ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC vs.
Revision 1.285 by root, Wed May 4 07:41:14 2011 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
27#include <algorithm>
28#include <functional>
29
25#include <global.h> 30#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 31#include <sproto.h>
28#include <sounds.h> 32#include <sounds.h>
29#include <living.h> 33#include <living.h>
30#include <object.h> 34#include <object.h>
31#include <spells.h> 35#include <spells.h>
32#include <skills.h> 36#include <skills.h>
33 37
34#include <algorithm>
35#include <functional>
36
37playervec players; 38playervec players;
38
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152 39
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
180 54
181 players.insert (this); 55 players.insert (this);
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
194 return; 67 return;
195 68
196 terminate_all_pets (ob); 69 terminate_all_pets (ob);
197 remove_friendly_object (ob); 70 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
199 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 78 ob->map = 0;
201 79 party = 0;
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204 80
205 players.erase (this); 81 players.erase (this);
206} 82}
207 83
208// connect the player with a specific client 84// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
210void 86void
211player::connect (client *ns) 87player::connect (client *ns)
212{ 88{
213 this->ns = ns; 89 this->ns = ns;
214 ns->pl = this; 90 ns->pl = this;
215 91
216 run_on = 0; 92 run_on = 0;
217 fire_on = 0; 93 fire_on = 0;
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);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
272 135
273 ob->update_stats (); 136 ob->update_stats ();
137
274 ns->floorbox_update (); 138 ns->floorbox_update ();
275
276 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
278 141
279 activate (); 142 activate ();
280 143
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
287} 146}
288 147
289void 148void
290player::disconnect () 149player::disconnect ()
291{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
292 if (ns) 157 if (ns)
293 { 158 {
294 if (active) 159 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296 161
297 INVOKE_PLAYER (DISCONNECT, this); 162 INVOKE_PLAYER (DISCONNECT, this);
298 163
299 ns->reset_stats (); 164 ns->reset_stats ();
300 ns->pl = 0; 165 ns->pl = 0;
301 this->ns = 0; 166 ns = 0;
302 } 167 }
303 168
304 ob->container = 0; //TODO: client-specific 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
305 deactivate (); 173 deactivate ();
306} 174}
175
176//-GPL
307 177
308// the need for this function can be explained 178// the need for this function can be explained
309// by load_object not returning the object 179// by load_object not returning the object
310void 180void
311player::set_object (object *op) 181player::set_object (object *op)
312{ 182{
313 ob = op; 183 ob = observe = viewpoint = op;
314 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
315 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
316 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
317 ob->speed = 1.0; 188
318 ob->direction = 5; /* So player faces south */ 189 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} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
324 207
325player::player () 208player::player ()
326{ 209{
327 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 211 * we deal with that below this point.
329 */ 212 */
330 outputs_sync = 16; /* Every 2 seconds */ 213 outputs_sync = 4;
331 outputs_count = 8; /* Keeps present behaviour */ 214 outputs_count = 4;
332 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
333 216
334 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
335 218
336 gen_sp_armour = 10; 219 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal; 220 bowtype = bow_normal;
339 petmode = pet_normal; 221 petmode = pet_normal;
340 listening = 10;
341 usekeys = containers; 222 usekeys = containers;
342 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
343 do_los = 1; 224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
344} 228}
345 229
346void 230void
347player::do_destroy () 231player::do_destroy ()
348{ 232{
349 disconnect (); 233 disconnect ();
350 234
351 attachable::do_destroy (); 235 attachable::do_destroy ();
352 236
353 if (ob) 237 if (ob)
354 {
355 ob->destroy_inv (false);
356 ob->destroy (); 238 ob->destroy ();
357 } 239
240 ob = observe = viewpoint = 0;
358} 241}
359 242
360player::~player () 243player::~player ()
361{ 244{
362 /* Clear item stack */ 245 /* Clear item stack */
363 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
364} 275}
365 276
366/* Tries to add player on the connection passed in ns. 277/* 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 278 * All we can really get in this is some settings like host and display
368 * mode. 279 * mode.
370player * 281player *
371player::create () 282player::create ()
372{ 283{
373 player *pl = new player; 284 player *pl = new player;
374 285
375 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
376 set_first_map (pl->ob); 292 set_first_map (pl->ob);
377 293
378 return pl; 294 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} 295}
408 296
409object * 297object *
410get_nearest_player (object *mon) 298get_nearest_player (object *mon)
411{ 299{
414 unsigned lastdist; 302 unsigned lastdist;
415 rv_vector rv; 303 rv_vector rv;
416 304
417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
418 { 306 {
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)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
447 continue; 308 continue;
448 309
449 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
450 { 311 {
512 */ 373 */
513int 374int
514path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
515{ 376{
516 rv_vector rv; 377 rv_vector rv;
517 sint16 x, y;
518 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
519 maptile *m, *lastmap;
520 379
521 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
522 381
523 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
524 return 0; 383 return 0;
525 384
526 x = mon->x; 385 mapxy pos (mon);
527 y = mon->y;
528 m = mon->map;
529 dir = rv.direction; 386 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
532 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
533 if (diff > max) 391 if (diff > max)
534 return 0; 392 return 0;
393
535 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
536 { 395 {
537 lastx = x; 396 mapxy lastpos = pos;
538 lasty = y;
539 lastmap = m;
540 x = lastx + freearr_x[dir];
541 y = lasty + freearr_y[dir];
542 397
543 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
545 399
546 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
548 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
549 { 404 {
550 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
551 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
552 */ 407 */
553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
554 if (rv.direction != dir) 409 if (rv.direction != dir)
555 { 410 {
556 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
557 * the values so it will try again. 412 * the values so it will try again.
