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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 1.290 by root, Mon Oct 29 23:55:55 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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
27#include <algorithm>
28#include <functional>
29
25#include <global.h> 30#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 31#include <sproto.h>
28#include <sounds.h> 32#include <sounds.h>
29#include <living.h> 33#include <living.h>
30#include <object.h> 34#include <object.h>
31#include <spells.h> 35#include <spells.h>
32#include <skills.h> 36#include <skills.h>
33 37
34#include <algorithm>
35#include <functional>
36
37playervec players; 38playervec players;
38
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 39
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
180 54
181 players.insert (this); 55 players.insert (this);
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
194 return; 67 return;
195 68
196 terminate_all_pets (ob); 69 terminate_all_pets (ob);
197 remove_friendly_object (ob); 70 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
199 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 78 ob->map = 0;
201 79 party = 0;
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204 80
205 players.erase (this); 81 players.erase (this);
206} 82}
207 83
208// connect the player with a specific client 84// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
210void 86void
211player::connect (client *ns) 87player::connect (client *ns)
212{ 88{
213 this->ns = ns; 89 this->ns = ns;
214 ns->pl = this; 90 ns->pl = this;
215 91
216 run_on = 0; 92 run_on = 0;
217 fire_on = 0; 93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
218 95
219 ns->update_look = 0; 96 ns->update_look = 0;
220 ns->look_position = 0; 97 ns->look_position = 0;
221 98
222 clear_los (ob); 99 clear_los ();
223 100
224 ns->reset_stats (); 101 ns->reset_stats ();
225 102
226 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
229 106
230 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob);
234 link_player_skills (ob); 108 link_skills ();
235 109
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237
238 assign (title, ob->arch->clone.name); 110 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);
249 111
250 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
252 { 114 {
253 object *tmp, *abil = 0, *skin = 0; 115 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");
257 116
258 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
261 abil = tmp; 120 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
263 skin = tmp; 122 skin = tmp;
264 123
265 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
266 } 125 }
267 126
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269 128
270 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
271 135
272 ob->update_stats (); 136 ob->update_stats ();
137
273 ns->floorbox_update (); 138 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
277 141
278 activate (); 142 activate ();
279 143
280 send_rules (ob);
281 send_news (ob);
282 display_motd (ob);
283
284 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
285 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
286} 146}
287 147
288void 148void
289player::disconnect () 149player::disconnect ()
290{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
291 if (ns) 157 if (ns)
292 { 158 {
293 if (active) 159 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295 161
296 INVOKE_PLAYER (DISCONNECT, this); 162 INVOKE_PLAYER (DISCONNECT, this);
297 163
164 ns->reset_stats ();
298 ns->pl = 0; 165 ns->pl = 0;
299 this->ns = 0; 166 ns = 0;
300 } 167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
301 172
302 deactivate (); 173 deactivate ();
303} 174}
175
176//-GPL
304 177
305// the need for this function can be explained 178// the need for this function can be explained
306// by load_object not returning the object 179// by load_object not returning the object
307void 180void
308player::set_object (object *op) 181player::set_object (object *op)
309{ 182{
310 ob = op; 183 ob = observe = viewpoint = op;
311 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
312 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
313 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 188
315 ob->direction = 5; /* So player faces south */ 189 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} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
321 207
322player::player () 208player::player ()
323{ 209{
324 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point. 211 * we deal with that below this point.
326 */ 212 */
327 outputs_sync = 16; /* Every 2 seconds */ 213 outputs_sync = 4;
328 outputs_count = 8; /* Keeps present behaviour */ 214 outputs_count = 4;
329 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
330 216
331 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
332 218
333 gen_sp_armour = 10; 219 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal; 220 bowtype = bow_normal;
336 petmode = pet_normal; 221 petmode = pet_normal;
337 listening = 10;
338 usekeys = containers; 222 usekeys = containers;
339 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
340 do_los = 1; 224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
341} 228}
342 229
343void 230void
344player::do_destroy () 231player::do_destroy ()
345{ 232{
346 disconnect (); 233 disconnect ();
347 234
348 attachable::do_destroy (); 235 attachable::do_destroy ();
349 236
350 if (ob) 237 if (ob)
351 {
352 ob->destroy_inv (false);
353 ob->destroy (); 238 ob->destroy ();
354 } 239
240 ob = observe = viewpoint = 0;
355} 241}
356 242
357player::~player () 243player::~player ()
358{ 244{
359 /* Clear item stack */ 245 /* Clear item stack */
360 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
361} 275}
362 276
363/* Tries to add player on the connection passed in ns. 277/* 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 278 * All we can really get in this is some settings like host and display
365 * mode. 279 * mode.
367player * 281player *
368player::create () 282player::create ()
369{ 283{
370 player *pl = new player; 284 player *pl = new player;
371 285
372 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
373 set_first_map (pl->ob); 292 set_first_map (pl->ob);
374 293
375 return pl; 294 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} 295}
405 296
406object * 297object *
407get_nearest_player (object *mon) 298get_nearest_player (object *mon)
408{ 299{
411 unsigned lastdist; 302 unsigned lastdist;
412 rv_vector rv; 303 rv_vector rv;
413 304
414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
415 { 306 {
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)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
444 continue; 308 continue;
445 309
446 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
447 { 311 {
509 */ 373 */
510int 374int
511path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
512{ 376{
513 rv_vector rv; 377 rv_vector rv;
514 sint16 x, y;
515 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
516 maptile *m, *lastmap;
517 379
518 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
519 381
520 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
521 return 0; 383 return 0;
522 384
523 x = mon->x; 385 mapxy pos (mon);
524 y = mon->y;
525 m = mon->map;
526 dir = rv.direction; 386 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 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); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
529 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
530 if (diff > max) 391 if (diff > max)
531 return 0; 392 return 0;
393
532 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
533 { 395 {
534 lastx = x; 396 mapxy lastpos = pos;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539 397
540 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542 399
543 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
545 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
546 { 404 {
547 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
549 */ 407 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
551 if (rv.direction != dir) 409 if (rv.direction != dir)
552 { 410 {
553 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
554 * the values so it will try again. 412 * the values so it will try again.
555 */ 413 */
556 x = lastx;
557 y = lasty;
558 m = lastmap; 414 pos = lastpos;
559 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
560 } 416 }
561 else 417 else
562 { 418 {
563 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
570 */ 426 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 { 428 {
573 if (i == 0) 429 if (i == 0)
574 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
575 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in 433 * since the direction that the creature should move in
577 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
581 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully 440 * the last direction the creature has successfully
584 * moved. 441 * moved.
585 */ 442 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap; 443 pos = lastpos;
590 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
591 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
592 continue; 447 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
595 continue; 452 continue;
596 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
597 continue; 455 continue;
598 456
599 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
600 break; 458 break;
601 } 459 }
460
602 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
604 */ 463 */
605 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
606 return 0; 465 return 0;
466
607 diff--; 467 diff--;
608 lastdir = dir; 468 lastdir = dir;
609 max--; 469 max--;
610 if (!firstdir) 470 if (!firstdir)
611 firstdir = dir + i; 471 firstdir = dir + i;
615 { 475 {
616 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
617 diff--; 477 diff--;
618 max--; 478 max--;
619 lastdir = dir; 479 lastdir = dir;
480
620 if (!firstdir) 481 if (!firstdir)
621 firstdir = dir; 482 firstdir = dir;
622 } 483 }
484
623 if (diff <= 1) 485 if (diff <= 1)
624 { 486 {
625 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 488 * headed toward player for entire distance.
627 */ 489 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
629 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
630 } 492 }
493
631 if (diff > max) 494 if (diff > max)
632 return 0; 495 return 0;
633 } 496 }
497
634 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
635 if (!max) 499 if (!max)
636 return 0; 500 return 0;
637 501
638 return firstdir; 502 return firstdir;
639} 503}
640 504
641void 505void
642give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
643{ 507{
644 object *op, *next = NULL;
645
646 if (pl->randomitems != NULL) 508 if (pl->randomitems)
647 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
648 510
649 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
650 { 512 {
651 next = op->below; 513 next = op->below;
652 514
653 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
654 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
655 */ 517 */
656 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
657 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
658 520
659 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
660 * by this player due to race restrictions 522 * by this player due to race restrictions
661 */ 523 */
662 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
663 { 525 {
664 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
665 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
666 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
667 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
668 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
669 { 533 {
670 op->destroy (); 534 op->destroy ();
671 continue; 535 continue;
672 } 536 }
673 } 537 }
674 538
675 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
676 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
677 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
678 * a first level treasurelist for each skill.)
679 * remove duplicate skills also
680 */ 542 */
681 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
682 { 544 {
683 object *tmp;
684
685 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
686 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
687 break;
688
689 if (tmp)
690 { 547 {
691 op->destroy (); 548 op->destroy ();
692 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
693 continue;
694 } 550 }
695 551
696 if (op->nrof > 1) 552 if (op->nrof > 1)
697 op->nrof = 1; 553 op->nrof = 1;
698 } 554 }
699 555
700 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
701 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703 }
704 558
705 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
706 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
707 * merged properly. 561 * merged properly.
708 */ 562 */
709 if (need_identify (op)) 563 if (op->need_identify ())
710 {
711 SET_FLAG (op, FLAG_IDENTIFIED);
712 CLEAR_FLAG (op, FLAG_CURSED);
713 CLEAR_FLAG (op, FLAG_DAMNED);
714 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
715 if (op->type == SPELL) 570 if (op->type == SPELL)
716 { 571 {
717 op->destroy (); 572 op->destroy ();
718 continue; 573 continue;
719 } 574 }
720 else if (op->type == SKILL) 575 else if (op->type == SKILL)
721 { 576 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0; 578 op->stats.exp = 0;
724 op->level = 1; 579 op->level = 1;
725 } 580 }
726 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
727 else 582 op->set_flag (FLAG_INV_LOCKED);
728 SET_FLAG (op, FLAG_INV_LOCKED);
729 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
730 584
731 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
732 link_player_skills (pl); 586 pl->contr->link_skills ();
733} 587}
734 588
735void 589void
736get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
737{ 591{
747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
748} 602}
749 603
750/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
751static int 605static int
752roll_stat (void) 606roll_stat ()
753{ 607{
754 int a[4], i, j, k; 608 int a[4], i, j, k;
755 609
756 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 611 a[i] = rndm (1, 6);
758 612
759 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 614 if (a[i] < k)
761 k = a[i], j = i; 615 k = a[i], j = i;
762 616
768} 622}
769 623
770void 624void
771object::roll_stats () 625object::roll_stats ()
772{ 626{
773 int statsort [7]; 627 int statsort [NUM_STATS];
774 628
775 for (;;) 629 for (;;)
776 { 630 {
777 int sum = 0; 631 int sum = 0;
778 for (int i = 7; i--; ) 632 for (int i = NUM_STATS; i--; )
779 sum += statsort [i] = roll_stat (); 633 sum += statsort [i] = roll_stat ();
780 634
781 if (sum >= 82 && sum <= 116) 635 if (sum >= 82 && sum <= 116)
782 break; 636 break;
783 } 637 }
784 638
785 // Sort the stats so that rerolling is easier... 639 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>()); 640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
787 641
642 for (int i = 0; i < NUM_STATS; ++i)
788 stats.Str = statsort[0]; 643 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];
795 644
796 stats.exp = 0; 645 stats.exp = 0;
797 stats.ac = 0; 646 stats.ac = 0;
798 647
799 stats.hp = stats.maxhp; 648 stats.hp = stats.maxhp;
811} 660}
812 661
813void 662void
814object::swap_stats (int a, int b) 663object::swap_stats (int a, int b)
815{ 664{
816 int tmp = get_attr_value (&contr->orig_stats, a); 665 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);
819 666
667 for (int i = 0; i < NUM_STATS; ++i)
820 stats.Str = contr->orig_stats.Str; 668 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;
827 669
828 //TODO: the following code looks so borked and should, at the very least, 670 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats 671 // be merged with the similar code in roll_stats
830 stats.ac = 0; 672 stats.ac = 0;
831 673
850static void 692static void
851start_info (object *op) 693start_info (object *op)
852{ 694{
853 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
854 696
855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
856 new_draw_info (NDI_UNIQUE, 0, op, buf); 698 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} 699}
860 700
861/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
862 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
863 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
864 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
865 * not the class. 705 * not the class.
