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Comparing deliantra/server/server/player.C (file contents):
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC vs.
Revision 1.259 by root, Sun Mar 28 02:53:46 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{
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
194 return; 67 return;
195 68
196 terminate_all_pets (ob); 69 terminate_all_pets (ob);
197 remove_friendly_object (ob); 70 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
199 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 78 ob->map = 0;
79 party = 0;
201 80
202 // for weird reasons, this is often "ob", keeping a circular reference 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 82
205 players.erase (this); 83 players.erase (this);
206} 84}
207 85
208// connect the player with a specific client 86// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
210void 88void
211player::connect (client *ns) 89player::connect (client *ns)
212{ 90{
213 this->ns = ns; 91 this->ns = ns;
214 ns->pl = this; 92 ns->pl = this;
215 93
216 run_on = 0; 94 run_on = 0;
217 fire_on = 0; 95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
218 97
219 ns->update_look = 0; 98 ns->update_look = 0;
220 ns->look_position = 0; 99 ns->look_position = 0;
221 100
222 clear_los (ob); 101 clear_los ();
223 102
224 ns->reset_stats (); 103 ns->reset_stats ();
225 104
226 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
229 108
230 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob);
234 link_player_skills (ob); 110 link_skills ();
235 111
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237
238 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249 113
250 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
252 { 116 {
253 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
254
255 shstr_cmp dragon_ability_force ("dragon_ability_force");
256 shstr_cmp dragon_skin_force ("dragon_skin_force");
257 118
258 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
261 abil = tmp; 122 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
263 skin = tmp; 124 skin = tmp;
264 125
265 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
266 } 127 }
267 128
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269 130
270 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
271 132
272 ob->update_stats (); 133 ob->update_stats ();
134
273 ns->floorbox_update (); 135 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
277 138
278 activate (); 139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
279 143
280 send_rules (ob); 144 for (object *op = ob->inv; op; op = op->below)
281 send_news (ob); 145 if (op->flag [FLAG_APPLIED])
282 display_motd (ob); 146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case WAND:
153 case ROD:
154 case HORN:
155 case BOW:
156 ranged_ob = op;
157 break;
158
159 case WEAPON:
160 combat_ob = op;
161 break;
162 }
163
164 ob->current_weapon = 0;
165 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
166 activate (); // change_weapon also activates, but this doesn't hurt
283 167
284 INVOKE_PLAYER (CONNECT, this); 168 INVOKE_PLAYER (CONNECT, this);
285 INVOKE_PLAYER (LOGIN, this); 169 INVOKE_PLAYER (LOGIN, this);
286} 170}
287 171
288void 172void
289player::disconnect () 173player::disconnect ()
290{ 174{
175 if (ob)
176 {
177 ob->close_container (); //TODO: client-specific
178 ob->drop_unpaid_items ();
179 }
180
291 if (ns) 181 if (ns)
292 { 182 {
293 if (active) 183 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 184 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295 185
296 INVOKE_PLAYER (DISCONNECT, this); 186 INVOKE_PLAYER (DISCONNECT, this);
297 187
188 ns->reset_stats ();
298 ns->pl = 0; 189 ns->pl = 0;
299 this->ns = 0; 190 ns = 0;
300 } 191 }
192
193 // this is important for the player scheduler to get the correct refcount
194 // when ns = 0
195 observe = viewpoint = ob;
301 196
302 deactivate (); 197 deactivate ();
303} 198}
199
200//-GPL
304 201
305// the need for this function can be explained 202// the need for this function can be explained
306// by load_object not returning the object 203// by load_object not returning the object
307void 204void
308player::set_object (object *op) 205player::set_object (object *op)
309{ 206{
310 ob = op; 207 ob = observe = viewpoint = op;
311 ob->contr = this; /* this aren't yet in archetype */ 208 ob->contr = this; /* this aren't yet in archetype */
312 209
210 ob->speed = 1.0f;
313 ob->speed_left = 0.5; 211 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 212
315 ob->direction = 5; /* So player faces south */ 213 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318
319 ob->roll_stats ();
320} 214}
215
216void
217player::set_observe (object *op)
218{
219 observe = viewpoint = op ? op : ob;
220 do_los = 1;
221}
222
223void
224player::set_viewpoint (object *op)
225{
226 viewpoint = op ? op : (object *)observe;
227 do_los = 1;
228}
229
230//+GPL
321 231
322player::player () 232player::player ()
323{ 233{
324 /* There are some elements we want initialised to non zero value - 234 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point. 235 * we deal with that below this point.
326 */ 236 */
327 outputs_sync = 16; /* Every 2 seconds */ 237 outputs_sync = 4;
328 outputs_count = 8; /* Keeps present behaviour */ 238 outputs_count = 4;
329 unapply = unapply_nochoice; 239 unapply = unapply_nochoice;
330 240
331 savebed_map = first_map_path; /* Init. respawn position */ 241 savebed_map = first_map_path; /* Init. respawn position */
332 242
333 gen_sp_armour = 10; 243 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal; 244 bowtype = bow_normal;
336 petmode = pet_normal; 245 petmode = pet_normal;
337 listening = 10;
338 usekeys = containers; 246 usekeys = containers;
339 peaceful = 1; /* default peaceful */ 247 peaceful = 1; /* default peaceful */
340 do_los = 1; 248 do_los = 1;
249
250 weapon_sp = 1.0f;
251 weapon_sp_left = 0.5f;
341} 252}
342 253
343void 254void
344player::do_destroy () 255player::do_destroy ()
345{ 256{
350 if (ob) 261 if (ob)
351 { 262 {
352 ob->destroy_inv (false); 263 ob->destroy_inv (false);
353 ob->destroy (); 264 ob->destroy ();
354 } 265 }
266
267 ob = observe = viewpoint = 0;
355} 268}
356 269
357player::~player () 270player::~player ()
358{ 271{
359 /* Clear item stack */ 272 /* Clear item stack */
360 free (stack_items); 273 free (stack_items);
274}
275
276/*
277 * get_player_archetype() return next player archetype from archetype
278 * list. Not very efficient routine, but used only creating new players.
279 * Note: there MUST be at least one player archetype!
280 */
281static archetype *
282get_player_archetype (archetype *at)
283{
284 // archetypes could have been reloaded
285 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
286
287 if (!nat)
288 return at;
289
290 archvec::iterator i = archetypes.find (nat);
291
292 for (;;)
293 {
294 if (++i == archetypes.end ())
295 i = archetypes.begin ();
296 else if (*i == at)
297 cleanup ("not a single player archetype found");
298
299 if ((*i)->type == PLAYER)
300 return *i;
301 }
361} 302}
362 303
363/* Tries to add player on the connection passed in ns. 304/* Tries to add player on the connection passed in ns.
364 * All we can really get in this is some settings like host and display 305 * All we can really get in this is some settings like host and display
365 * mode. 306 * mode.
367player * 308player *
368player::create () 309player::create ()
369{ 310{
370 player *pl = new player; 311 player *pl = new player;
371 312
372 pl->set_object (arch_to_object (get_player_archetype (0))); 313 pl->set_object (get_player_archetype (0)->instance ());
314
315 pl->ob->roll_stats ();
316 pl->ob->stats.wc = 2;
317 pl->ob->run_away = 25; /* Then we panick... */
318
373 set_first_map (pl->ob); 319 set_first_map (pl->ob);
374 320
375 return pl; 321 return pl;
376}
377
378/*
379 * get_player_archetype() return next player archetype from archetype
380 * list. Not very efficient routine, but used only creating new players.
381 * Note: there MUST be at least one player archetype!
382 */
383archetype *
384get_player_archetype (archetype *at)
385{
386 archetype *start = at;
387
388 for (;;)
389 {
390 if (at == NULL || at->next == NULL)
391 at = first_archetype;
392 else
393 at = at->next;
394
395 if (at->clone.type == PLAYER)
396 return at;
397
398 if (at == start)
399 {
400 LOG (llevError, "No Player archetypes\n");
401 exit (-1);
402 }
403 }
404} 322}
405 323
406object * 324object *
407get_nearest_player (object *mon) 325get_nearest_player (object *mon)
408{ 326{
411 unsigned lastdist; 329 unsigned lastdist;
412 rv_vector rv; 330 rv_vector rv;
413 331
414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 332 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
415 { 333 {
416 /* We should not find free objects on this friendly list, but it
417 * does periodically happen. Given that, lets deal with it.
418 * While unlikely, it is possible the next object on the friendly
419 * list is also free, so encapsulate this in a while loop.
420 */
421 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
422 {
423 object *tmp = ol->ob;
424
425 /* Can't do much more other than log the fact, because the object
426 * itself will have been cleared.
427 */
428 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
429 tmp->debug_desc ());
430 ol = ol->next;
431 remove_friendly_object (tmp);
432 if (!ol)
433 return op;
434 }
435
436 /* Remove special check for player from this. First, it looks to cause
437 * some crashes (ol->ob->contr not set properly?), but secondly, a more
438 * complicated method of state checking would be needed in any case -
439 * as it was, a clever player could type quit, and the function would
440 * skip them over while waiting for confirmation. Remove
441 * on_same_map check, as can_detect_enemy also does this
442 */
443 if (!can_detect_enemy (mon, ol->ob, &rv)) 334 if (!can_detect_enemy (mon, ol->ob, &rv))
444 continue; 335 continue;
445 336
446 if (lastdist > rv.distance) 337 if (lastdist > rv.distance)
447 { 338 {
523 x = mon->x; 414 x = mon->x;
524 y = mon->y; 415 y = mon->y;
525 m = mon->map; 416 m = mon->map;
526 dir = rv.direction; 417 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 418 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
528 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 419 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
420
529 /* If we can't solve it within the search distance, return now. */ 421 /* If we can't solve it within the search distance, return now. */
530 if (diff > max) 422 if (diff > max)
531 return 0; 423 return 0;
424
532 while (diff > 1 && max > 0) 425 while (diff > 1 && max > 0)
533 { 426 {
534 lastx = x; 427 lastx = x;
535 lasty = y; 428 lasty = y;
536 lastmap = m; 429 lastmap = m;
618 max--; 511 max--;
619 lastdir = dir; 512 lastdir = dir;
620 if (!firstdir) 513 if (!firstdir)
621 firstdir = dir; 514 firstdir = dir;
622 } 515 }
516
623 if (diff <= 1) 517 if (diff <= 1)
624 { 518 {
625 /* Recalculate diff (distance) because we may not have actually 519 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 520 * headed toward player for entire distance.
627 */ 521 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 522 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 523 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
630 } 524 }
525
631 if (diff > max) 526 if (diff > max)
632 return 0; 527 return 0;
633 } 528 }
529
634 /* If we reached the max, didn't find a direction in time */ 530 /* If we reached the max, didn't find a direction in time */
635 if (!max) 531 if (!max)
636 return 0; 532 return 0;
637 533
638 return firstdir; 534 return firstdir;
639} 535}
640 536
641void 537void
642give_initial_items (object *pl, treasurelist * items) 538give_initial_items (object *pl, treasurelist *items)
643{ 539{
644 object *op, *next = NULL;
645
646 if (pl->randomitems != NULL) 540 if (pl->randomitems)
647 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 541 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
648 542
649 for (op = pl->inv; op; op = next) 543 for (object *next, *op = pl->inv; op; op = next)
650 { 544 {
651 next = op->below; 545 next = op->below;
652 546
653 /* Forces get applied per default, unless they have the 547 /* Forces get applied per default, unless they have the
654 * flag "neutral" set. Sorry but I can't think of a better way 548 * flag "neutral" set. Sorry but I can't think of a better way
659 /* we never give weapons/armour if these cannot be used 553 /* we never give weapons/armour if these cannot be used
660 * by this player due to race restrictions 554 * by this player due to race restrictions
661 */ 555 */
662 if (pl->type == PLAYER) 556 if (pl->type == PLAYER)
663 { 557 {
664 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
559 &&
665 (op->type == ARMOUR || op->type == BOOTS || 560 (op->type == ARMOUR || op->type == BOOTS
666 op->type == CLOAK || op->type == HELMET || 561 || op->type == CLOAK || op->type == HELMET
667 op->type == SHIELD || op->type == GLOVES || 562 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE))
668 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
669 { 565 {
670 op->destroy (); 566 op->destroy ();
671 continue; 567 continue;
672 } 568 }
673 } 569 }
674 570
675 /* This really needs to be better - we should really give 571 /* Here we remove duplicated skills (as duplicated spell objects have
676 * a substitute spellbook. The problem is that we don't really 572 * _very_ confusing effects for players), which could for instance be
677 * have a good idea what to replace it with (need something like 573 * generated by bad treasurelists. - elmex
678 * a first level treasurelist for each skill.)
679 * remove duplicate skills also
680 */ 574 */
681 if (op->type == SPELLBOOK || op->type == SKILL) 575 if (op->type == SKILL)
682 { 576 {
683 object *tmp;
684
685 for (tmp = op->below; tmp; tmp = tmp->below) 577 for (object *tmp = op->below; tmp; tmp = tmp->below)
686 if (tmp->type == op->type && tmp->name == op->name) 578 if (tmp->type == op->type && tmp->name == op->name)
687 break;
688
689 if (tmp)
690 { 579 {
691 op->destroy (); 580 op->destroy ();
581 LOG (llevError,
692 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
693 continue; 583 break;
694 } 584 }
695 585
696 if (op->nrof > 1) 586 if (op->nrof > 1)
697 op->nrof = 1; 587 op->nrof = 1;
698 } 588 }
699 589
700 if (op->type == SPELLBOOK && op->inv) 590 if (op->type == SPELLBOOK && op->inv)
701 {
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703 }
704 592
705 /* Give starting characters identified, uncursed, and undamned 593 /* Give starting characters identified, uncursed, and undamned
706 * items. Just don't identify gold or silver, or it won't be 594 * items. Just don't identify gold or silver, or it won't be
707 * merged properly. 595 * merged properly.