558 */ 413 */
559 x = lastx;
560 y = lasty;
561 m = lastmap; 414 pos = lastpos;
562 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
563 } 416 }
564 else 417 else
565 { 418 {
566 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
573 */ 426 */
574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 { 428 {
576 if (i == 0) 429 if (i == 0)
577 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
578 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
579 * since the direction that the creature should move in 433 * since the direction that the creature should move in
580 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
581 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
582 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
584 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
585 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
586 * the last direction the creature has successfully 440 * the last direction the creature has successfully
587 * moved. 441 * moved.
588 */ 442 */
589
590 x = lastx + freearr_x[absdir (lastdir + i)];
591 y = lasty + freearr_y[absdir (lastdir + i)];
592 m = lastmap; 443 pos = lastpos;
593 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
594 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
595 continue; 447 continue;
596 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
597 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
598 continue; 452 continue;
599 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
600 continue; 455 continue;
601 456
602 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
603 break; 458 break;
604 } 459 }
460
605 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
606 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
607 */ 463 */
608 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
609 return 0; 465 return 0;
466
610 diff--; 467 diff--;
611 lastdir = dir; 468 lastdir = dir;
612 max--; 469 max--;
613 if (!firstdir) 470 if (!firstdir)
614 firstdir = dir + i; 471 firstdir = dir + i;
618 { 475 {
619 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
620 diff--; 477 diff--;
621 max--; 478 max--;
622 lastdir = dir; 479 lastdir = dir;
480
623 if (!firstdir) 481 if (!firstdir)
624 firstdir = dir; 482 firstdir = dir;
625 } 483 }
484
626 if (diff <= 1) 485 if (diff <= 1)
627 { 486 {
628 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 488 * headed toward player for entire distance.
630 */ 489 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 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); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
633 } 492 }
493
634 if (diff > max) 494 if (diff > max)
635 return 0; 495 return 0;
636 } 496 }
497
637 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
638 if (!max) 499 if (!max)
639 return 0; 500 return 0;
640 501
641 return firstdir; 502 return firstdir;
642} 503}
643 504
644void 505void
645give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
646{ 507{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 508 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 510
652 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
653 { 512 {
654 next = op->below; 513 next = op->below;
655 514
656 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
658 */ 517 */
659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
660 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
661 520
662 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 522 * by this player due to race restrictions
664 */ 523 */
665 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
666 { 525 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
668 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
672 { 533 {
673 op->destroy (); 534 op->destroy ();
674 continue; 535 continue;
675 } 536 }
676 } 537 }
677 538
678 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 542 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
685 { 544 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 547 {
694 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 551 break;
697 } 552 }
698 553
699 if (op->nrof > 1) 554 if (op->nrof > 1)
700 op->nrof = 1; 555 op->nrof = 1;
701 } 556 }
702 557
703 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
704 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 560
708 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
710 * merged properly. 563 * merged properly.
711 */ 564 */
712 if (need_identify (op)) 565 if (op->need_identify ())
713 {
714 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
718 if (op->type == SPELL) 572 if (op->type == SPELL)
719 { 573 {
720 op->destroy (); 574 op->destroy ();
721 continue; 575 continue;
722 } 576 }
723 else if (op->type == SKILL) 577 else if (op->type == SKILL)
724 { 578 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 580 op->stats.exp = 0;
727 op->level = 1; 581 op->level = 1;
728 } 582 }
729 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
730 else 584 op->set_flag (FLAG_INV_LOCKED);
731 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
733 586
734 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
735 link_player_skills (pl); 588 pl->contr->link_skills ();
736} 589}
737 590
738void 591void
739get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
740{ 593{
750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
751} 604}
752 605
753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754static int 607static int
755roll_stat (void) 608roll_stat ()
756{ 609{
757 int a[4], i, j, k; 610 int a[4], i, j, k;
758 611
759 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 613 a[i] = rndm (1, 6);
761 614
762 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 616 if (a[i] < k)
764 k = a[i], j = i; 617 k = a[i], j = i;
765 618
771} 624}
772 625
773void 626void
774object::roll_stats () 627object::roll_stats ()
775{ 628{
776 int statsort [7]; 629 int statsort [NUM_STATS];
777 630
778 for (;;) 631 for (;;)
779 { 632 {
780 int sum = 0; 633 int sum = 0;
781 for (int i = 7; i--; ) 634 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 635 sum += statsort [i] = roll_stat ();
783 636
784 if (sum >= 82 && sum <= 116) 637 if (sum >= 82 && sum <= 116)
785 break; 638 break;
786 } 639 }
787 640
788 // Sort the stats so that rerolling is easier... 641 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 643
644 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 645 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];
798 646
799 stats.exp = 0; 647 stats.exp = 0;
800 stats.ac = 0; 648 stats.ac = 0;
801 649
802 stats.hp = stats.maxhp; 650 stats.hp = stats.maxhp;
814} 662}
815 663
816void 664void
817object::swap_stats (int a, int b) 665object::swap_stats (int a, int b)
818{ 666{
819 int tmp = get_attr_value (&contr->orig_stats, a); 667 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);
822 668
669 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 670 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;
830 671
831 //TODO: the following code looks so borked and should, at the very least, 672 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 673 // be merged with the similar code in roll_stats
833 stats.ac = 0; 674 stats.ac = 0;
834 675
853static void 694static void
854start_info (object *op) 695start_info (object *op)
855{ 696{
856 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
857 698
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 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} 701}
863 702
864/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
868 * not the class. 707 * not the class.
