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Comparing deliantra/server/server/player.C (file contents):
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC vs.
Revision 1.273 by root, Sun Apr 18 05:54:18 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
180 54
181 players.insert (this); 55 players.insert (this);
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
194 return; 67 return;
195 68
196 terminate_all_pets (ob); 69 terminate_all_pets (ob);
197 remove_friendly_object (ob); 70 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
199 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 78 ob->map = 0;
201 79 party = 0;
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204 80
205 players.erase (this); 81 players.erase (this);
206} 82}
207 83
208// connect the player with a specific client 84// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
210void 86void
211player::connect (client *ns) 87player::connect (client *ns)
212{ 88{
213 this->ns = ns; 89 this->ns = ns;
214 ns->pl = this; 90 ns->pl = this;
215 91
216 run_on = 0; 92 run_on = 0;
217 fire_on = 0; 93 fire_on = 0;
218 ob->container = 0; //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
219 95
220 ns->update_look = 0; 96 ns->update_look = 0;
221 ns->look_position = 0; 97 ns->look_position = 0;
222 98
223 clear_los (ob); 99 clear_los ();
224 100
225 ns->reset_stats (); 101 ns->reset_stats ();
226 102
227 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
230 106
231 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
232 shoottype = range_none;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 108 link_skills ();
236 109
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
240
241 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
242 * from the class, and not race. I don't see any way to get the class information
243 * to then update this. I don't think this will actually break anything - anyone
244 * that can use armour should be able to use a shield. What this may 'break'
245 * are features new characters get, eg, if someone starts up with a Q, they
246 * should be able to use a shield. However, old Q's won't get that advantage.
247 */
248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
249 SET_FLAG (ob, FLAG_USE_SHIELD);
250 111
251 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
253 { 114 {
254 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
255
256 shstr_cmp dragon_ability_force ("dragon_ability_force");
257 shstr_cmp dragon_skin_force ("dragon_skin_force");
258 116
259 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
260 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
261 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
262 abil = tmp; 120 abil = tmp;
263 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
264 skin = tmp; 122 skin = tmp;
265 123
266 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
267 } 125 }
268 126
269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270 128
271 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
272 130
273 ob->update_stats (); 131 ob->update_stats ();
132
274 ns->floorbox_update (); 133 ns->floorbox_update ();
275
276 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
278 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
279 activate (); 143 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284 144
285 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
287} 147}
288 148
289void 149void
290player::disconnect () 150player::disconnect ()
291{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
292 if (ns) 158 if (ns)
293 { 159 {
294 if (active) 160 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296 162
297 INVOKE_PLAYER (DISCONNECT, this); 163 INVOKE_PLAYER (DISCONNECT, this);
298 164
299 ns->reset_stats (); 165 ns->reset_stats ();
300 ns->pl = 0; 166 ns->pl = 0;
301 this->ns = 0; 167 ns = 0;
302 } 168 }
303 169
304 ob->container = 0; //TODO: client-specific 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
305 deactivate (); 174 deactivate ();
306} 175}
176
177//-GPL
307 178
308// the need for this function can be explained 179// the need for this function can be explained
309// by load_object not returning the object 180// by load_object not returning the object
310void 181void
311player::set_object (object *op) 182player::set_object (object *op)
312{ 183{
313 ob = op; 184 ob = observe = viewpoint = op;
314 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
315 186
187 ob->speed = 1.0f;
316 ob->speed_left = 0.5; 188 ob->speed_left = 0.5f;
317 ob->speed = 1.0; 189
318 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2;
320 ob->run_away = 25; /* Then we panick... */
321
322 ob->roll_stats ();
323} 191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
324 208
325player::player () 209player::player ()
326{ 210{
327 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 212 * we deal with that below this point.
329 */ 213 */
330 outputs_sync = 16; /* Every 2 seconds */ 214 outputs_sync = 4;
331 outputs_count = 8; /* Keeps present behaviour */ 215 outputs_count = 4;
332 unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
333 217
334 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
335 219
336 gen_sp_armour = 10; 220 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal; 221 bowtype = bow_normal;
339 petmode = pet_normal; 222 petmode = pet_normal;
340 listening = 10;
341 usekeys = containers; 223 usekeys = containers;
342 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
343 do_los = 1; 225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
344} 229}
345 230
346void 231void
347player::do_destroy () 232player::do_destroy ()
348{ 233{
349 disconnect (); 234 disconnect ();
350 235
351 attachable::do_destroy (); 236 attachable::do_destroy ();
352 237
353 if (ob) 238 if (ob)
354 {
355 ob->destroy_inv (false);
356 ob->destroy (); 239 ob->destroy ();
357 } 240
241 ob = observe = viewpoint = 0;
358} 242}
359 243
360player::~player () 244player::~player ()
361{ 245{
362 /* Clear item stack */ 246 /* Clear item stack */
363 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
364} 276}
365 277
366/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
367 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
368 * mode. 280 * mode.
370player * 282player *
371player::create () 283player::create ()
372{ 284{
373 player *pl = new player; 285 player *pl = new player;
374 286
375 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
288
289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */
292
376 set_first_map (pl->ob); 293 set_first_map (pl->ob);
377 294
378 return pl; 295 return pl;
379}
380
381/*
382 * get_player_archetype() return next player archetype from archetype
383 * list. Not very efficient routine, but used only creating new players.
384 * Note: there MUST be at least one player archetype!
385 */
386archetype *
387get_player_archetype (archetype *at)
388{
389 archetype *start = at;
390
391 for (;;)
392 {
393 if (at == NULL || at->next == NULL)
394 at = first_archetype;
395 else
396 at = at->next;
397
398 if (at->clone.type == PLAYER)
399 return at;
400
401 if (at == start)
402 {
403 LOG (llevError, "No Player archetypes\n");
404 exit (-1);
405 }
406 }
407} 296}
408 297
409object * 298object *
410get_nearest_player (object *mon) 299get_nearest_player (object *mon)
411{ 300{
414 unsigned lastdist; 303 unsigned lastdist;
415 rv_vector rv; 304 rv_vector rv;
416 305
417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
418 { 307 {
419 /* We should not find free objects on this friendly list, but it
420 * does periodically happen. Given that, lets deal with it.
421 * While unlikely, it is possible the next object on the friendly
422 * list is also free, so encapsulate this in a while loop.
423 */
424 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
425 {
426 object *tmp = ol->ob;
427
428 /* Can't do much more other than log the fact, because the object
429 * itself will have been cleared.
430 */
431 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
432 tmp->debug_desc ());
433 ol = ol->next;
434 remove_friendly_object (tmp);
435 if (!ol)
436 return op;
437 }
438
439 /* Remove special check for player from this. First, it looks to cause
440 * some crashes (ol->ob->contr not set properly?), but secondly, a more
441 * complicated method of state checking would be needed in any case -
442 * as it was, a clever player could type quit, and the function would
443 * skip them over while waiting for confirmation. Remove
444 * on_same_map check, as can_detect_enemy also does this
445 */
446 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
447 continue; 309 continue;
448 310
449 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
450 { 312 {
512 */ 374 */
513int 375int
514path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
515{ 377{
516 rv_vector rv; 378 rv_vector rv;
517 sint16 x, y;
518 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
519 maptile *m, *lastmap;
520 380
521 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
522 382
523 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
524 return 0; 384 return 0;
525 385
526 x = mon->x; 386 mapxy pos (mon);
527 y = mon->y;
528 m = mon->map;
529 dir = rv.direction; 387 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
390
532 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
533 if (diff > max) 392 if (diff > max)
534 return 0; 393 return 0;
394
535 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
536 { 396 {
537 lastx = x; 397 mapxy lastpos = pos;
538 lasty = y; 398 pos.move (dir);
539 lastmap = m;
540 x = lastx + freearr_x[dir];
541 y = lasty + freearr_y[dir];
542 399
543 mflags = get_map_flags (m, &m, x, y, &x, &y); 400 MoveType blocked;
544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); 401 bool blocksview;
402
403 if (pos.normalise ())
404 {
405 mapspace &ms = *pos;
406
407 blocksview = ms.flags () & P_BLOCKSVIEW;
408 blocked = ms.move_block;
409 }
410 else
411 {
412 blocksview = true;
413 blocked = MOVE_ALL;
414 }
545 415
546 /* Space is blocked - try changing direction a little */ 416 /* Space is blocked - try changing direction a little */
547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 417 if ((blocksview || OB_TYPE_MOVE_BLOCK (mon, blocked))
548 && (m == mon->map && blocked_link (mon, m, x, y)))) 418 && (blocked_link (mon, pos.m, pos.x, pos.y)))
549 { 419 {
550 /* recalculate direction from last good location. Possible 420 /* recalculate direction from last good location. Possible
551 * we were not traversing ideal location before. 421 * we were not traversing ideal location before.
552 */ 422 */
553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 423 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
554 if (rv.direction != dir) 424 if (rv.direction != dir)
555 { 425 {
556 /* OK - says direction should be different - lets reset the 426 /* OK - says direction should be different - lets reset the
557 * the values so it will try again. 427 * the values so it will try again.
558 */ 428 */
559 x = lastx;
560 y = lasty;
561 m = lastmap; 429 pos = lastpos;
562 dir = firstdir = rv.direction; 430 dir = firstdir = rv.direction;
563 } 431 }
564 else 432 else
565 { 433 {
566 /* direct path is blocked - try taking a side step to 434 /* direct path is blocked - try taking a side step to
573 */ 441 */
574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 442 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 { 443 {
576 if (i == 0) 444 if (i == 0)
577 continue; /* already did this, so skip it */ 445 continue; /* already did this, so skip it */
446
578 /* Use lastdir here - otherwise, 447 /* Use lastdir here - otherwise,
579 * since the direction that the creature should move in 448 * since the direction that the creature should move in
580 * may change, you could get infinite loops. 449 * may change, you could get infinite loops.
581 * ie, player is northwest, but monster can only 450 * ie, player is northwest, but monster can only
582 * move west, so it does that. It goes some distance, 451 * move west, so it does that. It goes some distance,
584 * can't do that, but now finds it can move east, and 453 * can't do that, but now finds it can move east, and
585 * gets back to its original point. lastdir contains 454 * gets back to its original point. lastdir contains
586 * the last direction the creature has successfully 455 * the last direction the creature has successfully
587 * moved. 456 * moved.
588 */ 457 */
589
590 x = lastx + freearr_x[absdir (lastdir + i)];
591 y = lasty + freearr_y[absdir (lastdir + i)];
592 m = lastmap; 458 pos = lastpos;
593 mflags = get_map_flags (m, &m, x, y, &x, &y); 459 pos.move (absdir (lastdir + i));
594 if (mflags & P_OUT_OF_MAP) 460
461 if (!pos.normalise ())
595 continue; 462 continue;
596 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 463
597 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 464 mapspace &ms = *pos;
465
466 if (ms.flags () & P_BLOCKSVIEW)
598 continue; 467 continue;
599 if (mflags & P_BLOCKSVIEW) 468
469 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
600 continue; 470 continue;
601 471
602 if (m == mon->map && blocked_link (mon, m, x, y)) 472 if (blocked_link (mon, pos.m, pos.x, pos.y))
603 break; 473 break;
604 } 474 }
475
605 /* go through entire loop without finding a valid 476 /* go through entire loop without finding a valid
606 * sidestep to take - thus, no valid path. 477 * sidestep to take - thus, no valid path.
607 */ 478 */
608 if (i == (DETOUR_AMOUNT + 1)) 479 if (i == DETOUR_AMOUNT + 1)
609 return 0; 480 return 0;
481
610 diff--; 482 diff--;
611 lastdir = dir; 483 lastdir = dir;
612 max--; 484 max--;
613 if (!firstdir) 485 if (!firstdir)
614 firstdir = dir + i; 486 firstdir = dir + i;
618 { 490 {
619 /* we moved towards creature, so diff is less */ 491 /* we moved towards creature, so diff is less */
620 diff--; 492 diff--;
621 max--; 493 max--;
622 lastdir = dir; 494 lastdir = dir;
495
623 if (!firstdir) 496 if (!firstdir)
624 firstdir = dir; 497 firstdir = dir;
625 } 498 }
499
626 if (diff <= 1) 500 if (diff <= 1)
627 { 501 {
628 /* Recalculate diff (distance) because we may not have actually 502 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 503 * headed toward player for entire distance.
630 */ 504 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 505 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 506 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
633 } 507 }
508
634 if (diff > max) 509 if (diff > max)
635 return 0; 510 return 0;
636 } 511 }
512
637 /* If we reached the max, didn't find a direction in time */ 513 /* If we reached the max, didn't find a direction in time */
638 if (!max) 514 if (!max)
639 return 0; 515 return 0;
640 516
641 return firstdir; 517 return firstdir;
642} 518}
643 519
644void 520void
645give_initial_items (object *pl, treasurelist * items) 521give_initial_items (object *pl, treasurelist *items)
646{ 522{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 523 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 524 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 525
652 for (op = pl->inv; op; op = next) 526 for (object *next, *op = pl->inv; op; op = next)
653 { 527 {
654 next = op->below; 528 next = op->below;
655 529
656 /* Forces get applied per default, unless they have the 530 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way 531 * flag "neutral" set. Sorry but I can't think of a better way
658 */ 532 */
659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 533 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
660 SET_FLAG (op, FLAG_APPLIED); 534 op->set_flag (FLAG_APPLIED);
661 535
662 /* we never give weapons/armour if these cannot be used 536 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 537 * by this player due to race restrictions
664 */ 538 */
665 if (pl->type == PLAYER) 539 if (pl->type == PLAYER)
666 { 540 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 541 if ((!pl->flag [FLAG_USE_ARMOUR]
542 &&
668 (op->type == ARMOUR || op->type == BOOTS || 543 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 544 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 545 || op->type == SHIELD || op->type == GLOVES
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 546 || op->type == BRACERS || op->type == GIRDLE))
547 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
672 { 548 {
673 op->destroy (); 549 op->destroy ();
674 continue; 550 continue;
675 } 551 }
676 } 552 }
677 553
678 /* This really needs to be better - we should really give 554 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 555 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 556 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 557 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 558 if (op->type == SKILL)
685 { 559 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 560 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 561 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 562 {
694 op->destroy (); 563 op->destroy ();
564 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 565 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 566 break;
697 } 567 }
698 568
699 if (op->nrof > 1) 569 if (op->nrof > 1)
700 op->nrof = 1; 570 op->nrof = 1;
701 } 571 }
702 572
703 if (op->type == SPELLBOOK && op->inv) 573 if (op->type == SPELLBOOK && op->inv)
704 { 574 op->inv->clr_flag (FLAG_STARTEQUIP);
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 575
708 /* Give starting characters identified, uncursed, and undamned 576 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be 577 * items. Just don't identify gold or silver, or it won't be
710 * merged properly. 578 * merged properly.