708 */ 596 */
709 if (need_identify (op)) 597 if (need_identify (op))
710 { 598 {
711 SET_FLAG (op, FLAG_IDENTIFIED); 599 SET_FLAG (op, FLAG_IDENTIFIED);
712 CLEAR_FLAG (op, FLAG_CURSED); 600 CLEAR_FLAG (op, FLAG_CURSED);
713 CLEAR_FLAG (op, FLAG_DAMNED); 601 CLEAR_FLAG (op, FLAG_DAMNED);
714 } 602 }
603
715 if (op->type == SPELL) 604 if (op->type == SPELL)
716 { 605 {
717 op->destroy (); 606 op->destroy ();
718 continue; 607 continue;
719 } 608 }
721 { 610 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL); 611 SET_FLAG (op, FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0; 612 op->stats.exp = 0;
724 op->level = 1; 613 op->level = 1;
725 } 614 }
726 /* lock all 'normal items by default */ 615 else /* lock all 'normal items by default */
727 else
728 SET_FLAG (op, FLAG_INV_LOCKED); 616 SET_FLAG (op, FLAG_INV_LOCKED);
729 } /* for loop of objects in player inv */ 617 } /* for loop of objects in player inv */
730 618
731 /* Need to set up the skill pointers */ 619 /* Need to set up the skill pointers */
732 link_player_skills (pl); 620 pl->contr->link_skills ();
733} 621}
734 622
735void 623void
736get_party_password (object *op, partylist *party) 624get_party_password (object *op, partylist *party)
737{ 625{
747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
748} 636}
749 637
750/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
751static int 639static int
752roll_stat (void) 640roll_stat ()
753{ 641{
754 int a[4], i, j, k; 642 int a[4], i, j, k;
755 643
756 for (i = 0; i < 4; i++) 644 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 645 a[i] = (int) rndm (6) + 1;
758 646
759 for (i = 0, j = 0, k = 7; i < 4; i++) 647 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 648 if (a[i] < k)
761 k = a[i], j = i; 649 k = a[i], j = i;
762 650
768} 656}
769 657
770void 658void
771object::roll_stats () 659object::roll_stats ()
772{ 660{
773 int statsort [7]; 661 int statsort [NUM_STATS];
774 662
775 for (;;) 663 for (;;)
776 { 664 {
777 int sum = 0; 665 int sum = 0;
778 for (int i = 7; i--; ) 666 for (int i = NUM_STATS; i--; )
779 sum += statsort [i] = roll_stat (); 667 sum += statsort [i] = roll_stat ();
780 668
781 if (sum >= 82 && sum <= 116) 669 if (sum >= 82 && sum <= 116)
782 break; 670 break;
783 } 671 }
784 672
785 // Sort the stats so that rerolling is easier... 673 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>()); 674 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
787 675
676 for (int i = 0; i < NUM_STATS; ++i)
788 stats.Str = statsort[0]; 677 stats.stat (i) = statsort [i];
789 stats.Dex = statsort[1];
790 stats.Con = statsort[2];
791 stats.Int = statsort[3];
792 stats.Wis = statsort[4];
793 stats.Pow = statsort[5];
794 stats.Cha = statsort[6];
795 678
796 stats.exp = 0; 679 stats.exp = 0;
797 stats.ac = 0; 680 stats.ac = 0;
798 681
799 stats.hp = stats.maxhp; 682 stats.hp = stats.maxhp;
811} 694}
812 695
813void 696void
814object::swap_stats (int a, int b) 697object::swap_stats (int a, int b)
815{ 698{
816 int tmp = get_attr_value (&contr->orig_stats, a); 699 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818 set_attr_value (&contr->orig_stats, b, tmp);
819 700
701 for (int i = 0; i < NUM_STATS; ++i)
820 stats.Str = contr->orig_stats.Str; 702 stats.stat (i) = contr->orig_stats.stat (i);
821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827 703
828 //TODO: the following code looks so borked and should, at the very least, 704 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats 705 // be merged with the similar code in roll_stats
830 stats.ac = 0; 706 stats.ac = 0;
831 707
850static void 726static void
851start_info (object *op) 727start_info (object *op)
852{ 728{
853 char buf[MAX_BUF]; 729 char buf[MAX_BUF];
854 730
855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 731 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
856 new_draw_info (NDI_UNIQUE, 0, op, buf); 732 new_draw_info (NDI_UNIQUE, 0, op, buf);
857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
859} 733}
860 734
861/* This function takes the key that is passed, and does the 735/* This function takes the key that is passed, and does the
862 * appropriate action with it (change race, or other things). 736 * appropriate action with it (change race, or other things).
863 * The function name is for historical reasons - now we have 737 * The function name is for historical reasons - now we have
864 * separate race and class; this actually changes the RACE, 738 * separate race and class; this actually changes the RACE,
865 * not the class. 739 * not the class.
866 */ 740 */
867int 741void
868key_change_class (object *op, char key) 742player::chargen_race_done ()
869{ 743{
870 int tmp_loop;
871
872 if (key == 'd' || key == 'D')
873 {
874 char buf[MAX_BUF];
875
876 /* this must before then initial items are given */ 744 /* this must before then initial items are given */
877 esrv_new_player (op->contr, op->weight + op->carrying); 745 esrv_new_player (ob->contr);
878 746
879 treasurelist *tl = find_treasurelist ("starting_wealth"); 747 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
880 if (tl) 748 if (tl)
881 create_treasure (tl, op, 0, 0, 0); 749 create_treasure (tl, ob, 0, 0, 0);
882 750
883 INVOKE_PLAYER (BIRTH, op->contr); 751 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, op->contr); 752 INVOKE_PLAYER (LOGIN, ob->contr);
885 753
886 op->contr->ns->state = ST_PLAYING; 754 ob->contr->ns->state = ST_PLAYING;
887 755
888 if (op->msg) 756 if (ob->msg)
889 op->msg = NULL; 757 ob->msg = 0;
890 758
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
895 make_path_to_file (buf);
896
897 start_info (op); 759 start_info (ob);
898 CLEAR_FLAG (op, FLAG_WIZ); 760 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (op, op->randomitems); 761 give_initial_items (ob, ob->randomitems);
900 link_player_skills (op);
901 esrv_send_inventory (op, op); 762 esrv_send_inventory (ob, ob);
902 op->update_stats (); 763 ob->update_stats ();
903 764
904 /* This moves the player to a different start map, if there 765 /* This moves the player to a different start map, if there
905 * is one for this race 766 * is one for this race
906 */ 767 */
907 if (*first_map_ext_path) 768 if (*first_map_ext_path)
908 { 769 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
909 object *tmp;
910 char mapname[MAX_BUF];
911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = op->x;
916 EXIT_Y (tmp) = op->y;
917 op->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else 770 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 771 LOG (llevDebug, "first_map_ext_path not set\n");
772}
924 773
925 return 0; 774void
926 } 775player::chargen_race_next ()
927 776{
928 /* Following actually changes the race - this is the default command 777 /* Following actually changes the race - this is the default command
929 * if we don't match with one of the options above. 778 * if we don't match with one of the options above.
930 */ 779 */
931 780
932 tmp_loop = 0; 781 do
933 while (!tmp_loop)
934 { 782 {
935 shstr name = op->name; 783 shstr name = ob->name;
936 int x = op->x, y = op->y; 784 int x = ob->x, y = ob->y;
937 785
938 op->remove_statbonus (); 786 ob->remove_statbonus ();
939 op->remove (); 787 ob->remove ();
940 op->arch = get_player_archetype (op->arch); 788 ob->arch = get_player_archetype (ob->arch);
941 op->arch->clone.copy_to (op); 789 ob->arch->copy_to (ob);
942 op->instantiate (); 790 ob->instantiate ();
943 op->stats = op->contr->orig_stats; 791 ob->stats = ob->contr->orig_stats;
944 op->name = op->name_pl = name; 792 ob->name = ob->name_pl = name;
945 op->x = x; 793 ob->x = x;
946 op->y = y; 794 ob->y = y;
947 SET_ANIMATION (op, 2); /* So player faces south */ 795 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (op, op->map, op, 0); 796 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (op->contr->title, op->arch->clone.name); 797 assign (ob->contr->title, ob->arch->object::name);
950 op->add_statbonus (); 798 ob->add_statbonus ();
951 tmp_loop = allowed_class (op);
952 } 799 }
800 while (!allowed_class (ob));
953 801
954 update_object (op, UP_OBJ_FACE); 802 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, op, op); 803 esrv_update_item (UPD_FACE, ob, ob);
956 op->update_stats (); 804 ob->update_stats ();
957 op->stats.hp = op->stats.maxhp; 805 ob->stats.hp = ob->stats.maxhp;
958 op->stats.sp = op->stats.maxsp; 806 ob->stats.sp = ob->stats.maxsp;
959 op->stats.grace = 0; 807 ob->stats.grace = 0;
960
961 if (op->msg)
962 new_draw_info (NDI_BLUE, 0, op, op->msg);
963
964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
965 return 0;
966} 808}
967 809
968void 810static void
969flee_player (object *op) 811flee_player (object *op)
970{ 812{
971 int dir, diff; 813 int dir, diff;
972 rv_vector rv; 814 rv_vector rv;
973 815
976 LOG (llevDebug, "Fleeing player is dead.\n"); 818 LOG (llevDebug, "Fleeing player is dead.\n");
977 CLEAR_FLAG (op, FLAG_SCARED); 819 CLEAR_FLAG (op, FLAG_SCARED);
978 return; 820 return;
979 } 821 }
980 822
981 if (op->enemy == NULL) 823 if (!op->enemy)
982 { 824 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n"); 825 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
985 return; 827 return;
986 } 828 }
987 829
988 /* Seen some crashes here. Since we don't store an
989 * op->enemy_count, it is possible that something destroys the
990 * actual enemy, and the object is recycled.
991 */
992 if (op->enemy->map == NULL)
993 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL;
996 return;
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 { 831 {
1001 op->enemy = NULL; 832 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED); 833 CLEAR_FLAG (op, FLAG_SCARED);
1003 return; 834 return;
1006 get_rangevector (op, op->enemy, &rv, 0); 837 get_rangevector (op, op->enemy, &rv, 0);
1007 838
1008 dir = absdir (4 + rv.direction); 839 dir = absdir (4 + rv.direction);
1009 for (diff = 0; diff < 3; diff++) 840 for (diff = 0; diff < 3; diff++)
1010 { 841 {
1011 int m = 1 - (RANDOM () & 2); 842 int m = 1 - rndm (2) * 2;
1012 843
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 844 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1014 return; 845 return;
1015 } 846 }
1016 847
1017 /* Cornered, get rid of scared */ 848 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 849 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL; 850 op->enemy = NULL;
1020} 851}
1021 852
1022
1023/* check_pick sees if there is stuff to be picked up/picks up stuff. 853/* check_pick sees if there is stuff to be picked up/picks up stuff.
1024 * IT returns 1 if the player should keep on moving, 0 if he should 854 * It returns 1 if the player should keep on moving, 0 if he should
1025 * stop. 855 * stop.
1026 */ 856 */
1027int 857int
1028check_pick (object *op) 858check_pick (object *op)
1029{ 859{
1030 object *tmp, *next; 860 object *tmp, *next;
1031 int stop = 0; 861 int stop = 0;
1032 int j, k, wvratio; 862 int wvratio;
1033 char putstring[128], tmpstr[16];
1034 863
1035 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you can't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
1037 return 1; 866 return 1;
1038 867
1039 next = op->below; 868 next = op->below;
869
870 int cnt = MAX_ITEM_PER_ACTION;
871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1040 872
1041 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 874 * destroyed */
1043 while (next && !next->destroyed ()) 875 while (next && !next->destroyed ())
1044 { 876 {
1045 tmp = next; 877 tmp = next;
1046 next = tmp->below; 878 next = tmp->below;
1047 879
880 if (cnt <= 0)
881 {
882 op->failmsg ("Couldn't pickup all items at once.");
883 return 0;
884 }
885
1048 if (op->destroyed ()) 886 if (op->destroyed ())
1049 return 0; 887 return 0;
1050 888
1051 if (!can_pick (op, tmp)) 889 if (!can_pick (op, tmp))
1052 continue; 890 continue;
1053 891
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 892 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 893 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 894 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 895 CHK_PICK_PICKUP;
896
1058 continue; 897 continue;
1059 } 898 }
1060 899
1061 /* high not bit set? We're using the old autopickup model */ 900 /* pickup handling */
901 if (op->contr->mode & PU_DEBUG)
902 {
903 /* some debugging code to figure out item information */
904 const char *str = tmp->name
905 ? format ("item name: %s item type: %d weight/value: %d",
906 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
907 : format ("item name: %s item type: %d weight/value: %d",
908 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
909
910 new_draw_info (NDI_UNIQUE, 0, op, str);
911 }
912
913 if (op->contr->mode & PU_INHIBIT)
914 return 1;
915
916 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
917 return 1;
918
919 /* philosophy:
920 * It's easy to grab an item type from a pile, as long as it's
921 * generic. This takes no game-time. For more detailed pickups
922 * and selections, select-items should be used. This is a
923 * grab-as-you-run type mode that's really useful for arrows for
924 * example.