869 */ 708 */
870int 709void
871key_change_class (object *op, char key) 710player::chargen_race_done ()
872{ 711{
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 */ 712 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 713 esrv_new_player (ob->contr);
881 714
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
883 if (tl) 716 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
885 718
886 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr);
888 720
889 op->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
890 722
891 if (op->msg) 723 if (ob->msg)
892 op->msg = NULL; 724 ob->msg = 0;
893 725
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); 726 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 728 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op);
904 esrv_send_inventory (op, op); 729 esrv_send_inventory (ob, ob);
905 op->update_stats (); 730 ob->update_stats ();
906 731
907 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
908 * is one for this race 733 * is one for this race
909 */ 734 */
910 if (*first_map_ext_path) 735 if (*first_map_ext_path)
911 { 736 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 737 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
739}
927 740
928 return 0; 741void
929 } 742player::chargen_race_next ()
930 743{
931 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
933 */ 746 */
934 747
935 tmp_loop = 0; 748 do
936 while (!tmp_loop)
937 { 749 {
938 shstr name = op->name; 750 shstr name = ob->name;
939 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
940 752
941 op->remove_statbonus (); 753 ob->remove_statbonus ();
942 op->remove (); 754 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 755 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 756 ob->arch->copy_to (ob);
945 op->instantiate (); 757 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
948 op->x = x; 760 ob->x = x;
949 op->y = y; 761 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 765 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 766 }
767 while (!allowed_class (ob));
956 768
957 update_object (op, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 770 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 771 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 774 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} 775}
970 776
971void 777static void
972flee_player (object *op) 778flee_player (object *op)
973{ 779{
974 int dir, diff; 780 int dir, diff;
975 rv_vector rv; 781 rv_vector rv;
976 782
977 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
978 { 784 {
979 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
980 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
981 return; 787 return;
982 } 788 }
983 789
984 if (op->enemy == NULL) 790 if (!op->enemy)
985 { 791 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
988 return; 794 return;
989 } 795 }
990 796
991 /* Seen some crashes here. Since we don't store an 797 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 { 798 {
997 CLEAR_FLAG (op, FLAG_SCARED);
998 op->enemy = NULL; 799 op->enemy = NULL;
999 return; 800 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; 801 return;
1007 } 802 }
1008 803
1009 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1010 805
1011 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1013 { 808 {
1014 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1015 810
1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1017 return; 812 return;
1018 } 813 }
1019 814
1020 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1022 op->enemy = NULL; 817 op->enemy = NULL;
1023} 818}
1024 819
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* 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 821 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 822 * stop.
1029 */ 823 */
1030int 824int
1031check_pick (object *op) 825check_pick (object *op)
1032{ 826{
1033 object *tmp, *next; 827 object *tmp, *next;
1034 int stop = 0; 828 int stop = 0;
1035 int j, k, wvratio; 829 int wvratio;
1036 char putstring[128], tmpstr[16];
1037 830
1038 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1040 return 1; 833 return 1;
1041 834
1042 next = op->below; 835 next = op->below;
836
837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1043 839
1044 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 841 * destroyed */
1046 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1047 { 843 {
1048 tmp = next; 844 tmp = next;
1049 next = tmp->below; 845 next = tmp->below;
1050 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1051 if (op->destroyed ()) 853 if (op->destroyed ())
1052 return 0; 854 return 0;
1053 855
1054 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1055 continue; 857 continue;
1056 858
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 860 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1061 continue; 864 continue;
1062 } 865 }
1063 866
1064 /* high not bit set? We're using the old autopickup model */ 867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
1065 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1066 { 929 {
1067 switch (op->contr->mode) 930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
1068 { 993 {
1069 case 0: 994 CHK_PICK_PICKUP;
1070 return 1; /* don't pick up */ 995 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 } 996 }
1102 } 997 }
1103 else 998
1104 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG) 1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1107 { 1005 {
1108 /* some debugging code to figure out item information */ 1006 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; 1007 continue;
1008 }
1155 1009
1156 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1158 continue; 1015 continue;
1016 }
1159 1017
1160 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1161 /* question: don't pick up known-poisonous stuff? */ 1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1162 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1163 if (tmp->type == FOOD) 1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1164 { 1089 {
1165 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1166 continue; 1091 continue;
1167 } 1092 }
1093 }
1168 1094
1095 /* misc stuff that's useful */
1169 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1171 { 1098 {
1172 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1173 continue; 1100 continue;
1174 } 1101 }
1175 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1176 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1177 if (tmp->type == POTION) 1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1178 { 1110 */
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) 1111 wvratio = op->contr->mode & PU_RATIO;
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1112 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 { 1113 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1224 { 1117 {
1225 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1226 continue;
1227 } 1119 }
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 1120 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1365#endif 1124#endif
1125 CHK_PICK_PICKUP;
1366 continue; 1126 continue;
1367 }
1368 } 1127 }
1369 } /* the new pickup model */ 1128 } /* the new pickup model */
1370 } 1129 }
1371 1130
1372 return !stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1373} 1167}
1374 1168
1375/* 1169/*
1376 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1377 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1378 * found object is returned. 1172 * found object is returned.