866 */ 706 */
867int 707void
868key_change_class (object *op, char key) 708player::chargen_race_done ()
869{ 709{
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 */ 710 /* this must before then initial items are given */
877 esrv_new_player (op->contr, op->weight + op->carrying); 711 esrv_new_player (ob->contr);
878 712
879 treasurelist *tl = find_treasurelist ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
880 if (tl) 714 if (tl)
881 create_treasure (tl, op, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
882 716
883 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, op->contr);
885 718
886 op->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
887 720
888 if (op->msg) 721 if (ob->msg)
889 op->msg = NULL; 722 ob->msg = 0;
890 723
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); 724 start_info (ob);
898 CLEAR_FLAG (op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
899 give_initial_items (op, op->randomitems); 726 give_initial_items (ob, ob->randomitems);
900 link_player_skills (op);
901 esrv_send_inventory (op, op); 727 esrv_send_inventory (ob, ob);
902 op->update_stats (); 728 ob->update_stats ();
903 729
904 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
905 * is one for this race 731 * is one for this race
906 */ 732 */
907 if (*first_map_ext_path) 733 if (*first_map_ext_path)
908 { 734 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 735 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
924 738
925 return 0; 739void
926 } 740player::chargen_race_next ()
927 741{
928 /* Following actually changes the race - this is the default command 742 /* Following actually changes the race - this is the default command
929 * if we don't match with one of the options above. 743 * if we don't match with one of the options above.
930 */ 744 */
931 745
932 tmp_loop = 0; 746 do
933 while (!tmp_loop)
934 { 747 {
935 shstr name = op->name; 748 shstr name = ob->name;
936 int x = op->x, y = op->y; 749 int x = ob->x, y = ob->y;
937 750
938 op->remove_statbonus (); 751 ob->remove_statbonus ();
939 op->remove (); 752 ob->remove ();
940 op->arch = get_player_archetype (op->arch); 753 ob->arch = get_player_archetype (ob->arch);
941 op->arch->clone.copy_to (op); 754 ob->arch->copy_to (ob);
942 op->instantiate (); 755 ob->instantiate ();
943 op->stats = op->contr->orig_stats; 756 ob->stats = ob->contr->orig_stats;
944 op->name = op->name_pl = name; 757 ob->name = ob->name_pl = name;
945 op->x = x; 758 ob->x = x;
946 op->y = y; 759 ob->y = y;
947 SET_ANIMATION (op, 2); /* So player faces south */ 760 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (op, op->map, op, 0); 761 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (op->contr->title, op->arch->clone.name); 762 assign (ob->contr->title, ob->arch->object::name);
950 op->add_statbonus (); 763 ob->add_statbonus ();
951 tmp_loop = allowed_class (op);
952 } 764 }
765 while (!allowed_class (ob));
953 766
954 update_object (op, UP_OBJ_FACE); 767 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, op, op); 768 esrv_update_item (UPD_FACE, ob, ob);
956 op->update_stats (); 769 ob->update_stats ();
957 op->stats.hp = op->stats.maxhp; 770 ob->stats.hp = ob->stats.maxhp;
958 op->stats.sp = op->stats.maxsp; 771 ob->stats.sp = ob->stats.maxsp;
959 op->stats.grace = 0; 772 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} 773}
967 774
968void 775static void
969flee_player (object *op) 776flee_player (object *op)
970{ 777{
971 int dir, diff; 778 int dir, diff;
972 rv_vector rv; 779 rv_vector rv;
973 780
974 if (op->stats.hp < 0) 781 if (op->stats.hp < 0)
975 { 782 {
976 LOG (llevDebug, "Fleeing player is dead.\n"); 783 LOG (llevDebug, "Fleeing player is dead.\n");
977 CLEAR_FLAG (op, FLAG_SCARED); 784 op->clr_flag (FLAG_SCARED);
978 return; 785 return;
979 } 786 }
980 787
981 if (op->enemy == NULL) 788 if (!op->enemy)
982 { 789 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n"); 790 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED); 791 op->clr_flag (FLAG_SCARED);
985 return; 792 return;
986 } 793 }
987 794
988 /* Seen some crashes here. Since we don't store an 795 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
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 { 796 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL; 797 op->enemy = NULL;
996 return; 798 op->clr_flag (FLAG_SCARED);
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 {
1001 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 return; 799 return;
1004 } 800 }
1005 801
1006 get_rangevector (op, op->enemy, &rv, 0); 802 get_rangevector (op, op->enemy, &rv, 0);
1007 803
1008 dir = absdir (4 + rv.direction); 804 dir = absdir (4 + rv.direction);
1009 for (diff = 0; diff < 3; diff++) 805 for (diff = 0; diff < 3; diff++)
1010 { 806 {
1011 int m = 1 - (RANDOM () & 2); 807 int m = 1 - rndm (2) * 2;
1012 808
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 809 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1014 return; 810 return;
1015 } 811 }
1016 812
1017 /* Cornered, get rid of scared */ 813 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 814 op->clr_flag (FLAG_SCARED);
1019 op->enemy = NULL; 815 op->enemy = NULL;
1020} 816}
1021 817
1022
1023/* check_pick sees if there is stuff to be picked up/picks up stuff. 818/* 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 819 * It returns 1 if the player should keep on moving, 0 if he should
1025 * stop. 820 * stop.
1026 */ 821 */
1027int 822int
1028check_pick (object *op) 823check_pick (object *op)
1029{ 824{
1030 object *tmp, *next; 825 object *tmp, *next;
1031 int stop = 0; 826 int stop = 0;
1032 int j, k, wvratio; 827 int wvratio;
1033 char putstring[128], tmpstr[16];
1034 828
1035 /* if you're flying, you cna't pick up anything */ 829 /* if you're flying, you can't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 830 if (op->move_type & MOVE_FLYING)
1037 return 1; 831 return 1;
1038 832
1039 next = op->below; 833 next = op->below;
834
835 int cnt = MAX_ITEM_PER_ACTION;
836#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1040 837
1041 /* loop while there are items on the floor that are not marked as 838 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 839 * destroyed */
1043 while (next && !next->destroyed ()) 840 while (next && !next->destroyed ())
1044 { 841 {
1045 tmp = next; 842 tmp = next;
1046 next = tmp->below; 843 next = tmp->below;
1047 844
845 if (cnt <= 0)
846 {
847 op->failmsg ("Couldn't pickup all items at once.");
848 return 0;
849 }
850
1048 if (op->destroyed ()) 851 if (op->destroyed ())
1049 return 0; 852 return 0;
1050 853
1051 if (!can_pick (op, tmp)) 854 if (!can_pick (op, tmp))
1052 continue; 855 continue;
1053 856
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 857 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 858 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 859 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 860 CHK_PICK_PICKUP;
861
1058 continue; 862 continue;
1059 } 863 }
1060 864
1061 /* high not bit set? We're using the old autopickup model */ 865 /* pickup handling */
866 if (op->contr->mode & PU_DEBUG)
867 {
868 /* some debugging code to figure out item information */
869 const char *str = tmp->name
870 ? format ("item name: %s item type: %d weight/value: %d",
871 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
872 : format ("item name: %s item type: %d weight/value: %d",
873 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
874
875 new_draw_info (NDI_UNIQUE, 0, op, str);
876 }
877
878 if (op->contr->mode & PU_INHIBIT)
879 return 1;
880
881 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
882 return 1;
883
884 /* philosophy:
885 * It's easy to grab an item type from a pile, as long as it's
886 * generic. This takes no game-time. For more detailed pickups
887 * and selections, select-items should be used. This is a
888 * grab-as-you-run type mode that's really useful for arrows for
889 * example.
890 * The drawback: right now it has no frontend, so you need to
891 * stick the bits you want into a calculator in hex mode and then
892 * convert to decimal and then 'pickup <#>
893 */
894
895 /* the first two modes are exclusive: if NOTHING we return, if
896 * STOP then we stop. All the rest are applied sequentially,
897 * meaning if any test passes, the item gets picked up. */
898
899 /* if mode is set to pick nothing up, return */
900 if (op->contr->mode == PU_NOTHING)
901 return 1;
902
903 /* if mode is set to stop when encountering objects, return */
904 /* take STOP before INHIBIT since it doesn't actually pick
905 * anything up */
906 if (op->contr->mode & PU_STOP)
907 return 0;
908
909 /* useful for going into stores and not losing your settings... */
910 /* and for battles wher you don't want to get loaded down while
911 * fighting */
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 /* prevent us from turning into auto-thieves :) */
916 if (tmp->flag [FLAG_UNPAID])
917 continue;
918
919 /* ignore known cursed objects */
920 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
921 continue;
922
923 /* all food and drink if desired */
924 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 925 if (op->contr->mode & PU_FOOD)
926 if (tmp->type == FOOD)
1063 { 927 {
1064 switch (op->contr->mode) 928 CHK_PICK_PICKUP;
929 continue;
930 }
931
932 if (op->contr->mode & PU_DRINK)
933 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
934 {
935 CHK_PICK_PICKUP;
936 continue;
937 }
938
939 if (op->contr->mode & PU_POTION)
940 if (tmp->type == POTION)
941 {
942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 /* spellbooks, skillscrolls and normal books/scrolls */
947 if (op->contr->mode & PU_SPELLBOOK)
948 if (tmp->type == SPELLBOOK)
949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_SKILLSCROLL)
955 if (tmp->type == SKILLSCROLL)
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_READABLES)
962 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* wands/staves/rods/horns */
969 if (op->contr->mode & PU_MAGIC_DEVICE)
970 if (tmp->type == WAND
971 || tmp->type == ROD
972 || tmp->type == HORN
973 || tmp->type == POWER_CRYSTAL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 /* pick up all magical items */
980 if (op->contr->mode & PU_MAGICAL)
981 if (tmp->flag [FLAG_KNOWN_MAGICAL]
982 && !tmp->flag [FLAG_KNOWN_CURSED])
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_VALUABLES)
989 {
990 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 991 {
1066 case 0: 992 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 993 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 } 994 }
1099 } 995 }
1100 else 996
1101 { /* old model */ 997 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 998 if (op->contr->mode & PU_JEWELS)
999 if (tmp->type == RING
1000 || tmp->type == AMULET
1001 || tmp->type == GIRDLE
1002 || tmp->type == SKILL_TOOL)
1104 { 1003 {
1105 /* some debugging code to figure out item information */ 1004 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; 1005 continue;
1006 }
1152 1007
1153 /* ignore known cursed objects */ 1008 /* we don't forget dragon food */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1009 if (op->contr->mode & PU_FLESH)
1010 if (tmp->type == FLESH)
1011 {
1012 CHK_PICK_PICKUP;
1155 continue; 1013 continue;
1014 }
1156 1015
1157 /* all food and drink if desired */ 1016 /* bows and arrows. Bows are good for selling! */
1158 /* question: don't pick up known-poisonous stuff? */ 1017 if (op->contr->mode & PU_BOW)
1018 if (tmp->type == BOW)
1019 {
1020 CHK_PICK_PICKUP;
1021 continue;
1022 }
1023
1024 if (op->contr->mode & PU_ARROW)
1025 if (tmp->type == ARROW)
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 /* all kinds of armor etc. */
1032 if (op->contr->mode & PU_ARMOUR)
1033 if (tmp->type == ARMOUR)
1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1039 if (op->contr->mode & PU_HELMET)
1040 if (tmp->type == HELMET)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_SHIELD)
1047 if (tmp->type == SHIELD)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1159 if (op->contr->mode & PU_FOOD) 1053 if (op->contr->mode & PU_BOOTS)
1160 if (tmp->type == FOOD) 1054 if (tmp->type == BOOTS)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_GLOVES)
1061 if (tmp->type == GLOVES || tmp->type == BRACERS)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_CLOAK)
1068 if (tmp->type == CLOAK)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* hoping to catch throwing daggers here */
1075 if (op->contr->mode & PU_MISSILEWEAPON)
1076 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 /* careful: chairs and tables are weapons! */
1083 if (op->contr->mode & PU_ALLWEAPON)
1084 {
1085 if (tmp->type == WEAPON)
1086 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1161 { 1087 {
1162 pick_up (op, tmp); 1088 CHK_PICK_PICKUP;
1163 continue; 1089 continue;
1164 } 1090 }
1091 }
1165 1092
1093 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1094 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1095 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1096 {
1169 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1170 continue; 1098 continue;
1171 } 1099 }
1172 1100
1101 /* any of the last 4 bits set means we use the ratio for value
1102 * pickups */
1173 if (op->contr->mode & PU_POTION) 1103 if (op->contr->mode & PU_RATIO)
1174 if (tmp->type == POTION) 1104 {
1105 /* use value density to decide what else to grab */
1106 /* >=7 was >= op->contr->mode */
1107 /* >=7 is the old standard setting. Now we take the last 4 bits
1175 { 1108 */
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) 1109 wvratio = op->contr->mode & PU_RATIO;
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1110 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 { 1111 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1112#if 0
1113 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1114 if (tmp->name != NULL)
1221 { 1115 {
1222 pick_up (op, tmp); 1116 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1117 }
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 1118 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1119 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1120 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1121 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1362#endif 1122#endif
1123 CHK_PICK_PICKUP;
1363 continue; 1124 continue;
1364 }
1365 } 1125 }
1366 } /* the new pickup model */ 1126 } /* the new pickup model */
1367 } 1127 }
1368 1128
1369 return !stop; 1129 return !stop;
1130}
1131
1132/* routine for both players and monsters. We call this when
1133 * there is a possibility for our action distrubing our hiding
1134 * place or invisiblity spell. Artefact invisiblity causes
1135 * "noise" instead. If we arent invisible to begin with, we
1136 * return 0.