925 * The drawback: right now it has no frontend, so you need to
926 * stick the bits you want into a calculator in hex mode and then
927 * convert to decimal and then 'pickup <#>
928 */
929
930 /* the first two modes are exclusive: if NOTHING we return, if
931 * STOP then we stop. All the rest are applied sequentially,
932 * meaning if any test passes, the item gets picked up. */
933
934 /* if mode is set to pick nothing up, return */
935 if (op->contr->mode == PU_NOTHING)
936 return 1;
937
938 /* if mode is set to stop when encountering objects, return */
939 /* take STOP before INHIBIT since it doesn't actually pick
940 * anything up */
941 if (op->contr->mode & PU_STOP)
942 return 0;
943
944 /* useful for going into stores and not losing your settings... */
945 /* and for battles wher you don't want to get loaded down while
946 * fighting */
947 if (op->contr->mode & PU_INHIBIT)
948 return 1;
949
950 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID))
952 continue;
953
954 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
956 continue;
957
958 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 960 if (op->contr->mode & PU_FOOD)
961 if (tmp->type == FOOD)
1063 { 962 {
1064 switch (op->contr->mode) 963 CHK_PICK_PICKUP;
964 continue;
965 }
966
967 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
969 {
970 CHK_PICK_PICKUP;
971 continue;
972 }
973
974 if (op->contr->mode & PU_POTION)
975 if (tmp->type == POTION)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* spellbooks, skillscrolls and normal books/scrolls */
982 if (op->contr->mode & PU_SPELLBOOK)
983 if (tmp->type == SPELLBOOK)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 if (op->contr->mode & PU_SKILLSCROLL)
990 if (tmp->type == SKILLSCROLL)
991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995
996 if (op->contr->mode & PU_READABLES)
997 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND
1006 || tmp->type == ROD
1007 || tmp->type == HORN
1008 || tmp->type == POWER_CRYSTAL)
1009 {
1010 CHK_PICK_PICKUP;
1011 continue;
1012 }
1013
1014 /* pick up all magical items */
1015 if (op->contr->mode & PU_MAGICAL)
1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1022
1023 if (op->contr->mode & PU_VALUABLES)
1024 {
1025 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 1026 {
1066 case 0: 1027 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1028 continue;
1068 case 1:
1069 pick_up (op, tmp);
1070 return 1;
1071 case 2:
1072 pick_up (op, tmp);
1073 return 0;
1074 case 3:
1075 return 0; /* stop before pickup */
1076 case 4:
1077 pick_up (op, tmp);
1078 break;
1079 case 5:
1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1087
1088 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp);
1091 break;
1092
1093 default:
1094 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp);
1098 } 1029 }
1099 } 1030 }
1100 else 1031
1101 { /* old model */ 1032 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 1033 if (op->contr->mode & PU_JEWELS)
1034 if (tmp->type == RING
1035 || tmp->type == AMULET
1036 || tmp->type == GIRDLE
1037 || tmp->type == SKILL_TOOL)
1104 { 1038 {
1105 /* some debugging code to figure out item information */ 1039 CHK_PICK_PICKUP;
1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue; 1040 continue;
1041 }
1152 1042
1153 /* ignore known cursed objects */ 1043 /* we don't forget dragon food */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1044 if (op->contr->mode & PU_FLESH)
1045 if (tmp->type == FLESH)
1046 {
1047 CHK_PICK_PICKUP;
1155 continue; 1048 continue;
1049 }
1156 1050
1157 /* all food and drink if desired */ 1051 /* bows and arrows. Bows are good for selling! */
1158 /* question: don't pick up known-poisonous stuff? */ 1052 if (op->contr->mode & PU_BOW)
1053 if (tmp->type == BOW)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1058
1059 if (op->contr->mode & PU_ARROW)
1060 if (tmp->type == ARROW)
1061 {
1062 CHK_PICK_PICKUP;
1063 continue;
1064 }
1065
1066 /* all kinds of armor etc. */
1067 if (op->contr->mode & PU_ARMOUR)
1068 if (tmp->type == ARMOUR)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_HELMET)
1075 if (tmp->type == HELMET)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_SHIELD)
1082 if (tmp->type == SHIELD)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1159 if (op->contr->mode & PU_FOOD) 1088 if (op->contr->mode & PU_BOOTS)
1160 if (tmp->type == FOOD) 1089 if (tmp->type == BOOTS)
1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1095 if (op->contr->mode & PU_GLOVES)
1096 if (tmp->type == GLOVES || tmp->type == BRACERS)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_CLOAK)
1103 if (tmp->type == CLOAK)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 /* hoping to catch throwing daggers here */
1110 if (op->contr->mode & PU_MISSILEWEAPON)
1111 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* careful: chairs and tables are weapons! */
1118 if (op->contr->mode & PU_ALLWEAPON)
1119 {
1120 if (tmp->type == WEAPON)
1121 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1161 { 1122 {
1162 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1163 continue; 1124 continue;
1164 } 1125 }
1126 }
1165 1127
1128 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1131 {
1169 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1170 continue; 1133 continue;
1171 } 1134 }
1172 1135
1136 /* any of the last 4 bits set means we use the ratio for value
1137 * pickups */
1173 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_RATIO)
1174 if (tmp->type == POTION) 1139 {
1140 /* use value density to decide what else to grab */
1141 /* >=7 was >= op->contr->mode */
1142 /* >=7 is the old standard setting. Now we take the last 4 bits
1175 { 1143 */
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1144 wvratio = op->contr->mode & PU_RATIO;
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1145 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 { 1146 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1147#if 0
1148 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1149 if (tmp->name != NULL)
1221 { 1150 {
1222 pick_up (op, tmp); 1151 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1152 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1352#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL)
1355 {
1356 fprintf (stderr, "%s", tmp->name);
1357 }
1358 else 1153 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1154 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1155 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1156 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1362#endif 1157#endif
1158 CHK_PICK_PICKUP;
1363 continue; 1159 continue;
1364 }
1365 } 1160 }
1366 } /* the new pickup model */ 1161 } /* the new pickup model */
1367 } 1162 }
1368 1163
1369 return !stop; 1164 return !stop;
1165}
1166
1167/* routine for both players and monsters. We call this when
1168 * there is a possibility for our action distrubing our hiding
1169 * place or invisiblity spell. Artefact invisiblity causes
1170 * "noise" instead. If we arent invisible to begin with, we
1171 * return 0.
1172 */
1173static int
1174action_makes_visible (object *op)
1175{
1176 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1177 {
1178 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1179 {
1180 // artefact invisibility is permanent, but we still make noise
1181 // this is important for game-balance.
1182 if (op->contr)
1183 op->make_noise ();
1184
1185 return 0;
1186 }
1187
1188 if (op->contr && op->contr->tmp_invis == 0)
1189 return 0;
1190
1191 /* If monsters, they should become visible */
1192 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1193 {
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1195 return 1;
1196 }
1197 }
1198
1199 return 0;
1370} 1200}
1371 1201
1372/* 1202/*
1373 * Find an arrow in the inventory and after that 1203 * Find an arrow in the inventory and after that
1374 * in the right type container (quiver). Pointer to the 1204 * in the right type container (quiver). Pointer to the
1375 * found object is returned. 1205 * found object is returned.
1376 */ 1206 */
1377object * 1207static object *
1378find_arrow (object *op, const char *type) 1208find_arrow (object *op, const char *type)
1379{ 1209{
1380 object *tmp = NULL;
1381
1382 for (op = op->inv; op; op = op->below) 1210 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1211 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1212 return splay (tmp);
1213
1214 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1215 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1216 if (object *arrow = find_arrow (tmp, type))
1217 {
1218 splay (tmp);
1386 return op; 1219 return arrow;
1220 }
1221
1387 return tmp; 1222 return 0;
1388} 1223}
1389 1224
1390/* 1225/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1226 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test 1227 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down 1228 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow. 1229 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1230 */
1396 1231static object *
1397object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1232find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1233{
1400 object *tmp = NULL, *arrow, *ntmp; 1234 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1235 int attacknum, attacktype, betterby = 0, i;
1402 1236
1403 if (!type) 1237 if (!type)
1407 { 1241 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1242 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 { 1243 {
1410 i = 0; 1244 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1245 ntmp = find_better_arrow (arrow, target, type, &i);
1246
1412 if (i > betterby) 1247 if (i > betterby)
1413 { 1248 {
1414 tmp = ntmp; 1249 tmp = ntmp;
1415 betterby = i; 1250 betterby = i;
1416 } 1251 }
1417 } 1252 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1253 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1254 {
1420 /* allways prefer assasination/slaying */ 1255 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1256 if (target->race && arrow->slaying.contains (target->race))
1422 { 1257 {
1423 if (arrow->attacktype & AT_DEATH) 1258 if (arrow->attacktype & AT_DEATH)
1424 { 1259 {
1425 *better = 100; 1260 *better = 100;
1426 return arrow; 1261 return arrow;
1434 else 1269 else
1435 { 1270 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1271 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1272 {
1438 attacktype = 1 << attacknum; 1273 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1274 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1275 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1276 {
1442 tmp = arrow; 1277 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1278 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1279 }
1445 } 1280 }
1281
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1282 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1283 {
1448 tmp = arrow; 1284 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1285 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1286 }
1287
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1288 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1289 {
1453 tmp = arrow; 1290 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1291 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1292 }
1456 } 1293 }
1457 } 1294 }
1458 } 1295 }
1296
1459 if (tmp == NULL && arrow == NULL) 1297 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1298 return find_arrow (op, type);
1461 1299
1462 *better = betterby; 1300 *better = betterby;
1463 return tmp; 1301 return tmp;
1467 * find_better_arrow to find a decent arrow to use. 1305 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1306 * op = the shooter
1469 * type = bow->race 1307 * type = bow->race
1470 * dir = fire direction 1308 * dir = fire direction
1471 */ 1309 */
1472 1310static object *
1473object *
1474pick_arrow_target (object *op, const char *type, int dir) 1311pick_arrow_target (object *op, shstr_cmp type, int dir)
1475{ 1312{
1476 object *tmp = NULL; 1313 object *tmp = NULL;
1477 maptile *m; 1314 maptile *m;
1478 int i, mflags, found, number; 1315 int i, mflags, found, number;
1479 sint16 x, y; 1316 sint16 x, y;
1494 for (i = 0, found = 0; i < 20; i++) 1331 for (i = 0, found = 0; i < 20; i++)
1495 { 1332 {
1496 x += freearr_x[dir]; 1333 x += freearr_x[dir];
1497 y += freearr_y[dir]; 1334 y += freearr_y[dir];
1498 mflags = get_map_flags (m, &m, x, y, &x, &y); 1335 mflags = get_map_flags (m, &m, x, y, &x, &y);
1336
1499 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1337 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1500 { 1338 {
1501 tmp = NULL; 1339 tmp = 0;
1502 break; 1340 break;
1503 } 1341 }
1504 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1342 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1505 { 1343 {
1506 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1344 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1507 * perhaps a bad assumption. 1345 * perhaps a bad assumption.
1508 */ 1346 */
1509 tmp = NULL; 1347 tmp = 0;
1510 break; 1348 break;
1511 } 1349 }
1350
1512 if (mflags & P_IS_ALIVE) 1351 if (mflags & P_IS_ALIVE)
1513 {
1514 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1352 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1515 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1353 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1516 {
1517 found++;
1518 break;
1519 }
1520 if (found)
1521 break; 1354 break;
1522 }
1523 } 1355 }
1524 if (tmp == NULL) 1356
1357 if (!tmp)
1525 return find_arrow (op, type); 1358 return find_arrow (op, type);
1526 1359
1527 if (tmp->head) 1360 if (tmp->head)
1528 tmp = tmp->head; 1361 tmp = tmp->head;
1529 1362
1542 */ 1375 */
1543int 1376int
1544fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1377fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1545{ 1378{
1546 object *left, *bow; 1379 object *left, *bow;
1547 int bowspeed, mflags; 1380 int mflags;
1548 maptile *m; 1381 maptile *m;
1549 1382
1550 if (!dir) 1383 if (!dir)
1551 { 1384 {
1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1553 return 0; 1386 return 0;
1554 } 1387 }
1555 1388
1556 if (op->type == PLAYER) 1389 if (op->contr)
1557 bow = op->contr->ranges[range_bow]; 1390 bow = op->current_weapon;
1558 else 1391 else
1559 { 1392 {
1560 for (bow = op->inv; bow; bow = bow->below) 1393 for (bow = op->inv; bow; bow = bow->below)
1561 /* Don't check for applied - monsters don't apply bows - in that way, they 1394 /* Don't check for applied - monsters don't apply bows - in that way, they
1562 * don't need to switch back and forth between bows and weapons. 1395 * don't need to switch back and forth between bows and weapons.
1567 if (!bow) 1400 if (!bow)
1568 { 1401 {
1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1402 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570 return 0; 1403 return 0;
1571 } 1404 }
1405
1406 // optimisation: move object to top so we will find it quickly again
1407 splay (bow);
1572 } 1408 }
1573 1409
1574 if (!bow->race || !bow->skill) 1410 if (!bow->race || !bow->skill)
1575 { 1411 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1412 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0; 1413 return 0;
1578 } 1414 }
1579
1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1581
1582 /* penalize ROF for bestarrow */
1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1586 if (bowspeed < 1)
1587 bowspeed = 1;
1588 1415
1589 if (arrow == NULL) 1416 if (arrow == NULL)
1590 { 1417 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1418 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1419 {
1593 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1421 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1595 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1422 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1596 else 1423 else
1597 CLEAR_FLAG (op, FLAG_READY_BOW); 1424 CLEAR_FLAG (op, FLAG_READY_BOW);
1425
1598 return 0; 1426 return 0;
1599 } 1427 }
1600 } 1428 }
1601 1429
1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1430 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1610 } 1438 }
1611 1439
1612 /* this should not happen, but sometimes does */ 1440 /* this should not happen, but sometimes does */
1613 if (arrow->nrof == 0) 1441 if (arrow->nrof == 0)
1614 { 1442 {
1443 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1615 arrow->destroy (); 1444 arrow->destroy ();
1616 return 0; 1445 return 0;
1617 } 1446 }
1618 1447
1619 left = arrow; /* these are arrows left to the player */ 1448 left = arrow; /* these are arrows left to the player */
1620 arrow = get_split_ob (arrow, 1); 1449 arrow = arrow->split ();
1621 if (!arrow) 1450 if (!arrow)
1622 { 1451 {
1623 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1452 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1624 return 0; 1453 return 0;
1625 } 1454 }
1626 1455
1627 arrow->set_owner (op); 1456 arrow->set_owner (op);
1628 arrow->skill = bow->skill; 1457 arrow->skill = bow->skill;
1629 arrow->direction = dir; 1458 arrow->direction = dir;
1630 1459
1460 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1461 arrow->stats.hp = arrow->stats.dam;
1462 arrow->stats.grace = arrow->attacktype;
1463 arrow->custom_name = arrow->slaying;
1464
1465#if 0
1466 if (player *pl = op->contr)
1467 {
1468 float speed = pl->weapon_sp;
1469
1470 /* penalize ROF for bestarrow */
1471 if (pl->bowtype == bow_bestarrow)
1472 speed *= .9f;
1473 else
1474 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1475
1476 op->speed_left += speed - op->speed;
1477 }
1478#endif
1479
1480 SET_ANIMATION (arrow, arrow->direction);
1481
1482 /* update the speed */
1483 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1484 + bow->stats.dam / 7.f;
1485
1486 arrow->set_speed (max (arrow->speed, 2.f));
1487 arrow->speed_left = 0;
1488
1489 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1490
1631 if (op->type == PLAYER) 1491 if (op->type == PLAYER)
1632 { 1492 {
1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1634 op->update_stats ();
1635 }
1636
1637 SET_ANIMATION (arrow, arrow->direction);
1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641 if (arrow->slaying != NULL)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644 /* Note that this was different for monsters - they got their level
1645 * added to the damage. I think the strength bonus is more proper.