1379 */ 1173 */
1380object * 1174static object *
1381find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1382{ 1176{
1383 object *tmp = NULL;
1384
1385 for (op = op->inv; op; op = op->below) 1177 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) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1180
1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1183 if (object *arrow = find_arrow (tmp, type))
1184 {
1185 splay (tmp);
1389 return op; 1186 return arrow;
1187 }
1188
1390 return tmp; 1189 return 0;
1391} 1190}
1392 1191
1393/* 1192/*
1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * 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 1194 * 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 1195 * 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. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1398 */ 1197 */
1399 1198static object *
1400object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1402{ 1200{
1403 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1405 1203
1406 if (!type) 1204 if (!type)
1407 return NULL; 1205 return NULL;
1408 1206
1409 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1410 { 1208 {
1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1412 { 1210 {
1413 i = 0; 1211 i = 0;
1414 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1415 if (i > betterby) 1214 if (i > betterby)
1416 { 1215 {
1417 tmp = ntmp; 1216 tmp = ntmp;
1418 betterby = i; 1217 betterby = i;
1419 } 1218 }
1420 } 1219 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1221 {
1423 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1425 { 1224 {
1426 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1427 { 1226 {
1428 *better = 100; 1227 *better = 100;
1429 return arrow; 1228 return arrow;
1437 else 1236 else
1438 { 1237 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1239 {
1441 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1243 {
1445 tmp = arrow; 1244 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1246 }
1448 } 1247 }
1248
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1250 {
1451 tmp = arrow; 1251 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 } 1253 }
1254
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1256 {
1456 tmp = arrow; 1257 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1259 }
1459 } 1260 }
1460 } 1261 }
1461 } 1262 }
1263
1462 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1265 return find_arrow (op, type);
1464 1266
1465 *better = betterby; 1267 *better = betterby;
1466 return tmp; 1268 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1273 * op = the shooter
1472 * type = bow->race 1274 * type = bow->race
1473 * dir = fire direction 1275 * dir = fire direction
1474 */ 1276 */
1475 1277static object *
1476object *
1477pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1478{ 1279{
1479 object *tmp = NULL; 1280 object *tmp = NULL;
1480 maptile *m; 1281 maptile *m;
1481 int i, mflags, found, number; 1282 int i, mflags, found, number;
1482 sint16 x, y; 1283 sint16 x, y;
1497 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1498 { 1299 {
1499 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1500 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1501 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 { 1305 {
1504 tmp = NULL; 1306 tmp = 0;
1505 break; 1307 break;
1506 } 1308 }
1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 { 1310 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1511 */ 1313 */
1512 tmp = NULL; 1314 tmp = 0;
1513 break; 1315 break;
1514 } 1316 }
1317
1515 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1516 {
1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1524 break; 1321 break;
1525 }
1526 } 1322 }
1527 if (tmp == NULL) 1323
1324 if (!tmp)
1528 return find_arrow (op, type); 1325 return find_arrow (op, type);
1529 1326
1530 if (tmp->head) 1327 if (tmp->head)
1531 tmp = tmp->head; 1328 tmp = tmp->head;
1532 1329
1545 */ 1342 */
1546int 1343int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1344fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1345{
1549 object *left, *bow; 1346 object *left, *bow;
1550 int bowspeed, mflags; 1347 int mflags;
1551 maptile *m; 1348 maptile *m;
1552 1349
1553 if (!dir) 1350 if (!dir)
1554 { 1351 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1352 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1353 return 0;
1557 } 1354 }
1558 1355
1559 if (op->type == PLAYER) 1356 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1357 bow = op->current_weapon;
1561 else 1358 else
1562 { 1359 {
1563 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1361 /* 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. 1362 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1367 if (!bow)
1571 { 1368 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1370 return 0;
1574 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1575 } 1375 }
1576 1376
1577 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1578 { 1378 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1380 return 0;
1581 } 1381 }
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 1382
1592 if (arrow == NULL) 1383 if (arrow == NULL)
1593 { 1384 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1386 {
1596 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 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 */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1390 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1601 return 0; 1393 return 0;
1602 } 1394 }
1603 } 1395 }
1604 1396
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1613 } 1405 }
1614 1406
1615 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1617 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1618 arrow->destroy (); 1411 arrow->destroy ();
1619 return 0; 1412 return 0;
1620 } 1413 }
1621 1414
1622 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1624 if (!arrow) 1417 if (!arrow)
1625 { 1418 {
1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627 return 0; 1420 return 0;
1628 } 1421 }
1629 1422
1630 arrow->set_owner (op); 1423 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1425 arrow->direction = dir;
1633 1426
1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1428 arrow->stats.hp = arrow->stats.dam;
1429 arrow->stats.grace = arrow->attacktype;
1430 arrow->custom_name = arrow->slaying;
1431
1432#if 0
1433 if (player *pl = op->contr)
1434 {
1435 float speed = pl->weapon_sp;
1436
1437 /* penalize ROF for bestarrow */
1438 if (pl->bowtype == bow_bestarrow)
1439 speed *= .9f;
1440 else
1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442
1443 op->speed_left += speed - op->speed;
1444 }
1445#endif
1446
1447 SET_ANIMATION (arrow, arrow->direction);
1448
1449 /* update the speed */
1450
1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1458
1634 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1635 { 1460 {