1137 */
1138static int
1139action_makes_visible (object *op)
1140{
1141 if (op->invisible && op->flag [FLAG_ALIVE])
1142 {
1143 if (op->flag [FLAG_MAKE_INVIS])
1144 {
1145 // artefact invisibility is permanent, but we still make noise
1146 // this is important for game-balance.
1147 if (op->contr)
1148 op->make_noise ();
1149
1150 return 0;
1151 }
1152
1153 if (op->contr && op->contr->tmp_invis == 0)
1154 return 0;
1155
1156 /* If monsters, they should become visible */
1157 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1158 {
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1160 return 1;
1161 }
1162 }
1163
1164 return 0;
1370} 1165}
1371 1166
1372/* 1167/*
1373 * Find an arrow in the inventory and after that 1168 * Find an arrow in the inventory and after that
1374 * in the right type container (quiver). Pointer to the 1169 * in the right type container (quiver). Pointer to the
1375 * found object is returned. 1170 * found object is returned.
1376 */ 1171 */
1377object * 1172static object *
1378find_arrow (object *op, const char *type) 1173find_arrow (object *op, const char *type)
1379{ 1174{
1380 object *tmp = NULL;
1381
1382 for (op = op->inv; op; op = op->below) 1175 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) 1176 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1177 return splay (tmp);
1178
1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1180 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1181 if (object *arrow = find_arrow (tmp, type))
1182 {
1183 splay (tmp);
1386 return op; 1184 return arrow;
1185 }
1186
1387 return tmp; 1187 return 0;
1388} 1188}
1389 1189
1390/* 1190/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1191 * 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 1192 * 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 1193 * 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. 1194 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1195 */
1396 1196static object *
1397object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1197find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1198{
1400 object *tmp = NULL, *arrow, *ntmp; 1199 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1200 int attacknum, attacktype, betterby = 0, i;
1402 1201
1403 if (!type) 1202 if (!type)
1404 return NULL; 1203 return NULL;
1405 1204
1406 for (arrow = op->inv; arrow; arrow = arrow->below) 1205 for (arrow = op->inv; arrow; arrow = arrow->below)
1407 { 1206 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1207 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1409 { 1208 {
1410 i = 0; 1209 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1210 ntmp = find_better_arrow (arrow, target, type, &i);
1211
1412 if (i > betterby) 1212 if (i > betterby)
1413 { 1213 {
1414 tmp = ntmp; 1214 tmp = ntmp;
1415 betterby = i; 1215 betterby = i;
1416 } 1216 }
1417 } 1217 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1218 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1219 {
1420 /* allways prefer assasination/slaying */ 1220 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1221 if (target->race && arrow->slaying.contains (target->race))
1422 { 1222 {
1423 if (arrow->attacktype & AT_DEATH) 1223 if (arrow->attacktype & AT_DEATH)
1424 { 1224 {
1425 *better = 100; 1225 *better = 100;
1426 return arrow; 1226 return arrow;
1434 else 1234 else
1435 { 1235 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1236 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1237 {
1438 attacktype = 1 << attacknum; 1238 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1239 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1240 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1241 {
1442 tmp = arrow; 1242 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1243 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1244 }
1445 } 1245 }
1246
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1247 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1248 {
1448 tmp = arrow; 1249 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1250 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1251 }
1252
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1253 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1254 {
1453 tmp = arrow; 1255 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1256 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1257 }
1456 } 1258 }
1457 } 1259 }
1458 } 1260 }
1261
1459 if (tmp == NULL && arrow == NULL) 1262 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1263 return find_arrow (op, type);
1461 1264
1462 *better = betterby; 1265 *better = betterby;
1463 return tmp; 1266 return tmp;
1467 * find_better_arrow to find a decent arrow to use. 1270 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1271 * op = the shooter
1469 * type = bow->race 1272 * type = bow->race
1470 * dir = fire direction 1273 * dir = fire direction
1471 */ 1274 */
1472 1275static object *
1473object *
1474pick_arrow_target (object *op, const char *type, int dir) 1276pick_arrow_target (object *op, shstr_cmp type, int dir)
1475{ 1277{
1476 object *tmp = NULL; 1278 object *tmp = NULL;
1477 maptile *m; 1279 maptile *m;
1478 int i, mflags, found, number; 1280 int i, mflags, found, number;
1479 sint16 x, y; 1281 sint16 x, y;
1494 for (i = 0, found = 0; i < 20; i++) 1296 for (i = 0, found = 0; i < 20; i++)
1495 { 1297 {
1496 x += freearr_x[dir]; 1298 x += freearr_x[dir];
1497 y += freearr_y[dir]; 1299 y += freearr_y[dir];
1498 mflags = get_map_flags (m, &m, x, y, &x, &y); 1300 mflags = get_map_flags (m, &m, x, y, &x, &y);
1301
1499 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1302 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1500 { 1303 {
1501 tmp = NULL; 1304 tmp = 0;
1502 break; 1305 break;
1503 } 1306 }
1504 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1307 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1505 { 1308 {
1506 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1309 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1507 * perhaps a bad assumption. 1310 * perhaps a bad assumption.
1508 */ 1311 */
1509 tmp = NULL; 1312 tmp = 0;
1510 break; 1313 break;
1511 } 1314 }
1315
1512 if (mflags & P_IS_ALIVE) 1316 if (mflags & P_IS_ALIVE)
1513 {
1514 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1317 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1515 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1318 if (tmp->flag [FLAG_ALIVE])
1516 {
1517 found++;
1518 break;
1519 }
1520 if (found)
1521 break; 1319 break;
1522 }
1523 } 1320 }
1524 if (tmp == NULL) 1321
1322 if (!tmp)
1525 return find_arrow (op, type); 1323 return find_arrow (op, type);
1526 1324
1527 if (tmp->head) 1325 if (tmp->head)
1528 tmp = tmp->head; 1326 tmp = tmp->head;
1529 1327
1542 */ 1340 */
1543int 1341int
1544fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1342fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1545{ 1343{
1546 object *left, *bow; 1344 object *left, *bow;
1547 int bowspeed, mflags; 1345 int mflags;
1548 maptile *m; 1346 maptile *m;
1549 1347
1550 if (!dir) 1348 if (!dir)
1551 { 1349 {
1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1350 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1553 return 0; 1351 return 0;
1554 } 1352 }
1555 1353
1556 if (op->type == PLAYER) 1354 if (op->contr)
1557 bow = op->contr->ranges[range_bow]; 1355 bow = op->current_weapon;
1558 else 1356 else
1559 { 1357 {
1560 for (bow = op->inv; bow; bow = bow->below) 1358 for (bow = op->inv; bow; bow = bow->below)
1561 /* Don't check for applied - monsters don't apply bows - in that way, they 1359 /* 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. 1360 * don't need to switch back and forth between bows and weapons.
1567 if (!bow) 1365 if (!bow)
1568 { 1366 {
1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1367 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570 return 0; 1368 return 0;
1571 } 1369 }
1370
1371 // optimisation: move object to top so we will find it quickly again
1372 splay (bow);
1572 } 1373 }
1573 1374
1574 if (!bow->race || !bow->skill) 1375 if (!bow->race || !bow->skill)
1575 { 1376 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1377 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0; 1378 return 0;
1578 } 1379 }
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 1380
1589 if (arrow == NULL) 1381 if (arrow == NULL)
1590 { 1382 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1383 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1384 {
1593 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1386 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 */ 1387 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1596 else 1388 else
1597 CLEAR_FLAG (op, FLAG_READY_BOW); 1389 op->clr_flag (FLAG_READY_BOW);
1390
1598 return 0; 1391 return 0;
1599 } 1392 }
1600 } 1393 }
1601 1394
1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1395 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1610 } 1403 }
1611 1404
1612 /* this should not happen, but sometimes does */ 1405 /* this should not happen, but sometimes does */
1613 if (arrow->nrof == 0) 1406 if (arrow->nrof == 0)
1614 { 1407 {
1408 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1615 arrow->destroy (); 1409 arrow->destroy ();
1616 return 0; 1410 return 0;
1617 } 1411 }
1618 1412
1619 left = arrow; /* these are arrows left to the player */ 1413 left = arrow; /* these are arrows left to the player */
1620 arrow = get_split_ob (arrow, 1); 1414 arrow = arrow->split ();
1621 if (!arrow) 1415 if (!arrow)
1622 { 1416 {
1623 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1417 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1624 return 0; 1418 return 0;
1625 } 1419 }
1626 1420
1627 arrow->set_owner (op); 1421 arrow->set_owner (op);
1628 arrow->skill = bow->skill; 1422 arrow->skill = bow->skill;
1629 arrow->direction = dir; 1423 arrow->direction = dir;
1630 1424
1425 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1426 arrow->stats.hp = arrow->stats.dam;
1427 arrow->stats.grace = arrow->attacktype;
1428 arrow->custom_name = arrow->slaying;
1429
1430#if 0
1431 if (player *pl = op->contr)
1432 {
1433 float speed = pl->weapon_sp;
1434
1435 /* penalize ROF for bestarrow */
1436 if (pl->bowtype == bow_bestarrow)
1437 speed *= .9f;
1438 else
1439 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1440
1441 op->speed_left += speed - op->speed;
1442 }
1443#endif
1444
1445 SET_ANIMATION (arrow, arrow->direction);
1446
1447 /* update the speed */
1448
1449 arrow->speed_left = 0;
1450 arrow->set_speed (max (2.f,
1451 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f
1453 ));
1454
1455 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1456
1631 if (op->type == PLAYER) 1457 if (op->type == PLAYER)
1632 { 1458 {
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; 1459 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1460 wc -= dex_bonus[op->stats.Dex];
1461
1462 if (!arrow->slaying)
1463 arrow->slaying = op->slaying;
1464
1465 arrow->attacktype |= op->attacktype;
1664 } 1466 }
1665 else 1467 else
1666 { 1468 {
1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1668 arrow->level = op->level; 1469 arrow->level = op->level;
1669 } 1470 arrow->stats.wc -= bow->magic;
1670 1471
1671 if (arrow->attacktype == AT_PHYSICAL) 1472 if (!arrow->slaying)
1473 arrow->slaying = bow->slaying;
1474
1672 arrow->attacktype |= bow->attacktype; 1475 arrow->attacktype |= bow->attacktype;
1476 }
1673 1477
1674 if (bow->slaying) 1478 wc -= arrow->level;
1675 arrow->slaying = bow->slaying; 1479 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676 1480
1481 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW; 1482 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1483 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679 1484
1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1485 op->play_sound (sound_find ("fire_arrow"));
1681 m->insert (arrow, sx, sy, op); 1486 m->insert (arrow, sx, sy, op);
1682 1487
1683 if (!arrow->destroyed ()) 1488 if (!arrow->destroyed ())
1684 move_arrow (arrow); 1489 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 1490
1694 return 1; 1491 return 1;
1695} 1492}
1696 1493
1697/* Special fire code for players - this takes into 1494/* Special fire code for players - this takes into
1699 * but monsters can't. Putting that code here 1496 * but monsters can't. Putting that code here
1700 * makes the fire_bow code much cleaner. 1497 * makes the fire_bow code much cleaner.
1701 * this function should only be called if 'op' is a player, 1498 * this function should only be called if 'op' is a player,
1702 * hence the function name. 1499 * hence the function name.