711 */ 579 */
712 if (need_identify (op)) 580 if (op->need_identify ())
713 {
714 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 581 {
582 op->set_flag (FLAG_IDENTIFIED);
583 op->clr_flag (FLAG_CURSED);
584 op->clr_flag (FLAG_DAMNED);
585 }
586
718 if (op->type == SPELL) 587 if (op->type == SPELL)
719 { 588 {
720 op->destroy (); 589 op->destroy ();
721 continue; 590 continue;
722 } 591 }
723 else if (op->type == SKILL) 592 else if (op->type == SKILL)
724 { 593 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 594 op->set_flag (FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 595 op->stats.exp = 0;
727 op->level = 1; 596 op->level = 1;
728 } 597 }
729 /* lock all 'normal items by default */ 598 else /* lock all 'normal items by default */
730 else 599 op->set_flag (FLAG_INV_LOCKED);
731 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 600 } /* for loop of objects in player inv */
733 601
734 /* Need to set up the skill pointers */ 602 /* Need to set up the skill pointers */
735 link_player_skills (pl); 603 pl->contr->link_skills ();
736} 604}
737 605
738void 606void
739get_party_password (object *op, partylist *party) 607get_party_password (object *op, partylist *party)
740{ 608{
750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 618 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
751} 619}
752 620
753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 621/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754static int 622static int
755roll_stat (void) 623roll_stat ()
756{ 624{
757 int a[4], i, j, k; 625 int a[4], i, j, k;
758 626
759 for (i = 0; i < 4; i++) 627 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 628 a[i] = (int) rndm (6) + 1;
761 629
762 for (i = 0, j = 0, k = 7; i < 4; i++) 630 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 631 if (a[i] < k)
764 k = a[i], j = i; 632 k = a[i], j = i;
765 633
771} 639}
772 640
773void 641void
774object::roll_stats () 642object::roll_stats ()
775{ 643{
776 int statsort [7]; 644 int statsort [NUM_STATS];
777 645
778 for (;;) 646 for (;;)
779 { 647 {
780 int sum = 0; 648 int sum = 0;
781 for (int i = 7; i--; ) 649 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 650 sum += statsort [i] = roll_stat ();
783 651
784 if (sum >= 82 && sum <= 116) 652 if (sum >= 82 && sum <= 116)
785 break; 653 break;
786 } 654 }
787 655
788 // Sort the stats so that rerolling is easier... 656 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 657 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 658
659 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 660 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 661
799 stats.exp = 0; 662 stats.exp = 0;
800 stats.ac = 0; 663 stats.ac = 0;
801 664
802 stats.hp = stats.maxhp; 665 stats.hp = stats.maxhp;
814} 677}
815 678
816void 679void
817object::swap_stats (int a, int b) 680object::swap_stats (int a, int b)
818{ 681{
819 int tmp = get_attr_value (&contr->orig_stats, a); 682 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 683
684 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 685 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 686
831 //TODO: the following code looks so borked and should, at the very least, 687 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 688 // be merged with the similar code in roll_stats
833 stats.ac = 0; 689 stats.ac = 0;
834 690
853static void 709static void
854start_info (object *op) 710start_info (object *op)
855{ 711{
856 char buf[MAX_BUF]; 712 char buf[MAX_BUF];
857 713
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 714 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 715 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 716}
863 717
864/* This function takes the key that is passed, and does the 718/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 719 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 720 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 721 * separate race and class; this actually changes the RACE,
868 * not the class. 722 * not the class.
869 */ 723 */
870int 724void
871key_change_class (object *op, char key) 725player::chargen_race_done ()
872{ 726{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 727 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 728 esrv_new_player (ob->contr);
881 729
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 730 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
883 if (tl) 731 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 732 create_treasure (tl, ob, 0, 0, 0);
885 733
886 INVOKE_PLAYER (BIRTH, op->contr); 734 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 735 INVOKE_PLAYER (LOGIN, ob->contr);
888 736
889 op->contr->ns->state = ST_PLAYING; 737 ob->contr->ns->state = ST_PLAYING;
890 738
891 if (op->msg) 739 if (ob->msg)
892 op->msg = NULL; 740 ob->msg = 0;
893 741
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
898 make_path_to_file (buf);
899
900 start_info (op); 742 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 743 ob->clr_flag (FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 744 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op);
904 esrv_send_inventory (op, op); 745 esrv_send_inventory (ob, ob);
905 op->update_stats (); 746 ob->update_stats ();
906 747
907 /* This moves the player to a different start map, if there 748 /* This moves the player to a different start map, if there
908 * is one for this race 749 * is one for this race
909 */ 750 */
910 if (*first_map_ext_path) 751 if (*first_map_ext_path)
911 { 752 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x;
919 EXIT_Y (tmp) = op->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 753 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 754 LOG (llevDebug, "first_map_ext_path not set\n");
755}
927 756
928 return 0; 757void
929 } 758player::chargen_race_next ()
930 759{
931 /* Following actually changes the race - this is the default command 760 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 761 * if we don't match with one of the options above.
933 */ 762 */
934 763
935 tmp_loop = 0; 764 do
936 while (!tmp_loop)
937 { 765 {
938 shstr name = op->name; 766 shstr name = ob->name;
939 int x = op->x, y = op->y; 767 int x = ob->x, y = ob->y;
940 768
941 op->remove_statbonus (); 769 ob->remove_statbonus ();
942 op->remove (); 770 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 771 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 772 ob->arch->copy_to (ob);
945 op->instantiate (); 773 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 774 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 775 ob->name = ob->name_pl = name;
948 op->x = x; 776 ob->x = x;
949 op->y = y; 777 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 778 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 779 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 780 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 781 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 782 }
783 while (!allowed_class (ob));
956 784
957 update_object (op, UP_OBJ_FACE); 785 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 786 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 787 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 788 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 789 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 790 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 791}
970 792
971void 793static void
972flee_player (object *op) 794flee_player (object *op)
973{ 795{
974 int dir, diff; 796 int dir, diff;
975 rv_vector rv; 797 rv_vector rv;
976 798
977 if (op->stats.hp < 0) 799 if (op->stats.hp < 0)
978 { 800 {
979 LOG (llevDebug, "Fleeing player is dead.\n"); 801 LOG (llevDebug, "Fleeing player is dead.\n");
980 CLEAR_FLAG (op, FLAG_SCARED); 802 op->clr_flag (FLAG_SCARED);
981 return; 803 return;
982 } 804 }
983 805
984 if (op->enemy == NULL) 806 if (!op->enemy)
985 { 807 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n"); 808 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
988 return; 810 return;
989 } 811 }
990 812
991 /* Seen some crashes here. Since we don't store an 813 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
992 * op->enemy_count, it is possible that something destroys the
993 * actual enemy, and the object is recycled.
994 */
995 if (op->enemy->map == NULL)
996 { 814 {
997 CLEAR_FLAG (op, FLAG_SCARED);
998 op->enemy = NULL; 815 op->enemy = NULL;
999 return; 816 op->clr_flag (FLAG_SCARED);
1000 }
1001
1002 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 {
1004 op->enemy = NULL;
1005 CLEAR_FLAG (op, FLAG_SCARED);
1006 return; 817 return;
1007 } 818 }
1008 819
1009 get_rangevector (op, op->enemy, &rv, 0); 820 get_rangevector (op, op->enemy, &rv, 0);
1010 821
1011 dir = absdir (4 + rv.direction); 822 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++) 823 for (diff = 0; diff < 3; diff++)
1013 { 824 {
1014 int m = 1 - (RANDOM () & 2); 825 int m = 1 - rndm (2) * 2;
1015 826
1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 827 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1017 return; 828 return;
1018 } 829 }
1019 830
1020 /* Cornered, get rid of scared */ 831 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 832 op->clr_flag (FLAG_SCARED);
1022 op->enemy = NULL; 833 op->enemy = NULL;
1023} 834}
1024 835
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 836/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 837 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 838 * stop.
1029 */ 839 */
1030int 840int
1031check_pick (object *op) 841check_pick (object *op)
1032{ 842{
1033 object *tmp, *next; 843 object *tmp, *next;
1034 int stop = 0; 844 int stop = 0;
1035 int j, k, wvratio; 845 int wvratio;
1036 char putstring[128], tmpstr[16];
1037 846
1038 /* if you're flying, you cna't pick up anything */ 847 /* if you're flying, you can't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 848 if (op->move_type & MOVE_FLYING)
1040 return 1; 849 return 1;
1041 850
1042 next = op->below; 851 next = op->below;
852
853 int cnt = MAX_ITEM_PER_ACTION;
854#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1043 855
1044 /* loop while there are items on the floor that are not marked as 856 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 857 * destroyed */
1046 while (next && !next->destroyed ()) 858 while (next && !next->destroyed ())
1047 { 859 {
1048 tmp = next; 860 tmp = next;
1049 next = tmp->below; 861 next = tmp->below;
1050 862
863 if (cnt <= 0)
864 {
865 op->failmsg ("Couldn't pickup all items at once.");
866 return 0;
867 }
868
1051 if (op->destroyed ()) 869 if (op->destroyed ())
1052 return 0; 870 return 0;
1053 871
1054 if (!can_pick (op, tmp)) 872 if (!can_pick (op, tmp))
1055 continue; 873 continue;
1056 874
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 875 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 876 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 877 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 878 CHK_PICK_PICKUP;
879
1061 continue; 880 continue;
1062 } 881 }
1063 882
1064 /* high not bit set? We're using the old autopickup model */ 883 /* pickup handling */
884 if (op->contr->mode & PU_DEBUG)
885 {
886 /* some debugging code to figure out item information */
887 const char *str = tmp->name
888 ? format ("item name: %s item type: %d weight/value: %d",
889 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
890 : format ("item name: %s item type: %d weight/value: %d",
891 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
892
893 new_draw_info (NDI_UNIQUE, 0, op, str);
894 }
895
896 if (op->contr->mode & PU_INHIBIT)
897 return 1;
898
899 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
900 return 1;
901
902 /* philosophy:
903 * It's easy to grab an item type from a pile, as long as it's
904 * generic. This takes no game-time. For more detailed pickups
905 * and selections, select-items should be used. This is a
906 * grab-as-you-run type mode that's really useful for arrows for
907 * example.
908 * The drawback: right now it has no frontend, so you need to
909 * stick the bits you want into a calculator in hex mode and then
910 * convert to decimal and then 'pickup <#>
911 */
912
913 /* the first two modes are exclusive: if NOTHING we return, if
914 * STOP then we stop. All the rest are applied sequentially,
915 * meaning if any test passes, the item gets picked up. */
916
917 /* if mode is set to pick nothing up, return */
918 if (op->contr->mode == PU_NOTHING)
919 return 1;
920
921 /* if mode is set to stop when encountering objects, return */
922 /* take STOP before INHIBIT since it doesn't actually pick
923 * anything up */
924 if (op->contr->mode & PU_STOP)
925 return 0;
926
927 /* useful for going into stores and not losing your settings... */
928 /* and for battles wher you don't want to get loaded down while
929 * fighting */
930 if (op->contr->mode & PU_INHIBIT)
931 return 1;
932
933 /* prevent us from turning into auto-thieves :) */
934 if (tmp->flag [FLAG_UNPAID])
935 continue;
936
937 /* ignore known cursed objects */
938 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
939 continue;
940
941 /* all food and drink if desired */
942 /* question: don't pick up known-poisonous stuff? */
1065 if (!(op->contr->mode & PU_NEWMODE)) 943 if (op->contr->mode & PU_FOOD)
944 if (tmp->type == FOOD)
1066 { 945 {
1067 switch (op->contr->mode) 946 CHK_PICK_PICKUP;
947 continue;
948 }
949
950 if (op->contr->mode & PU_DRINK)
951 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_POTION)
958 if (tmp->type == POTION)
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 /* spellbooks, skillscrolls and normal books/scrolls */
965 if (op->contr->mode & PU_SPELLBOOK)
966 if (tmp->type == SPELLBOOK)
967 {
968 CHK_PICK_PICKUP;
969 continue;
970 }
971
972 if (op->contr->mode & PU_SKILLSCROLL)
973 if (tmp->type == SKILLSCROLL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 if (op->contr->mode & PU_READABLES)
980 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
986 /* wands/staves/rods/horns */
987 if (op->contr->mode & PU_MAGIC_DEVICE)
988 if (tmp->type == WAND
989 || tmp->type == ROD
990 || tmp->type == HORN
991 || tmp->type == POWER_CRYSTAL)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 /* pick up all magical items */
998 if (op->contr->mode & PU_MAGICAL)
999 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1000 && !tmp->flag [FLAG_KNOWN_CURSED])
1001 {
1002 CHK_PICK_PICKUP;
1003 continue;
1004 }
1005
1006 if (op->contr->mode & PU_VALUABLES)
1007 {
1008 if (tmp->type == MONEY || tmp->type == GEM)
1068 { 1009 {
1069 case 0: 1010 CHK_PICK_PICKUP;
1070 return 1; /* don't pick up */ 1011 continue;
1071 case 1:
1072 pick_up (op, tmp);
1073 return 1;
1074 case 2:
1075 pick_up (op, tmp);
1076 return 0;
1077 case 3:
1078 return 0; /* stop before pickup */
1079 case 4:
1080 pick_up (op, tmp);
1081 break;
1082 case 5:
1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1090
1091 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp);
1094 break;
1095
1096 default:
1097 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp);
1101 } 1012 }
1102 } 1013 }
1103 else 1014
1104 { /* old model */ 1015 /* rings & amulets - talismans seems to be typed AMULET */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG) 1016 if (op->contr->mode & PU_JEWELS)
1017 if (tmp->type == RING
1018 || tmp->type == AMULET
1019 || tmp->type == GIRDLE
1020 || tmp->type == SKILL_TOOL)
1107 { 1021 {
1108 /* some debugging code to figure out item information */ 1022 CHK_PICK_PICKUP;
1109 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1118
1119 /* philosophy:
1120 * It's easy to grab an item type from a pile, as long as it's
1121 * generic. This takes no game-time. For more detailed pickups
1122 * and selections, select-items should be used. This is a
1123 * grab-as-you-run type mode that's really useful for arrows for
1124 * example.