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; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1462 wc -= dex_bonus[op->stats.Dex];
1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1667 } 1468 }
1668 else 1469 else
1669 { 1470 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1471 arrow->level = op->level;
1672 } 1472 arrow->stats.wc -= bow->magic;
1673 1473
1674 if (arrow->attacktype == AT_PHYSICAL) 1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1675 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1676 1479
1677 if (bow->slaying) 1480 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1482
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1486
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1685 1489
1686 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1491 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 1492
1697 return 1; 1493 return 1;
1698} 1494}
1699 1495
1700/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1702 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1703 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1704 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1705 * hence the function name. 1501 * hence the function name.
1706 */ 1502 */
1707int 1503static int
1708player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1709{ 1505{
1710 int ret = 0, wcmod = 0; 1506 int ret;
1711 1507
1712 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1713 { 1509 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1511 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1513 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 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); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1722 } 1516 }
1723 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1724 { 1518 {
1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728 } 1522 }
1729 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1524 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1528 }
1736 else 1529 else
1737 { 1530 {
1738 /* Simple case */ 1531 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1532 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1533 }
1534
1741 return ret; 1535 return ret;
1742} 1536}
1743
1744 1537
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1747 */ 1540 */
1748void 1541static void
1749fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1750{ 1543{
1751 object *item; 1544 object *item = op->contr->ranged_ob;
1752 1545
1753 if (!op->contr->ranges[range_misc]) 1546 if (!item)
1754 { 1547 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1549 return;
1757 } 1550 }
1758 1551
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1552 if (!item->inv)
1761 { 1553 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1555 return;
1764 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1765 if (item->type == WAND) 1561 if (item->type == WAND)
1766 { 1562 {
1767 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1768 { 1564 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 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)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
1771 return; 1568 return;
1772 } 1569 }
1773 } 1570 }
1774 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1775 { 1572 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1777 { 1578 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1779 if (item->type == ROD) 1581 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)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1583 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1585
1783 return; 1586 return;
1784 } 1587 }
1785 } 1588 }
1786 1589
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1788 { 1591 {
1789 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1790 if (item->type == WAND) 1594 if (item->type == WAND)
1791 { 1595 {
1792 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1793 { 1597 {
1794 object *tmp; 1598 object *tmp;
1795 1599
1796 if (item->arch) 1600 if (item->arch)
1797 { 1601 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1800 item->set_speed (0); 1604 item->set_speed (0);
1801 } 1605 }
1802 1606
1803 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1804 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1805 } 1609 }
1806 } 1610 }
1807 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1808 drain_rod_charge (item); 1612 drain_rod_charge (item);
1809 } 1613 }
1810} 1614}
1811 1615
1812/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1813 */ 1617 */
1814void 1618bool
1815fire (object *op, int dir) 1619fire (object *who, int dir)
1816{ 1620{
1817 int spellcost = 0; 1621 int spellcost = 0;
1818 1622
1623 player *pl = who->contr;
1624
1625 if (pl->golem)
1626 {
1627 control_golem (who->contr->golem, dir);
1628 return false;
1629 }
1630
1631 object *ob = pl->ranged_ob;
1632
1633 if (!ob)
1634 return false;
1635
1636 if (who->speed_left > 0.f)
1637 --who->speed_left;
1638 else
1639 return false;
1640
1641 if (!who->apply (ob))
1642 return false;
1643
1819 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1821 make_visible (op); 1646 make_visible (who);
1822 1647
1823 switch (op->contr->shoottype) 1648 switch (ob->type)
1824 { 1649 {
1825 case range_none: 1650 case BOW:
1826 return;
1827
1828 case range_bow:
1829 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1830 return; 1652 break;
1831 1653
1832 case range_magic: /* Casting spells */ 1654 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1834 return; 1656 break;
1835 1657
1836 case range_misc: 1658 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); 1659 apply_map_builder (who, dir);
1862 return; 1660 break;
1661
1662 case SKILL:
1663 do_skill (who, who, ob, dir, 0);
1664 break;
1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1863 default: 1670 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
1865 return; 1672 break;
1866 } 1673 }
1867}
1868 1674
1675 return true;
1676}
1869 1677
1870 1678static 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) 1679find_key_ (object *pl, object *container, object *door)
1884{ 1680{
1885 object *tmp, *key; 1681 object *tmp, *key;
1886 1682
1887 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1684 if (!container->inv)
1889 return NULL; 1685 return 0;
1890 1686
1891 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1689 {
1894 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1691 break;
1692
1896 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1898 */ 1695 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1697 break;
1901 } 1698 }
1699
1902 /* No key found - lets search inventories now */ 1700 /* No key found - lets search inventories now */
1903 /* If we find and use a key in an inventory, return at that time. 1701 /* If we find and use a key in an inventory, return at that time.