1703 */ 1500 */
1704int 1501static int
1705player_fire_bow (object *op, int dir) 1502player_fire_bow (object *op, int dir)
1706{ 1503{
1707 int ret = 0, wcmod = 0; 1504 int ret;
1708 1505
1709 if (op->contr->bowtype == bow_bestarrow) 1506 if (op->contr->bowtype == bow_bestarrow)
1710 { 1507 {
1711 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1508 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1712 } 1509 }
1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1510 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1714 { 1511 {
1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1512 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); 1513 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1719 } 1514 }
1720 else if (op->contr->bowtype == bow_threewide) 1515 else if (op->contr->bowtype == bow_threewide)
1721 { 1516 {
1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1517 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)]); 1518 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)]); 1519 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1725 } 1520 }
1726 else if (op->contr->bowtype == bow_spreadshot) 1521 else if (op->contr->bowtype == bow_spreadshot)
1727 { 1522 {
1728 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1523 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); 1524 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); 1525 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1731
1732 } 1526 }
1733 else 1527 else
1734 { 1528 {
1735 /* Simple case */ 1529 /* Simple case */
1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1530 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 } 1531 }
1532
1738 return ret; 1533 return ret;
1739} 1534}
1740
1741 1535
1742/* Fires a misc (wand/rod/horn) object in 'dir'. 1536/* Fires a misc (wand/rod/horn) object in 'dir'.
1743 * Broken apart from 'fire' to keep it more readable. 1537 * Broken apart from 'fire' to keep it more readable.
1744 */ 1538 */
1745void 1539static void
1746fire_misc_object (object *op, int dir) 1540fire_misc_object (object *op, int dir)
1747{ 1541{
1748 object *item; 1542 object *item = op->contr->ranged_ob;
1749 1543
1750 if (!op->contr->ranges[range_misc]) 1544 if (!item)
1751 { 1545 {
1752 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1546 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1753 return; 1547 return;
1754 } 1548 }
1755 1549
1756 item = op->contr->ranges[range_misc];
1757 if (!item->inv) 1550 if (!item->inv)
1758 { 1551 {
1759 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1552 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760 return; 1553 return;
1761 } 1554 }
1555
1556 if (!op->apply (item))
1557 return;
1558
1762 if (item->type == WAND) 1559 if (item->type == WAND)
1763 { 1560 {
1764 if (item->stats.food <= 0) 1561 if (item->stats.food <= 0)
1765 { 1562 {
1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1563 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)); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1565
1768 return; 1566 return;
1769 } 1567 }
1770 } 1568 }
1771 else if (item->type == ROD || item->type == HORN) 1569 else if (item->type == ROD || item->type == HORN)
1772 { 1570 {
1773 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1571 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1572
1573 // using the maximum of the rods charge allows at least one spell cast
1574 // for a rod or horn, this fixes some broken rods.
1575 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1774 { 1576 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1577 op->contr->play_sound (sound_find ("wand_poof"));
1578
1776 if (item->type == ROD) 1579 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)); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 else 1581 else
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1583
1780 return; 1584 return;
1781 } 1585 }
1782 } 1586 }
1783 1587
1784 if (cast_spell (op, item, dir, item->inv, NULL)) 1588 if (cast_spell (op, item, dir, item->inv, NULL))
1785 { 1589 {
1786 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1590 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1591
1787 if (item->type == WAND) 1592 if (item->type == WAND)
1788 { 1593 {
1789 if (!(--item->stats.food)) 1594 if (!(--item->stats.food))
1790 { 1595 {
1791 object *tmp;
1792
1793 if (item->arch) 1596 if (item->arch)
1794 { 1597 {
1795 CLEAR_FLAG (item, FLAG_ANIMATE); 1598 item->clr_flag (FLAG_ANIMATE);
1796 item->face = item->arch->clone.face; 1599 item->face = item->arch->face;
1797 item->set_speed (0); 1600 item->set_speed (0);
1798 } 1601 }
1799 1602
1800 if ((tmp = item->in_player ())) 1603 if (object *pl = item->visible_to ())
1801 esrv_update_item (UPD_ANIM, tmp, item); 1604 esrv_update_item (UPD_ANIM, pl, item);
1802 } 1605 }
1803 } 1606 }
1804 else if (item->type == ROD || item->type == HORN) 1607 else if (item->type == ROD || item->type == HORN)
1805 drain_rod_charge (item); 1608 drain_rod_charge (item);
1806 } 1609 }
1807} 1610}
1808 1611
1809/* Received a fire command for the player - go and do it. 1612/* Received a fire command for the player - go and do it.
1810 */ 1613 */
1811void 1614bool
1812fire (object *op, int dir) 1615fire (object *who, int dir)
1813{ 1616{
1814 int spellcost = 0; 1617 int spellcost = 0;
1815 1618
1619 player *pl = who->contr;
1620
1621 if (pl->golem)
1622 {
1623 control_golem (who->contr->golem, dir);
1624 return false;
1625 }
1626
1627 object *ob = pl->ranged_ob;
1628
1629 if (!ob)
1630 return false;
1631
1632 if (who->speed_left > 0.f)
1633 --who->speed_left;
1634 else
1635 return false;
1636
1637 if (!who->apply (ob))
1638 return false;
1639
1816 /* check for loss of invisiblity/hide */ 1640 /* check for loss of invisiblity/hide */
1817 if (action_makes_visible (op)) 1641 if (action_makes_visible (who))
1818 make_visible (op); 1642 make_visible (who);
1819 1643
1820 switch (op->contr->shoottype) 1644 switch (ob->type)
1821 { 1645 {
1822 case range_none: 1646 case BOW:
1823 return;
1824
1825 case range_bow:
1826 player_fire_bow (op, dir); 1647 player_fire_bow (who, dir);
1827 return; 1648 break;
1828 1649
1829 case range_magic: /* Casting spells */ 1650 case SPELL:
1830 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1651 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1831 return; 1652 break;
1832 1653
1833 case range_misc: 1654 case BUILDER:
1834 fire_misc_object (op, dir);
1835 return;
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); 1655 apply_map_builder (who, dir);
1859 return; 1656 break;
1657
1658 case SKILL:
1659 do_skill (who, who, ob, dir, 0);
1660 break;
1661
1662 case RANGED:
1663 do_skill (who, ob, who->chosen_skill, dir, 0);
1664 break;
1665
1860 default: 1666 default:
1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1667 fire_misc_object (who, dir);
1862 return; 1668 break;
1863 } 1669 }
1864}
1865 1670
1671 return true;
1672}
1866 1673
1867 1674static 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) 1675find_key_ (object *pl, object *container, object *door)
1881{ 1676{
1882 object *tmp, *key; 1677 object *tmp, *key;
1883 1678
1884 /* Should not happen, but sanity checking is never bad */ 1679 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1680 if (!container->inv)
1886 return NULL; 1681 return 0;
1887 1682
1888 /* First, lets try to find a key in the top level inventory */ 1683 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1684 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1685 {
1891 if (door->type == DOOR && tmp->type == KEY) 1686 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1687 break;
1688
1893 /* For sanity, we should really check door type, but other stuff 1689 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1690 * (like containers) can be locked with special keys
1895 */ 1691 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1692 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1693 break;
1898 } 1694 }
1695
1899 /* No key found - lets search inventories now */ 1696 /* No key found - lets search inventories now */
1900 /* If we find and use a key in an inventory, return at that time. 1697 /* 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 1698 * otherwise, if we search all the inventories and still don't find
1902 * a key, return 1699 * a key, return
1903 */ 1700 */
1904 if (!tmp) 1701 if (!tmp)
1905 { 1702 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1703 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 {
1908 /* No reason to search empty containers */ 1704 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1705 if (tmp->type == CONTAINER && tmp->inv)
1910 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1706 if ((key = find_key_ (pl, tmp, door)))
1912 return key; 1707 return key;
1913 } 1708
1914 }
1915 if (!tmp) 1709 if (!tmp)
1916 return NULL; 1710 return 0;
1917 } 1711 }
1712
1918 /* We get down here if we have found a key. Now if its in a container, 1713 /* 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 1714 * see if we actually want to use it
1920 */ 1715 */
1921 if (pl != container) 1716 if (pl != container)
1922 { 1717 {
1923 /* Only let players use keys in containers */ 1718 /* Only let players use keys in containers */
1924 if (!pl->contr) 1719 if (!pl->contr)
1925 return NULL; 1720 return 0;
1721
1926 /* cases where this fails: 1722 /* cases where this fails:
1927 * If we only search the player inventory, return now since we 1723 * If we only search the player inventory, return now since we
1928 * are not in the players inventory. 1724 * are not in the players inventory.
1929 * If the container is not active, return now since only active 1725 * If the container is not active, return now since only active
1930 * containers can be used. 1726 * containers can be used.
1934 * inv must have been an container and must have been active. 1730 * inv must have been an container and must have been active.
1935 * 1731 *
1936 * Change the color so that the message doesn't disappear with 1732 * Change the color so that the message doesn't disappear with
1937 * all the others. 1733 * all the others.
1938 */ 1734 */
1939 if (pl->contr->usekeys == key_inventory || 1735 if (pl->contr->usekeys == key_inventory
1940 !QUERY_FLAG (container, FLAG_APPLIED) || 1736 || !container->flag [FLAG_APPLIED]
1941 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1737 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1942 { 1738 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1739 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)); 1740 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945 return NULL; 1741 return NULL;
1946 } 1742 }
1947 } 1743 }
1744
1948 return tmp; 1745 return tmp;
1746}
1747
1748/* find_key
1749 * We try to find a key for the door as passed. If we find a key
1750 * and successfully use it, we return the key, otherwise NULL
1751 * This function merges both normal and locked door, since the logic
1752 * for both is the same - just the specific key is different.
1753 * pl is the player,
1754 * inv is the objects inventory to searched
1755 * door is the door we are trying to match against.
1756 * This function can be called recursively to search containers.
1757 */
1758object *
1759find_key (object *pl, object *container, object *door)
1760{
1761 if (door->slaying && is_match_expr (door->slaying))
1762 {
1763 // for match expressions, we try to find the key by applying the match
1764 // to the op itself, which is supposed to find the "key", instead
1765 // of searching through containers ourselves.
1766
1767 return match_one (door->slaying, container, door, pl, pl);
1768 }
1769 else
1770 return find_key_ (pl, container, door);
1949} 1771}
1950 1772
1951/* moved door processing out of move_player_attack. 1773/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1774 * returns 1 if player has opened the door with a key
1953 * such that the caller should not do anything more, 1775 * such that the caller should not do anything more,
1954 * 0 otherwise 1776 * 0 otherwise
1955 */ 1777 */
1956static int 1778static int
1957player_attack_door (object *op, object *door) 1779player_attack_door (object *op, object *door)
1958{ 1780{
1959 /* If its a door, try to find a use a key. If we do destroy the door, 1781 /* 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 - 1782 * might as well return immediately as there is nothing more to do -
1961 * otherwise, we fall through to the rest of the code. 1783 * otherwise, we fall through to the rest of the code.
1962 */ 1784 */
1963 object *key = find_key (op, op, door); 1785 object *key = find_key (op, op, door);
1964 1786
1965 /* IF we found a key, do some extra work */ 1787 /* If we found a key, do some extra work */
1966 if (key) 1788 if (key)
1967 { 1789 {
1968 object *container = key->env; 1790 object *container = key->env;
1969 1791
1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1971 if (action_makes_visible (op)) 1792 if (action_makes_visible (op))
1972 make_visible (op); 1793 make_visible (op);
1794
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1795 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 1796 spring_trap (door->inv, op);
1797
1975 if (door->type == DOOR) 1798 if (door->type == DOOR)
1976 {
1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1799 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978 }
1979 else if (door->type == LOCKED_DOOR) 1800 else if (door->type == LOCKED_DOOR)
1980 { 1801 {
1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1802 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1982 remove_door2 (door); /* remove door without violence ;-) */ 1803 remove_door2 (door); /* remove door without violence ;-) */
1983 } 1804 }
1805
1984 /* Do this after we print the message */ 1806 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 1807 key->decrease (); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 1808
1987 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container);
1989 return 1; /* Nothing more to do below */ 1809 return 1; /* Nothing more to do below */
1990 } 1810 }
1991 else if (door->type == LOCKED_DOOR) 1811 else if (door->type == LOCKED_DOOR)
1992 { 1812 {
1993 /* Might as well return now - no other way to open this */ 1813 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1814 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1995 return 1; 1815 return 1;
1996 } 1816 }
1817
1997 return 0; 1818 return 0;
1998} 1819}
1999 1820
2000/* This function is just part of a breakup from move_player. 1821/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 1822 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 1823 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 1824 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 1825 * going to try and move (not fire weapons).