1125 * The drawback: right now it has no frontend, so you need to
1126 * stick the bits you want into a calculator in hex mode and then
1127 * convert to decimal and then 'pickup <#>
1128 */
1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue; 1023 continue;
1024 }
1155 1025
1156 /* ignore known cursed objects */ 1026 /* we don't forget dragon food */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1027 if (op->contr->mode & PU_FLESH)
1028 if (tmp->type == FLESH)
1029 {
1030 CHK_PICK_PICKUP;
1158 continue; 1031 continue;
1032 }
1159 1033
1160 /* all food and drink if desired */ 1034 /* bows and arrows. Bows are good for selling! */
1161 /* question: don't pick up known-poisonous stuff? */ 1035 if (op->contr->mode & PU_BOW)
1036 if (tmp->type == BOW)
1037 {
1038 CHK_PICK_PICKUP;
1039 continue;
1040 }
1041
1042 if (op->contr->mode & PU_ARROW)
1043 if (tmp->type == ARROW)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 /* all kinds of armor etc. */
1050 if (op->contr->mode & PU_ARMOUR)
1051 if (tmp->type == ARMOUR)
1052 {
1053 CHK_PICK_PICKUP;
1054 continue;
1055 }
1056
1057 if (op->contr->mode & PU_HELMET)
1058 if (tmp->type == HELMET)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_SHIELD)
1065 if (tmp->type == SHIELD)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1162 if (op->contr->mode & PU_FOOD) 1071 if (op->contr->mode & PU_BOOTS)
1163 if (tmp->type == FOOD) 1072 if (tmp->type == BOOTS)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1078 if (op->contr->mode & PU_GLOVES)
1079 if (tmp->type == GLOVES || tmp->type == BRACERS)
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 if (op->contr->mode & PU_CLOAK)
1086 if (tmp->type == CLOAK)
1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1092 /* hoping to catch throwing daggers here */
1093 if (op->contr->mode & PU_MISSILEWEAPON)
1094 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1095 {
1096 CHK_PICK_PICKUP;
1097 continue;
1098 }
1099
1100 /* careful: chairs and tables are weapons! */
1101 if (op->contr->mode & PU_ALLWEAPON)
1102 {
1103 if (tmp->type == WEAPON)
1104 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1164 { 1105 {
1165 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1166 continue; 1107 continue;
1167 } 1108 }
1109 }
1168 1110
1111 /* misc stuff that's useful */
1169 if (op->contr->mode & PU_DRINK) 1112 if (op->contr->mode & PU_KEY)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1113 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1171 { 1114 {
1172 pick_up (op, tmp); 1115 CHK_PICK_PICKUP;
1173 continue; 1116 continue;
1174 } 1117 }
1175 1118
1119 /* any of the last 4 bits set means we use the ratio for value
1120 * pickups */
1176 if (op->contr->mode & PU_POTION) 1121 if (op->contr->mode & PU_RATIO)
1177 if (tmp->type == POTION) 1122 {
1123 /* use value density to decide what else to grab */
1124 /* >=7 was >= op->contr->mode */
1125 /* >=7 is the old standard setting. Now we take the last 4 bits
1178 { 1126 */
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1127 wvratio = op->contr->mode & PU_RATIO;
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1128 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 { 1129 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1130#if 0
1131 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1132 if (tmp->name != NULL)
1224 { 1133 {
1225 pick_up (op, tmp); 1134 fprintf (stderr, "%s", tmp->name);
1226 continue;
1227 } 1135 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1355#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL)
1358 {
1359 fprintf (stderr, "%s", tmp->name);
1360 }
1361 else 1136 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1137 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1138 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1139 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1365#endif 1140#endif
1141 CHK_PICK_PICKUP;
1366 continue; 1142 continue;
1367 }
1368 } 1143 }
1369 } /* the new pickup model */ 1144 } /* the new pickup model */
1370 } 1145 }
1371 1146
1372 return !stop; 1147 return !stop;
1148}
1149
1150/* routine for both players and monsters. We call this when
1151 * there is a possibility for our action distrubing our hiding
1152 * place or invisiblity spell. Artefact invisiblity causes
1153 * "noise" instead. If we arent invisible to begin with, we
1154 * return 0.
1155 */
1156static int
1157action_makes_visible (object *op)
1158{
1159 if (op->invisible && op->flag [FLAG_ALIVE])
1160 {
1161 if (op->flag [FLAG_MAKE_INVIS])
1162 {
1163 // artefact invisibility is permanent, but we still make noise
1164 // this is important for game-balance.
1165 if (op->contr)
1166 op->make_noise ();
1167
1168 return 0;
1169 }
1170
1171 if (op->contr && op->contr->tmp_invis == 0)
1172 return 0;
1173
1174 /* If monsters, they should become visible */
1175 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1176 {
1177 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1178 return 1;
1179 }
1180 }
1181
1182 return 0;
1373} 1183}
1374 1184
1375/* 1185/*
1376 * Find an arrow in the inventory and after that 1186 * Find an arrow in the inventory and after that
1377 * in the right type container (quiver). Pointer to the 1187 * in the right type container (quiver). Pointer to the
1378 * found object is returned. 1188 * found object is returned.
1379 */ 1189 */
1380object * 1190static object *
1381find_arrow (object *op, const char *type) 1191find_arrow (object *op, const char *type)
1382{ 1192{
1383 object *tmp = NULL;
1384
1385 for (op = op->inv; op; op = op->below) 1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1194 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1195 return splay (tmp);
1196
1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1198 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1199 if (object *arrow = find_arrow (tmp, type))
1200 {
1201 splay (tmp);
1389 return op; 1202 return arrow;
1203 }
1204
1390 return tmp; 1205 return 0;
1391} 1206}
1392 1207
1393/* 1208/*
1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1209 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1395 * against the target. A full test is not performed, simply a basic test 1210 * against the target. A full test is not performed, simply a basic test
1396 * of resistances. The archer is making a quick guess at what he sees down 1211 * of resistances. The archer is making a quick guess at what he sees down
1397 * the hall. Failing that it does it's best to pick the highest plus arrow. 1212 * the hall. Failing that it does it's best to pick the highest plus arrow.
1398 */ 1213 */
1399 1214static object *
1400object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1215find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1402{ 1216{
1403 object *tmp = NULL, *arrow, *ntmp; 1217 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1218 int attacknum, attacktype, betterby = 0, i;
1405 1219
1406 if (!type) 1220 if (!type)
1407 return NULL; 1221 return NULL;
1408 1222
1409 for (arrow = op->inv; arrow; arrow = arrow->below) 1223 for (arrow = op->inv; arrow; arrow = arrow->below)
1410 { 1224 {
1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1225 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1412 { 1226 {
1413 i = 0; 1227 i = 0;
1414 ntmp = find_better_arrow (arrow, target, type, &i); 1228 ntmp = find_better_arrow (arrow, target, type, &i);
1229
1415 if (i > betterby) 1230 if (i > betterby)
1416 { 1231 {
1417 tmp = ntmp; 1232 tmp = ntmp;
1418 betterby = i; 1233 betterby = i;
1419 } 1234 }
1420 } 1235 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1236 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1237 {
1423 /* allways prefer assasination/slaying */ 1238 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1239 if (target->race && arrow->slaying.contains (target->race))
1425 { 1240 {
1426 if (arrow->attacktype & AT_DEATH) 1241 if (arrow->attacktype & AT_DEATH)
1427 { 1242 {
1428 *better = 100; 1243 *better = 100;
1429 return arrow; 1244 return arrow;
1437 else 1252 else
1438 { 1253 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1254 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1255 {
1441 attacktype = 1 << attacknum; 1256 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1257 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1258 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1259 {
1445 tmp = arrow; 1260 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1261 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1262 }
1448 } 1263 }
1264
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1265 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1266 {
1451 tmp = arrow; 1267 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam; 1268 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 } 1269 }
1270
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1271 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1272 {
1456 tmp = arrow; 1273 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1274 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1275 }
1459 } 1276 }
1460 } 1277 }
1461 } 1278 }
1279
1462 if (tmp == NULL && arrow == NULL) 1280 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1281 return find_arrow (op, type);
1464 1282
1465 *better = betterby; 1283 *better = betterby;
1466 return tmp; 1284 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1288 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1289 * op = the shooter
1472 * type = bow->race 1290 * type = bow->race
1473 * dir = fire direction 1291 * dir = fire direction
1474 */ 1292 */
1475 1293static object *
1476object *
1477pick_arrow_target (object *op, const char *type, int dir) 1294pick_arrow_target (object *op, shstr_cmp type, int dir)
1478{ 1295{
1479 object *tmp = NULL; 1296 object *tmp = NULL;
1480 maptile *m; 1297 maptile *m;
1481 int i, mflags, found, number; 1298 int i, mflags, found, number;
1482 sint16 x, y; 1299 sint16 x, y;
1497 for (i = 0, found = 0; i < 20; i++) 1314 for (i = 0, found = 0; i < 20; i++)
1498 { 1315 {
1499 x += freearr_x[dir]; 1316 x += freearr_x[dir];
1500 y += freearr_y[dir]; 1317 y += freearr_y[dir];
1501 mflags = get_map_flags (m, &m, x, y, &x, &y); 1318 mflags = get_map_flags (m, &m, x, y, &x, &y);
1319
1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1320 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 { 1321 {
1504 tmp = NULL; 1322 tmp = 0;
1505 break; 1323 break;
1506 } 1324 }
1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1325 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 { 1326 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1327 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption. 1328 * perhaps a bad assumption.
1511 */ 1329 */
1512 tmp = NULL; 1330 tmp = 0;
1513 break; 1331 break;
1514 } 1332 }
1333
1515 if (mflags & P_IS_ALIVE) 1334 if (mflags & P_IS_ALIVE)
1516 {
1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1335 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1336 if (tmp->flag [FLAG_ALIVE])
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1524 break; 1337 break;
1525 }
1526 } 1338 }
1527 if (tmp == NULL) 1339
1340 if (!tmp)
1528 return find_arrow (op, type); 1341 return find_arrow (op, type);
1529 1342
1530 if (tmp->head) 1343 if (tmp->head)
1531 tmp = tmp->head; 1344 tmp = tmp->head;
1532 1345
1545 */ 1358 */
1546int 1359int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1360fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1361{
1549 object *left, *bow; 1362 object *left, *bow;
1550 int bowspeed, mflags; 1363 int mflags;
1551 maptile *m; 1364 maptile *m;
1552 1365
1553 if (!dir) 1366 if (!dir)
1554 { 1367 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1368 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1369 return 0;
1557 } 1370 }
1558 1371
1559 if (op->type == PLAYER) 1372 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1373 bow = op->current_weapon;
1561 else 1374 else
1562 { 1375 {
1563 for (bow = op->inv; bow; bow = bow->below) 1376 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1377 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1378 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1383 if (!bow)
1571 { 1384 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1385 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1386 return 0;
1574 } 1387 }
1388
1389 // optimisation: move object to top so we will find it quickly again
1390 splay (bow);
1575 } 1391 }
1576 1392
1577 if (!bow->race || !bow->skill) 1393 if (!bow->race || !bow->skill)
1578 { 1394 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1396 return 0;
1581 } 1397 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1398
1592 if (arrow == NULL) 1399 if (arrow == NULL)
1593 { 1400 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1401 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1402 {
1596 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1404 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1405 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1406 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1407 op->clr_flag (FLAG_READY_BOW);
1408
1601 return 0; 1409 return 0;
1602 } 1410 }
1603 } 1411 }
1604 1412
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1413 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1613 } 1421 }
1614 1422
1615 /* this should not happen, but sometimes does */ 1423 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0) 1424 if (arrow->nrof == 0)
1617 { 1425 {
1426 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1618 arrow->destroy (); 1427 arrow->destroy ();
1619 return 0; 1428 return 0;
1620 } 1429 }
1621 1430
1622 left = arrow; /* these are arrows left to the player */ 1431 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1432 arrow = arrow->split ();
1624 if (!arrow) 1433 if (!arrow)
1625 { 1434 {
1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1435 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627 return 0; 1436 return 0;
1628 } 1437 }
1629 1438
1630 arrow->set_owner (op); 1439 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1440 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1441 arrow->direction = dir;
1633 1442
1443 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1444 arrow->stats.hp = arrow->stats.dam;
1445 arrow->stats.grace = arrow->attacktype;
1446 arrow->custom_name = arrow->slaying;
1447
1448#if 0
1449 if (player *pl = op->contr)
1450 {
1451 float speed = pl->weapon_sp;
1452
1453 /* penalize ROF for bestarrow */
1454 if (pl->bowtype == bow_bestarrow)
1455 speed *= .9f;
1456 else
1457 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1458
1459 op->speed_left += speed - op->speed;
1460 }
1461#endif
1462
1463 SET_ANIMATION (arrow, arrow->direction);
1464
1465 /* update the speed */
1466 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1467 + bow->stats.dam / 7.f;
1468
1469 arrow->set_speed (max (arrow->speed, 2.f));
1470 arrow->speed_left = 0;
1471
1472 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1473
1634 if (op->type == PLAYER) 1474 if (op->type == PLAYER)
1635 { 1475 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1476 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1477 wc -= dex_bonus[op->stats.Dex];
1478
1479 if (!arrow->slaying)
1480 arrow->slaying = op->slaying;
1481
1482 arrow->attacktype |= op->attacktype;
1667 } 1483 }
1668 else 1484 else
1669 { 1485 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1486 arrow->level = op->level;
1672 } 1487 arrow->stats.wc -= bow->magic;
1673 1488
1674 if (arrow->attacktype == AT_PHYSICAL) 1489 if (!arrow->slaying)
1490 arrow->slaying = bow->slaying;
1491
1675 arrow->attacktype |= bow->attacktype; 1492 arrow->attacktype |= bow->attacktype;
1493 }
1676 1494
1677 if (bow->slaying) 1495 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1496 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1497
1498 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1499 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1500 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1501
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1502 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1503 m->insert (arrow, sx, sy, op);
1685 1504
1686 if (!arrow->destroyed ()) 1505 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1506 move_arrow (arrow);
1688
1689 if (op->type == PLAYER)
1690 {
1691 if (left->destroyed ())
1692 esrv_del_item (op->contr, left->count);
1693 else
1694 esrv_send_item (op, left);
1695 }
1696 1507
1697 return 1; 1508 return 1;
1698} 1509}
1699 1510
1700/* Special fire code for players - this takes into 1511/* Special fire code for players - this takes into
1702 * but monsters can't. Putting that code here 1513 * but monsters can't. Putting that code here
1703 * makes the fire_bow code much cleaner. 1514 * makes the fire_bow code much cleaner.