1646 */
1647
1648 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1649
1650 /* update the speed */
1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1653
1654 arrow->set_speed (max (arrow->speed, 1.0));
1655 arrow->speed_left = 0;
1656
1657 if (op->type == PLAYER)
1658 {
1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1660 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1661 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1662
1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1493 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1494 wc -= dex_bonus[op->stats.Dex];
1495
1496 if (!arrow->slaying)
1497 arrow->slaying = op->slaying;
1498
1499 arrow->attacktype |= op->attacktype;
1664 } 1500 }
1665 else 1501 else
1666 { 1502 {
1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1668 arrow->level = op->level; 1503 arrow->level = op->level;
1669 } 1504 arrow->stats.wc -= bow->magic;
1670 1505
1671 if (arrow->attacktype == AT_PHYSICAL) 1506 if (!arrow->slaying)
1507 arrow->slaying = bow->slaying;
1508
1672 arrow->attacktype |= bow->attacktype; 1509 arrow->attacktype |= bow->attacktype;
1510 }
1673 1511
1674 if (bow->slaying) 1512 wc -= arrow->level;
1675 arrow->slaying = bow->slaying; 1513 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676 1514
1515 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW; 1516 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1517 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679 1518
1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1519 op->play_sound (sound_find ("fire_arrow"));
1681 m->insert (arrow, sx, sy, op); 1520 m->insert (arrow, sx, sy, op);
1682 1521
1683 if (!arrow->destroyed ()) 1522 if (!arrow->destroyed ())
1684 move_arrow (arrow); 1523 move_arrow (arrow);
1685
1686 if (op->type == PLAYER)
1687 {
1688 if (left->destroyed ())
1689 esrv_del_item (op->contr, left->count);
1690 else
1691 esrv_send_item (op, left);
1692 }
1693 1524
1694 return 1; 1525 return 1;
1695} 1526}
1696 1527
1697/* Special fire code for players - this takes into 1528/* Special fire code for players - this takes into
1699 * but monsters can't. Putting that code here 1530 * but monsters can't. Putting that code here
1700 * makes the fire_bow code much cleaner. 1531 * makes the fire_bow code much cleaner.
1701 * this function should only be called if 'op' is a player, 1532 * this function should only be called if 'op' is a player,
1702 * hence the function name. 1533 * hence the function name.
1703 */ 1534 */
1704int 1535static int
1705player_fire_bow (object *op, int dir) 1536player_fire_bow (object *op, int dir)
1706{ 1537{
1707 int ret = 0, wcmod = 0; 1538 int ret;
1708 1539
1709 if (op->contr->bowtype == bow_bestarrow) 1540 if (op->contr->bowtype == bow_bestarrow)
1710 { 1541 {
1711 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1542 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1712 } 1543 }
1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1544 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1714 { 1545 {
1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1546 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1716 wcmod = -1;
1717
1718 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1547 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1719 } 1548 }
1720 else if (op->contr->bowtype == bow_threewide) 1549 else if (op->contr->bowtype == bow_threewide)
1721 { 1550 {
1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1551 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1723 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1724 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1553 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1725 } 1554 }
1726 else if (op->contr->bowtype == bow_spreadshot) 1555 else if (op->contr->bowtype == bow_spreadshot)
1727 { 1556 {
1728 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1557 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1559 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1731
1732 } 1560 }
1733 else 1561 else
1734 { 1562 {
1735 /* Simple case */ 1563 /* Simple case */
1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1564 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 } 1565 }
1566
1738 return ret; 1567 return ret;
1739} 1568}
1740
1741 1569
1742/* Fires a misc (wand/rod/horn) object in 'dir'. 1570/* Fires a misc (wand/rod/horn) object in 'dir'.
1743 * Broken apart from 'fire' to keep it more readable. 1571 * Broken apart from 'fire' to keep it more readable.
1744 */ 1572 */
1745void 1573static void
1746fire_misc_object (object *op, int dir) 1574fire_misc_object (object *op, int dir)
1747{ 1575{
1748 object *item; 1576 object *item = op->contr->ranged_ob;
1749 1577
1750 if (!op->contr->ranges[range_misc]) 1578 if (!item)
1751 { 1579 {
1752 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1580 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1753 return; 1581 return;
1754 } 1582 }
1755 1583
1756 item = op->contr->ranges[range_misc];
1757 if (!item->inv) 1584 if (!item->inv)
1758 { 1585 {
1759 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1586 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760 return; 1587 return;
1761 } 1588 }
1589
1590 if (!op->change_weapon (item))
1591 return;
1592
1762 if (item->type == WAND) 1593 if (item->type == WAND)
1763 { 1594 {
1764 if (item->stats.food <= 0) 1595 if (item->stats.food <= 0)
1765 { 1596 {
1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1767 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1599
1768 return; 1600 return;
1769 } 1601 }
1770 } 1602 }
1771 else if (item->type == ROD || item->type == HORN) 1603 else if (item->type == ROD || item->type == HORN)
1772 { 1604 {
1773 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1605 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1606
1607 // using the maximum of the rods charge allows at least one spell cast
1608 // for a rod or horn, this fixes some broken rods.
1609 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1774 { 1610 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1611 op->contr->play_sound (sound_find ("wand_poof"));
1612
1776 if (item->type == ROD) 1613 if (item->type == ROD)
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1614 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 else 1615 else
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1617
1780 return; 1618 return;
1781 } 1619 }
1782 } 1620 }
1783 1621
1784 if (cast_spell (op, item, dir, item->inv, NULL)) 1622 if (cast_spell (op, item, dir, item->inv, NULL))
1785 { 1623 {
1786 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1624 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1625
1787 if (item->type == WAND) 1626 if (item->type == WAND)
1788 { 1627 {
1789 if (!(--item->stats.food)) 1628 if (!(--item->stats.food))
1790 { 1629 {
1791 object *tmp; 1630 object *tmp;
1792 1631
1793 if (item->arch) 1632 if (item->arch)
1794 { 1633 {
1795 CLEAR_FLAG (item, FLAG_ANIMATE); 1634 CLEAR_FLAG (item, FLAG_ANIMATE);
1796 item->face = item->arch->clone.face; 1635 item->face = item->arch->face;
1797 item->set_speed (0); 1636 item->set_speed (0);
1798 } 1637 }
1799 1638
1800 if ((tmp = item->in_player ())) 1639 if (object *pl = item->visible_to ())
1801 esrv_update_item (UPD_ANIM, tmp, item); 1640 esrv_update_item (UPD_ANIM, pl, item);
1802 } 1641 }
1803 } 1642 }
1804 else if (item->type == ROD || item->type == HORN) 1643 else if (item->type == ROD || item->type == HORN)
1805 drain_rod_charge (item); 1644 drain_rod_charge (item);
1806 } 1645 }
1807} 1646}
1808 1647
1809/* Received a fire command for the player - go and do it. 1648/* Received a fire command for the player - go and do it.
1810 */ 1649 */
1811void 1650bool
1812fire (object *op, int dir) 1651fire (object *op, int dir)
1813{ 1652{
1814 int spellcost = 0; 1653 int spellcost = 0;
1654
1655 player *pl = op->contr;
1656
1657 if (pl->golem)
1658 {
1659 control_golem (op->contr->golem, dir);
1660 return false;
1661 }
1662
1663 object *ob = pl->ranged_ob;
1664
1665 if (!ob)
1666 return false;
1667
1668 if (op->speed_left > 0.f)
1669 --op->speed_left;
1670 else
1671 return false;
1672
1673 if (!op->change_weapon (ob))
1674 return false;
1815 1675
1816 /* check for loss of invisiblity/hide */ 1676 /* check for loss of invisiblity/hide */
1817 if (action_makes_visible (op)) 1677 if (action_makes_visible (op))
1818 make_visible (op); 1678 make_visible (op);
1819 1679
1820 switch (op->contr->shoottype) 1680 switch (ob->type)
1821 { 1681 {
1822 case range_none: 1682 case BOW:
1823 return;
1824
1825 case range_bow:
1826 player_fire_bow (op, dir); 1683 player_fire_bow (op, dir);
1827 return; 1684 break;
1828 1685
1829 case range_magic: /* Casting spells */ 1686 case SPELL:
1830 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1687 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1831 return; 1688 break;
1832 1689
1833 case range_misc: 1690 case BUILDER:
1691 apply_map_builder (op, dir);
1692 break;
1693
1694 case SKILL:
1695 do_skill (op, op, ob, dir, 0);
1696 break;
1697
1698 case SKILL_TOOL:
1699 // change_weapon ensures that chosen_skill is uptodate
1700 do_skill (op, op, op->chosen_skill, dir, 0);
1701 break;
1702
1703 default:
1834 fire_misc_object (op, dir); 1704 fire_misc_object (op, dir);
1835 return; 1705 break;
1836
1837 case range_golem: /* Control summoned monsters from scrolls */
1838 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1839 {
1840 op->contr->ranges[range_golem] = 0;
1841 op->contr->shoottype = range_none;
1842 }
1843 else
1844 control_golem (op->contr->ranges[range_golem], dir);
1845 return;
1846
1847 case range_skill:
1848 if (!op->chosen_skill)
1849 {
1850 if (op->type == PLAYER)
1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1852 return;
1853 }
1854
1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1856 return;
1857 case range_builder:
1858 apply_map_builder (op, dir);
1859 return;
1860 default:
1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1862 return;
1863 } 1706 }
1864}
1865 1707
1708 return true;
1709}
1866 1710
1867 1711static object *
1868/* find_key
1869 * We try to find a key for the door as passed. If we find a key
1870 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic
1872 * for both is the same - just the specific key is different.
1873 * pl is the player,
1874 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers.
1877 */
1878
1879object *
1880find_key (object *pl, object *container, object *door) 1712find_key_ (object *pl, object *container, object *door)
1881{ 1713{
1882 object *tmp, *key; 1714 object *tmp, *key;
1883 1715
1884 /* Should not happen, but sanity checking is never bad */ 1716 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1717 if (!container->inv)
1886 return NULL; 1718 return 0;
1887 1719
1888 /* First, lets try to find a key in the top level inventory */ 1720 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1721 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1722 {
1891 if (door->type == DOOR && tmp->type == KEY) 1723 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1724 break;
1725
1893 /* For sanity, we should really check door type, but other stuff 1726 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1727 * (like containers) can be locked with special keys
1895 */ 1728 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1729 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1730 break;
1898 } 1731 }
1732
1899 /* No key found - lets search inventories now */ 1733 /* No key found - lets search inventories now */
1900 /* If we find and use a key in an inventory, return at that time. 1734 /* If we find and use a key in an inventory, return at that time.
1901 * otherwise, if we search all the inventories and still don't find 1735 * otherwise, if we search all the inventories and still don't find
1902 * a key, return 1736 * a key, return
1903 */ 1737 */
1904 if (!tmp) 1738 if (!tmp)
1905 { 1739 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1740 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 {
1908 /* No reason to search empty containers */ 1741 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1742 if (tmp->type == CONTAINER && tmp->inv)
1910 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1743 if ((key = find_key_ (pl, tmp, door)))
1912 return key; 1744 return key;
1913 } 1745
1914 }
1915 if (!tmp) 1746 if (!tmp)
1916 return NULL; 1747 return 0;
1917 } 1748 }
1749
1918 /* We get down here if we have found a key. Now if its in a container, 1750 /* We get down here if we have found a key. Now if its in a container,
1919 * see if we actually want to use it 1751 * see if we actually want to use it
1920 */ 1752 */
1921 if (pl != container) 1753 if (pl != container)
1922 { 1754 {
1923 /* Only let players use keys in containers */ 1755 /* Only let players use keys in containers */
1924 if (!pl->contr) 1756 if (!pl->contr)
1925 return NULL; 1757 return 0;
1758
1926 /* cases where this fails: 1759 /* cases where this fails:
1927 * If we only search the player inventory, return now since we 1760 * If we only search the player inventory, return now since we
1928 * are not in the players inventory. 1761 * are not in the players inventory.
1929 * If the container is not active, return now since only active 1762 * If the container is not active, return now since only active
1930 * containers can be used. 1763 * containers can be used.
1934 * inv must have been an container and must have been active. 1767 * inv must have been an container and must have been active.
1935 * 1768 *
1936 * Change the color so that the message doesn't disappear with 1769 * Change the color so that the message doesn't disappear with
1937 * all the others. 1770 * all the others.
