing" direction
3255 * imply the way your head, or body is facing? Its possible 2947 * 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. 2948 * for them to differ. Sigh, this fctn could get a bit more complex.
3257 * -b.t. 2949 * -b.t.
3258 * This function is now map tiling safe. 2950 * This function is now map tiling safe.
3259 */ 2951 */
3260
3261int 2952int
3262player_can_view (object *pl, object *op) 2953player_can_view (object *pl, object *op)
3263{ 2954{
3264 rv_vector rv; 2955 rv_vector rv;
3265 int dx, dy; 2956 int dx, dy;
3277 2968
3278 get_rangevector (pl, op, &rv, 0x1); 2969 get_rangevector (pl, op, &rv, 0x1);
3279 2970
3280 /* starting with the 'head' part, lets loop 2971 /* starting with the 'head' part, lets loop
3281 * through the object and find if it has any 2972 * through the object and find if it has any
3282 * part that is in the los array but isnt on 2973 * part that is in the los array but isn't on
3283 * a blocked los square. 2974 * a blocked los square.
3284 * we use the archetype to figure out offsets. 2975 * we use the archetype to figure out offsets.
3285 */ 2976 */
3286 while (op) 2977 while (op)
3287 { 2978 {
3288 dx = rv.distance_x + op->arch->clone.x; 2979 dx = rv.distance_x + op->arch->x;
3289 dy = rv.distance_y + op->arch->clone.y; 2980 dy = rv.distance_y + op->arch->y;
3290 2981
3291 /* only the viewable area the player sees is updated by LOS 2982 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; 2983 return 1;
2984
3299 op = op->more; 2985 op = op->more;
3300 } 2986 }
3301 return 0;
3302}
3303 2987
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; 2988 return 0;
3330} 2989}
3331 2990
3332/* op_on_battleground - checks if the given object op (usually 2991/* op_on_battleground - checks if the given object op (usually
3333 * a player) is standing on a valid battleground-tile, 2992 * 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 2997 * Default is to do the same as before, so only people wanting to have different points need worry about this
3339 */ 2998 */
3340int 2999int
3341op_on_battleground (object *op, int *x, int *y) 3000op_on_battleground (object *op, int *x, int *y)
3342{ 3001{
3343 object *tmp;
3344
3345 /* A battleground-tile needs the following attributes to be valid: 3002 /* 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), 3003 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3347 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3004 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3348 * and the exit-coordinates sp/hp must both be > 0. 3005 * and the exit-coordinates sp/hp must both be > 0.
3349 * => The intention here is to prevent abuse of the battleground- 3006 * => The intention here is to prevent abuse of the battleground-
3350 * feature (like pickable or hidden battleground tiles). */ 3007 * feature (like pickable or hidden battleground tiles). */
3351 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3008 for (object *tmp = op->below; tmp; tmp = tmp->below)
3352 { 3009 {
3353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (tmp->flag [FLAG_IS_FLOOR])
3354 { 3011 {
3355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3012 if (tmp->flag [FLAG_NO_PICK]
3356 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3013 && tmp->type == BATTLEGROUND
3014 && tmp->name == shstr_battleground
3015 && EXIT_X (tmp) && EXIT_Y (tmp))
3357 { 3016 {
3358 /*before we assign the exit, check if this is a teambattle */ 3017 /* before we assign the exit, check if this is a teambattle */
3359 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3018 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) 3019 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3020 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3364 { 3021 {
3365 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3366 {
3367 if (x != NULL && y != NULL) 3022 if (x && y)
3368 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3023 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3024
3369 return 1; 3025 return 1;
3370 }
3371 } 3026 }
3372 } 3027
3373 if (x != NULL && y != NULL) 3028 if (x && y)
3374 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3029 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3030
3375 return 1; 3031 return 1;
3376 } 3032 }
3377 } 3033 }
3378 } 3034 }
3035
3379 /* If we got here, did not find a battleground */ 3036 /* If we got here, did not find a battleground */
3380 return 0; 3037 return 0;
3381} 3038}
3382 3039
3383/* 3040/*
3399 char buf[MAX_BUF]; /* tmp. string buffer */ 3056 char buf[MAX_BUF]; /* tmp. string buffer */
3400 int i = 0, j = 0; 3057 int i = 0, j = 0;
3401 3058
3402 /* get the appropriate treasurelist */ 3059 /* get the appropriate treasurelist */
3403 if (atnr == ATNR_FIRE) 3060 if (atnr == ATNR_FIRE)
3404 trlist = find_treasurelist ("dragon_ability_fire"); 3061 trlist = treasurelist::find (shstr_dragon_ability_fire);
3405 else if (atnr == ATNR_COLD) 3062 else if (atnr == ATNR_COLD)