1904 * otherwise, if we search all the inventories and still don't find 1702 * otherwise, if we search all the inventories and still don't find
1905 * a key, return 1703 * a key, return
1906 */ 1704 */
1907 if (!tmp) 1705 if (!tmp)
1908 { 1706 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 {
1911 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1913 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1710 if ((key = find_key_ (pl, tmp, door)))
1915 return key; 1711 return key;
1916 } 1712
1917 }
1918 if (!tmp) 1713 if (!tmp)
1919 return NULL; 1714 return 0;
1920 } 1715 }
1716
1921 /* We get down here if we have found a key. Now if its in a container, 1717 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1718 * see if we actually want to use it
1923 */ 1719 */
1924 if (pl != container) 1720 if (pl != container)
1925 { 1721 {
1926 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1927 if (!pl->contr) 1723 if (!pl->contr)
1928 return NULL; 1724 return 0;
1725
1929 /* cases where this fails: 1726 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1728 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1933 * containers can be used. 1730 * containers can be used.
1937 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1938 * 1735 *
1939 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1940 * all the others. 1737 * all the others.
1941 */ 1738 */
1942 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1943 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1945 { 1742 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 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)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1745 return NULL;
1949 } 1746 }
1950 } 1747 }
1748
1951 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
1952} 1775}
1953 1776
1954/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1957 * 0 otherwise 1780 * 0 otherwise
1958 */ 1781 */
1959static int 1782static int
1960player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
1961{ 1784{
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1785 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1786 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1965 */ 1788 */
1966 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
1967 1790
1968 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1969 if (key) 1792 if (key)
1970 { 1793 {
1971 object *container = key->env; 1794 object *container = key->env;
1972 1795
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
1975 make_visible (op); 1797 make_visible (op);
1798
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1801
1978 if (door->type == DOOR) 1802 if (door->type == DOOR)
1979 {
1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
1983 { 1805 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1808 }
1809
1987 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1812
1990 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
1993 } 1814 }
1994 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
1995 { 1816 {
1996 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1998 return 1; 1819 return 1;
1999 } 1820 }
1821
2000 return 0; 1822 return 0;
2001} 1823}
2002 1824
2003/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2005 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2006 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2007 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2008 */ 1830 */
2009void 1831bool
2010move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2011{ 1833{
2012 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2013 sint16 nx, ny; 1835 {
2014 int on_battleground; 1836 --op->speed_left;
2015 maptile *m; 1837 return true;
1838 }
2016 1839
2017 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2019 1842
2020 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2021 1845
2022 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
2023 * map, attack it. Note order of if statement is important - don't 1847 * map, attack it. Note order of if statement is important - don't
2024 * want to be calling move_ob if braced, because move_ob will move the 1848 * want to be calling move_ob if braced, because move_ob will move the
2025 * player. This is a pretty nasty hack, because if we could 1849 * 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 1850 * 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 1851 * 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 1852 * quite a bit of processing. However, it probably is less than what
2029 * move_ob uses. 1853 * move_ob uses.
2030 */ 1854 */
2031 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1855 maptile *m = op->map->xy_find (nx, ny);
1856
1857 /* Go through all the objects, and find ones of interest. Only stop if
1858 * we find a monster - that is something we know we want to attack.
1859 * if its a door or barrel (can roll) see if there may be monsters
1860 * on the space
1861 */
1862 object *mon;
1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
2032 { 1870 }
2033 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1871
1872 /* no monster == player tries to move into a wall or so */
1873 if (!mon)
1874 {
1875 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1876 if (op->move_type & ob->move_block)
2034 { 1877 {
2035 m = op->map->xy_find (nx, ny); 1878 if (ob->move_block == MOVE_ALL)
2036 if (!m) 1879 move_into_wall (op, ob);
2037 return; /* Don't think this should happen */ 1880 else
1881 {
1882 if (op->contr->ns->bumpmsg)
1883 {
1884 op->play_sound (sound_find ("blocked_move"));
1885
1886 op->statusmsg (ob->invisible
1887 ? "Something blocks you."
1888 : format ("Something blocks you from entering the %s.", query_name (ob))
1889 );
1890 }
1891 }
1892
1893 break;
1894 }
1895
1896 return false;
1897 }
1898
1899 mon = mon->head_ ();
1900
1901 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1902 if (op->contr->weapon_sp_left > 0.f)
1903 if (player_attack_door (op, mon))
1904 {
1905 --op->contr->weapon_sp_left;
1906 return true;
1907 }
1908
1909 /* The following deals with possibly attacking peaceful
1910 * or friendly creatures. Basically, all players are considered
1911 * unaggressive. If the moving player has peaceful set, then the
1912 * object should be pushed instead of attacked. It is assumed that
1913 * if you are braced, you will not attack friends accidently,
1914 * and thus will not push them.