2005 */ 1826 */
2006void 1827bool
2007move_player_attack (object *op, int dir) 1828move_player_attack (object *op, int dir)
2008{ 1829{
2009 object *tmp, *mon; 1830 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2010 sint16 nx, ny; 1831 {
2011 int on_battleground; 1832 --op->speed_left;
2012 maptile *m; 1833 return true;
1834 }
2013 1835
2014 nx = freearr_x[dir] + op->x; 1836 sint16 nx = freearr_x[dir] + op->x;
2015 ny = freearr_y[dir] + op->y; 1837 sint16 ny = freearr_y[dir] + op->y;
2016 1838
2017 on_battleground = op_on_battleground (op, 0, 0); 1839 if (out_of_map (op->map, nx, ny))
1840 return false;
2018 1841
2019 /* If braced, or can't move to the square, and it is not out of the 1842 /* 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 1843 * 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 1844 * 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 1845 * 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 1846 * 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 1847 * 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 1848 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 1849 * move_ob uses.
2027 */ 1850 */
2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1851 maptile *m = op->map->xy_find (nx, ny);
1852
1853 /* Go through all the objects, and find ones of interest. Only stop if
1854 * we find a monster - that is something we know we want to attack.
1855 * if its a door or barrel (can roll) see if there may be monsters
1856 * on the space
1857 */
1858 object *mon;
1859 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1860 {
1861 if ((mon->flag [FLAG_ALIVE]
1862 || mon->type == LOCKED_DOOR
1863 || mon->flag [FLAG_CAN_ROLL])
1864 && mon != op)
1865 break;
2029 { 1866 }
2030 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1867
1868 /* no monster == player tries to move into a wall or so */
1869 if (!mon)
1870 {
1871 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1872 if (op->move_type & ob->move_block)
2031 { 1873 {
2032 m = op->map->xy_find (nx, ny); 1874 if (ob->move_block == MOVE_ALL)
2033 if (!m) 1875 move_into_wall (op, ob);
2034 return; /* Don't think this should happen */ 1876 else
1877 {
1878 if (op->contr->ns->bumpmsg)
1879 {
1880 op->play_sound (sound_find ("blocked_move"));
1881
1882 op->statusmsg (ob->invisible
1883 ? "Something blocks you."
1884 : format ("Something blocks you from entering the %s.", query_name (ob))
1885 );
1886 }
1887 }
1888
1889 break;
1890 }
1891
1892 return false;
1893 }
1894
1895 mon = mon->head_ ();
1896
1897 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1898 if (op->contr->weapon_sp_left > 0.f)
1899 if (player_attack_door (op, mon))
1900 {
1901 --op->contr->weapon_sp_left;
1902 return true;
1903 }
1904
1905 /* The following deals with possibly attacking peaceful
1906 * or friendly creatures. Basically, all players are considered
1907 * unaggressive. If the moving player has peaceful set, then the
1908 * object should be pushed instead of attacked. It is assumed that
1909 * if you are braced, you will not attack friends accidently,
1910 * and thus will not push them.
1911 */
1912
1913 /* If the creature is a pet, push it even if the player is not
1914 * peaceful. Our assumption is the creature is a pet if the
1915 * player owns it and it is either friendly or unagressive.
1916 */
1917 if (op->type == PLAYER
1918 && ((mon->owner && mon->owner->contr
1919 && same_party (mon->owner->contr->party, op->contr->party))
1920 || mon->owner == op)
1921 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1922 {
1923 /* If we're braced, we don't want to switch places with it */
1924 if (op->contr->braced)
1925 return false;
1926
1927 if (op->speed_left > 0.f)
1928 {
1929 --op->speed_left;
1930
1931 op->play_sound (sound_find ("push_player"));
1932 push_ob (mon, dir, op);
1933
1934 if (action_makes_visible (op))
1935 make_visible (op);
1936
1937 return true;
2035 } 1938 }
2036 else 1939 else
2037 m = op->map;
2038
2039 if (!(tmp = m->at (nx, ny).bot))
2040 return; 1940 return false;
1941 }
2041 1942
2042 mon = 0; 1943 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 1944
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 1945 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push 1946 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't 1947 * someone, but put it inside this loop so that you won't
2115 * attack them either. 1948 * attack them either.
2116 */ 1949 */
2117 if ((mon->type == PLAYER || mon->enemy != op) && 1950 if ((mon->type == PLAYER || mon->enemy != op)
2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1951 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2119#ifdef PROHIBIT_PLAYERKILL
2120 (op->contr->peaceful 1952 && ((op->contr->peaceful
2121 || (mon->type == PLAYER 1953 || (mon->type == PLAYER && mon->contr->peaceful))
2122 && mon->contr->
2123 peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground)) 1954 && !on_battleground))
1955 {
1956 if (op->speed_left > 0.f)
2128 { 1957 {
1958 --op->speed_left;
1959
2129 if (!op->contr->braced) 1960 if (!op->contr->braced)
2130 { 1961 {
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1962 op->play_sound (sound_find ("push_player"));
2132 push_ob (mon, dir, op); 1963 push_ob (mon, dir, op);
2133 } 1964 }
2134 else 1965 else
2135 new_draw_info (0, 0, op, "You withhold your attack"); 1966 op->statusmsg ("You withhold your attack");
2136 1967
2137 if (op->contr->tmp_invis || op->hide) 1968 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2138 make_visible (op); 1969 make_visible (op);
2139 }
2140 1970
1971 return true;
1972 }
1973 }
2141 /* If the object is a boulder or other rollable object, then 1974 /* 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. 1975 * roll it if not braced. You can't roll it if you are braced.
2143 */ 1976 */
2144 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1977 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1978 {
1979 if (op->speed_left > 0.f)
2145 { 1980 {
1981 --op->speed_left;
1982
2146 recursive_roll (mon, dir, op); 1983 recursive_roll (mon, dir, op);
2147 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2148 make_visible (op); 1985 make_visible (op);
2149 }
2150 1986
1987 return true;
1988 }
1989 }
2151 /* Any generic living creature. Including things like doors. 1990 /* Any generic living creature. Including things like doors.
2152 * Way it works is like this: First, it must have some hit points 1991 * 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: 1992 * 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 1993 * 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. 1994 * that party_number -1 is no party, so attacks can still happen.
2156 */ 1995 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1996 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1997 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 { 1998 {
2160 1999 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 { 2000 {
2168 op->speed_left += op->speed / op->contr->weapon_sp; 2001 --op->contr->weapon_sp_left;
2169
2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2171 }
2172 2002
2173 skill_attack (mon, op, 0, 0, 0); 2003 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 2004
2189 if (action_makes_visible (op)) 2005 if (action_makes_visible (op))
2190 make_visible (op); 2006 make_visible (op);
2191 }
2192 } /* if player should attack something */
2193}
2194 2007
2195int 2008 return true;
2009 }
2010 }
2011
2012 return false;
2013}
2014
2015bool
2196move_player (object *op, int dir) 2016move_player (object *op, int dir)
2197{ 2017{
2198 int pick;
2199
2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2018 if (!op->map || op->map->state != MAP_ACTIVE)
2201 return 0; 2019 return 0;
2202 2020
2203 /* Sanity check: make sure dir is valid */ 2021 /* Sanity check: make sure dir is valid */
2204 if ((dir < 0) || (dir >= 9)) 2022 if (dir < 0 || dir > 8)
2205 { 2023 {
2206 LOG (llevError, "move_player: invalid direction %d\n", dir); 2024 LOG (llevError, "move_player: invalid direction %d\n", dir);
2207 return 0; 2025 return 0;
2208 } 2026 }
2209 2027
2210 /* peterm: added following line */ 2028 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2029 if (op->flag [FLAG_CONFUSED] && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2030 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2031
2214 op->facing = dir; 2032 op->facing = dir;
2215 2033
2216 if (op->hide) 2034 if (op->flag [FLAG_HIDDEN])
2217 do_hidden_move (op); 2035 do_hidden_move (op);
2218 2036
2037 bool retval;
2038 int pick = 0;
2039
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2040 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 /*nop */ ; 2041 retval = RESULT_INT (0);
2221 else if (op->contr->fire_on) 2042 else if (op->contr->fire_on)
2222 fire (op, dir); 2043 retval = fire (op, dir);
2223 else 2044 else
2224 { 2045 {
2225 move_player_attack (op, dir); 2046 retval = move_player_attack (op, dir);
2226 pick = check_pick (op); 2047 pick = check_pick (op);
2227 } 2048 }
2228 2049
2229 /* Add special check for newcs players and fire on - this way, the 2050 /* Add special check for newcs players and fire on - this way, the
2230 * server can handle repeat firing. 2051 * server can handle repeat firing.
2237 /* Update how the player looks. Use the facing, so direction may 2058 /* Update how the player looks. Use the facing, so direction may
2238 * get reset to zero. This allows for full animation capabilities 2059 * get reset to zero. This allows for full animation capabilities
2239 * for players. 2060 * for players.
2240 */ 2061 */
2241 animate_object (op, op->facing); 2062 animate_object (op, op->facing);
2242 return 0; 2063
2064 return retval;
2243} 2065}
2244 2066
2245/* This is similar to handle_player, below, but is only used by the 2067/* This is similar to handle_player, below, but is only used by the
2246 * new client/server stuff. 2068 * new client/server stuff.
2247 * This is sort of special, in that the new client/server actually uses 2069 * This is sort of special, in that the new client/server actually uses
2248 * the new speed values for commands. 2070 * the new speed values for commands.
2249 * 2071 *
2250 * Returns true if there are more actions we can do. 2072 * Returns true if there are more actions we can do. Should not do
2073 * many actions in a row, as that would be too unfair to other
2074 * players.
2251 */ 2075 */
2252int 2076bool
2253handle_newcs_player (object *op) 2077handle_newcs_player (object *op)
2254{ 2078{
2255 if (op->contr->hidden) 2079 if (op->flag [FLAG_SCARED])
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 } 2080 {
2265 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2081 if (op->speed_left > 0.f)
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 } 2082 {
2273 }
2274
2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 {
2277 flee_player (op);
2278 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2281 op->speed_left--; 2083 --op->speed_left;
2084 flee_player (op);
2085
2282 return 0; 2086 return true;
2283 } 2087 }
2088 else
2089 return false;
2284 } 2090 }
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 2091
2294 /* call this here - we also will call this in do_ericserver, but 2092 /* call this here - we also will call this in do_ericserver, but
2295 * the players time has been increased when doericserver has been 2093 * the players time has been increased when doericserver has been
2296 * called, so we recheck it here. 2094 * called, so we recheck it here.
2297 */ 2095 */
2298 if (op->contr->ns->handle_command ()) 2096 if (op->contr->ns->handle_command ())
2299 return 1; 2097 return true;
2300 2098
2301 if (op->speed_left > 0)
2302 {
2303 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2099 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); 2100 return move_player (op, op->direction);
2313 2101
2314 return op->speed_left > 0;
2315 }
2316 }
2317
2318 return 0; 2102 return false;
2319} 2103}
2320 2104
2321int 2105static int
2322save_life (object *op) 2106save_life (object *op)
2323{ 2107{
2324 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2108 if (!op->flag [FLAG_LIFESAVE])
2325 return 0; 2109 return 0;
2326 2110
2327 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2111 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2112 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2329 { 2113 {
2330 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2114 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)); 2115 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2332 2116
2333 if (op->contr)
2334 esrv_del_item (op->contr, tmp->count);
2335
2336 tmp->destroy (); 2117 tmp->destroy ();
2337 CLEAR_FLAG (op, FLAG_LIFESAVE); 2118 op->clr_flag (FLAG_LIFESAVE);
2338 2119
2339 if (op->stats.hp < 0) 2120 if (op->stats.hp < 0)
2340 op->stats.hp = op->stats.maxhp; 2121 op->stats.hp = op->stats.maxhp;
2341 2122
2342 if (op->stats.food < 0) 2123 if (op->stats.food < 0)
2343 op->stats.food = 999; 2124 op->stats.food = MAX_FOOD;
2344 2125
2345 op->update_stats (); 2126 op->update_stats ();
2346 return 1; 2127 return 1;
2347 } 2128 }
2348 2129
2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2130 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG (op, FLAG_LIFESAVE); 2131 op->clr_flag (FLAG_LIFESAVE);
2351 enter_player_savebed (op); /* bring him home. */ 2132 enter_player_savebed (op); /* bring him home. */
2352 return 0; 2133 return 0;
2353} 2134}
2354 2135
2355/* This goes throws the inventory and removes unpaid objects, and puts them 2136/* 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 2137 * 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 2138 * function will descend into containers. op is the object to start the search
2358 * from. 2139 * from.