1704 * this function should only be called if 'op' is a player, 1515 * this function should only be called if 'op' is a player,
1705 * hence the function name. 1516 * hence the function name.
1706 */ 1517 */
1707int 1518static int
1708player_fire_bow (object *op, int dir) 1519player_fire_bow (object *op, int dir)
1709{ 1520{
1710 int ret = 0, wcmod = 0; 1521 int ret;
1711 1522
1712 if (op->contr->bowtype == bow_bestarrow) 1523 if (op->contr->bowtype == bow_bestarrow)
1713 { 1524 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1526 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1527 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1528 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1529 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1719 wcmod = -1;
1720
1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1530 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1722 } 1531 }
1723 else if (op->contr->bowtype == bow_threewide) 1532 else if (op->contr->bowtype == bow_threewide)
1724 { 1533 {
1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1534 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1535 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1536 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728 } 1537 }
1729 else if (op->contr->bowtype == bow_spreadshot) 1538 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1539 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1540 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1541 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1542 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1543 }
1736 else 1544 else
1737 { 1545 {
1738 /* Simple case */ 1546 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1547 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1548 }
1549
1741 return ret; 1550 return ret;
1742} 1551}
1743
1744 1552
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1553/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1554 * Broken apart from 'fire' to keep it more readable.
1747 */ 1555 */
1748void 1556static void
1749fire_misc_object (object *op, int dir) 1557fire_misc_object (object *op, int dir)
1750{ 1558{
1751 object *item; 1559 object *item = op->contr->ranged_ob;
1752 1560
1753 if (!op->contr->ranges[range_misc]) 1561 if (!item)
1754 { 1562 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1563 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1564 return;
1757 } 1565 }
1758 1566
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1567 if (!item->inv)
1761 { 1568 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1569 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1570 return;
1764 } 1571 }
1572
1573 if (!op->apply (item))
1574 return;
1575
1765 if (item->type == WAND) 1576 if (item->type == WAND)
1766 { 1577 {
1767 if (item->stats.food <= 0) 1578 if (item->stats.food <= 0)
1768 { 1579 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1582
1771 return; 1583 return;
1772 } 1584 }
1773 } 1585 }
1774 else if (item->type == ROD || item->type == HORN) 1586 else if (item->type == ROD || item->type == HORN)
1775 { 1587 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1588 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1589
1590 // using the maximum of the rods charge allows at least one spell cast
1591 // for a rod or horn, this fixes some broken rods.
1592 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1777 { 1593 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1594 op->contr->play_sound (sound_find ("wand_poof"));
1595
1779 if (item->type == ROD) 1596 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1598 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1599 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1600
1783 return; 1601 return;
1784 } 1602 }
1785 } 1603 }
1786 1604
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1605 if (cast_spell (op, item, dir, item->inv, NULL))
1788 { 1606 {
1789 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1607 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1608
1790 if (item->type == WAND) 1609 if (item->type == WAND)
1791 { 1610 {
1792 if (!(--item->stats.food)) 1611 if (!(--item->stats.food))
1793 { 1612 {
1794 object *tmp; 1613 object *tmp;
1795 1614
1796 if (item->arch) 1615 if (item->arch)
1797 { 1616 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1617 item->clr_flag (FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1618 item->face = item->arch->face;
1800 item->set_speed (0); 1619 item->set_speed (0);
1801 } 1620 }
1802 1621
1803 if ((tmp = item->in_player ())) 1622 if (object *pl = item->visible_to ())
1804 esrv_update_item (UPD_ANIM, tmp, item); 1623 esrv_update_item (UPD_ANIM, pl, item);
1805 } 1624 }
1806 } 1625 }
1807 else if (item->type == ROD || item->type == HORN) 1626 else if (item->type == ROD || item->type == HORN)
1808 drain_rod_charge (item); 1627 drain_rod_charge (item);
1809 } 1628 }
1810} 1629}
1811 1630
1812/* Received a fire command for the player - go and do it. 1631/* Received a fire command for the player - go and do it.
1813 */ 1632 */
1814void 1633bool
1815fire (object *op, int dir) 1634fire (object *who, int dir)
1816{ 1635{
1817 int spellcost = 0; 1636 int spellcost = 0;
1818 1637
1638 player *pl = who->contr;
1639
1640 if (pl->golem)
1641 {
1642 control_golem (who->contr->golem, dir);
1643 return false;
1644 }
1645
1646 object *ob = pl->ranged_ob;
1647
1648 if (!ob)
1649 return false;
1650
1651 if (who->speed_left > 0.f)
1652 --who->speed_left;
1653 else
1654 return false;
1655
1656 if (!who->apply (ob))
1657 return false;
1658
1819 /* check for loss of invisiblity/hide */ 1659 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1660 if (action_makes_visible (who))
1821 make_visible (op); 1661 make_visible (who);
1822 1662
1823 switch (op->contr->shoottype) 1663 switch (ob->type)
1824 { 1664 {
1825 case range_none: 1665 case BOW:
1826 return;
1827
1828 case range_bow:
1829 player_fire_bow (op, dir); 1666 player_fire_bow (who, dir);
1830 return; 1667 break;
1831 1668
1832 case range_magic: /* Casting spells */ 1669 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1670 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1834 return; 1671 break;
1835 1672
1836 case range_misc: 1673 case BUILDER:
1837 fire_misc_object (op, dir);
1838 return;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir); 1674 apply_map_builder (who, dir);
1862 return; 1675 break;
1676
1677 case SKILL:
1678 do_skill (who, who, ob, dir, 0);
1679 break;
1680
1681 case RANGED:
1682 do_skill (who, ob, who->chosen_skill, dir, 0);
1683 break;
1684
1863 default: 1685 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1686 fire_misc_object (who, dir);
1865 return; 1687 break;
1866 } 1688 }
1867}
1868 1689
1690 return true;
1691}
1869 1692
1870 1693static object *
1871/* find_key
1872 * We try to find a key for the door as passed. If we find a key
1873 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic
1875 * for both is the same - just the specific key is different.
1876 * pl is the player,
1877 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers.
1880 */
1881
1882object *
1883find_key (object *pl, object *container, object *door) 1694find_key_ (object *pl, object *container, object *door)
1884{ 1695{
1885 object *tmp, *key; 1696 object *tmp, *key;
1886 1697
1887 /* Should not happen, but sanity checking is never bad */ 1698 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1699 if (!container->inv)
1889 return NULL; 1700 return 0;
1890 1701
1891 /* First, lets try to find a key in the top level inventory */ 1702 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1703 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1704 {
1894 if (door->type == DOOR && tmp->type == KEY) 1705 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1706 break;
1707
1896 /* For sanity, we should really check door type, but other stuff 1708 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1709 * (like containers) can be locked with special keys
1898 */ 1710 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1711 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1712 break;
1901 } 1713 }
1714
1902 /* No key found - lets search inventories now */ 1715 /* No key found - lets search inventories now */
1903 /* If we find and use a key in an inventory, return at that time. 1716 /* If we find and use a key in an inventory, return at that time.
1904 * otherwise, if we search all the inventories and still don't find 1717 * otherwise, if we search all the inventories and still don't find
1905 * a key, return 1718 * a key, return
1906 */ 1719 */
1907 if (!tmp) 1720 if (!tmp)
1908 { 1721 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1722 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 {
1911 /* No reason to search empty containers */ 1723 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1724 if (tmp->type == CONTAINER && tmp->inv)
1913 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1725 if ((key = find_key_ (pl, tmp, door)))
1915 return key; 1726 return key;
1916 } 1727
1917 }
1918 if (!tmp) 1728 if (!tmp)
1919 return NULL; 1729 return 0;
1920 } 1730 }
1731
1921 /* We get down here if we have found a key. Now if its in a container, 1732 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1733 * see if we actually want to use it
1923 */ 1734 */
1924 if (pl != container) 1735 if (pl != container)
1925 { 1736 {
1926 /* Only let players use keys in containers */ 1737 /* Only let players use keys in containers */
1927 if (!pl->contr) 1738 if (!pl->contr)
1928 return NULL; 1739 return 0;
1740
1929 /* cases where this fails: 1741 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1742 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1743 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1744 * If the container is not active, return now since only active
1933 * containers can be used. 1745 * containers can be used.
1937 * inv must have been an container and must have been active. 1749 * inv must have been an container and must have been active.
1938 * 1750 *
1939 * Change the color so that the message doesn't disappear with 1751 * Change the color so that the message doesn't disappear with
1940 * all the others. 1752 * all the others.
1941 */ 1753 */
1942 if (pl->contr->usekeys == key_inventory || 1754 if (pl->contr->usekeys == key_inventory
1943 !QUERY_FLAG (container, FLAG_APPLIED) || 1755 || !container->flag [FLAG_APPLIED]
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1756 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1945 { 1757 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1758 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1759 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1760 return NULL;
1949 } 1761 }
1950 } 1762 }
1763
1951 return tmp; 1764 return tmp;
1765}
1766
1767/* find_key
1768 * We try to find a key for the door as passed. If we find a key
1769 * and successfully use it, we return the key, otherwise NULL
1770 * This function merges both normal and locked door, since the logic
1771 * for both is the same - just the specific key is different.
1772 * pl is the player,
1773 * inv is the objects inventory to searched
1774 * door is the door we are trying to match against.
1775 * This function can be called recursively to search containers.
1776 */
1777object *
1778find_key (object *pl, object *container, object *door)
1779{
1780 if (door->slaying && is_match_expr (door->slaying))
1781 {
1782 // for match expressions, we try to find the key by applying the match
1783 // to the op itself, which is supposed to find the "key", instead
1784 // of searching through containers ourselves.
1785
1786 return match_one (door->slaying, container, door, pl, pl);
1787 }
1788 else
1789 return find_key_ (pl, container, door);
1952} 1790}
1953 1791
1954/* moved door processing out of move_player_attack. 1792/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1793 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1794 * such that the caller should not do anything more,
1957 * 0 otherwise 1795 * 0 otherwise
1958 */ 1796 */
1959static int 1797static int
1960player_attack_door (object *op, object *door) 1798player_attack_door (object *op, object *door)
1961{ 1799{
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1800 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1801 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1802 * otherwise, we fall through to the rest of the code.
1965 */ 1803 */
1966 object *key = find_key (op, op, door); 1804 object *key = find_key (op, op, door);
1967 1805
1968 /* IF we found a key, do some extra work */ 1806 /* If we found a key, do some extra work */
1969 if (key) 1807 if (key)
1970 { 1808 {
1971 object *container = key->env; 1809 object *container = key->env;
1972 1810
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974 if (action_makes_visible (op)) 1811 if (action_makes_visible (op))
1975 make_visible (op); 1812 make_visible (op);
1813
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1814 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1815 spring_trap (door->inv, op);
1816
1978 if (door->type == DOOR) 1817 if (door->type == DOOR)
1979 {
1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1818 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1819 else if (door->type == LOCKED_DOOR)
1983 { 1820 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1821 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1822 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1823 }
1824
1987 /* Do this after we print the message */ 1825 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 1826 key->decrease (); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1827
1990 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 1828 return 1; /* Nothing more to do below */
1993 } 1829 }
1994 else if (door->type == LOCKED_DOOR) 1830 else if (door->type == LOCKED_DOOR)
1995 { 1831 {
1996 /* Might as well return now - no other way to open this */ 1832 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1833 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1998 return 1; 1834 return 1;
1999 } 1835 }
1836
2000 return 0; 1837 return 0;
2001} 1838}
2002 1839
2003/* This function is just part of a breakup from move_player. 1840/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 1841 * It should keep the code cleaner.
2005 * When this is called, the players direction has been updated 1842 * When this is called, the players direction has been updated
2006 * (taking into account confusion.) The player is also actually 1843 * (taking into account confusion.) The player is also actually
2007 * going to try and move (not fire weapons). 1844 * going to try and move (not fire weapons).
2008 */ 1845 */
2009void 1846bool
2010move_player_attack (object *op, int dir) 1847move_player_attack (object *op, int dir)
2011{ 1848{
2012 object *tmp, *mon; 1849 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2013 sint16 nx, ny; 1850 {
2014 int on_battleground; 1851 --op->speed_left;
2015 maptile *m; 1852 return true;
1853 }
2016 1854
2017 nx = freearr_x[dir] + op->x; 1855 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 1856 sint16 ny = freearr_y[dir] + op->y;
2019 1857
2020 on_battleground = op_on_battleground (op, 0, 0); 1858 if (out_of_map (op->map, nx, ny))
1859 return false;
2021 1860
2022 /* If braced, or can't move to the square, and it is not out of the 1861 /* If braced, or can't move to the square, and it is not out of the
2023 * map, attack it. Note order of if statement is important - don't 1862 * map, attack it. Note order of if statement is important - don't
2024 * want to be calling move_ob if braced, because move_ob will move the 1863 * want to be calling move_ob if braced, because move_ob will move the
2025 * player. This is a pretty nasty hack, because if we could 1864 * player. This is a pretty nasty hack, because if we could
2026 * move to some space, it then means that if we are braced, we should 1865 * move to some space, it then means that if we are braced, we should
2027 * do nothing at all. As it is, if we are braced, we go through 1866 * do nothing at all. As it is, if we are braced, we go through
2028 * quite a bit of processing. However, it probably is less than what 1867 * quite a bit of processing. However, it probably is less than what
2029 * move_ob uses. 1868 * move_ob uses.