1938 */ 1771 */
1939 if (pl->contr->usekeys == key_inventory || 1772 if (pl->contr->usekeys == key_inventory
1940 !QUERY_FLAG (container, FLAG_APPLIED) || 1773 || !QUERY_FLAG (container, FLAG_APPLIED)
1941 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1774 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1942 { 1775 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1776 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1944 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1777 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945 return NULL; 1778 return NULL;
1946 } 1779 }
1947 } 1780 }
1781
1948 return tmp; 1782 return tmp;
1783}
1784
1785/* find_key
1786 * We try to find a key for the door as passed. If we find a key
1787 * and successfully use it, we return the key, otherwise NULL
1788 * This function merges both normal and locked door, since the logic
1789 * for both is the same - just the specific key is different.
1790 * pl is the player,
1791 * inv is the objects inventory to searched
1792 * door is the door we are trying to match against.
1793 * This function can be called recursively to search containers.
1794 */
1795object *
1796find_key (object *pl, object *container, object *door)
1797{
1798 if (door->slaying && is_match_expr (door->slaying))
1799 {
1800 // for match expressions, we try to find the key by applying the match
1801 // to the op itself, which is supposed to find the "key", instead
1802 // of searching through containers ourselves.
1803
1804 return match_one (door->slaying, container, door, pl, pl);
1805 }
1806 else
1807 return find_key_ (pl, container, door);
1949} 1808}
1950 1809
1951/* moved door processing out of move_player_attack. 1810/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1811 * returns 1 if player has opened the door with a key
1953 * such that the caller should not do anything more, 1812 * such that the caller should not do anything more,
1954 * 0 otherwise 1813 * 0 otherwise
1955 */ 1814 */
1956static int 1815static int
1957player_attack_door (object *op, object *door) 1816player_attack_door (object *op, object *door)
1958{ 1817{
1959 /* If its a door, try to find a use a key. If we do destroy the door, 1818 /* If its a door, try to find a key. If we do destroy the door,
1960 * might as well return immediately as there is nothing more to do - 1819 * might as well return immediately as there is nothing more to do -
1961 * otherwise, we fall through to the rest of the code. 1820 * otherwise, we fall through to the rest of the code.
1962 */ 1821 */
1963 object *key = find_key (op, op, door); 1822 object *key = find_key (op, op, door);
1964 1823
1965 /* IF we found a key, do some extra work */ 1824 /* If we found a key, do some extra work */
1966 if (key) 1825 if (key)
1967 { 1826 {
1968 object *container = key->env; 1827 object *container = key->env;
1969 1828
1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1971 if (action_makes_visible (op)) 1829 if (action_makes_visible (op))
1972 make_visible (op); 1830 make_visible (op);
1831
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1832 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 1833 spring_trap (door->inv, op);
1834
1975 if (door->type == DOOR) 1835 if (door->type == DOOR)
1976 {
1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1836 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978 }
1979 else if (door->type == LOCKED_DOOR) 1837 else if (door->type == LOCKED_DOOR)
1980 { 1838 {
1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1839 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1982 remove_door2 (door); /* remove door without violence ;-) */ 1840 remove_door2 (door); /* remove door without violence ;-) */
1983 } 1841 }
1842
1984 /* Do this after we print the message */ 1843 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 1844 key->decrease (); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 1845
1987 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container);
1989 return 1; /* Nothing more to do below */ 1846 return 1; /* Nothing more to do below */
1990 } 1847 }
1991 else if (door->type == LOCKED_DOOR) 1848 else if (door->type == LOCKED_DOOR)
1992 { 1849 {
1993 /* Might as well return now - no other way to open this */ 1850 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1851 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1995 return 1; 1852 return 1;
1996 } 1853 }
1854
1997 return 0; 1855 return 0;
1998} 1856}
1999 1857
2000/* This function is just part of a breakup from move_player. 1858/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 1859 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 1860 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 1861 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 1862 * going to try and move (not fire weapons).
2005 */ 1863 */
2006void 1864bool
2007move_player_attack (object *op, int dir) 1865move_player_attack (object *op, int dir)
2008{ 1866{
2009 object *tmp, *mon; 1867 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2010 sint16 nx, ny; 1868 {
2011 int on_battleground; 1869 --op->speed_left;
2012 maptile *m; 1870 return true;
1871 }
2013 1872
2014 nx = freearr_x[dir] + op->x; 1873 sint16 nx = freearr_x[dir] + op->x;
2015 ny = freearr_y[dir] + op->y; 1874 sint16 ny = freearr_y[dir] + op->y;
2016 1875
2017 on_battleground = op_on_battleground (op, 0, 0); 1876 if (out_of_map (op->map, nx, ny))
1877 return false;
2018 1878
2019 /* If braced, or can't move to the square, and it is not out of the 1879 /* If braced, or can't move to the square, and it is not out of the
2020 * map, attack it. Note order of if statement is important - don't 1880 * map, attack it. Note order of if statement is important - don't
2021 * want to be calling move_ob if braced, because move_ob will move the 1881 * want to be calling move_ob if braced, because move_ob will move the
2022 * player. This is a pretty nasty hack, because if we could 1882 * player. This is a pretty nasty hack, because if we could
2023 * move to some space, it then means that if we are braced, we should 1883 * move to some space, it then means that if we are braced, we should
2024 * do nothing at all. As it is, if we are braced, we go through 1884 * do nothing at all. As it is, if we are braced, we go through
2025 * quite a bit of processing. However, it probably is less than what 1885 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 1886 * move_ob uses.
2027 */ 1887 */
2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1888 maptile *m = op->map->xy_find (nx, ny);
1889
1890 /* Go through all the objects, and find ones of interest. Only stop if
1891 * we find a monster - that is something we know we want to attack.
1892 * if its a door or barrel (can roll) see if there may be monsters
1893 * on the space
1894 */
1895 object *mon;
1896 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1897 {
1898 if ((mon->flag [FLAG_ALIVE]
1899 || mon->type == LOCKED_DOOR
1900 || mon->flag [FLAG_CAN_ROLL])
1901 && mon != op)
1902 break;
2029 { 1903 }
2030 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1904
1905 if (!mon) /* This happens anytime the player tries to move */
1906 return false; /* into a wall */
1907
1908 mon = mon->head_ ();
1909
1910 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1911 if (op->contr->weapon_sp_left > 0.f)
1912 if (player_attack_door (op, mon))
1913 {
1914 --op->contr->weapon_sp_left;
1915 return true;
2031 { 1916 }
2032 m = op->map->xy_find (nx, ny); 1917
2033 if (!m) 1918 /* The following deals with possibly attacking peaceful
2034 return; /* Don't think this should happen */ 1919 * or friendly creatures. Basically, all players are considered
1920 * unaggressive. If the moving player has peaceful set, then the
1921 * object should be pushed instead of attacked. It is assumed that
1922 * if you are braced, you will not attack friends accidently,
1923 * and thus will not push them.
1924 */
1925
1926 /* If the creature is a pet, push it even if the player is not
1927 * peaceful. Our assumption is the creature is a pet if the
1928 * player owns it and it is either friendly or unagressive.
1929 */
1930 if (op->type == PLAYER
1931 && ((mon->owner && mon->owner->contr
1932 && same_party (mon->owner->contr->party, op->contr->party))
1933 || mon->owner == op)
1934 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1935 {
1936 /* If we're braced, we don't want to switch places with it */
1937 if (op->contr->braced)
1938 return false;
1939
1940 if (op->speed_left > 0.f)
1941 {
1942 --op->speed_left;
1943
1944 op->play_sound (sound_find ("push_player"));
1945 push_ob (mon, dir, op);
1946
1947 if (action_makes_visible (op))
1948 make_visible (op);
1949
1950 return true;
2035 } 1951 }
2036 else 1952 else
2037 m = op->map;
2038
2039 if (!(tmp = m->at (nx, ny).bot))
2040 return; 1953 return false;
1954 }
2041 1955
2042 mon = 0; 1956 bool on_battleground = op_on_battleground (op, 0, 0);
2043 /* Go through all the objects, and find ones of interest. Only stop if
2044 * we find a monster - that is something we know we want to attack.
2045 * if its a door or barrel (can roll) see if there may be monsters
2046 * on the space
2047 */
2048 while (tmp)
2049 {
2050 if (tmp == op)
2051 {
2052 tmp = tmp->above;
2053 continue;
2054 }
2055 1957
2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2057 {
2058 mon = tmp;
2059 break;
2060 }
2061
2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2063 mon = tmp;
2064
2065 tmp = tmp->above;
2066 }
2067
2068 if (!mon) /* This happens anytime the player tries to move */
2069 return; /* into a wall */
2070
2071 if (mon->head)
2072 mon = mon->head;
2073
2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (player_attack_door (op, mon))
2076 return;
2077
2078 /* The following deals with possibly attacking peaceful
2079 * or frienddly creatures. Basically, all players are considered
2080 * unaggressive. If the moving player has peaceful set, then the
2081 * object should be pushed instead of attacked. It is assumed that
2082 * if you are braced, you will not attack friends accidently,
2083 * and thus will not push them.
2084 */
2085
2086 /* If the creature is a pet, push it even if the player is not
2087 * peaceful. Our assumption is the creature is a pet if the
2088 * player owns it and it is either friendly or unagressive.
2089 */
2090 if ((op->type == PLAYER)
2091#if COZY_SERVER
2092 &&
2093 ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2095#else
2096 && mon->owner == op
2097#endif
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 {
2100 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced)
2102 return;
2103
2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2105 (void) push_ob (mon, dir, op);
2106 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op);
2108
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly 1958 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push 1959 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't 1960 * someone, but put it inside this loop so that you won't
2115 * attack them either. 1961 * attack them either.
2116 */ 1962 */
2117 if ((mon->type == PLAYER || mon->enemy != op) && 1963 if ((mon->type == PLAYER || mon->enemy != op)
2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1964 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2119#ifdef PROHIBIT_PLAYERKILL
2120 (op->contr->peaceful 1965 && ((op->contr->peaceful
2121 || (mon->type == PLAYER 1966 || (mon->type == PLAYER && mon->contr->peaceful))
2122 && mon->contr->
2123 peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground)) 1967 && !on_battleground))
1968 {
1969 if (op->speed_left > 0.f)
2128 { 1970 {
1971 --op->speed_left;
1972
2129 if (!op->contr->braced) 1973 if (!op->contr->braced)
2130 { 1974 {
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1975 op->play_sound (sound_find ("push_player"));
2132 push_ob (mon, dir, op); 1976 push_ob (mon, dir, op);
2133 } 1977 }
2134 else 1978 else
2135 new_draw_info (0, 0, op, "You withhold your attack"); 1979 op->statusmsg ("You withhold your attack");
2136 1980
2137 if (op->contr->tmp_invis || op->hide) 1981 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2138 make_visible (op); 1982 make_visible (op);
2139 }
2140 1983
1984 return true;
1985 }
1986 }
2141 /* If the object is a boulder or other rollable object, then 1987 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 1988 * roll it if not braced. You can't roll it if you are braced.
2143 */ 1989 */
2144 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1990 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1991 {
1992 if (op->speed_left > 0.f)
2145 { 1993 {
1994 --op->speed_left;
1995
2146 recursive_roll (mon, dir, op); 1996 recursive_roll (mon, dir, op);
2147 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
2148 make_visible (op); 1998 make_visible (op);
2149 }
2150 1999
2000 return true;
2001 }
2002 }
2151 /* Any generic living creature. Including things like doors. 2003 /* Any generic living creature. Including things like doors.
2152 * Way it works is like this: First, it must have some hit points 2004 * Way it works is like this: First, it must have some hit points
2153 * and be living. Then, it must be one of the following: 2005 * and be living. Then, it must be one of the following:
2154 * 1) Not a player, 2) A player, but of a different party. Note 2006 * 1) Not a player, 2) A player, but of a different party. Note
2155 * that party_number -1 is no party, so attacks can still happen. 2007 * that party_number -1 is no party, so attacks can still happen.
2156 */ 2008 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2009 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2010 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 { 2011 {
2160 2012 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2161 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit)
2167 { 2013 {
2168 op->speed_left += op->speed / op->contr->weapon_sp; 2014 --op->contr->weapon_sp_left;
2169
2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2171 }
2172 2015
2173 skill_attack (mon, op, 0, 0, 0); 2016 skill_attack (mon, op, 0, 0, 0);
2174
2175 /* If attacking another player, that player gets automatic
2176 * hitback, and doesn't loose luck either.
2177 * Disable hitback on the battleground or if the target is
2178 * the wiz.
2179 */
2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2181 {
2182 short luck = mon->stats.luck;
2183
2184 mon->contr->has_hit = 1;
2185 skill_attack (op, mon, 0, 0, 0);
2186 mon->stats.luck = luck;
2187 }
2188 2017
2189 if (action_makes_visible (op)) 2018 if (action_makes_visible (op))
2190 make_visible (op); 2019 make_visible (op);
2191 }
2192 } /* if player should attack something */
2193}
2194 2020
2195int 2021 return true;
2022 }
2023 }
2024
2025 return false;
2026}
2027
2028bool
2196move_player (object *op, int dir) 2029move_player (object *op, int dir)
2197{ 2030{
2198 int pick;
2199
2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2031 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2201 return 0; 2032 return 0;
2202 2033
2203 /* Sanity check: make sure dir is valid */ 2034 /* Sanity check: make sure dir is valid */
2204 if ((dir < 0) || (dir >= 9)) 2035 if (dir < 0 || dir >= 9)
2205 { 2036 {
2206 LOG (llevError, "move_player: invalid direction %d\n", dir); 2037 LOG (llevError, "move_player: invalid direction %d\n", dir);
2207 return 0; 2038 return 0;
2208 } 2039 }
2209 2040
2210 /* peterm: added following line */ 2041 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2042 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2043 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2044
2214 op->facing = dir; 2045 op->facing = dir;
2215 2046
2216 if (op->hide) 2047 if (op->flag [FLAG_HIDDEN])
2217 do_hidden_move (op); 2048 do_hidden_move (op);
2218 2049
2050 bool retval;
2051 int pick = 0;
2052
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2053 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 /*nop */ ; 2054 retval = RESULT_INT (0);
2221 else if (op->contr->fire_on) 2055 else if (op->contr->fire_on)
2222 fire (op, dir); 2056 retval = fire (op, dir);
2223 else 2057 else
2224 { 2058 {
2225 move_player_attack (op, dir); 2059 retval = move_player_attack (op, dir);
2226 pick = check_pick (op); 2060 pick = check_pick (op);
2227 } 2061 }
2228 2062
2229 /* Add special check for newcs players and fire on - this way, the 2063 /* Add special check for newcs players and fire on - this way, the
2230 * server can handle repeat firing. 2064 * server can handle repeat firing.