3406 trlist = find_treasurelist ("dragon_ability_cold"); 3063 trlist = treasurelist::find (shstr_dragon_ability_cold);
3407 else if (atnr == ATNR_ELECTRICITY) 3064 else if (atnr == ATNR_ELECTRICITY)
3408 trlist = find_treasurelist ("dragon_ability_elec"); 3065 trlist = treasurelist::find (shstr_dragon_ability_elec);
3409 else if (atnr == ATNR_POISON) 3066 else if (atnr == ATNR_POISON)
3410 trlist = find_treasurelist ("dragon_ability_poison"); 3067 trlist = treasurelist::find (shstr_dragon_ability_poison);
3411 3068
3412 if (trlist == NULL || who->type != PLAYER) 3069 if (trlist == NULL || who->type != PLAYER)
3413 return; 3070 return;
3414 3071
3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3072 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]); */ 3076 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3420 return; 3077 return;
3421 } 3078 }
3422 3079
3423 /* everything seems okay - now bring on the gift: */ 3080 /* everything seems okay - now bring on the gift: */
3424 item = &(tr->item->clone); 3081 item = tr->item;
3425 3082
3426 if (item->type == SPELL) 3083 if (item->type == SPELL)
3427 { 3084 {
3428 if (check_spell_known (who, item->name)) 3085 if (check_spell_known (who, item->name))
3429 return; 3086 return;
3488 { 3145 {
3489 /* forces in the treasurelist can alter the player's stats */ 3146 /* forces in the treasurelist can alter the player's stats */
3490 object *skin; 3147 object *skin;
3491 3148
3492 /* first get the dragon skin force */ 3149 /* 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) 3150 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3495 ; 3151 ;
3496 3152
3497 if (!skin) 3153 if (!skin)
3498 return; 3154 return;
3499 3155
3513 else 3169 else
3514 j = 1; 3170 j = 1;
3515 strcat (buf, spellpathnames[i]); 3171 strcat (buf, spellpathnames[i]);
3516 } 3172 }
3517 } 3173 }
3174
3518 strcat (buf, "."); 3175 strcat (buf, ".");
3519 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3176 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3520 } 3177 }
3521 3178
3522 /* evtl. adding flags: */ 3179 /* evtl. adding flags: */
3523 if (QUERY_FLAG (item, FLAG_XRAYS)) 3180 if (item->flag [FLAG_XRAYS])
3524 SET_FLAG (skin, FLAG_XRAYS); 3181 skin->set_flag (FLAG_XRAYS);
3525 if (QUERY_FLAG (item, FLAG_STEALTH)) 3182 if (item->flag [FLAG_STEALTH])
3526 SET_FLAG (skin, FLAG_STEALTH); 3183 skin->set_flag (FLAG_STEALTH);
3527 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3184 if (item->flag [FLAG_SEE_IN_DARK])
3528 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3185 skin->set_flag (FLAG_SEE_IN_DARK);
3529 3186
3530 /* print message if there is one */ 3187 /* print message if there is one */
3531 if (item->msg != NULL) 3188 if (item->msg != NULL)
3532 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3189 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3533 } 3190 }
3534 else 3191 else
3535 { 3192 {
3536 /* generate misc. treasure */ 3193 /* generate misc. treasure */
3537 tmp = arch_to_object (tr->item); 3194 tmp = tr->item->instance ();
3538 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3195 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); 3196 who->insert (tmp);
3540 if (who->type == PLAYER)
3541 esrv_send_item (who, tmp);
3542 } 3197 }
3543} 3198}
3544 3199
3545/** 3200//-GPL
3546 * Unready an object for a player. This function does nothing if the object was 3201
3547 * not readied. 3202sint8
3548 */ 3203player::darkness_at (maptile *map, int x, int y) const
3204{
3205 if (!ns)
3206 return LOS_BLOCKED;
3207
3208 int dx, dy;
3209 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3210 return LOS_BLOCKED;
3211
3212 x += dx - ns->current_x;
3213 y += dy - ns->current_y;
3214
3215 return blocked_los (x, y);
3216}
3217
3549void 3218void
3550player_unready_range_ob (player *pl, object *ob) 3219player::infobox (const char *title, const char *msg, int color)
3551{ 3220{
3552 rangetype i; 3221 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3553
3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3555 {
3556 if (pl->ranges[i] == ob)
3557 {
3558 pl->ranges[i] = NULL;
3559 if (pl->shoottype == i)
3560 {
3561 pl->shoottype = range_none;
3562 }
3563 }
3564 }
3565} 3222}
3223
3224void
3225player::statusmsg (const char *msg, int color)
3226{
3227 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3228}
3229
3230void
3231player::failmsg (const char *msg, int color)
3232{
3233 play_sound (sound_find ("generic_failure"));
3234 statusmsg (msg, color);
3235}
3236
3237void
3238object::failmsgf (const char *format, ...)
3239{
3240 if (!contr)
3241 return;
3242
3243 va_list ap;
3244 va_start (ap, format);
3245 contr->failmsg (vformat (format, ap));
3246 va_end (ap);
3247}
3248
3249void
3250player::failmsgf (const char *format, ...)
3251{
3252 va_list ap;
3253 va_start (ap, format);
3254 failmsg (vformat (format, ap));
3255 va_end (ap);
3256}
3257

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