1915 */
1916
1917 /* If the creature is a pet, push it even if the player is not
1918 * peaceful. Our assumption is the creature is a pet if the
1919 * player owns it and it is either friendly or unagressive.
1920 */
1921 if (op->type == PLAYER
1922 && ((mon->owner && mon->owner->contr
1923 && same_party (mon->owner->contr->party, op->contr->party))
1924 || mon->owner == op)
1925 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1926 {
1927 /* If we're braced, we don't want to switch places with it */
1928 if (op->contr->braced)
1929 return false;
1930
1931 if (op->speed_left > 0.f)
1932 {
1933 --op->speed_left;
1934
1935 op->play_sound (sound_find ("push_player"));
1936 push_ob (mon, dir, op);
1937
1938 if (action_makes_visible (op))
1939 make_visible (op);
1940
1941 return true;
2038 } 1942 }
2039 else 1943 else
2040 m = op->map;
2041
2042 if (!(tmp = m->at (nx, ny).bot))
2043 return; 1944 return false;
1945 }
2044 1946
2045 mon = 0; 1947 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 1948
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 1949 /* in certain circumstances, you shouldn't attack friendly
2116 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
2117 * someone, but put it inside this loop so that you won't 1951 * someone, but put it inside this loop so that you won't
2118 * attack them either. 1952 * attack them either.
2119 */ 1953 */
2120 if ((mon->type == PLAYER || mon->enemy != op) && 1954 if ((mon->type == PLAYER || mon->enemy != op)
2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1955 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful 1956 && ((op->contr->peaceful
2124 || (mon->type == PLAYER 1957 || (mon->type == PLAYER && mon->contr->peaceful))
2125 && mon->contr->
2126 peaceful)) &&
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground)) 1958 && !on_battleground))
1959 {
1960 if (op->speed_left > 0.f)
2131 { 1961 {
1962 --op->speed_left;
1963
2132 if (!op->contr->braced) 1964 if (!op->contr->braced)
2133 { 1965 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1966 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 1967 push_ob (mon, dir, op);
2136 } 1968 }
2137 else 1969 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 1970 op->statusmsg ("You withhold your attack");
2139 1971
2140 if (op->contr->tmp_invis || op->hide) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2141 make_visible (op); 1973 make_visible (op);
2142 }
2143 1974
1975 return true;
1976 }
1977 }
2144 /* If the object is a boulder or other rollable object, then 1978 /* 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. 1979 * roll it if not braced. You can't roll it if you are braced.
2146 */ 1980 */
2147 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1981 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1982 {
1983 if (op->speed_left > 0.f)
2148 { 1984 {
1985 --op->speed_left;
1986
2149 recursive_roll (mon, dir, op); 1987 recursive_roll (mon, dir, op);
2150 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2151 make_visible (op); 1989 make_visible (op);
2152 }
2153 1990
1991 return true;
1992 }
1993 }
2154 /* Any generic living creature. Including things like doors. 1994 /* Any generic living creature. Including things like doors.
2155 * Way it works is like this: First, it must have some hit points 1995 * 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: 1996 * 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 1997 * 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. 1998 * that party_number -1 is no party, so attacks can still happen.
2159 */ 1999 */
2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2001 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2162 { 2002 {
2163 2003 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 { 2004 {
2171 op->speed_left += op->speed / op->contr->weapon_sp; 2005 --op->contr->weapon_sp_left;
2172
2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2174 }
2175 2006
2176 skill_attack (mon, op, 0, 0, 0); 2007 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 2008
2192 if (action_makes_visible (op)) 2009 if (action_makes_visible (op))
2193 make_visible (op); 2010 make_visible (op);
2194 }
2195 } /* if player should attack something */
2196}
2197 2011
2198int 2012 return true;
2013 }
2014 }
2015
2016 return false;
2017}
2018
2019bool
2199move_player (object *op, int dir) 2020move_player (object *op, int dir)
2200{ 2021{
2201 int pick;
2202
2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2204 return 0; 2023 return 0;
2205 2024
2206 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2207 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2208 { 2027 {
2209 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2210 return 0; 2029 return 0;
2211 } 2030 }
2212 2031
2213 /* peterm: added following line */ 2032 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2035
2217 op->facing = dir; 2036 op->facing = dir;
2218 2037
2219 if (op->hide) 2038 if (op->flag [FLAG_HIDDEN])
2220 do_hidden_move (op); 2039 do_hidden_move (op);
2221 2040
2041 bool retval;
2042 int pick = 0;
2043
2222 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2223 /*nop */ ; 2045 retval = RESULT_INT (0);
2224 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2225 fire (op, dir); 2047 retval = fire (op, dir);
2226 else 2048 else
2227 { 2049 {
2228 move_player_attack (op, dir); 2050 retval = move_player_attack (op, dir);
2229 pick = check_pick (op); 2051 pick = check_pick (op);
2230 } 2052 }
2231 2053
2232 /* Add special check for newcs players and fire on - this way, the 2054 /* Add special check for newcs players and fire on - this way, the
2233 * server can handle repeat firing. 2055 * server can handle repeat firing.