2237 /* Update how the player looks. Use the facing, so direction may 2071 /* Update how the player looks. Use the facing, so direction may
2238 * get reset to zero. This allows for full animation capabilities 2072 * get reset to zero. This allows for full animation capabilities
2239 * for players. 2073 * for players.
2240 */ 2074 */
2241 animate_object (op, op->facing); 2075 animate_object (op, op->facing);
2242 return 0; 2076
2077 return retval;
2243} 2078}
2244 2079
2245/* This is similar to handle_player, below, but is only used by the 2080/* This is similar to handle_player, below, but is only used by the
2246 * new client/server stuff. 2081 * new client/server stuff.
2247 * This is sort of special, in that the new client/server actually uses 2082 * This is sort of special, in that the new client/server actually uses
2248 * the new speed values for commands. 2083 * the new speed values for commands.
2249 * 2084 *
2250 * Returns true if there are more actions we can do. 2085 * Returns true if there are more actions we can do. Should not do
2086 * many actions in a row, as that would be too unfair to other
2087 * players.
2251 */ 2088 */
2252int 2089bool
2253handle_newcs_player (object *op) 2090handle_newcs_player (object *op)
2254{ 2091{
2255 if (op->contr->hidden)
2256 {
2257 op->invisible = 1000;
2258 /* the socket code flashes the player visible/invisible
2259 * depending on the value of invisible, so we need to
2260 * alternate it here for it to work correctly.
2261 */
2262 if (pticks & 2)
2263 op->invisible--;
2264 }
2265 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2266 {
2267 op->invisible--;
2268 if (!op->invisible)
2269 {
2270 make_visible (op);
2271 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2272 }
2273 }
2274
2275 if (QUERY_FLAG (op, FLAG_SCARED)) 2092 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2093 {
2277 flee_player (op); 2094 if (op->speed_left > 0.f)
2278 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2095 {
2281 op->speed_left--; 2096 --op->speed_left;
2097 flee_player (op);
2098
2282 return 0; 2099 return true;
2283 } 2100 }
2101 else
2102 return false;
2284 } 2103 }
2285
2286 /* I've been seeing crashes where the golem has been destroyed, but
2287 * the player object still points to the defunct golem. The code that
2288 * destroys the golem looks correct, and it doesn't always happen, so
2289 * put this in a a workaround to clean up the golem pointer.
2290 */
2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2292 op->contr->ranges[range_golem] = 0;
2293 2104
2294 /* call this here - we also will call this in do_ericserver, but 2105 /* call this here - we also will call this in do_ericserver, but
2295 * the players time has been increased when doericserver has been 2106 * the players time has been increased when doericserver has been
2296 * called, so we recheck it here. 2107 * called, so we recheck it here.
2297 */ 2108 */
2298 if (op->contr->ns->handle_command ()) 2109 if (op->contr->ns->handle_command ())
2299 return 1; 2110 return true;
2300 2111
2301 if (op->speed_left > 0)
2302 {
2303 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2112 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2304 {
2305 /* All move commands take 1 tick, at least for now */
2306 op->speed_left--;
2307
2308 /* Instead of all the stuff below, let move_player take care
2309 * of it. Also, some of the skill stuff is only put in
2310 * there, as well as the confusion stuff.
2311 */
2312 move_player (op, op->direction); 2113 return move_player (op, op->direction);
2313 2114
2314 return op->speed_left > 0;
2315 }
2316 }
2317
2318 return 0; 2115 return false;
2319} 2116}
2320 2117
2321int 2118static int
2322save_life (object *op) 2119save_life (object *op)
2323{ 2120{
2324 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2121 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2325 return 0; 2122 return 0;
2326 2123
2327 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2124 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2125 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2329 { 2126 {
2330 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2127 op->play_sound (sound_find ("ob_evaporate"));
2331 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2128 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2332
2333 if (op->contr)
2334 esrv_del_item (op->contr, tmp->count);
2335 2129
2336 tmp->destroy (); 2130 tmp->destroy ();
2337 CLEAR_FLAG (op, FLAG_LIFESAVE); 2131 CLEAR_FLAG (op, FLAG_LIFESAVE);
2338 2132
2339 if (op->stats.hp < 0) 2133 if (op->stats.hp < 0)
2352 return 0; 2146 return 0;
2353} 2147}
2354 2148
2355/* This goes throws the inventory and removes unpaid objects, and puts them 2149/* This goes throws the inventory and removes unpaid objects, and puts them
2356 * back in the map (location and map determined by values of env). This 2150 * back in the map (location and map determined by values of env). This
2357 * function will descend into containers. op is the object to start the search 2151 * function will descend into containers. op is the object to start the search
2358 * from. 2152 * from.
2359 */ 2153 */
2154static void
2155drop_unpaid_items (object *op, object *env)
2156{
2157 while (op)
2158 {
2159 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2160
2161 if (QUERY_FLAG (op, FLAG_UNPAID))
2162 op->insert_at (env);
2163 else if (op->inv)
2164 drop_unpaid_items (op->inv, env);
2165
2166 op = next;
2167 }
2168}
2169
2360void 2170void
2361remove_unpaid_objects (object *op, object *env) 2171object::drop_unpaid_items ()
2362{ 2172{
2363 object *next; 2173 if (!flag [FLAG_REMOVED])
2364 2174 ::drop_unpaid_items (inv, this);
2365 while (op)
2366 {
2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368
2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 {
2371 if (env->type == PLAYER)
2372 esrv_del_item (env->contr, op->count);
2373
2374 op->insert_at (env);
2375 }
2376 else if (op->inv)
2377 remove_unpaid_objects (op->inv, env);
2378
2379 op = next;
2380 }
2381}
2382
2383/*
2384 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory.
2389 */
2390char *
2391gravestone_text (object *op)
2392{
2393 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF];
2395 time_t now = time (NULL);
2396
2397 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else
2401 sprintf (buf, "%s\n", &op->name);
2402
2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2404 strcat (buf2, buf);
2405 if (op->type == PLAYER)
2406 sprintf (buf, "who was in level %d when killed\n", op->level);
2407 else
2408 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2409
2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2411 strcat (buf2, buf);
2412 if (op->type == PLAYER)
2413 {
2414 sprintf (buf, "by %s.\n\n", op->contr->killer);
2415 strncat (buf2, " ", 21 - strlen (buf) / 2);
2416 strcat (buf2, buf);
2417 }
2418
2419 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2421 strcat (buf2, buf);
2422
2423 return buf2;
2424} 2175}
2425 2176
2426void 2177void
2427do_some_living (object *op) 2178do_some_living (object *op)
2428{ 2179{
2435 int rate_grace = 2000; 2186 int rate_grace = 2000;
2436 const int max_hp = 1; 2187 const int max_hp = 1;
2437 const int max_sp = 1; 2188 const int max_sp = 1;
2438 const int max_grace = 1; 2189 const int max_grace = 1;
2439 2190
2440 if (op->contr->outputs_sync) 2191 if (op->contr->hidden)
2192 {
2193 op->invisible = 1000;
2194 /* the socket code flashes the player visible/invisible
2195 * depending on the value of invisible, so we need to
2196 * alternate it here for it to work correctly.
2197 */
2198 if (pticks & 2)
2199 op->invisible--;
2441 { 2200 }
2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2201 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2202 {
2444 flush_output_element (op, &op->contr->outputs[i]); 2203 if (!op->invisible--)
2204 {
2205 make_visible (op);
2206 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2207 }
2445 } 2208 }
2446 2209
2447 if (op->contr->ns->state == ST_PLAYING) 2210 if (op->contr->ns->state == ST_PLAYING)
2448 { 2211 {
2449 /* these next three if clauses make it possible to SLOW DOWN 2212 /* these next three if clauses make it possible to SLOW DOWN
2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2231 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2469 else 2232 else
2470 { 2233 {
2471 gen_grace = op->stats.maxgrace; 2234 gen_grace = op->stats.maxgrace;
2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2235 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2473 }
2474
2475 /* Regenerate Spell Points */
2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2477 {
2478 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2479 if (op->stats.sp < op->stats.maxsp)
2480 {
2481 op->stats.sp++;
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 {
2485 op->stats.food--;
2486 if (op->contr->digestion < 0)
2487 op->stats.food += op->contr->digestion;
2488 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food = last_food;
2490 }
2491 }
2492
2493 if (max_sp > 1)
2494 {
2495 over_sp = (gen_sp + 10) / rate_sp;
2496 if (over_sp > 0)
2497 {
2498 if (op->stats.sp < op->stats.maxsp)
2499 {
2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2502 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2503 op->stats.sp--;
2504
2505 if (op->stats.sp > op->stats.maxsp)
2506 op->stats.sp = op->stats.maxsp;
2507 }
2508 op->last_sp = 0;
2509 }
2510 else
2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2512 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 } 2236 }
2516 2237
2517 /* Regenerate Grace */ 2238 /* Regenerate Grace */
2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2239 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2519 if (--op->last_grace < 0) 2240 if (--op->last_grace < 0)
2540 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2261 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2541 } 2262 }
2542 /* wearing stuff doesn't detract from grace generation. */ 2263 /* wearing stuff doesn't detract from grace generation. */
2543 } 2264 }
2544 2265
2266 if (op->stats.food > 0)
2267 {
2545 /* Regenerate Hit Points */ 2268 /* Regenerate Spell Points */
2546 if (--op->last_heal < 0) 2269 if (!op->contr->golem && --op->last_sp < 0)
2547 {
2548 if (op->stats.hp < op->stats.maxhp)
2549 { 2270 {
2550 op->stats.hp++; 2271 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2551 /* dms do not consume food */ 2272
2552 if (!QUERY_FLAG (op, FLAG_WIZ)) 2273 if (op->stats.sp < op->stats.maxsp)
2553 { 2274 {
2275 op->stats.sp++;
2276
2277 /* dms do not consume food */
2278 if (!QUERY_FLAG (op, FLAG_WIZ))
2279 {
2554 op->stats.food--; 2280 op->stats.food--;
2281
2555 if (op->contr->digestion < 0) 2282 if (op->contr->digestion < 0)
2556 op->stats.food += op->contr->digestion; 2283 op->stats.food += op->contr->digestion;
2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2284 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2558 op->stats.food = last_food; 2285 op->stats.food = last_food;
2286 }
2559 } 2287 }
2560 }
2561 2288
2562 if (max_hp > 1) 2289 if (max_sp > 1)
2563 {
2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2565 if (over_hp > 0)
2566 { 2290 {
2567 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2291 over_sp = (gen_sp + 10) / rate_sp;
2292 if (over_sp > 0)
2293 {
2294 if (op->stats.sp < op->stats.maxsp)
2295 {
2296 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2297
2298 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2299 op->stats.sp--;
2300
2301 if (op->stats.sp > op->stats.maxsp)
2302 op->stats.sp = op->stats.maxsp;
2303 }
2304
2568 op->last_heal = 0; 2305 op->last_sp = 0;
2306 }
2307 else
2308 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2569 } 2309 }
2570 else 2310 else
2311 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2312 }
2313
2314 /* Regenerate Hit Points */
2315 if (--op->last_heal < 0)
2316 {
2317 if (op->stats.hp < op->stats.maxhp)
2571 { 2318 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2319 op->stats.hp++;
2320
2321 /* dms do not consume food */
2322 if (!QUERY_FLAG (op, FLAG_WIZ))
2323 {
2324 op->stats.food--;
2325
2326 if (op->contr->digestion < 0)
2327 op->stats.food += op->contr->digestion;
2328 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2329 op->stats.food = last_food;
2330 }
2573 } 2331 }
2332
2333 if (max_hp > 1)
2334 {
2335 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2336
2337 if (over_hp > 0)
2338 {
2339 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2340 op->last_heal = 0;
2341 }
2342 else
2343 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2574 } 2344 }
2575 else 2345 else
2576 {
2577 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2346 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2347 }
2579 } 2348 }
2580 2349
2581 /* Digestion */ 2350 /* Digestion */
2582 if (--op->last_eat < 0) 2351 if (--op->last_eat < 0)
2583 { 2352 {
2584#ifdef COZY_SERVER 2353 int bonus = max (0, op->contr->digestion),
2585 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2354 penalty = max (0, -op->contr->digestion);
2586 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2587#else
2588 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2589#endif
2590 2355
2591 if (op->contr->gen_hp > 0)
2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2356 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2593 else
2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595 2357
2596 /* dms do not consume food */ 2358 /* dms do not consume food */
2597 if (!QUERY_FLAG (op, FLAG_WIZ)) 2359 if (!QUERY_FLAG (op, FLAG_WIZ))
2598 op->stats.food--; 2360 op->stats.food--;
2599 } 2361 }
2600 2362
2601 if (op->stats.food < 0 && op->stats.hp >= 0) 2363 if (op->stats.food < 0 && op->stats.hp >= 0)
2602 { 2364 {
2603 object *tmp, *flesh = 0; 2365 object *flesh = 0;
2604 2366
2605 for (tmp = op->inv; tmp; tmp = tmp->below) 2367 for_inv_removable (op, tmp)
2606 { 2368 {
2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2369 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2370 continue;
2371
2372 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2608 { 2373 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2374 op->statusmsg ("You blindly grab for a bite of food. "
2610 { 2375 "H<To prevent you from starving, you ate some random item from your backpack.>");
2611 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2612 manual_apply (op, tmp, 0); 2376 manual_apply (op, tmp, 0);
2377
2613 if (op->stats.food >= 0 || op->stats.hp < 0) 2378 if (op->stats.food >= 0 || op->stats.hp < 0)
2614 break; 2379 break;
2615 } 2380 }
2616 else if (tmp->type == FLESH) 2381 else if (tmp->type == FLESH)
2617 flesh = tmp; 2382 flesh = tmp;
2618 } /* End if paid for object */ 2383 }
2619 } /* end of for loop */
2620 2384
2621 /* If player is still starving, it means they don't have any food, so 2385 /* If player is still starving, it means they don't have any food, so
2622 * eat flesh instead. 2386 * eat flesh instead.