2030 */ 1869 */
2031 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1870 maptile *m = op->map->xy_find (nx, ny);
1871
1872 /* Go through all the objects, and find ones of interest. Only stop if
1873 * we find a monster - that is something we know we want to attack.
1874 * if its a door or barrel (can roll) see if there may be monsters
1875 * on the space
1876 */
1877 object *mon;
1878 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1879 {
1880 if ((mon->flag [FLAG_ALIVE]
1881 || mon->type == LOCKED_DOOR
1882 || mon->flag [FLAG_CAN_ROLL])
1883 && mon != op)
1884 break;
2032 { 1885 }
2033 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1886
1887 if (!mon) /* This happens anytime the player tries to move */
1888 return false; /* into a wall */
1889
1890 mon = mon->head_ ();
1891
1892 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1893 if (op->contr->weapon_sp_left > 0.f)
1894 if (player_attack_door (op, mon))
1895 {
1896 --op->contr->weapon_sp_left;
1897 return true;
2034 { 1898 }
2035 m = op->map->xy_find (nx, ny); 1899
2036 if (!m) 1900 /* The following deals with possibly attacking peaceful
2037 return; /* Don't think this should happen */ 1901 * or friendly creatures. Basically, all players are considered
1902 * unaggressive. If the moving player has peaceful set, then the
1903 * object should be pushed instead of attacked. It is assumed that
1904 * if you are braced, you will not attack friends accidently,
1905 * and thus will not push them.
1906 */
1907
1908 /* If the creature is a pet, push it even if the player is not
1909 * peaceful. Our assumption is the creature is a pet if the
1910 * player owns it and it is either friendly or unagressive.
1911 */
1912 if (op->type == PLAYER
1913 && ((mon->owner && mon->owner->contr
1914 && same_party (mon->owner->contr->party, op->contr->party))
1915 || mon->owner == op)
1916 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1917 {
1918 /* If we're braced, we don't want to switch places with it */
1919 if (op->contr->braced)
1920 return false;
1921
1922 if (op->speed_left > 0.f)
1923 {
1924 --op->speed_left;
1925
1926 op->play_sound (sound_find ("push_player"));
1927 push_ob (mon, dir, op);
1928
1929 if (action_makes_visible (op))
1930 make_visible (op);
1931
1932 return true;
2038 } 1933 }
2039 else 1934 else
2040 m = op->map;
2041
2042 if (!(tmp = m->at (nx, ny).bot))
2043 return; 1935 return false;
1936 }
2044 1937
2045 mon = 0; 1938 bool on_battleground = op_on_battleground (op, 0, 0);
2046 /* Go through all the objects, and find ones of interest. Only stop if
2047 * we find a monster - that is something we know we want to attack.
2048 * if its a door or barrel (can roll) see if there may be monsters
2049 * on the space
2050 */
2051 while (tmp)
2052 {
2053 if (tmp == op)
2054 {
2055 tmp = tmp->above;
2056 continue;
2057 }
2058 1939
2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2060 {
2061 mon = tmp;
2062 break;
2063 }
2064
2065 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2066 mon = tmp;
2067
2068 tmp = tmp->above;
2069 }
2070
2071 if (!mon) /* This happens anytime the player tries to move */
2072 return; /* into a wall */
2073
2074 if (mon->head)
2075 mon = mon->head;
2076
2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (player_attack_door (op, mon))
2079 return;
2080
2081 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */
2088
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type == PLAYER)
2094#if COZY_SERVER
2095 &&
2096 ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2098#else
2099 && mon->owner == op
2100#endif
2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2102 {
2103 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced)
2105 return;
2106
2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2108 (void) push_ob (mon, dir, op);
2109 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op);
2111
2112 return;
2113 }
2114
2115 /* in certain circumstances, you shouldn't attack friendly 1940 /* in certain circumstances, you shouldn't attack friendly
2116 * creatures. Note that if you are braced, you can't push 1941 * creatures. Note that if you are braced, you can't push
2117 * someone, but put it inside this loop so that you won't 1942 * someone, but put it inside this loop so that you won't
2118 * attack them either. 1943 * attack them either.
2119 */ 1944 */
2120 if ((mon->type == PLAYER || mon->enemy != op) && 1945 if ((mon->type == PLAYER || mon->enemy != op)
2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1946 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful 1947 && ((op->contr->peaceful
2124 || (mon->type == PLAYER 1948 || (mon->type == PLAYER && mon->contr->peaceful))
2125 && mon->contr->
2126 peaceful)) &&
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground)) 1949 && !on_battleground))
1950 {
1951 if (op->speed_left > 0.f)
2131 { 1952 {
1953 --op->speed_left;
1954
2132 if (!op->contr->braced) 1955 if (!op->contr->braced)
2133 { 1956 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1957 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 1958 push_ob (mon, dir, op);
2136 } 1959 }
2137 else 1960 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 1961 op->statusmsg ("You withhold your attack");
2139 1962
2140 if (op->contr->tmp_invis || op->hide) 1963 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2141 make_visible (op); 1964 make_visible (op);
2142 }
2143 1965
1966 return true;
1967 }
1968 }
2144 /* If the object is a boulder or other rollable object, then 1969 /* If the object is a boulder or other rollable object, then
2145 * roll it if not braced. You can't roll it if you are braced. 1970 * roll it if not braced. You can't roll it if you are braced.
2146 */ 1971 */
2147 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1972 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1973 {
1974 if (op->speed_left > 0.f)
2148 { 1975 {
1976 --op->speed_left;
1977
2149 recursive_roll (mon, dir, op); 1978 recursive_roll (mon, dir, op);
2150 if (action_makes_visible (op)) 1979 if (action_makes_visible (op))
2151 make_visible (op); 1980 make_visible (op);
2152 }
2153 1981
1982 return true;
1983 }
1984 }
2154 /* Any generic living creature. Including things like doors. 1985 /* Any generic living creature. Including things like doors.
2155 * Way it works is like this: First, it must have some hit points 1986 * Way it works is like this: First, it must have some hit points
2156 * and be living. Then, it must be one of the following: 1987 * and be living. Then, it must be one of the following:
2157 * 1) Not a player, 2) A player, but of a different party. Note 1988 * 1) Not a player, 2) A player, but of a different party. Note
2158 * that party_number -1 is no party, so attacks can still happen. 1989 * that party_number -1 is no party, so attacks can still happen.
2159 */ 1990 */
2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1991 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1992 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2162 { 1993 {
2163 1994 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2164 /* If the player hasn't hit something this tick, and does
2165 * so, give them speed boost based on weapon speed. Doing
2166 * it here is better than process_players2, which basically
2167 * incurred a 1 tick offset.
2168 */
2169 if (!op->contr->has_hit)
2170 { 1995 {
2171 op->speed_left += op->speed / op->contr->weapon_sp; 1996 --op->contr->weapon_sp_left;
2172
2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2174 }
2175 1997
2176 skill_attack (mon, op, 0, 0, 0); 1998 skill_attack (mon, op, 0, 0, 0);
2177
2178 /* If attacking another player, that player gets automatic
2179 * hitback, and doesn't loose luck either.
2180 * Disable hitback on the battleground or if the target is
2181 * the wiz.
2182 */
2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2184 {
2185 short luck = mon->stats.luck;
2186
2187 mon->contr->has_hit = 1;
2188 skill_attack (op, mon, 0, 0, 0);
2189 mon->stats.luck = luck;
2190 }
2191 1999
2192 if (action_makes_visible (op)) 2000 if (action_makes_visible (op))
2193 make_visible (op); 2001 make_visible (op);
2194 }
2195 } /* if player should attack something */
2196}
2197 2002
2198int 2003 return true;
2004 }
2005 }
2006
2007 return false;
2008}
2009
2010bool
2199move_player (object *op, int dir) 2011move_player (object *op, int dir)
2200{ 2012{
2201 int pick;
2202
2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2013 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2204 return 0; 2014 return 0;
2205 2015
2206 /* Sanity check: make sure dir is valid */ 2016 /* Sanity check: make sure dir is valid */
2207 if ((dir < 0) || (dir >= 9)) 2017 if (dir < 0 || dir > 8)
2208 { 2018 {
2209 LOG (llevError, "move_player: invalid direction %d\n", dir); 2019 LOG (llevError, "move_player: invalid direction %d\n", dir);
2210 return 0; 2020 return 0;
2211 } 2021 }
2212 2022
2213 /* peterm: added following line */ 2023 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2024 if (op->flag [FLAG_CONFUSED] && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2025 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2026
2217 op->facing = dir; 2027 op->facing = dir;
2218 2028
2219 if (op->hide) 2029 if (op->flag [FLAG_HIDDEN])
2220 do_hidden_move (op); 2030 do_hidden_move (op);
2221 2031
2032 bool retval;
2033 int pick = 0;
2034
2222 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2035 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2223 /*nop */ ; 2036 retval = RESULT_INT (0);
2224 else if (op->contr->fire_on) 2037 else if (op->contr->fire_on)
2225 fire (op, dir); 2038 retval = fire (op, dir);
2226 else 2039 else
2227 { 2040 {
2228 move_player_attack (op, dir); 2041 retval = move_player_attack (op, dir);
2229 pick = check_pick (op); 2042 pick = check_pick (op);
2230 } 2043 }
2231 2044
2232 /* Add special check for newcs players and fire on - this way, the 2045 /* Add special check for newcs players and fire on - this way, the
2233 * server can handle repeat firing. 2046 * server can handle repeat firing.
2240 /* Update how the player looks. Use the facing, so direction may 2053 /* Update how the player looks. Use the facing, so direction may
2241 * get reset to zero. This allows for full animation capabilities 2054 * get reset to zero. This allows for full animation capabilities
2242 * for players. 2055 * for players.
2243 */ 2056 */
2244 animate_object (op, op->facing); 2057 animate_object (op, op->facing);
2245 return 0; 2058
2059 return retval;
2246} 2060}
2247 2061
2248/* This is similar to handle_player, below, but is only used by the 2062/* This is similar to handle_player, below, but is only used by the
2249 * new client/server stuff. 2063 * new client/server stuff.
2250 * This is sort of special, in that the new client/server actually uses 2064 * This is sort of special, in that the new client/server actually uses
2251 * the new speed values for commands. 2065 * the new speed values for commands.
2252 * 2066 *
2253 * Returns true if there are more actions we can do. 2067 * Returns true if there are more actions we can do. Should not do
2068 * many actions in a row, as that would be too unfair to other
2069 * players.
2254 */ 2070 */
2255int 2071bool
2256handle_newcs_player (object *op) 2072handle_newcs_player (object *op)
2257{ 2073{
2258 if (op->contr->hidden) 2074 if (op->flag [FLAG_SCARED])
2259 {
2260 op->invisible = 1000;
2261 /* the socket code flashes the player visible/invisible
2262 * depending on the value of invisible, so we need to
2263 * alternate it here for it to work correctly.
2264 */
2265 if (pticks & 2)
2266 op->invisible--;
2267 } 2075 {
2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2076 if (op->speed_left > 0.f)
2269 {
2270 op->invisible--;
2271 if (!op->invisible)
2272 {
2273 make_visible (op);
2274 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2275 } 2077 {
2276 }
2277
2278 if (QUERY_FLAG (op, FLAG_SCARED))
2279 {
2280 flee_player (op);
2281 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 {
2284 op->speed_left--; 2078 --op->speed_left;
2079 flee_player (op);
2080
2285 return 0; 2081 return true;
2286 } 2082 }
2083 else
2084 return false;
2287 } 2085 }
2288
2289 /* I've been seeing crashes where the golem has been destroyed, but
2290 * the player object still points to the defunct golem. The code that
2291 * destroys the golem looks correct, and it doesn't always happen, so
2292 * put this in a a workaround to clean up the golem pointer.
2293 */
2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2295 op->contr->ranges[range_golem] = 0;
2296 2086
2297 /* call this here - we also will call this in do_ericserver, but 2087 /* call this here - we also will call this in do_ericserver, but
2298 * the players time has been increased when doericserver has been 2088 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here. 2089 * called, so we recheck it here.
2300 */ 2090 */
2301 if (op->contr->ns->handle_command ()) 2091 if (op->contr->ns->handle_command ())
2302 return 1; 2092 return true;
2303 2093
2304 if (op->speed_left > 0)
2305 {
2306 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2094 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2307 {
2308 /* All move commands take 1 tick, at least for now */
2309 op->speed_left--;
2310
2311 /* Instead of all the stuff below, let move_player take care
2312 * of it. Also, some of the skill stuff is only put in
2313 * there, as well as the confusion stuff.
2314 */
2315 move_player (op, op->direction); 2095 return move_player (op, op->direction);
2316 2096
2317 return op->speed_left > 0;
2318 }
2319 }
2320
2321 return 0; 2097 return false;
2322} 2098}
2323 2099
2324int 2100static int
2325save_life (object *op) 2101save_life (object *op)
2326{ 2102{
2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2103 if (!op->flag [FLAG_LIFESAVE])
2328 return 0; 2104 return 0;
2329 2105
2330 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2107 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2332 { 2108 {
2333 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2109 op->play_sound (sound_find ("ob_evaporate"));
2334 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2110 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2335 2111
2336 if (op->contr)
2337 esrv_del_item (op->contr, tmp->count);
2338
2339 tmp->destroy (); 2112 tmp->destroy ();
2340 CLEAR_FLAG (op, FLAG_LIFESAVE); 2113 op->clr_flag (FLAG_LIFESAVE);
2341 2114
2342 if (op->stats.hp < 0) 2115 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp; 2116 op->stats.hp = op->stats.maxhp;
2344 2117
2345 if (op->stats.food < 0) 2118 if (op->stats.food < 0)
2346 op->stats.food = 999; 2119 op->stats.food = MAX_FOOD;
2347 2120
2348 op->update_stats (); 2121 op->update_stats ();
2349 return 1; 2122 return 1;
2350 } 2123 }
2351 2124
2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2125 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2353 CLEAR_FLAG (op, FLAG_LIFESAVE); 2126 op->clr_flag (FLAG_LIFESAVE);
2354 enter_player_savebed (op); /* bring him home. */ 2127 enter_player_savebed (op); /* bring him home. */
2355 return 0; 2128 return 0;
2356} 2129}
2357 2130
2358/* This goes throws the inventory and removes unpaid objects, and puts them 2131/* This goes throws the inventory and removes unpaid objects, and puts them
2359 * back in the map (location and map determined by values of env). This 2132 * back in the map (location and map determined by values of env). This
2360 * function will descend into containers. op is the object to start the search 2133 * function will descend into containers. op is the object to start the search
2361 * from. 2134 * from.