2359 */ 2140 */
2141static void
2142drop_unpaid_items (object *op, object *env)
2143{
2144 while (op)
2145 {
2146 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2147
2148 if (op->flag [FLAG_UNPAID])
2149 op->insert_at (env);
2150 else if (op->inv)
2151 drop_unpaid_items (op->inv, env);
2152
2153 op = next;
2154 }
2155}
2156
2360void 2157void
2361remove_unpaid_objects (object *op, object *env) 2158object::drop_unpaid_items ()
2362{ 2159{
2363 object *next; 2160 if (!flag [FLAG_REMOVED])
2364 2161 ::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} 2162}
2425 2163
2426void 2164void
2427do_some_living (object *op) 2165do_some_living (object *op)
2428{ 2166{
2429 int last_food = op->stats.food; 2167 int last_food = op->stats.food;
2430 int gen_hp, gen_sp, gen_grace; 2168 int gen_hp, gen_sp, gen_grace;
2431 int over_hp, over_sp, over_grace;
2432 int i;
2433 int rate_hp = 1200; 2169 int rate_hp = 1200;
2434 int rate_sp = 2500; 2170 int rate_sp = 2500;
2435 int rate_grace = 2000; 2171 int rate_grace = 2000;
2436 const int max_hp = 1; 2172 const int max_hp = 1;
2437 const int max_sp = 1; 2173 const int max_sp = 1;
2438 const int max_grace = 1; 2174 const int max_grace = 1;
2439 2175
2440 if (op->contr->outputs_sync) 2176 if (op->contr->hidden)
2177 {
2178 op->invisible = 1000;
2179 /* the socket code flashes the player visible/invisible
2180 * depending on the value of invisible, so we need to
2181 * alternate it here for it to work correctly.
2182 */
2183 if (server_tick & 2)
2184 op->invisible--;
2441 { 2185 }
2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2186 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2187 {
2444 flush_output_element (op, &op->contr->outputs[i]); 2188 if (!op->invisible--)
2189 {
2190 make_visible (op);
2191 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2192 }
2445 } 2193 }
2446 2194
2447 if (op->contr->ns->state == ST_PLAYING) 2195 if (op->contr->ns->state == ST_PLAYING)
2448 { 2196 {
2449 /* these next three if clauses make it possible to SLOW DOWN 2197 /* these next three if clauses make it possible to SLOW DOWN
2470 { 2218 {
2471 gen_grace = op->stats.maxgrace; 2219 gen_grace = op->stats.maxgrace;
2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2220 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2473 } 2221 }
2474 2222
2475 /* Regenerate Spell Points */ 2223 /* Regenerate Grace */
2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2224 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2225 if (--op->last_grace < 0)
2477 { 2226 {
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) 2227 if (op->stats.grace < op->stats.maxgrace / 2)
2228 op->stats.grace++; /* no penalty in food for regaining grace */
2229
2230 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2231
2232 if (max_grace > 1)
2480 { 2233 {
2481 op->stats.sp++; 2234 int over_grace = temp / rate_grace;
2482 /* dms do not consume food */ 2235
2483 if (!QUERY_FLAG (op, FLAG_WIZ)) 2236 if (over_grace > 0)
2484 { 2237 {
2485 op->stats.food--; 2238 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2486 if (op->contr->digestion < 0) 2239 op->last_grace = 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 } 2240 }
2241 else
2242 op->last_grace = rate_grace / temp;
2491 } 2243 }
2244 else
2245 op->last_grace = rate_grace / temp;
2492 2246
2493 if (max_sp > 1) 2247 /* wearing stuff doesn't detract from grace generation. */
2248 }
2249
2250 if (op->stats.food > 0)
2251 {
2252 /* Regenerate Spell Points */
2253 if (!op->contr->golem && --op->last_sp < 0)
2494 { 2254 {
2495 over_sp = (gen_sp + 10) / rate_sp; 2255 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2496 if (over_sp > 0) 2256
2257 if (op->stats.sp < op->stats.maxsp)
2497 { 2258 {
2498 if (op->stats.sp < op->stats.maxsp) 2259 op->stats.sp++;
2260
2261 /* dms do not consume food */
2262 if (!op->flag [FLAG_WIZ])
2499 { 2263 {
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--; 2264 op->stats.food--;
2504 2265
2505 if (op->stats.sp > op->stats.maxsp) 2266 if (op->contr->digestion < 0)
2267 op->stats.food += op->contr->digestion;
2268 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2506 op->stats.sp = op->stats.maxsp; 2269 op->stats.food = last_food;
2507 } 2270 }
2271 }
2272
2273 if (max_sp > 1)
2274 {
2275 int over_sp = (gen_sp + 10) / rate_sp;
2276 if (over_sp > 0)
2277 {
2278 if (op->stats.sp < op->stats.maxsp)
2279 {
2280 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2281
2282 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2283 op->stats.sp--;
2284
2285 if (op->stats.sp > op->stats.maxsp)
2286 op->stats.sp = op->stats.maxsp;
2287 }
2288
2508 op->last_sp = 0; 2289 op->last_sp = 0;
2290 }
2291 else
2292 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 } 2293 }
2510 else 2294 else
2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2295 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2512 } 2296 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 }
2516 2297
2517 /* Regenerate Grace */ 2298 /* Regenerate Hit Points */
2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2519 if (--op->last_grace < 0) 2299 if (--op->last_heal < 0)
2520 {
2521 if (op->stats.grace < op->stats.maxgrace / 2)
2522 op->stats.grace++; /* no penalty in food for regaining grace */
2523
2524 if (max_grace > 1)
2525 { 2300 {
2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2301 if (op->stats.hp < op->stats.maxhp)
2527 if (over_grace > 0)
2528 { 2302 {
2529 op->stats.sp += over_grace 2303 op->stats.hp++;
2530 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2304
2305 /* dms do not consume food */
2306 if (!op->flag [FLAG_WIZ])
2307 {
2308 op->stats.food--;
2309
2310 if (op->contr->digestion < 0)
2311 op->stats.food += op->contr->digestion;
2312 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2313 op->stats.food = last_food;
2314 }
2315 }
2316
2317 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2318
2319 if (max_hp > 1)
2320 {
2321 int over_hp = temp / rate_hp;
2322
2323 if (over_hp > 0)
2324 {
2325 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2531 op->last_grace = 0; 2326 op->last_heal = 0;
2327 }
2328 else
2329 op->last_heal = rate_hp / temp;
2532 } 2330 }
2533 else 2331 else
2534 {
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 }
2537 }
2538 else
2539 {
2540 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2541 }
2542 /* wearing stuff doesn't detract from grace generation. */
2543 }
2544
2545 /* Regenerate Hit Points */
2546 if (--op->last_heal < 0)
2547 {
2548 if (op->stats.hp < op->stats.maxhp)
2549 {
2550 op->stats.hp++;
2551 /* dms do not consume food */
2552 if (!QUERY_FLAG (op, FLAG_WIZ))
2553 {
2554 op->stats.food--;
2555 if (op->contr->digestion < 0)
2556 op->stats.food += op->contr->digestion;
2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2558 op->stats.food = last_food;
2559 }
2560 }
2561
2562 if (max_hp > 1)
2563 {
2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2565 if (over_hp > 0)
2566 {
2567 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2568 op->last_heal = 0; 2332 op->last_heal = rate_hp / temp;
2569 }
2570 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 }
2574 }
2575 else
2576 {
2577 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2333 }
2579 } 2334 }
2580 2335
2581 /* Digestion */ 2336 /* Digestion */
2582 if (--op->last_eat < 0) 2337 if (--op->last_eat < 0)
2583 { 2338 {
2584#ifdef COZY_SERVER 2339 int bonus = max (0, op->contr->digestion),
2585 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2340 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 2341
2591 if (op->contr->gen_hp > 0)
2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2342 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 2343
2596 /* dms do not consume food */ 2344 /* dms do not consume food */
2597 if (!QUERY_FLAG (op, FLAG_WIZ)) 2345 if (!op->flag [FLAG_WIZ])
2598 op->stats.food--; 2346 op->stats.food--;
2599 } 2347 }
2600 2348
2601 if (op->stats.food < 0 && op->stats.hp >= 0) 2349 if (op->stats.food < 0 && op->stats.hp >= 0)
2602 { 2350 {
2603 object *tmp, *flesh = 0; 2351 object *flesh = 0;
2604 2352
2605 for (tmp = op->inv; tmp; tmp = tmp->below) 2353 for_inv_removable (op, tmp)
2606 { 2354 {
2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2355 if (tmp->flag [FLAG_UNPAID])
2356 continue;
2357
2358 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2608 { 2359 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2360 op->statusmsg ("You blindly grab for a bite of food. "
2610 { 2361 "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."); 2362 op->apply (tmp);
2612 manual_apply (op, tmp, 0); 2363
2613 if (op->stats.food >= 0 || op->stats.hp < 0) 2364 if (op->stats.food >= 0 || op->stats.hp < 0)
2614 break; 2365 break;
2615 } 2366 }
2616 else if (tmp->type == FLESH) 2367 else if (tmp->type == FLESH)
2617 flesh = tmp; 2368 flesh = tmp;
2618 } /* End if paid for object */ 2369 }
2619 } /* end of for loop */
2620 2370
2621 /* If player is still starving, it means they don't have any food, so 2371 /* If player is still starving, it means they don't have any food, so
2622 * eat flesh instead. 2372 * eat flesh instead.
2623 */ 2373 */
2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2374 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2625 { 2375 {
2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2376 op->statusmsg ("You blindly grab for a bite of food. "
2377 "H<To prevent you from starving, you ate some random item from your backpack.>");
2627 manual_apply (op, flesh, 0); 2378 op->apply (flesh);
2628 } 2379 }
2380
2381 // If player is still starving, alert him!
2382 if (op->stats.food < 0)
2383 op->failmsg ("You are starving! "
2384 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2385 }
2386
2387 if (op->stats.food < 0)
2629 } 2388 {
2389 op->stats.hp += op->stats.food;
2390 op->stats.food = 0;
2630 2391
2631 while (op->stats.food < 0 && op->stats.hp >= 0) 2392 if (op->stats.hp < 0)
2632 op->stats.food++, op->stats.hp--; 2393 {
2394 op->contr->killer = archetype::get ("killer_starvation");
2395 op->contr->killer->destroy ();
2396 }
2397 }
2633 2398
2399 /* killer should be set here already */
2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2400 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2635 kill_player (op); 2401 kill_player (op);
2636 } 2402 }
2637} 2403}
2638 2404
2639/* If the player should die (lack of hp, food, etc), we call this. 2405/* If the player should die (lack of hp, food, etc), we call this.
2642 * file. 2408 * file.
2643 */ 2409 */
2644void 2410void
2645kill_player (object *op) 2411kill_player (object *op)
2646{ 2412{
2647 char buf[MAX_BUF];
2648 int x, y; 2413 int x, y;
2649
2650 //int i;
2651 maptile *map; /* this is for resurrection */ 2414 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; 2415 int will_kill_again;
2659 archetype *at; 2416 archetype *at;
2660 object *tmp; 2417 object *tmp;
2661 2418
2662 if (save_life (op)) 2419 if (save_life (op))
2663 return; 2420 return;
2664 2421
2422 dynbuf_text deathtab;
2423
2424 /* restore player */
2425 at = archetype::find (shstr_poisoning);
2426 if (object *tmp = present_arch_in_ob (at, op))
2427 {
2428 tmp->destroy ();
2429 deathtab << "Your body feels cleansed...\r";
2430 }
2431
2432 at = archetype::find (shstr_confusion);
2433 if (object *tmp = present_arch_in_ob (at, op))
2434 {
2435 tmp->destroy ();
2436 deathtab << "Your mind feels clearer...\r";
2437 }
2438
2439 cure_disease (op, 0, 0); /* remove any disease */
2440
2441 max_it (op->stats.hp , op->stats.maxhp);
2442 max_it (op->stats.sp , op->stats.maxsp);
2443 max_it (op->stats.grace, op->stats.maxgrace);
2444 max_it (op->stats.food , 200);
2445
2446 // remove all spell effects that are active
2447 // to avoid long-term effects such as word-of-recall
2448 for (object *item = op->inv; item; )
2449 {
2450 object *next = item->below;
2451
2452 if (item->type == SPELL_EFFECT && item->active)
2453 item->destroy ();
2454
2455 item = next;
2456 }
2665 2457
2666 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2458 /* 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. 2459 * in cities ONLY!!! It is very important that this doesn't get abused.