2623 */ 2387 */
2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2388 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2625 { 2389 {
2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2390 op->statusmsg ("You blindly grab for a bite of food. "
2391 "H<To prevent you from starving, you ate some random item from your backpack.>");
2627 manual_apply (op, flesh, 0); 2392 manual_apply (op, flesh, 0);
2628 } 2393 }
2394
2395 // If player is still starving, alert him!
2396 if (op->stats.food < 0)
2397 op->failmsg ("You are starving! "
2398 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2399 }
2400
2401 if (op->stats.food < 0)
2629 } 2402 {
2403 op->stats.hp += op->stats.food;
2404 op->stats.food = 0;
2630 2405
2631 while (op->stats.food < 0 && op->stats.hp >= 0) 2406 if (op->stats.hp < 0)
2632 op->stats.food++, op->stats.hp--; 2407 {
2408 op->contr->killer = archetype::get ("killer_starvation");
2409 op->contr->killer->destroy ();
2410 }
2411 }
2633 2412
2413 /* killer should be set here already */
2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2414 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2635 kill_player (op); 2415 kill_player (op);
2636 } 2416 }
2637} 2417}
2638 2418
2642 * file. 2422 * file.
2643 */ 2423 */
2644void 2424void
2645kill_player (object *op) 2425kill_player (object *op)
2646{ 2426{
2647 char buf[MAX_BUF];
2648 int x, y; 2427 int x, y;
2649
2650 //int i;
2651 maptile *map; /* this is for resurrection */ 2428 maptile *map; /* this is for resurrection */
2652
2653 /* int z;
2654 int num_stats_lose;
2655 int lost_a_stat;
2656 int lose_this_stat;
2657 int this_stat; */
2658 int will_kill_again; 2429 int will_kill_again;
2659 archetype *at; 2430 archetype *at;
2660 object *tmp; 2431 object *tmp;
2661 2432
2662 if (save_life (op)) 2433 if (save_life (op))
2663 return; 2434 return;
2664 2435
2436 dynbuf_text deathtab;
2437
2438 /* restore player */
2439 at = archetype::find (shstr_poisoning);
2440 if (object *tmp = present_arch_in_ob (at, op))
2441 {
2442 tmp->destroy ();
2443 deathtab << "Your body feels cleansed...\r";
2444 }
2445
2446 at = archetype::find (shstr_confusion);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your mind feels clearer...\r";
2451 }
2452
2453 cure_disease (op, 0, 0); /* remove any disease */
2454
2455 max_it (op->stats.hp , op->stats.maxhp);
2456 max_it (op->stats.sp , op->stats.maxsp);
2457 max_it (op->stats.grace, op->stats.maxgrace);
2458
2459 if (op->stats.food <= 0)
2460 op->stats.food = 999;
2461
2462 // remove all spell effects that are active
2463 // to avoid long-term effects such as word-of-recall
2464 for (object *item = op->inv; item; )
2465 {
2466 object *next = item->below;
2467
2468 if (item->type == SPELL_EFFECT && item->active)
2469 item->destroy ();
2470
2471 item = next;
2472 }
2665 2473
2666 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2474 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2667 * in cities ONLY!!! It is very important that this doesn't get abused. 2475 * in cities ONLY!!! It is very important that this doesn't get abused.
2668 * Look at op_on_battleground() for more info --AndreasV 2476 * Look at op_on_battleground() for more info --AndreasV
2669 */ 2477 */
2670 if (op_on_battleground (op, &x, &y)) 2478 if (op_on_battleground (op, &x, &y))
2671 { 2479 {
2672 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2480 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2674
2675 /* restore player */
2676 at = archetype::find ("poisoning");
2677 if (object *tmp = present_arch_in_ob (at, op))
2678 {
2679 tmp->destroy ();
2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2681 }
2682
2683 at = archetype::find ("confusion");
2684 if (object *tmp = present_arch_in_ob (at, op))
2685 {
2686 tmp->destroy ();
2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2688 }
2689
2690 cure_disease (op, 0); /* remove any disease */
2691 op->stats.hp = op->stats.maxhp;
2692 if (op->stats.food <= 0)
2693 op->stats.food = 999;
2694 2481
2695 /* create a bodypart-trophy to make the winner happy */ 2482 /* create a bodypart-trophy to make the winner happy */
2696 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2483 object *tmp = archetype::find (shstr_finger)->instance ();
2697 { 2484
2698 sprintf (buf, "%s's finger", &op->name); 2485 tmp->name = format ("%s's finger" , &op->name);
2699 tmp->name = buf; 2486 tmp->name_pl = format ("%s's fingers", &op->name);
2700 sprintf (buf, " This finger has been cut off %s\n" 2487 tmp->msg = format (
2701 " the %s, when he was defeated at\n level %d by %s.\n", 2488 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2489 &op->name, op->contr->title,
2703 tmp->msg = buf; 2490 (int)op->level,
2491 op->contr->killer_name ()
2492 );
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2493 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2494 tmp->material = name_to_material (shstr_organic);
2706 tmp->insert_at (op, tmp); 2495 tmp->insert_at (op, tmp);
2707 }
2708 2496
2709 /* teleport defeated player to new destination */ 2497 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2498 transfer_ob (op, x, y, 0, NULL);
2711 op->contr->braced = 0; 2499 op->contr->braced = 0;
2500
2501 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2712 return; 2502 return;
2713 } 2503 }
2714 2504
2505 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2506 deathtab << "T<YOU HAVE DIED>\n\n";
2507
2715 INVOKE_PLAYER (DEATH, op->contr); 2508 INVOKE_PLAYER (DEATH, op->contr);
2716 2509
2717 command_kill_pets (op, 0); 2510 command_kill_pets (op, 0);
2718 2511
2719 if (op->stats.food < 0) 2512 op->contr->play_sound (sound_find ("player_dies"));
2720 {
2721 sprintf (buf, "%s starved to death.", &op->name);
2722 strcpy (op->contr->killer, "starvation");
2723 }
2724 else
2725 sprintf (buf, "%s died.", &op->name);
2726
2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2728 2513
2729 /* save the map location for corpse, gravestone */ 2514 /* save the map location for corpse, gravestone */
2730 x = op->x; 2515 x = op->x;
2731 y = op->y; 2516 y = op->y;
2732 map = op->map; 2517 map = op->map;
2760 2545
2761 lost_a_stat = 0; 2546 lost_a_stat = 0;
2762 2547
2763 for (z = 0; z < num_stats_lose; z++) 2548 for (z = 0; z < num_stats_lose; z++)
2764 { 2549 {
2765 i = RANDOM () % NUM_STATS; 2550 i = rndm (NUM_STATS);
2766 2551
2767 if (settings.stat_loss_on_death) 2552 if (settings.stat_loss_on_death)
2768 { 2553 {
2769 /* Pick a random stat and take a point off it. Tell the player 2554 /* Pick a random stat and take a point off it. Tell the player
2770 * what he lost. 2555 * what he lost.
2777 lost_a_stat = 1; 2562 lost_a_stat = 1;
2778 } 2563 }
2779 else 2564 else
2780 { 2565 {
2781 /* deplete a stat */ 2566 /* deplete a stat */
2782 archetype *deparch = archetype::find ("depletion"); 2567 archetype *deparch = archetype::find (shstr_depletion);
2783 object *dep; 2568 object *dep;
2784 2569
2785 dep = present_arch_in_ob (deparch, op); 2570 dep = present_arch_in_ob (deparch, op);
2786 if (!dep) 2571 if (!dep)
2787 { 2572 {
2788 dep = arch_to_object (deparch); 2573 dep = deparch->instance ();
2789 insert_ob_in_ob (dep, op); 2574 insert_ob_in_ob (dep, op);
2790 } 2575 }
2791 lose_this_stat = 1; 2576 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss) 2577 if (settings.balanced_stat_loss)
2793 { 2578 {
2821 } 2606 }
2822 } 2607 }
2823 2608
2824 if (lose_this_stat) 2609 if (lose_this_stat)
2825 { 2610 {
2826 this_stat = get_attr_value (&(dep->stats), i); 2611 this_stat = get_attr_value (&dep->stats, i);
2827 /* We could try to do something clever like find another 2612 /* We could try to do something clever like find another
2828 * stat to reduce if this fails. But chances are, if 2613 * stat to reduce if this fails. But chances are, if
2829 * stats have been depleted to -50, all are pretty low 2614 * stats have been depleted to -50, all are pretty low
2830 * and should be roughly the same, so it shouldn't make a 2615 * and should be roughly the same, so it shouldn't make a
2831 * difference. 2616 * difference.
2839 lost_a_stat = 1; 2624 lost_a_stat = 1;
2840 } 2625 }
2841 } 2626 }
2842 } 2627 }
2843 } 2628 }
2629
2844 /* If no stat lost, tell the player. */ 2630 /* If no stat lost, tell the player. */
2845 if (!lost_a_stat) 2631 if (!lost_a_stat)
2846 { 2632 {
2847 /* determine_god() seems to not work sometimes... why is this? 2633 /* determine_god() seems to not work sometimes... why is this?
2848 Should I be using something else? GD */ 2634 Should I be using something else? GD */
2849 const char *god = determine_god (op); 2635 shstr_tmp god = determine_god (op);
2850 2636
2851 if (god && (strcmp (god, "none"))) 2637 if (god != shstr_none)
2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2638 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2853 else 2639 else
2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2640 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2855 } 2641 }
2856#else 2642#else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2643 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2858#endif 2644#endif
2859 2645
2860 /* Put a gravestone up where the character 'almost' died. List the 2646 /* Put a gravestone up where the character 'almost' died. List the
2861 * exp loss on the stone. 2647 * exp loss on the stone.
2862 */ 2648 */
2863 tmp = arch_to_object (archetype::find ("gravestone")); 2649 tmp = archetype::find (shstr_gravestone)->instance ();
2864 sprintf (buf, "%s's gravestone", &op->name); 2650 tmp->name = format ("%s's gravestone", &op->name);
2865 tmp->name = buf; 2651 tmp->name_pl = format ("%s's gravestones", &op->name);
2866 sprintf (buf, "%s's gravestones", &op->name); 2652 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2867 tmp->name_pl = buf; 2653 &op->name, op->contr->title, op->contr->killer_name ());
2868 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);
2869 tmp->msg = buf;
2870 tmp->x = op->x, tmp->y = op->y; 2654 tmp->x = op->x, tmp->y = op->y;
2871 insert_ob_in_map (tmp, op->map, NULL, 0); 2655 insert_ob_in_map (tmp, op->map, NULL, 0);
2872 2656
2873 /**************************************/ 2657 /**************************************/
2874 /* */ 2658 /* */
2875 /* Subtract the experience points, */ 2659 /* Subtract the experience points, */
2876 /* if we died cause of food, give us */
2877 /* food, and reset HP's... */
2878 /* */ 2660 /* */
2879 /**************************************/ 2661 /**************************************/
2880 2662
2881 /* remove any poisoning and confusion the character may be suffering. */
2882 /* restore player */
2883 at = archetype::find ("poisoning");
2884 tmp = present_arch_in_ob (at, op);
2885
2886 if (tmp)
2887 {
2888 tmp->destroy ();
2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2890 }
2891
2892 at = archetype::find ("confusion");
2893 tmp = present_arch_in_ob (at, op);
2894 if (tmp)
2895 {
2896 tmp->destroy ();
2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2898 }
2899
2900 cure_disease (op, 0); /* remove any disease */
2901
2902 /*add_exp(op, (op->stats.exp * -0.20)); */ 2663 /*add_exp(op, (op->stats.exp * -0.20)); */
2903 apply_death_exp_penalty (op); 2664 apply_death_exp_penalty (op);
2904 if (op->stats.food < 100)
2905 op->stats.food = 900;
2906 op->stats.hp = op->stats.maxhp;
2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2909 2665
2910 /* 2666 /*
2911 * Check to see if the player is in a shop. IF so, then check to see if
2912 * the player has any unpaid items. If so, remove them and put them back 2667 * Check to see if the player has any unpaid items. If so, remove them
2913 * in the map. 2668 * and put them back in the map.