2362 */ 2135 */
2136static void
2137drop_unpaid_items (object *op, object *env)
2138{
2139 while (op)
2140 {
2141 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2142
2143 if (op->flag [FLAG_UNPAID])
2144 op->insert_at (env);
2145 else if (op->inv)
2146 drop_unpaid_items (op->inv, env);
2147
2148 op = next;
2149 }
2150}
2151
2363void 2152void
2364remove_unpaid_objects (object *op, object *env) 2153object::drop_unpaid_items ()
2365{ 2154{
2366 object *next; 2155 if (!flag [FLAG_REMOVED])
2367 2156 ::drop_unpaid_items (inv, this);
2368 while (op)
2369 {
2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2371
2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2373 {
2374 if (env->type == PLAYER)
2375 esrv_del_item (env->contr, op->count);
2376
2377 op->insert_at (env);
2378 }
2379 else if (op->inv)
2380 remove_unpaid_objects (op->inv, env);
2381
2382 op = next;
2383 }
2384}
2385
2386/*
2387 * Returns pointer a static string containing gravestone text
2388 * Moved from apply.c to player.c - player.c is what
2389 * actually uses this function. player.c may not be quite the
2390 * best, a misc file for object actions is probably better,
2391 * but there isn't one in the server directory.
2392 */
2393char *
2394gravestone_text (object *op)
2395{
2396 static char buf2[MAX_BUF];
2397 char buf[MAX_BUF];
2398 time_t now = time (NULL);
2399
2400 strcpy (buf2, " R.I.P.\n\n");
2401 if (op->type == PLAYER)
2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2403 else
2404 sprintf (buf, "%s\n", &op->name);
2405
2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf);
2408 if (op->type == PLAYER)
2409 sprintf (buf, "who was in level %d when killed\n", op->level);
2410 else
2411 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2412
2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2414 strcat (buf2, buf);
2415 if (op->type == PLAYER)
2416 {
2417 sprintf (buf, "by %s.\n\n", op->contr->killer);
2418 strncat (buf2, " ", 21 - strlen (buf) / 2);
2419 strcat (buf2, buf);
2420 }
2421
2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2424 strcat (buf2, buf);
2425
2426 return buf2;
2427} 2157}
2428 2158
2429void 2159void
2430do_some_living (object *op) 2160do_some_living (object *op)
2431{ 2161{
2438 int rate_grace = 2000; 2168 int rate_grace = 2000;
2439 const int max_hp = 1; 2169 const int max_hp = 1;
2440 const int max_sp = 1; 2170 const int max_sp = 1;
2441 const int max_grace = 1; 2171 const int max_grace = 1;
2442 2172
2443 if (op->contr->outputs_sync) 2173 if (op->contr->hidden)
2174 {
2175 op->invisible = 1000;
2176 /* the socket code flashes the player visible/invisible
2177 * depending on the value of invisible, so we need to
2178 * alternate it here for it to work correctly.
2179 */
2180 if (pticks & 2)
2181 op->invisible--;
2444 { 2182 }
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2183 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2184 {
2447 flush_output_element (op, &op->contr->outputs[i]); 2185 if (!op->invisible--)
2186 {
2187 make_visible (op);
2188 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2189 }
2448 } 2190 }
2449 2191
2450 if (op->contr->ns->state == ST_PLAYING) 2192 if (op->contr->ns->state == ST_PLAYING)
2451 { 2193 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2194 /* these next three if clauses make it possible to SLOW DOWN
2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2213 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2472 else 2214 else
2473 { 2215 {
2474 gen_grace = op->stats.maxgrace; 2216 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2217 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 }
2477
2478 /* Regenerate Spell Points */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2480 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 {
2488 op->stats.food--;
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2494 }
2495
2496 if (max_sp > 1)
2497 {
2498 over_sp = (gen_sp + 10) / rate_sp;
2499 if (over_sp > 0)
2500 {
2501 if (op->stats.sp < op->stats.maxsp)
2502 {
2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2506 op->stats.sp--;
2507
2508 if (op->stats.sp > op->stats.maxsp)
2509 op->stats.sp = op->stats.maxsp;
2510 }
2511 op->last_sp = 0;
2512 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 }
2516 else
2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2518 } 2218 }
2519 2219
2520 /* Regenerate Grace */ 2220 /* Regenerate Grace */
2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2221 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2522 if (--op->last_grace < 0) 2222 if (--op->last_grace < 0)
2543 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2243 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2544 } 2244 }
2545 /* wearing stuff doesn't detract from grace generation. */ 2245 /* wearing stuff doesn't detract from grace generation. */
2546 } 2246 }
2547 2247
2248 if (op->stats.food > 0)
2249 {
2548 /* Regenerate Hit Points */ 2250 /* Regenerate Spell Points */
2549 if (--op->last_heal < 0) 2251 if (!op->contr->golem && --op->last_sp < 0)
2550 {
2551 if (op->stats.hp < op->stats.maxhp)
2552 { 2252 {
2553 op->stats.hp++; 2253 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2554 /* dms do not consume food */ 2254
2555 if (!QUERY_FLAG (op, FLAG_WIZ)) 2255 if (op->stats.sp < op->stats.maxsp)
2556 { 2256 {
2257 op->stats.sp++;
2258
2259 /* dms do not consume food */
2260 if (!op->flag [FLAG_WIZ])
2261 {
2557 op->stats.food--; 2262 op->stats.food--;
2263
2558 if (op->contr->digestion < 0) 2264 if (op->contr->digestion < 0)
2559 op->stats.food += op->contr->digestion; 2265 op->stats.food += op->contr->digestion;
2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2266 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2561 op->stats.food = last_food; 2267 op->stats.food = last_food;
2268 }
2562 } 2269 }
2563 }
2564 2270
2565 if (max_hp > 1) 2271 if (max_sp > 1)
2566 {
2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2568 if (over_hp > 0)
2569 { 2272 {
2570 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2273 over_sp = (gen_sp + 10) / rate_sp;
2274 if (over_sp > 0)
2275 {
2276 if (op->stats.sp < op->stats.maxsp)
2277 {
2278 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2279
2280 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2281 op->stats.sp--;
2282
2283 if (op->stats.sp > op->stats.maxsp)
2284 op->stats.sp = op->stats.maxsp;
2285 }
2286
2571 op->last_heal = 0; 2287 op->last_sp = 0;
2288 }
2289 else
2290 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2572 } 2291 }
2573 else 2292 else
2293 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2294 }
2295
2296 /* Regenerate Hit Points */
2297 if (--op->last_heal < 0)
2298 {
2299 if (op->stats.hp < op->stats.maxhp)
2574 { 2300 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2301 op->stats.hp++;
2302
2303 /* dms do not consume food */
2304 if (!op->flag [FLAG_WIZ])
2305 {
2306 op->stats.food--;
2307
2308 if (op->contr->digestion < 0)
2309 op->stats.food += op->contr->digestion;
2310 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2311 op->stats.food = last_food;
2312 }
2576 } 2313 }
2314
2315 if (max_hp > 1)
2316 {
2317 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2318
2319 if (over_hp > 0)
2320 {
2321 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2322 op->last_heal = 0;
2323 }
2324 else
2325 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577 } 2326 }
2578 else 2327 else
2579 {
2580 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2328 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2581 } 2329 }
2582 } 2330 }
2583 2331
2584 /* Digestion */ 2332 /* Digestion */
2585 if (--op->last_eat < 0) 2333 if (--op->last_eat < 0)
2586 { 2334 {
2587#ifdef COZY_SERVER 2335 int bonus = max (0, op->contr->digestion),
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2336 penalty = max (0, -op->contr->digestion);
2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2590#else
2591 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2592#endif
2593 2337
2594 if (op->contr->gen_hp > 0)
2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2338 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2596 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598 2339
2599 /* dms do not consume food */ 2340 /* dms do not consume food */
2600 if (!QUERY_FLAG (op, FLAG_WIZ)) 2341 if (!op->flag [FLAG_WIZ])
2601 op->stats.food--; 2342 op->stats.food--;
2602 } 2343 }
2603 2344
2604 if (op->stats.food < 0 && op->stats.hp >= 0) 2345 if (op->stats.food < 0 && op->stats.hp >= 0)
2605 { 2346 {
2606 object *tmp, *flesh = 0; 2347 object *flesh = 0;
2607 2348
2608 for (tmp = op->inv; tmp; tmp = tmp->below) 2349 for_inv_removable (op, tmp)
2609 { 2350 {
2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2351 if (tmp->flag [FLAG_UNPAID])
2352 continue;
2353
2354 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2611 { 2355 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2356 op->statusmsg ("You blindly grab for a bite of food. "
2613 { 2357 "H<To prevent you from starving, you ate some random item from your backpack.>");
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2358 op->apply (tmp);
2615 manual_apply (op, tmp, 0); 2359
2616 if (op->stats.food >= 0 || op->stats.hp < 0) 2360 if (op->stats.food >= 0 || op->stats.hp < 0)
2617 break; 2361 break;
2618 } 2362 }
2619 else if (tmp->type == FLESH) 2363 else if (tmp->type == FLESH)
2620 flesh = tmp; 2364 flesh = tmp;
2621 } /* End if paid for object */ 2365 }
2622 } /* end of for loop */
2623 2366
2624 /* If player is still starving, it means they don't have any food, so 2367 /* If player is still starving, it means they don't have any food, so
2625 * eat flesh instead. 2368 * eat flesh instead.
2626 */ 2369 */
2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2370 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 { 2371 {
2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2372 op->statusmsg ("You blindly grab for a bite of food. "
2373 "H<To prevent you from starving, you ate some random item from your backpack.>");
2630 manual_apply (op, flesh, 0); 2374 op->apply (flesh);
2631 } 2375 }
2376
2377 // If player is still starving, alert him!
2378 if (op->stats.food < 0)
2379 op->failmsg ("You are starving! "
2380 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2381 }
2382
2383 if (op->stats.food < 0)
2632 } 2384 {
2385 op->stats.hp += op->stats.food;
2386 op->stats.food = 0;
2633 2387
2634 while (op->stats.food < 0 && op->stats.hp >= 0) 2388 if (op->stats.hp < 0)
2635 op->stats.food++, op->stats.hp--; 2389 {
2390 op->contr->killer = archetype::get ("killer_starvation");
2391 op->contr->killer->destroy ();
2392 }
2393 }
2636 2394
2395 /* killer should be set here already */
2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2396 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2638 kill_player (op); 2397 kill_player (op);
2639 } 2398 }
2640} 2399}
2641 2400
2642/* If the player should die (lack of hp, food, etc), we call this. 2401/* If the player should die (lack of hp, food, etc), we call this.
2645 * file. 2404 * file.
2646 */ 2405 */
2647void 2406void
2648kill_player (object *op) 2407kill_player (object *op)
2649{ 2408{
2650 char buf[MAX_BUF];
2651 int x, y; 2409 int x, y;
2652
2653 //int i;
2654 maptile *map; /* this is for resurrection */ 2410 maptile *map; /* this is for resurrection */
2655
2656 /* int z;
2657 int num_stats_lose;
2658 int lost_a_stat;
2659 int lose_this_stat;
2660 int this_stat; */
2661 int will_kill_again; 2411 int will_kill_again;
2662 archetype *at; 2412 archetype *at;
2663 object *tmp; 2413 object *tmp;
2664 2414
2665 if (save_life (op)) 2415 if (save_life (op))
2666 return; 2416 return;
2667 2417
2418 dynbuf_text deathtab;
2419
2420 /* restore player */
2421 at = archetype::find (shstr_poisoning);
2422 if (object *tmp = present_arch_in_ob (at, op))
2423 {
2424 tmp->destroy ();
2425 deathtab << "Your body feels cleansed...\r";
2426 }
2427
2428 at = archetype::find (shstr_confusion);
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your mind feels clearer...\r";
2433 }
2434
2435 cure_disease (op, 0, 0); /* remove any disease */
2436
2437 max_it (op->stats.hp , op->stats.maxhp);
2438 max_it (op->stats.sp , op->stats.maxsp);
2439 max_it (op->stats.grace, op->stats.maxgrace);
2440 max_it (op->stats.food , 200);
2441
2442 // remove all spell effects that are active
2443 // to avoid long-term effects such as word-of-recall
2444 for (object *item = op->inv; item; )
2445 {
2446 object *next = item->below;
2447
2448 if (item->type == SPELL_EFFECT && item->active)
2449 item->destroy ();
2450
2451 item = next;
2452 }
2668 2453
2669 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2454 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2670 * in cities ONLY!!! It is very important that this doesn't get abused. 2455 * in cities ONLY!!! It is very important that this doesn't get abused.