2668 * Look at op_on_battleground() for more info --AndreasV 2460 * Look at op_on_battleground() for more info --AndreasV
2669 */ 2461 */
2670 if (op_on_battleground (op, &x, &y)) 2462 if (op_on_battleground (op, &x, &y))
2671 { 2463 {
2672 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2464 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 2465
2695 /* create a bodypart-trophy to make the winner happy */ 2466 /* create a bodypart-trophy to make the winner happy */
2696 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2467 object *tmp = archetype::find (shstr_finger)->instance ();
2697 { 2468
2698 sprintf (buf, "%s's finger", &op->name); 2469 tmp->name = format ("%s's finger" , &op->name);
2699 tmp->name = buf; 2470 tmp->name_pl = format ("%s's fingers", &op->name);
2700 sprintf (buf, " This finger has been cut off %s\n" 2471 tmp->msg = format (
2701 " the %s, when he was defeated at\n level %d by %s.\n", 2472 "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); 2473 &op->name, op->contr->title,
2703 tmp->msg = buf; 2474 (int)op->level,
2475 op->contr->killer_name ()
2476 );
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2477 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2478 tmp->material = name_to_material (shstr_organic);
2706 tmp->insert_at (op, tmp); 2479 tmp->insert_at (op, tmp);
2707 }
2708 2480
2709 /* teleport defeated player to new destination */ 2481 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2482 transfer_ob (op, x, y, 0, NULL);
2711 op->contr->braced = 0; 2483 op->contr->braced = 0;
2484
2485 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2712 return; 2486 return;
2713 } 2487 }
2714 2488
2489 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2490 deathtab << "T<YOU HAVE DIED>\n\n";
2491
2715 INVOKE_PLAYER (DEATH, op->contr); 2492 INVOKE_PLAYER (DEATH, op->contr);
2716 2493
2717 command_kill_pets (op, 0); 2494 command_kill_pets (op, 0);
2718 2495
2719 if (op->stats.food < 0) 2496 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 2497
2729 /* save the map location for corpse, gravestone */ 2498 /* save the map location for corpse, gravestone */
2730 x = op->x; 2499 x = op->x;
2731 y = op->y; 2500 y = op->y;
2732 map = op->map; 2501 map = op->map;
2760 2529
2761 lost_a_stat = 0; 2530 lost_a_stat = 0;
2762 2531
2763 for (z = 0; z < num_stats_lose; z++) 2532 for (z = 0; z < num_stats_lose; z++)
2764 { 2533 {
2765 i = RANDOM () % NUM_STATS; 2534 i = rndm (NUM_STATS);
2766 2535
2767 if (settings.stat_loss_on_death) 2536 if (settings.stat_loss_on_death)
2768 { 2537 {
2769 /* Pick a random stat and take a point off it. Tell the player 2538 /* Pick a random stat and take a point off it. Tell the player
2770 * what he lost. 2539 * what he lost.
2777 lost_a_stat = 1; 2546 lost_a_stat = 1;
2778 } 2547 }
2779 else 2548 else
2780 { 2549 {
2781 /* deplete a stat */ 2550 /* deplete a stat */
2782 archetype *deparch = archetype::find ("depletion"); 2551 archetype *deparch = archetype::find (shstr_depletion);
2783 object *dep; 2552 object *dep;
2784 2553
2785 dep = present_arch_in_ob (deparch, op); 2554 dep = present_arch_in_ob (deparch, op);
2786 if (!dep) 2555 if (!dep)
2787 { 2556 {
2788 dep = arch_to_object (deparch); 2557 dep = deparch->instance ();
2789 insert_ob_in_ob (dep, op); 2558 insert_ob_in_ob (dep, op);
2790 } 2559 }
2791 lose_this_stat = 1; 2560 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss) 2561 if (settings.balanced_stat_loss)
2793 { 2562 {
2821 } 2590 }
2822 } 2591 }
2823 2592
2824 if (lose_this_stat) 2593 if (lose_this_stat)
2825 { 2594 {
2826 this_stat = get_attr_value (&(dep->stats), i); 2595 this_stat = get_attr_value (&dep->stats, i);
2827 /* We could try to do something clever like find another 2596 /* We could try to do something clever like find another
2828 * stat to reduce if this fails. But chances are, if 2597 * stat to reduce if this fails. But chances are, if
2829 * stats have been depleted to -50, all are pretty low 2598 * stats have been depleted to -50, all are pretty low
2830 * and should be roughly the same, so it shouldn't make a 2599 * and should be roughly the same, so it shouldn't make a
2831 * difference. 2600 * difference.
2832 */ 2601 */
2833 if (this_stat >= -50) 2602 if (this_stat >= -50)
2834 { 2603 {
2835 change_attr_value (&(dep->stats), i, -1); 2604 change_attr_value (&(dep->stats), i, -1);
2836 SET_FLAG (dep, FLAG_APPLIED); 2605 dep->set_flag (FLAG_APPLIED);
2837 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2606 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2838 op->update_stats (); 2607 op->update_stats ();
2839 lost_a_stat = 1; 2608 lost_a_stat = 1;
2840 } 2609 }
2841 } 2610 }
2842 } 2611 }
2843 } 2612 }
2613
2844 /* If no stat lost, tell the player. */ 2614 /* If no stat lost, tell the player. */
2845 if (!lost_a_stat) 2615 if (!lost_a_stat)
2846 { 2616 {
2847 /* determine_god() seems to not work sometimes... why is this? 2617 /* determine_god() seems to not work sometimes... why is this?
2848 Should I be using something else? GD */ 2618 Should I be using something else? GD */
2849 const char *god = determine_god (op); 2619 shstr_tmp god = determine_god (op);
2850 2620
2851 if (god && (strcmp (god, "none"))) 2621 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); 2622 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2853 else 2623 else
2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2624 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2855 } 2625 }
2856#else 2626#else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2627 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2858#endif 2628#endif
2859 2629
2860 /* Put a gravestone up where the character 'almost' died. List the 2630 /* Put a gravestone up where the character 'almost' died. List the
2861 * exp loss on the stone. 2631 * exp loss on the stone.
2862 */ 2632 */
2863 tmp = arch_to_object (archetype::find ("gravestone")); 2633 tmp = archetype::find (shstr_gravestone)->instance ();
2864 sprintf (buf, "%s's gravestone", &op->name); 2634 tmp->name = format ("%s's gravestone", &op->name);
2865 tmp->name = buf; 2635 tmp->name_pl = format ("%s's gravestones", &op->name);
2866 sprintf (buf, "%s's gravestones", &op->name); 2636 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2867 tmp->name_pl = buf; 2637 &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; 2638 tmp->x = op->x, tmp->y = op->y;
2871 insert_ob_in_map (tmp, op->map, NULL, 0); 2639 insert_ob_in_map (tmp, op->map, NULL, 0);
2872 2640
2873 /**************************************/ 2641 /**************************************/
2874 /* */ 2642 /* */
2875 /* Subtract the experience points, */ 2643 /* Subtract the experience points, */
2876 /* if we died cause of food, give us */
2877 /* food, and reset HP's... */
2878 /* */ 2644 /* */
2879 /**************************************/ 2645 /**************************************/
2880 2646
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)); */ 2647 /*add_exp(op, (op->stats.exp * -0.20)); */
2903 apply_death_exp_penalty (op); 2648 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 2649
2910 /* 2650 /*
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 2651 * Check to see if the player has any unpaid items. If so, remove them
2913 * in the map. 2652 * and put them back in the map.
2914 */ 2653 */
2915 2654 op->drop_unpaid_items ();
2916 if (is_in_shop (op))
2917 remove_unpaid_objects (op->inv, op);
2918 2655
2919 /****************************************/ 2656 /****************************************/
2920 /* */ 2657 /* */
2921 /* Move player to his current respawn- */ 2658 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */ 2659 /* position (usually last savebed) */
2940 if (will_kill_again) 2677 if (will_kill_again)
2941 { 2678 {
2942 object *force; 2679 object *force;
2943 int at; 2680 int at;
2944 2681
2945 force = get_archetype (FORCE_NAME); 2682 force = archetype::get (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2683 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1;
2948 force->speed_left = -5.0; 2684 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2685 force->set_speed (0.1f);
2686 force->set_flag (FLAG_APPLIED);
2687
2950 for (at = 0; at < NROFATTACKS; at++) 2688 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2689 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2690 force->resist[at] = 100;
2953 2691
2954 insert_ob_in_ob (force, op); 2692 insert_ob_in_ob (force, op);
2955 op->update_stats (); 2693 op->update_stats ();
2956
2957 } 2694 }
2958 2695
2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2696 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2960} 2697}
2961 2698
2962void 2699static void
2963loot_object (object *op) 2700loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2701{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2702 object *tmp, *next;
2966 2703
2967 if (op->container) 2704 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2705
2970 for (tmp = op->inv; tmp; tmp = next) 2706 for (tmp = op->inv; tmp; tmp = next)
2971 { 2707 {
2972 next = tmp->below; 2708 next = tmp->below;
2973 2709
2974 if (tmp->invisible) 2710 if (tmp->invisible)
2975 continue; 2711 continue;
2976 2712
2977 tmp->remove (); 2713 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2714 tmp->x = op->x, tmp->y = op->y;
2715
2979 if (tmp->type == CONTAINER) 2716 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2717 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2718
2982 } 2719 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2984 { 2720 {
2985 if (tmp->nrof > 1) 2721 if (tmp->nrof > 1)
2986 { 2722 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2723 tmp->decrease (rndm (1, tmp->nrof - 1));
2988 tmp2->destroy ();
2989 insert_ob_in_map (tmp, op->map, NULL, 0); 2724 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } 2725 }
2991 else 2726 else
2992 tmp->destroy (); 2727 tmp->destroy ();
2993 } 2728 }
2999/* 2734/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2735 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2736 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2737 * was changed.
3003 */ 2738 */
3004
3005void 2739void
3006fix_weight (void) 2740fix_weight ()
3007{ 2741{
3008 for_all_players (pl) 2742 for_all_players (pl)
3009 { 2743 {
3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2744 sint32 old = pl->ob->carrying;
3011 2745
3012 if (old == sum) 2746 pl->ob->update_weight ();
3013 continue; 2747
2748 if (old != pl->ob->carrying)
2749 {
3014 pl->ob->update_stats (); 2750 pl->ob->update_stats ();
3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2751 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2752 }
3016 } 2753 }
3017} 2754}
3018 2755
3019void 2756void
3020fix_luck (void) 2757fix_luck ()
3021{ 2758{
3022 for_all_players (pl) 2759 for_all_players (pl)
3023 if (!pl->ob->contr->ns->state) 2760 if (!pl->ob->contr->ns->state)
3024 pl->ob->change_luck (0); 2761 pl->ob->change_luck (0);
3025} 2762}
3062} 2799}
3063 2800
3064void 2801void
3065make_visible (object *op) 2802make_visible (object *op)
3066{ 2803{
3067 op->hide = 0; 2804 op->flag [FLAG_HIDDEN] = 0;
3068 op->invisible = 0; 2805 op->invisible = 0;
2806
3069 if (op->type == PLAYER) 2807 if (op->type == PLAYER)
3070 { 2808 {
3071 op->contr->tmp_invis = 0; 2809 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 2810 op->contr->invis_race = 0;
3073 } 2811 }
2812
3074 update_object (op, UP_OBJ_FACE); 2813 update_object (op, UP_OBJ_CHANGE);
3075} 2814}
3076 2815
3077int 2816int
3078is_true_undead (object *op) 2817is_true_undead (object *op)
3079{ 2818{
3080 object *tmp = NULL; 2819 if (op->arch->flag [FLAG_UNDEAD])
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1; 2820 return 1;
3084 2821
3085 return 0; 2822 return 0;
3086} 2823}
3087 2824
3088/* look at the surrounding terrain to determine 2825/* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels 2826 * the hideability of this object. Positive levels
3090 * indicate greater hideability. 2827 * indicate greater hideability.