2914 */ 2669 */
2915 2670 op->drop_unpaid_items ();
2916 if (is_in_shop (op))
2917 remove_unpaid_objects (op->inv, op);
2918 2671
2919 /****************************************/ 2672 /****************************************/
2920 /* */ 2673 /* */
2921 /* Move player to his current respawn- */ 2674 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */ 2675 /* position (usually last savebed) */
2942 object *force; 2695 object *force;
2943 int at; 2696 int at;
2944 2697
2945 force = get_archetype (FORCE_NAME); 2698 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2699 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2700 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2701 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2702 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2703 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2704 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2705 force->resist[at] = 100;
2953 2706
2954 insert_ob_in_ob (force, op); 2707 insert_ob_in_ob (force, op);
2955 op->update_stats (); 2708 op->update_stats ();
2956
2957 } 2709 }
2958 2710
2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2711 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2960} 2712}
2961 2713
2962void 2714static void
2963loot_object (object *op) 2715loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2716{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2717 object *tmp, *tmp2, *next;
2966 2718
2967 if (op->container) 2719 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2720
2970 for (tmp = op->inv; tmp; tmp = next) 2721 for (tmp = op->inv; tmp; tmp = next)
2971 { 2722 {
2972 next = tmp->below; 2723 next = tmp->below;
2973 2724
2974 if (tmp->invisible) 2725 if (tmp->invisible)
2975 continue; 2726 continue;
2976 2727
2977 tmp->remove (); 2728 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2729 tmp->x = op->x, tmp->y = op->y;
2730
2979 if (tmp->type == CONTAINER) 2731 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2732 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2733
2982 }
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2734 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 { 2735 {
2985 if (tmp->nrof > 1) 2736 if (tmp->nrof > 1)
2986 { 2737 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2738 tmp->decrease (rndm (1, tmp->nrof - 1));
2988 tmp2->destroy ();
2989 insert_ob_in_map (tmp, op->map, NULL, 0); 2739 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } 2740 }
2991 else 2741 else
2992 tmp->destroy (); 2742 tmp->destroy ();
2993 } 2743 }
2999/* 2749/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2750 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2751 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2752 * was changed.
3003 */ 2753 */
3004
3005void 2754void
3006fix_weight (void) 2755fix_weight ()
3007{ 2756{
3008 for_all_players (pl) 2757 for_all_players (pl)
3009 { 2758 {
3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2759 sint32 old = pl->ob->carrying;
3011 2760
3012 if (old == sum) 2761 pl->ob->update_weight ();
3013 continue; 2762
2763 if (old != pl->ob->carrying)
2764 {
3014 pl->ob->update_stats (); 2765 pl->ob->update_stats ();
3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2766 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2767 }
3016 } 2768 }
3017} 2769}
3018 2770
3019void 2771void
3020fix_luck (void) 2772fix_luck ()
3021{ 2773{
3022 for_all_players (pl) 2774 for_all_players (pl)
3023 if (!pl->ob->contr->ns->state) 2775 if (!pl->ob->contr->ns->state)
3024 pl->ob->change_luck (0); 2776 pl->ob->change_luck (0);
3025} 2777}
3062} 2814}
3063 2815
3064void 2816void
3065make_visible (object *op) 2817make_visible (object *op)
3066{ 2818{
3067 op->hide = 0; 2819 op->flag [FLAG_HIDDEN] = 0;
3068 op->invisible = 0; 2820 op->invisible = 0;
2821
3069 if (op->type == PLAYER) 2822 if (op->type == PLAYER)
3070 { 2823 {
3071 op->contr->tmp_invis = 0; 2824 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 2825 op->contr->invis_race = 0;
3073 } 2826 }
2827
3074 update_object (op, UP_OBJ_FACE); 2828 update_object (op, UP_OBJ_CHANGE);
3075} 2829}
3076 2830
3077int 2831int
3078is_true_undead (object *op) 2832is_true_undead (object *op)
3079{ 2833{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2834 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3083 return 1; 2835 return 1;
3084 2836
3085 return 0; 2837 return 0;
3086} 2838}
3087 2839
3088/* look at the surrounding terrain to determine 2840/* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels 2841 * the hideability of this object. Positive levels
3090 * indicate greater hideability. 2842 * indicate greater hideability.
3091 */ 2843 */
3092
3093int 2844int
3094hideability (object *ob) 2845hideability (object *ob)
3095{ 2846{
3096 int i, level = 0, mflag; 2847 int i, level = 0, mflag;
3097 sint16 x, y; 2848 sint16 x, y;
3098 2849
3099 if (!ob || !ob->map) 2850 if (!ob || !ob->map)
3100 return 0; 2851 return 0;
3101 2852
3102 /* so, on normal lighted maps, its hard to hide */ 2853 /* so, on normal lighted maps, its hard to hide */
3103 level = ob->map->darkness - 2; 2854 level = ob->map->darklevel () - 2;
3104 2855
3105 /* this also picks up whether the object is glowing. 2856 /* this also picks up whether the object is glowing.
3106 * If you carry a light on a non-dark map, its not 2857 * If you carry a light on a non-dark map, its not
3107 * as bad as carrying a light on a pitch dark map */ 2858 * as bad as carrying a light on a pitch dark map */
3108 if (has_carried_lights (ob)) 2859 if (ob->has_carried_lights ())
3109 level = -(10 + (2 * ob->map->darkness)); 2860 level = -(10 + (2 * ob->map->darklevel ()));
3110 2861
3111 /* scan through all nearby squares for terrain to hide in */ 2862 /* scan through all nearby squares for terrain to hide in */
3112 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2863 for (i = 0, x = ob->x, y = ob->y;
2864 i <= SIZEOFFREE1;
2865 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3113 { 2866 {
3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2867 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3115 if (mflag & P_OUT_OF_MAP) 2868 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue; 2869 continue;
3118 } 2870
3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2871 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3120 level += 2; 2872 level += 2;
3121 else /* open terrain! */ 2873 else /* open terrain! */
3122 level -= 1; 2874 level -= 1;
3123 } 2875 }
3131/* For Hidden creatures - a chance of becoming 'unhidden' 2883/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 2884 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 2885 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 2886 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 2887 */
3136
3137void 2888void
3138do_hidden_move (object *op) 2889do_hidden_move (object *op)
3139{ 2890{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2891 int hide = 0;
3141 object *skop;
3142 2892
3143 if (!op || !op->map) 2893 if (!op || !op->map)
3144 return; 2894 return;
3145 2895
3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2896 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2897 int num = random_roll (0, 19, op, PREFER_LOW);
3147 2898
3148 /* its *extremely* hard to run and sneak/hide at the same time! */ 2899 /* its *extremely* hard to run and sneak/hide at the same time! */
3149 if (op->type == PLAYER && op->contr->run_on) 2900 if (op->type == PLAYER && op->contr->run_on)
3150 if (!skop || num >= skop->level) 2901 if (!skop || num >= skop->level)
3151 { 2902 {
3161 num -= hide; 2912 num -= hide;
3162 2913
3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2914 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164 { 2915 {
3165 make_visible (op); 2916 make_visible (op);
2917
3166 if (op->type == PLAYER) 2918 if (op->type == PLAYER)
3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2919 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3168 } 2920 }
3169 else if (op->type == PLAYER && skop) 2921 else if (op->type == PLAYER && skop)
3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2922 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3223 * object op. This function works fine for monsters, 2975 * object op. This function works fine for monsters,
3224 * but we dont worry if the object isnt the top one in 2976 * but we dont worry if the object isnt the top one in
3225 * a pile (say a coin under a table would return "viewable" 2977 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be 2978 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking 2979 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind 2980 * in? Realistically, most of us can't see stuff behind
3229 * our backs...on the other hand, does the "facing" direction 2981 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible 2982 * imply the way your head, or body is facing? It's possible
3231 * for them to differ. Sigh, this fctn could get a bit more complex. 2983 * for them to differ. Sigh, this fctn could get a bit more complex.
3232 * -b.t. 2984 * -b.t.
3233 * This function is now map tiling safe. 2985 * This function is now map tiling safe.
3234 */ 2986 */
3235
3236int 2987int
3237player_can_view (object *pl, object *op) 2988player_can_view (object *pl, object *op)
3238{ 2989{
3239 rv_vector rv; 2990 rv_vector rv;
3240 int dx, dy; 2991 int dx, dy;
3252 3003
3253 get_rangevector (pl, op, &rv, 0x1); 3004 get_rangevector (pl, op, &rv, 0x1);
3254 3005
3255 /* starting with the 'head' part, lets loop 3006 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any 3007 * through the object and find if it has any
3257 * part that is in the los array but isnt on 3008 * part that is in the los array but isn't on
3258 * a blocked los square. 3009 * a blocked los square.
3259 * we use the archetype to figure out offsets. 3010 * we use the archetype to figure out offsets.
3260 */ 3011 */
3261 while (op) 3012 while (op)
3262 { 3013 {
3263 dx = rv.distance_x + op->arch->clone.x; 3014 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3015 dy = rv.distance_y + op->arch->y;
3265 3016
3266 /* only the viewable area the player sees is updated by LOS 3017 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1; 3018 return 1;
3019
3274 op = op->more; 3020 op = op->more;
3275 } 3021 }
3276 return 0;
3277}
3278 3022
3279/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we
3283 * return 0.
3284 */
3285int
3286action_makes_visible (object *op)
3287{
3288
3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 {
3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3292 return 0;
3293
3294 if (op->contr && op->contr->tmp_invis == 0)
3295 return 0;
3296
3297 /* If monsters, they should become visible */
3298 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3299 {
3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1;
3302 }
3303 }
3304 return 0; 3023 return 0;
3305} 3024}
3306 3025
3307/* op_on_battleground - checks if the given object op (usually 3026/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3027 * a player) is standing on a valid battleground-tile,
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3032 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3033 */
3315int 3034int
3316op_on_battleground (object *op, int *x, int *y) 3035op_on_battleground (object *op, int *x, int *y)
3317{ 3036{
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid: 3037 /* A battleground-tile needs the following attributes to be valid:
3321 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3038 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3039 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0. 3040 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground- 3041 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */ 3042 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3043 for (object *tmp = op->below; tmp; tmp = tmp->below)
3327 { 3044 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3045 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 { 3046 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3047 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3048 && tmp->type == BATTLEGROUND
3049 && tmp->name == shstr_battleground
3050 && EXIT_X (tmp) && EXIT_Y (tmp))
3332 { 3051 {
3333 /*before we assign the exit, check if this is a teambattle */ 3052 /* before we assign the exit, check if this is a teambattle */
3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3053 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 {
3336 object *invtmp;
3337
3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3054 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3055 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3339 { 3056 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3341 {
3342 if (x != NULL && y != NULL) 3057 if (x && y)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3058 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3059
3344 return 1; 3060 return 1;
3345 }
3346 } 3061 }
3347 } 3062
3348 if (x != NULL && y != NULL) 3063 if (x && y)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065
3350 return 1; 3066 return 1;
3351 } 3067 }
3352 } 3068 }
3353 } 3069 }
3070
3354 /* If we got here, did not find a battleground */ 3071 /* If we got here, did not find a battleground */
3355 return 0; 3072 return 0;
3356} 3073}
3357 3074
3358/* 3075/*
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3091 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3092 int i = 0, j = 0;
3376 3093
3377 /* get the appropriate treasurelist */ 3094 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3095 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3096 trlist = treasurelist::find (shstr_dragon_ability_fire);
3380 else if (atnr == ATNR_COLD) 3097 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3098 trlist = treasurelist::find (shstr_dragon_ability_cold);
3382 else if (atnr == ATNR_ELECTRICITY) 3099 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3100 trlist = treasurelist::find (shstr_dragon_ability_elec);
3384 else if (atnr == ATNR_POISON) 3101 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3102 trlist = treasurelist::find (shstr_dragon_ability_poison);
3386 3103
3387 if (trlist == NULL || who->type != PLAYER) 3104 if (trlist == NULL || who->type != PLAYER)
3388 return; 3105 return;
3389 3106
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3107 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3111 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return; 3112 return;
3396 } 3113 }
3397 3114
3398 /* everything seems okay - now bring on the gift: */ 3115 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3116 item = tr->item;
3400 3117
3401 if (item->type == SPELL) 3118 if (item->type == SPELL)
3402 { 3119 {
3403 if (check_spell_known (who, item->name)) 3120 if (check_spell_known (who, item->name))
3404 return; 3121 return;
3463 { 3180 {
3464 /* forces in the treasurelist can alter the player's stats */ 3181 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3182 object *skin;
3466 3183
3467 /* first get the dragon skin force */ 3184 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3185 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3470 ; 3186 ;
3471 3187
3472 if (!skin) 3188 if (!skin)
3473 return; 3189 return;
3474 3190
3507 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3508 } 3224 }
3509 else 3225 else
3510 { 3226 {
3511 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3512 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3513 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3514 tmp = insert_ob_in_ob (tmp, who); 3230 who->insert (tmp);
3515 if (who->type == PLAYER)
3516 esrv_send_item (who, tmp);
3517 } 3231 }
3518} 3232}
3519 3233
3520/** 3234/**
3521 * Unready an object for a player. This function does nothing if the object was 3235 * Unready an object for a player. This function does nothing if the object was
3522 * not readied. 3236 * not readied.
3523 */ 3237 */
3524void 3238void
3525player_unready_range_ob (player *pl, object *ob) 3239player_unready_range_ob (player *pl, object *ob)
3526{ 3240{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3241 if (pl->ob->current_weapon == ob)
3242 pl->ob->change_weapon (0);
3243
3244 if (pl->combat_ob == ob)
3245 pl->combat_ob = 0;
3246
3528 if (pl->ranges[i] == ob) 3247 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3248 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3249}
3250
3251//-GPL
3252
3253sint8
3254player::darkness_at (maptile *map, int x, int y) const
3255{
3256 if (!ns)
3257 return LOS_BLOCKED;
3258
3259 int dx, dy;
3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3261 return LOS_BLOCKED;
3262
3263 x += dx - ns->current_x;
3264 y += dy - ns->current_y;
3265
3266 return blocked_los (x, y);
3267}
3268
3269void
3270player::infobox (const char *title, const char *msg, int color)
3271{
3272 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3273}
3274
3275void
3276player::statusmsg (const char *msg, int color)
3277{
3278 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3279}
3280
3281void
3282player::failmsg (const char *msg, int color)
3283{
3284 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color);
3286}
3287

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