2671 * Look at op_on_battleground() for more info --AndreasV 2456 * Look at op_on_battleground() for more info --AndreasV
2672 */ 2457 */
2673 if (op_on_battleground (op, &x, &y)) 2458 if (op_on_battleground (op, &x, &y))
2674 { 2459 {
2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2460 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2677
2678 /* restore player */
2679 at = archetype::find ("poisoning");
2680 if (object *tmp = present_arch_in_ob (at, op))
2681 {
2682 tmp->destroy ();
2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2684 }
2685
2686 at = archetype::find ("confusion");
2687 if (object *tmp = present_arch_in_ob (at, op))
2688 {
2689 tmp->destroy ();
2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2691 }
2692
2693 cure_disease (op, 0); /* remove any disease */
2694 op->stats.hp = op->stats.maxhp;
2695 if (op->stats.food <= 0)
2696 op->stats.food = 999;
2697 2461
2698 /* create a bodypart-trophy to make the winner happy */ 2462 /* create a bodypart-trophy to make the winner happy */
2699 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2463 object *tmp = archetype::find (shstr_finger)->instance ();
2700 { 2464
2701 sprintf (buf, "%s's finger", &op->name); 2465 tmp->name = format ("%s's finger" , &op->name);
2702 tmp->name = buf; 2466 tmp->name_pl = format ("%s's fingers", &op->name);
2703 sprintf (buf, " This finger has been cut off %s\n" 2467 tmp->msg = format (
2704 " the %s, when he was defeated at\n level %d by %s.\n", 2468 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2469 &op->name, op->contr->title,
2706 tmp->msg = buf; 2470 (int)op->level,
2471 op->contr->killer_name ()
2472 );
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2473 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2474 tmp->material = name_to_material (shstr_organic);
2709 tmp->insert_at (op, tmp); 2475 tmp->insert_at (op, tmp);
2710 }
2711 2476
2712 /* teleport defeated player to new destination */ 2477 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2478 transfer_ob (op, x, y, 0, NULL);
2714 op->contr->braced = 0; 2479 op->contr->braced = 0;
2480
2481 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2715 return; 2482 return;
2716 } 2483 }
2717 2484
2485 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2486 deathtab << "T<YOU HAVE DIED>\n\n";
2487
2718 INVOKE_PLAYER (DEATH, op->contr); 2488 INVOKE_PLAYER (DEATH, op->contr);
2719 2489
2720 command_kill_pets (op, 0); 2490 command_kill_pets (op, 0);
2721 2491
2722 if (op->stats.food < 0) 2492 op->contr->play_sound (sound_find ("player_dies"));
2723 {
2724 sprintf (buf, "%s starved to death.", &op->name);
2725 strcpy (op->contr->killer, "starvation");
2726 }
2727 else
2728 sprintf (buf, "%s died.", &op->name);
2729
2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2731 2493
2732 /* save the map location for corpse, gravestone */ 2494 /* save the map location for corpse, gravestone */
2733 x = op->x; 2495 x = op->x;
2734 y = op->y; 2496 y = op->y;
2735 map = op->map; 2497 map = op->map;
2763 2525
2764 lost_a_stat = 0; 2526 lost_a_stat = 0;
2765 2527
2766 for (z = 0; z < num_stats_lose; z++) 2528 for (z = 0; z < num_stats_lose; z++)
2767 { 2529 {
2768 i = RANDOM () % NUM_STATS; 2530 i = rndm (NUM_STATS);
2769 2531
2770 if (settings.stat_loss_on_death) 2532 if (settings.stat_loss_on_death)
2771 { 2533 {
2772 /* Pick a random stat and take a point off it. Tell the player 2534 /* Pick a random stat and take a point off it. Tell the player
2773 * what he lost. 2535 * what he lost.
2780 lost_a_stat = 1; 2542 lost_a_stat = 1;
2781 } 2543 }
2782 else 2544 else
2783 { 2545 {
2784 /* deplete a stat */ 2546 /* deplete a stat */
2785 archetype *deparch = archetype::find ("depletion"); 2547 archetype *deparch = archetype::find (shstr_depletion);
2786 object *dep; 2548 object *dep;
2787 2549
2788 dep = present_arch_in_ob (deparch, op); 2550 dep = present_arch_in_ob (deparch, op);
2789 if (!dep) 2551 if (!dep)
2790 { 2552 {
2791 dep = arch_to_object (deparch); 2553 dep = deparch->instance ();
2792 insert_ob_in_ob (dep, op); 2554 insert_ob_in_ob (dep, op);
2793 } 2555 }
2794 lose_this_stat = 1; 2556 lose_this_stat = 1;
2795 if (settings.balanced_stat_loss) 2557 if (settings.balanced_stat_loss)
2796 { 2558 {
2824 } 2586 }
2825 } 2587 }
2826 2588
2827 if (lose_this_stat) 2589 if (lose_this_stat)
2828 { 2590 {
2829 this_stat = get_attr_value (&(dep->stats), i); 2591 this_stat = get_attr_value (&dep->stats, i);
2830 /* We could try to do something clever like find another 2592 /* We could try to do something clever like find another
2831 * stat to reduce if this fails. But chances are, if 2593 * stat to reduce if this fails. But chances are, if
2832 * stats have been depleted to -50, all are pretty low 2594 * stats have been depleted to -50, all are pretty low
2833 * and should be roughly the same, so it shouldn't make a 2595 * and should be roughly the same, so it shouldn't make a
2834 * difference. 2596 * difference.
2835 */ 2597 */
2836 if (this_stat >= -50) 2598 if (this_stat >= -50)
2837 { 2599 {
2838 change_attr_value (&(dep->stats), i, -1); 2600 change_attr_value (&(dep->stats), i, -1);
2839 SET_FLAG (dep, FLAG_APPLIED); 2601 dep->set_flag (FLAG_APPLIED);
2840 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2602 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2841 op->update_stats (); 2603 op->update_stats ();
2842 lost_a_stat = 1; 2604 lost_a_stat = 1;
2843 } 2605 }
2844 } 2606 }
2845 } 2607 }
2846 } 2608 }
2609
2847 /* If no stat lost, tell the player. */ 2610 /* If no stat lost, tell the player. */
2848 if (!lost_a_stat) 2611 if (!lost_a_stat)
2849 { 2612 {
2850 /* determine_god() seems to not work sometimes... why is this? 2613 /* determine_god() seems to not work sometimes... why is this?
2851 Should I be using something else? GD */ 2614 Should I be using something else? GD */
2852 const char *god = determine_god (op); 2615 shstr_tmp god = determine_god (op);
2853 2616
2854 if (god && (strcmp (god, "none"))) 2617 if (god != shstr_none)
2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2618 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2856 else 2619 else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2620 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2858 } 2621 }
2859#else 2622#else
2860 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2623 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2861#endif 2624#endif
2862 2625
2863 /* Put a gravestone up where the character 'almost' died. List the 2626 /* Put a gravestone up where the character 'almost' died. List the
2864 * exp loss on the stone. 2627 * exp loss on the stone.
2865 */ 2628 */
2866 tmp = arch_to_object (archetype::find ("gravestone")); 2629 tmp = archetype::find (shstr_gravestone)->instance ();
2867 sprintf (buf, "%s's gravestone", &op->name); 2630 tmp->name = format ("%s's gravestone", &op->name);
2868 tmp->name = buf; 2631 tmp->name_pl = format ("%s's gravestones", &op->name);
2869 sprintf (buf, "%s's gravestones", &op->name); 2632 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2870 tmp->name_pl = buf; 2633 &op->name, op->contr->title, op->contr->killer_name ());
2871 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);
2872 tmp->msg = buf;
2873 tmp->x = op->x, tmp->y = op->y; 2634 tmp->x = op->x, tmp->y = op->y;
2874 insert_ob_in_map (tmp, op->map, NULL, 0); 2635 insert_ob_in_map (tmp, op->map, NULL, 0);
2875 2636
2876 /**************************************/ 2637 /**************************************/
2877 /* */ 2638 /* */
2878 /* Subtract the experience points, */ 2639 /* Subtract the experience points, */
2879 /* if we died cause of food, give us */
2880 /* food, and reset HP's... */
2881 /* */ 2640 /* */
2882 /**************************************/ 2641 /**************************************/
2883 2642
2884 /* remove any poisoning and confusion the character may be suffering. */
2885 /* restore player */
2886 at = archetype::find ("poisoning");
2887 tmp = present_arch_in_ob (at, op);
2888
2889 if (tmp)
2890 {
2891 tmp->destroy ();
2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2893 }
2894
2895 at = archetype::find ("confusion");
2896 tmp = present_arch_in_ob (at, op);
2897 if (tmp)
2898 {
2899 tmp->destroy ();
2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2901 }
2902
2903 cure_disease (op, 0); /* remove any disease */
2904
2905 /*add_exp(op, (op->stats.exp * -0.20)); */ 2643 /*add_exp(op, (op->stats.exp * -0.20)); */
2906 apply_death_exp_penalty (op); 2644 apply_death_exp_penalty (op);
2907 if (op->stats.food < 100)
2908 op->stats.food = 900;
2909 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2645
2913 /* 2646 /*
2914 * Check to see if the player is in a shop. IF so, then check to see if
2915 * the player has any unpaid items. If so, remove them and put them back 2647 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2648 * and put them back in the map.
2917 */ 2649 */
2918 2650 op->drop_unpaid_items ();
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op);
2921 2651
2922 /****************************************/ 2652 /****************************************/
2923 /* */ 2653 /* */
2924 /* Move player to his current respawn- */ 2654 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2655 /* position (usually last savebed) */
2945 object *force; 2675 object *force;
2946 int at; 2676 int at;
2947 2677
2948 force = get_archetype (FORCE_NAME); 2678 force = get_archetype (FORCE_NAME);
2949 /* 50 ticks should be enough time for the spell to abate */ 2679 /* 50 ticks should be enough time for the spell to abate */
2950 force->speed = 0.1; 2680 force->speed = 0.1f;
2951 force->speed_left = -5.0; 2681 force->speed_left = -5.f;
2952 SET_FLAG (force, FLAG_APPLIED); 2682 force->set_flag (FLAG_APPLIED);
2953 for (at = 0; at < NROFATTACKS; at++) 2683 for (at = 0; at < NROFATTACKS; at++)
2954 if (will_kill_again & (1 << at)) 2684 if (will_kill_again & (1 << at))
2955 force->resist[at] = 100; 2685 force->resist[at] = 100;
2956 2686
2957 insert_ob_in_ob (force, op); 2687 insert_ob_in_ob (force, op);
2958 op->update_stats (); 2688 op->update_stats ();
2959
2960 } 2689 }
2961 2690
2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2691 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2963} 2692}
2964 2693
2965void 2694static void
2966loot_object (object *op) 2695loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2696{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2697 object *tmp, *tmp2, *next;
2969 2698
2970 if (op->container) 2699 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2700
2973 for (tmp = op->inv; tmp; tmp = next) 2701 for (tmp = op->inv; tmp; tmp = next)
2974 { 2702 {
2975 next = tmp->below; 2703 next = tmp->below;
2976 2704
2977 if (tmp->invisible) 2705 if (tmp->invisible)
2978 continue; 2706 continue;
2979 2707
2980 tmp->remove (); 2708 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2709 tmp->x = op->x, tmp->y = op->y;
2710
2982 if (tmp->type == CONTAINER) 2711 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2712 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2713
2985 } 2714 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2987 { 2715 {
2988 if (tmp->nrof > 1) 2716 if (tmp->nrof > 1)
2989 { 2717 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2718 tmp->decrease (rndm (1, tmp->nrof - 1));
2991 tmp2->destroy ();
2992 insert_ob_in_map (tmp, op->map, NULL, 0); 2719 insert_ob_in_map (tmp, op->map, NULL, 0);
2993 } 2720 }
2994 else 2721 else
2995 tmp->destroy (); 2722 tmp->destroy ();
2996 } 2723 }
3002/* 2729/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2730 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2731 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2732 * was changed.
3006 */ 2733 */
3007
3008void 2734void
3009fix_weight (void) 2735fix_weight ()
3010{ 2736{
3011 for_all_players (pl) 2737 for_all_players (pl)
3012 { 2738 {
3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2739 sint32 old = pl->ob->carrying;
3014 2740
3015 if (old == sum) 2741 pl->ob->update_weight ();
3016 continue; 2742
2743 if (old != pl->ob->carrying)
2744 {
3017 pl->ob->update_stats (); 2745 pl->ob->update_stats ();
3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2746 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2747 }
3019 } 2748 }
3020} 2749}
3021 2750
3022void 2751void
3023fix_luck (void) 2752fix_luck ()
3024{ 2753{
3025 for_all_players (pl) 2754 for_all_players (pl)
3026 if (!pl->ob->contr->ns->state) 2755 if (!pl->ob->contr->ns->state)
3027 pl->ob->change_luck (0); 2756 pl->ob->change_luck (0);
3028} 2757}
3065} 2794}
3066 2795
3067void 2796void
3068make_visible (object *op) 2797make_visible (object *op)
3069{ 2798{
3070 op->hide = 0; 2799 op->flag [FLAG_HIDDEN] = 0;
3071 op->invisible = 0; 2800 op->invisible = 0;
2801
3072 if (op->type == PLAYER) 2802 if (op->type == PLAYER)
3073 { 2803 {
3074 op->contr->tmp_invis = 0; 2804 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 2805 op->contr->invis_race = 0;
3076 } 2806 }
2807
3077 update_object (op, UP_OBJ_FACE); 2808 update_object (op, UP_OBJ_CHANGE);
3078} 2809}
3079 2810
3080int 2811int
3081is_true_undead (object *op) 2812is_true_undead (object *op)
3082{ 2813{
3083 object *tmp = NULL; 2814 if (op->arch->flag [FLAG_UNDEAD])
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3086 return 1; 2815 return 1;
3087 2816
3088 return 0; 2817 return 0;
3089} 2818}
3090 2819
3091/* look at the surrounding terrain to determine 2820/* look at the surrounding terrain to determine
3092 * the hideability of this object. Positive levels 2821 * the hideability of this object. Positive levels
3093 * indicate greater hideability. 2822 * indicate greater hideability.
3094 */ 2823 */
3095
3096int 2824int
3097hideability (object *ob) 2825hideability (object *ob)
3098{ 2826{
3099 int i, level = 0, mflag; 2827 int i, level = 0, mflag;
3100 sint16 x, y; 2828 sint16 x, y;
3101 2829
3102 if (!ob || !ob->map) 2830 if (!ob || !ob->map)
3103 return 0; 2831 return 0;
3104 2832
3105 /* so, on normal lighted maps, its hard to hide */ 2833 /* so, on normal lighted maps, its hard to hide */
3106 level = ob->map->darkness - 2; 2834 level = ob->map->darklevel () - 2;
3107 2835
3108 /* this also picks up whether the object is glowing. 2836 /* this also picks up whether the object is glowing.