3091 */ 2828 */
3092
3093int 2829int
3094hideability (object *ob) 2830hideability (object *ob)
3095{ 2831{
3096 int i, level = 0, mflag; 2832 int i, level = 0, mflag;
3097 sint16 x, y; 2833 sint16 x, y;
3098 2834
3099 if (!ob || !ob->map) 2835 if (!ob || !ob->map)
3100 return 0; 2836 return 0;
3101 2837
3102 /* so, on normal lighted maps, its hard to hide */ 2838 /* so, on normal lighted maps, its hard to hide */
3103 level = ob->map->darkness - 2; 2839 level = ob->map->darklevel () - 2;
3104 2840
3105 /* this also picks up whether the object is glowing. 2841 /* this also picks up whether the object is glowing.
3106 * If you carry a light on a non-dark map, its not 2842 * If you carry a light on a non-dark map, its not
3107 * as bad as carrying a light on a pitch dark map */ 2843 * as bad as carrying a light on a pitch dark map */
3108 if (has_carried_lights (ob)) 2844 if (ob->has_carried_lights ())
3109 level = -(10 + (2 * ob->map->darkness)); 2845 level = -(10 + (2 * ob->map->darklevel ()));
3110 2846
3111 /* scan through all nearby squares for terrain to hide in */ 2847 /* 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]) 2848 for (i = 0, x = ob->x, y = ob->y;
2849 i <= SIZEOFFREE1;
2850 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3113 { 2851 {
3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2852 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3115 if (mflag & P_OUT_OF_MAP) 2853 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue; 2854 continue;
3118 } 2855
3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2856 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3120 level += 2; 2857 level += 2;
3121 else /* open terrain! */ 2858 else /* open terrain! */
3122 level -= 1; 2859 level -= 1;
3123 } 2860 }
3131/* For Hidden creatures - a chance of becoming 'unhidden' 2868/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 2869 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 2870 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 2871 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 2872 */
3136
3137void 2873void
3138do_hidden_move (object *op) 2874do_hidden_move (object *op)
3139{ 2875{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2876 int hide = 0;
3141 object *skop;
3142 2877
3143 if (!op || !op->map) 2878 if (!op || !op->map)
3144 return; 2879 return;
3145 2880
3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2881 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2882 int num = random_roll (0, 19, op, PREFER_LOW);
3147 2883
3148 /* its *extremely* hard to run and sneak/hide at the same time! */ 2884 /* its *extremely* hard to run and sneak/hide at the same time! */
3149 if (op->type == PLAYER && op->contr->run_on) 2885 if (op->type == PLAYER && op->contr->run_on)
3150 if (!skop || num >= skop->level) 2886 if (!skop || num >= skop->level)
3151 { 2887 {
3161 num -= hide; 2897 num -= hide;
3162 2898
3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2899 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164 { 2900 {
3165 make_visible (op); 2901 make_visible (op);
2902
3166 if (op->type == PLAYER) 2903 if (op->type == PLAYER)
3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2904 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3168 } 2905 }
3169 else if (op->type == PLAYER && skop) 2906 else if (op->type == PLAYER && skop)
3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2907 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3185 2922
3186 if (who->type == PLAYER) 2923 if (who->type == PLAYER)
3187 player = 1; 2924 player = 1;
3188 2925
3189 else 2926 else
3190 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2927 friendly = who->flag [FLAG_FRIENDLY];
3191 2928
3192 /* search adjacent squares */ 2929 /* search adjacent squares */
3193 for (i = 1; i < 9; i++) 2930 for (i = 1; i < 9; i++)
3194 { 2931 {
3195 x = who->x + freearr_x[i]; 2932 x = who->x + freearr_x[i];
3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2941 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3205 continue; 2942 continue;
3206 2943
3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2944 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3208 { 2945 {
3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2946 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3210 return 1; 2947 return 1;
3211 else if (tmp->type == PLAYER) 2948 else if (tmp->type == PLAYER)
3212 { 2949 {
3213 /*don't let a hidden DM prevent you from hiding */ 2950 /*don't let a hidden DM prevent you from hiding */
3214 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2951 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3215 return 1; 2952 return 1;
3216 } 2953 }
3217 } 2954 }
3218 } 2955 }
3219 return 0; 2956 return 0;
3223 * object op. This function works fine for monsters, 2960 * object op. This function works fine for monsters,
3224 * but we dont worry if the object isnt the top one in 2961 * but we dont worry if the object isnt the top one in
3225 * a pile (say a coin under a table would return "viewable" 2962 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be 2963 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking 2964 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind 2965 * in? Realistically, most of us can't see stuff behind
3229 * our backs...on the other hand, does the "facing" direction 2966 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible 2967 * 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. 2968 * for them to differ. Sigh, this fctn could get a bit more complex.
3232 * -b.t. 2969 * -b.t.
3233 * This function is now map tiling safe. 2970 * This function is now map tiling safe.
3234 */ 2971 */
3235
3236int 2972int
3237player_can_view (object *pl, object *op) 2973player_can_view (object *pl, object *op)
3238{ 2974{
3239 rv_vector rv; 2975 rv_vector rv;
3240 int dx, dy; 2976 int dx, dy;
3252 2988
3253 get_rangevector (pl, op, &rv, 0x1); 2989 get_rangevector (pl, op, &rv, 0x1);
3254 2990
3255 /* starting with the 'head' part, lets loop 2991 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any 2992 * through the object and find if it has any
3257 * part that is in the los array but isnt on 2993 * part that is in the los array but isn't on
3258 * a blocked los square. 2994 * a blocked los square.
3259 * we use the archetype to figure out offsets. 2995 * we use the archetype to figure out offsets.
3260 */ 2996 */
3261 while (op) 2997 while (op)
3262 { 2998 {
3263 dx = rv.distance_x + op->arch->clone.x; 2999 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3000 dy = rv.distance_y + op->arch->y;
3265 3001
3266 /* only the viewable area the player sees is updated by LOS 3002 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; 3003 return 1;
3004
3274 op = op->more; 3005 op = op->more;
3275 } 3006 }
3276 return 0;
3277}
3278 3007
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; 3008 return 0;
3305} 3009}
3306 3010
3307/* op_on_battleground - checks if the given object op (usually 3011/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3012 * 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 3017 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3018 */
3315int 3019int
3316op_on_battleground (object *op, int *x, int *y) 3020op_on_battleground (object *op, int *x, int *y)
3317{ 3021{
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid: 3022 /* 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), 3023 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3024 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0. 3025 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground- 3026 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */ 3027 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3028 for (object *tmp = op->below; tmp; tmp = tmp->below)
3327 { 3029 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3030 if (tmp->flag [FLAG_IS_FLOOR])
3329 { 3031 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3032 if (tmp->flag [FLAG_NO_PICK]
3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3033 && tmp->type == BATTLEGROUND
3034 && tmp->name == shstr_battleground
3035 && EXIT_X (tmp) && EXIT_Y (tmp))
3332 { 3036 {
3333 /*before we assign the exit, check if this is a teambattle */ 3037 /* before we assign the exit, check if this is a teambattle */
3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3038 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) 3039 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3040 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3339 { 3041 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3341 {
3342 if (x != NULL && y != NULL) 3042 if (x && y)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3043 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3044
3344 return 1; 3045 return 1;
3345 }
3346 } 3046 }
3347 } 3047
3348 if (x != NULL && y != NULL) 3048 if (x && y)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3049 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3050
3350 return 1; 3051 return 1;
3351 } 3052 }
3352 } 3053 }
3353 } 3054 }
3055
3354 /* If we got here, did not find a battleground */ 3056 /* If we got here, did not find a battleground */
3355 return 0; 3057 return 0;
3356} 3058}
3357 3059
3358/* 3060/*
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3076 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3077 int i = 0, j = 0;
3376 3078
3377 /* get the appropriate treasurelist */ 3079 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3080 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3081 trlist = treasurelist::find (shstr_dragon_ability_fire);
3380 else if (atnr == ATNR_COLD) 3082 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3083 trlist = treasurelist::find (shstr_dragon_ability_cold);
3382 else if (atnr == ATNR_ELECTRICITY) 3084 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3085 trlist = treasurelist::find (shstr_dragon_ability_elec);
3384 else if (atnr == ATNR_POISON) 3086 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3087 trlist = treasurelist::find (shstr_dragon_ability_poison);
3386 3088
3387 if (trlist == NULL || who->type != PLAYER) 3089 if (trlist == NULL || who->type != PLAYER)
3388 return; 3090 return;
3389 3091
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3092 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]); */ 3096 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return; 3097 return;
3396 } 3098 }
3397 3099
3398 /* everything seems okay - now bring on the gift: */ 3100 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3101 item = tr->item;
3400 3102
3401 if (item->type == SPELL) 3103 if (item->type == SPELL)
3402 { 3104 {
3403 if (check_spell_known (who, item->name)) 3105 if (check_spell_known (who, item->name))
3404 return; 3106 return;
3463 { 3165 {
3464 /* forces in the treasurelist can alter the player's stats */ 3166 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3167 object *skin;
3466 3168
3467 /* first get the dragon skin force */ 3169 /* 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) 3170 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3470 ; 3171 ;
3471 3172
3472 if (!skin) 3173 if (!skin)
3473 return; 3174 return;
3474 3175
3488 else 3189 else
3489 j = 1; 3190 j = 1;
3490 strcat (buf, spellpathnames[i]); 3191 strcat (buf, spellpathnames[i]);
3491 } 3192 }
3492 } 3193 }
3194
3493 strcat (buf, "."); 3195 strcat (buf, ".");
3494 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3196 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3495 } 3197 }
3496 3198
3497 /* evtl. adding flags: */ 3199 /* evtl. adding flags: */
3498 if (QUERY_FLAG (item, FLAG_XRAYS)) 3200 if (item->flag [FLAG_XRAYS])
3499 SET_FLAG (skin, FLAG_XRAYS); 3201 skin->set_flag (FLAG_XRAYS);
3500 if (QUERY_FLAG (item, FLAG_STEALTH)) 3202 if (item->flag [FLAG_STEALTH])
3501 SET_FLAG (skin, FLAG_STEALTH); 3203 skin->set_flag (FLAG_STEALTH);
3502 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3204 if (item->flag [FLAG_SEE_IN_DARK])
3503 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3205 skin->set_flag (FLAG_SEE_IN_DARK);
3504 3206
3505 /* print message if there is one */ 3207 /* print message if there is one */
3506 if (item->msg != NULL) 3208 if (item->msg != NULL)
3507 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3209 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3508 } 3210 }
3509 else 3211 else
3510 { 3212 {
3511 /* generate misc. treasure */ 3213 /* generate misc. treasure */
3512 tmp = arch_to_object (tr->item); 3214 tmp = tr->item->instance ();
3513 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3215 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); 3216 who->insert (tmp);
3515 if (who->type == PLAYER)
3516 esrv_send_item (who, tmp);
3517 } 3217 }
3518} 3218}
3519 3219
3520/** 3220//-GPL
3521 * Unready an object for a player. This function does nothing if the object was 3221
3522 * not readied. 3222sint8
3523 */ 3223player::darkness_at (maptile *map, int x, int y) const
3224{
3225 if (!ns)
3226 return LOS_BLOCKED;
3227
3228 int dx, dy;
3229 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3230 return LOS_BLOCKED;
3231
3232 x += dx - ns->current_x;
3233 y += dy - ns->current_y;
3234
3235 return blocked_los (x, y);
3236}
3237
3524void 3238void
3525player_unready_range_ob (player *pl, object *ob) 3239player::infobox (const char *title, const char *msg, int color)
3526{ 3240{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3241 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3528 if (pl->ranges[i] == ob)
3529 {
3530 pl->ranges[i] = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3242}
3243
3244void
3245player::statusmsg (const char *msg, int color)
3246{
3247 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3248}
3249
3250void
3251player::failmsg (const char *msg, int color)
3252{
3253 play_sound (sound_find ("generic_failure"));
3254 statusmsg (msg, color);
3255}
3256
3257void
3258object::failmsgf (const char *format, ...)
3259{
3260 if (!contr)
3261 return;
3262
3263 va_list ap;
3264 va_start (ap, format);
3265 contr->failmsg (vformat (format, ap));
3266 va_end (ap);
3267}
3268
3269void
3270player::failmsgf (const char *format, ...)
3271{
3272 va_list ap;
3273 va_start (ap, format);
3274 failmsg (vformat (format, ap));
3275 va_end (ap);
3276}
3277

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