3109 * If you carry a light on a non-dark map, its not 2837 * If you carry a light on a non-dark map, its not
3110 * as bad as carrying a light on a pitch dark map */ 2838 * as bad as carrying a light on a pitch dark map */
3111 if (has_carried_lights (ob)) 2839 if (ob->has_carried_lights ())
3112 level = -(10 + (2 * ob->map->darkness)); 2840 level = -(10 + (2 * ob->map->darklevel ()));
3113 2841
3114 /* scan through all nearby squares for terrain to hide in */ 2842 /* scan through all nearby squares for terrain to hide in */
3115 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2843 for (i = 0, x = ob->x, y = ob->y;
2844 i <= SIZEOFFREE1;
2845 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3116 { 2846 {
3117 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2847 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3118 if (mflag & P_OUT_OF_MAP) 2848 if (mflag & P_OUT_OF_MAP)
3119 {
3120 continue; 2849 continue;
3121 } 2850
3122 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2851 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3123 level += 2; 2852 level += 2;
3124 else /* open terrain! */ 2853 else /* open terrain! */
3125 level -= 1; 2854 level -= 1;
3126 } 2855 }
3134/* For Hidden creatures - a chance of becoming 'unhidden' 2863/* For Hidden creatures - a chance of becoming 'unhidden'
3135 * every time they move - as we subtract off 'invisibility' 2864 * every time they move - as we subtract off 'invisibility'
3136 * AND, for players, if they move into a ridiculously unhideable 2865 * AND, for players, if they move into a ridiculously unhideable
3137 * spot (surrounded by clear terrain in broad daylight). -b.t. 2866 * spot (surrounded by clear terrain in broad daylight). -b.t.
3138 */ 2867 */
3139
3140void 2868void
3141do_hidden_move (object *op) 2869do_hidden_move (object *op)
3142{ 2870{
3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2871 int hide = 0;
3144 object *skop;
3145 2872
3146 if (!op || !op->map) 2873 if (!op || !op->map)
3147 return; 2874 return;
3148 2875
3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2876 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2877 int num = random_roll (0, 19, op, PREFER_LOW);
3150 2878
3151 /* its *extremely* hard to run and sneak/hide at the same time! */ 2879 /* its *extremely* hard to run and sneak/hide at the same time! */
3152 if (op->type == PLAYER && op->contr->run_on) 2880 if (op->type == PLAYER && op->contr->run_on)
3153 if (!skop || num >= skop->level) 2881 if (!skop || num >= skop->level)
3154 { 2882 {
3164 num -= hide; 2892 num -= hide;
3165 2893
3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2894 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3167 { 2895 {
3168 make_visible (op); 2896 make_visible (op);
2897
3169 if (op->type == PLAYER) 2898 if (op->type == PLAYER)
3170 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2899 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3171 } 2900 }
3172 else if (op->type == PLAYER && skop) 2901 else if (op->type == PLAYER && skop)
3173 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2902 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3188 2917
3189 if (who->type == PLAYER) 2918 if (who->type == PLAYER)
3190 player = 1; 2919 player = 1;
3191 2920
3192 else 2921 else
3193 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2922 friendly = who->flag [FLAG_FRIENDLY];
3194 2923
3195 /* search adjacent squares */ 2924 /* search adjacent squares */
3196 for (i = 1; i < 9; i++) 2925 for (i = 1; i < 9; i++)
3197 { 2926 {
3198 x = who->x + freearr_x[i]; 2927 x = who->x + freearr_x[i];
3207 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2936 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3208 continue; 2937 continue;
3209 2938
3210 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2939 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3211 { 2940 {
3212 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2941 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3213 return 1; 2942 return 1;
3214 else if (tmp->type == PLAYER) 2943 else if (tmp->type == PLAYER)
3215 { 2944 {
3216 /*don't let a hidden DM prevent you from hiding */ 2945 /*don't let a hidden DM prevent you from hiding */
3217 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2946 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3218 return 1; 2947 return 1;
3219 } 2948 }
3220 } 2949 }
3221 } 2950 }
3222 return 0; 2951 return 0;
3226 * object op. This function works fine for monsters, 2955 * object op. This function works fine for monsters,
3227 * but we dont worry if the object isnt the top one in 2956 * but we dont worry if the object isnt the top one in
3228 * a pile (say a coin under a table would return "viewable" 2957 * a pile (say a coin under a table would return "viewable"
3229 * by this routine). Another question, should we be 2958 * by this routine). Another question, should we be
3230 * concerned with the direction the player is looking 2959 * concerned with the direction the player is looking
3231 * in? Realistically, most of use cant see stuff behind 2960 * in? Realistically, most of us can't see stuff behind
3232 * our backs...on the other hand, does the "facing" direction 2961 * our backs...on the other hand, does the "facing" direction
3233 * imply the way your head, or body is facing? Its possible 2962 * imply the way your head, or body is facing? It's possible
3234 * for them to differ. Sigh, this fctn could get a bit more complex. 2963 * for them to differ. Sigh, this fctn could get a bit more complex.
3235 * -b.t. 2964 * -b.t.
3236 * This function is now map tiling safe. 2965 * This function is now map tiling safe.
3237 */ 2966 */
3238
3239int 2967int
3240player_can_view (object *pl, object *op) 2968player_can_view (object *pl, object *op)
3241{ 2969{
3242 rv_vector rv; 2970 rv_vector rv;
3243 int dx, dy; 2971 int dx, dy;
3255 2983
3256 get_rangevector (pl, op, &rv, 0x1); 2984 get_rangevector (pl, op, &rv, 0x1);
3257 2985
3258 /* starting with the 'head' part, lets loop 2986 /* starting with the 'head' part, lets loop
3259 * through the object and find if it has any 2987 * through the object and find if it has any
3260 * part that is in the los array but isnt on 2988 * part that is in the los array but isn't on
3261 * a blocked los square. 2989 * a blocked los square.
3262 * we use the archetype to figure out offsets. 2990 * we use the archetype to figure out offsets.
3263 */ 2991 */
3264 while (op) 2992 while (op)
3265 { 2993 {
3266 dx = rv.distance_x + op->arch->clone.x; 2994 dx = rv.distance_x + op->arch->x;
3267 dy = rv.distance_y + op->arch->clone.y; 2995 dy = rv.distance_y + op->arch->y;
3268 2996
3269 /* only the viewable area the player sees is updated by LOS 2997 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3270 * code, so we need to restrict ourselves to that range of values
3271 * for any meaningful values.
3272 */
3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3274 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3275 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3276 return 1; 2998 return 1;
2999
3277 op = op->more; 3000 op = op->more;
3278 } 3001 }
3279 return 0;
3280}
3281 3002
3282/* routine for both players and monsters. We call this when
3283 * there is a possibility for our action distrubing our hiding
3284 * place or invisiblity spell. Artefact invisiblity is not
3285 * effected by this. If we arent invisible to begin with, we
3286 * return 0.
3287 */
3288int
3289action_makes_visible (object *op)
3290{
3291
3292 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293 {
3294 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3295 return 0;
3296
3297 if (op->contr && op->contr->tmp_invis == 0)
3298 return 0;
3299
3300 /* If monsters, they should become visible */
3301 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3302 {
3303 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3304 return 1;
3305 }
3306 }
3307 return 0; 3003 return 0;
3308} 3004}
3309 3005
3310/* op_on_battleground - checks if the given object op (usually 3006/* op_on_battleground - checks if the given object op (usually
3311 * a player) is standing on a valid battleground-tile, 3007 * a player) is standing on a valid battleground-tile,
3316 * Default is to do the same as before, so only people wanting to have different points need worry about this 3012 * Default is to do the same as before, so only people wanting to have different points need worry about this
3317 */ 3013 */
3318int 3014int
3319op_on_battleground (object *op, int *x, int *y) 3015op_on_battleground (object *op, int *x, int *y)
3320{ 3016{
3321 object *tmp;
3322
3323 /* A battleground-tile needs the following attributes to be valid: 3017 /* A battleground-tile needs the following attributes to be valid:
3324 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3018 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3019 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3326 * and the exit-coordinates sp/hp must both be > 0. 3020 * and the exit-coordinates sp/hp must both be > 0.
3327 * => The intention here is to prevent abuse of the battleground- 3021 * => The intention here is to prevent abuse of the battleground-
3328 * feature (like pickable or hidden battleground tiles). */ 3022 * feature (like pickable or hidden battleground tiles). */
3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3023 for (object *tmp = op->below; tmp; tmp = tmp->below)
3330 { 3024 {
3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3025 if (tmp->flag [FLAG_IS_FLOOR])
3332 { 3026 {
3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3027 if (tmp->flag [FLAG_NO_PICK]
3334 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3028 && tmp->type == BATTLEGROUND
3029 && tmp->name == shstr_battleground
3030 && EXIT_X (tmp) && EXIT_Y (tmp))
3335 { 3031 {
3336 /*before we assign the exit, check if this is a teambattle */ 3032 /* before we assign the exit, check if this is a teambattle */
3337 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3033 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3338 {
3339 object *invtmp;
3340
3341 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3034 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3035 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3342 { 3036 {
3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3344 {
3345 if (x != NULL && y != NULL) 3037 if (x && y)
3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3038 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3039
3347 return 1; 3040 return 1;
3348 }
3349 } 3041 }
3350 } 3042
3351 if (x != NULL && y != NULL) 3043 if (x && y)
3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3044 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3045
3353 return 1; 3046 return 1;
3354 } 3047 }
3355 } 3048 }
3356 } 3049 }
3050
3357 /* If we got here, did not find a battleground */ 3051 /* If we got here, did not find a battleground */
3358 return 0; 3052 return 0;
3359} 3053}
3360 3054
3361/* 3055/*
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3071 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3072 int i = 0, j = 0;
3379 3073
3380 /* get the appropriate treasurelist */ 3074 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3075 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3076 trlist = treasurelist::find (shstr_dragon_ability_fire);
3383 else if (atnr == ATNR_COLD) 3077 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3078 trlist = treasurelist::find (shstr_dragon_ability_cold);
3385 else if (atnr == ATNR_ELECTRICITY) 3079 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3080 trlist = treasurelist::find (shstr_dragon_ability_elec);
3387 else if (atnr == ATNR_POISON) 3081 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3082 trlist = treasurelist::find (shstr_dragon_ability_poison);
3389 3083
3390 if (trlist == NULL || who->type != PLAYER) 3084 if (trlist == NULL || who->type != PLAYER)
3391 return; 3085 return;
3392 3086
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3087 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3397 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3091 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3398 return; 3092 return;
3399 } 3093 }
3400 3094
3401 /* everything seems okay - now bring on the gift: */ 3095 /* everything seems okay - now bring on the gift: */
3402 item = &(tr->item->clone); 3096 item = tr->item;
3403 3097
3404 if (item->type == SPELL) 3098 if (item->type == SPELL)
3405 { 3099 {
3406 if (check_spell_known (who, item->name)) 3100 if (check_spell_known (who, item->name))
3407 return; 3101 return;
3466 { 3160 {
3467 /* forces in the treasurelist can alter the player's stats */ 3161 /* forces in the treasurelist can alter the player's stats */
3468 object *skin; 3162 object *skin;
3469 3163
3470 /* first get the dragon skin force */ 3164 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3165 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3473 ; 3166 ;
3474 3167
3475 if (!skin) 3168 if (!skin)
3476 return; 3169 return;
3477 3170
3491 else 3184 else
3492 j = 1; 3185 j = 1;
3493 strcat (buf, spellpathnames[i]); 3186 strcat (buf, spellpathnames[i]);
3494 } 3187 }
3495 } 3188 }
3189
3496 strcat (buf, "."); 3190 strcat (buf, ".");
3497 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3191 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3498 } 3192 }
3499 3193
3500 /* evtl. adding flags: */ 3194 /* evtl. adding flags: */
3501 if (QUERY_FLAG (item, FLAG_XRAYS)) 3195 if (item->flag [FLAG_XRAYS])
3502 SET_FLAG (skin, FLAG_XRAYS); 3196 skin->set_flag (FLAG_XRAYS);
3503 if (QUERY_FLAG (item, FLAG_STEALTH)) 3197 if (item->flag [FLAG_STEALTH])
3504 SET_FLAG (skin, FLAG_STEALTH); 3198 skin->set_flag (FLAG_STEALTH);
3505 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3199 if (item->flag [FLAG_SEE_IN_DARK])
3506 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3200 skin->set_flag (FLAG_SEE_IN_DARK);
3507 3201
3508 /* print message if there is one */ 3202 /* print message if there is one */
3509 if (item->msg != NULL) 3203 if (item->msg != NULL)
3510 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3204 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3511 } 3205 }
3512 else 3206 else
3513 { 3207 {
3514 /* generate misc. treasure */ 3208 /* generate misc. treasure */
3515 tmp = arch_to_object (tr->item); 3209 tmp = tr->item->instance ();
3516 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3210 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3517 tmp = insert_ob_in_ob (tmp, who); 3211 who->insert (tmp);
3518 if (who->type == PLAYER)
3519 esrv_send_item (who, tmp);
3520 } 3212 }
3521} 3213}
3522 3214
3523/** 3215//-GPL
3524 * Unready an object for a player. This function does nothing if the object was 3216
3525 * not readied. 3217sint8
3526 */ 3218player::darkness_at (maptile *map, int x, int y) const
3219{
3220 if (!ns)
3221 return LOS_BLOCKED;
3222
3223 int dx, dy;
3224 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3225 return LOS_BLOCKED;
3226
3227 x += dx - ns->current_x;
3228 y += dy - ns->current_y;
3229
3230 return blocked_los (x, y);
3231}
3232
3527void 3233void
3528player_unready_range_ob (player *pl, object *ob) 3234player::infobox (const char *title, const char *msg, int color)
3529{ 3235{
3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3236 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3531 if (pl->ranges[i] == ob)
3532 {
3533 pl->ranges[i] = 0;
3534 if (pl->shoottype == i)
3535 pl->shoottype = range_none;
3536 }
3537} 3237}
3238
3239void
3240player::statusmsg (const char *msg, int color)
3241{
3242 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3243}
3244
3245void
3246player::failmsg (const char *msg, int color)
3247{
3248 play_sound (sound_find ("generic_failure"));
3249 statusmsg (msg, color);
3250}
3251
3252void
3253object::failmsgf (const char *format, ...)
3254{
3255 if (!contr)
3256 return;
3257
3258 va_list ap;
3259 va_start (ap, format);
3260 contr->failmsg (vformat (format, ap));
3261 va_end (ap);
3262}
3263
3264void
3265player::failmsgf (const char *format, ...)
3266{
3267 va_list ap;
3268 va_start (ap, format);
3269 failmsg (vformat (format, ap));
3270 va_end (ap);
3271}
3272

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