2240 /* Update how the player looks. Use the facing, so direction may 2062 /* Update how the player looks. Use the facing, so direction may
2241 * get reset to zero. This allows for full animation capabilities 2063 * get reset to zero. This allows for full animation capabilities
2242 * for players. 2064 * for players.
2243 */ 2065 */
2244 animate_object (op, op->facing); 2066 animate_object (op, op->facing);
2245 return 0; 2067
2068 return retval;
2246} 2069}
2247 2070
2248/* This is similar to handle_player, below, but is only used by the 2071/* This is similar to handle_player, below, but is only used by the
2249 * new client/server stuff. 2072 * new client/server stuff.
2250 * This is sort of special, in that the new client/server actually uses 2073 * This is sort of special, in that the new client/server actually uses
2251 * the new speed values for commands. 2074 * the new speed values for commands.
2252 * 2075 *
2253 * Returns true if there are more actions we can do. 2076 * Returns true if there are more actions we can do. Should not do
2077 * many actions in a row, as that would be too unfair to other
2078 * players.
2254 */ 2079 */
2255int 2080bool
2256handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2257{ 2082{
2083 if (op->flag [FLAG_SCARED])
2084 {
2085 if (op->speed_left > 0.f)
2086 {
2087 --op->speed_left;
2088 flee_player (op);
2089
2090 return true;
2091 }
2092 else
2093 return false;
2094 }
2095
2096 /* call this here - we also will call this in do_ericserver, but
2097 * the players time has been increased when doericserver has been
2098 * called, so we recheck it here.
2099 */
2100 if (op->contr->ns->handle_command ())
2101 return true;
2102
2103 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2104 return move_player (op, op->direction);
2105
2106 return false;
2107}
2108
2109static int
2110save_life (object *op)
2111{
2112 if (!op->flag [FLAG_LIFESAVE])
2113 return 0;
2114
2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2117 {
2118 op->play_sound (sound_find ("ob_evaporate"));
2119 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2120
2121 tmp->destroy ();
2122 op->clr_flag (FLAG_LIFESAVE);
2123
2124 if (op->stats.hp < 0)
2125 op->stats.hp = op->stats.maxhp;
2126
2127 if (op->stats.food < 0)
2128 op->stats.food = MAX_FOOD;
2129
2130 op->update_stats ();
2131 return 1;
2132 }
2133
2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2135 op->clr_flag (FLAG_LIFESAVE);
2136 enter_player_savebed (op); /* bring him home. */
2137 return 0;
2138}
2139
2140/* This goes throws the inventory and removes unpaid objects, and puts them
2141 * back in the map (location and map determined by values of env). This
2142 * function will descend into containers. op is the object to start the search
2143 * from.
2144 */
2145static void
2146drop_unpaid_items (object *op, object *env)
2147{
2148 while (op)
2149 {
2150 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2151
2152 if (op->flag [FLAG_UNPAID])
2153 op->insert_at (env);
2154 else if (op->inv)
2155 drop_unpaid_items (op->inv, env);
2156
2157 op = next;
2158 }
2159}
2160
2161void
2162object::drop_unpaid_items ()
2163{
2164 if (!flag [FLAG_REMOVED])
2165 ::drop_unpaid_items (inv, this);
2166}
2167
2168void
2169do_some_living (object *op)
2170{
2171 int last_food = op->stats.food;
2172 int gen_hp, gen_sp, gen_grace;
2173 int i;
2174 int rate_hp = 1200;
2175 int rate_sp = 2500;
2176 int rate_grace = 2000;
2177 const int max_hp = 1;
2178 const int max_sp = 1;
2179 const int max_grace = 1;
2180
2258 if (op->contr->hidden) 2181 if (op->contr->hidden)
2259 { 2182 {
2260 op->invisible = 1000; 2183 op->invisible = 1000;
2261 /* the socket code flashes the player visible/invisible 2184 /* the socket code flashes the player visible/invisible
2262 * depending on the value of invisible, so we need to 2185 * depending on the value of invisible, so we need to
2263 * alternate it here for it to work correctly. 2186 * alternate it here for it to work correctly.
2264 */ 2187 */
2265 if (pticks & 2) 2188 if (pticks & 2)
2266 op->invisible--; 2189 op->invisible--;
2267 } 2190 }
2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2269 { 2192 {
2270 op->invisible--;
2271 if (!op->invisible) 2193 if (!op->invisible--)
2272 { 2194 {
2273 make_visible (op); 2195 make_visible (op);
2274 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2275 } 2197 }
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--;
2285 return 0;
2286 }
2287 }
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
2297 /* call this here - we also will call this in do_ericserver, but
2298 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here.
2300 */
2301 if (op->contr->ns->handle_command ())
2302 return 1;
2303
2304 if (op->speed_left > 0)
2305 {
2306 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);
2316
2317 return op->speed_left > 0;
2318 }
2319 }
2320
2321 return 0;
2322}
2323
2324int
2325save_life (object *op)
2326{
2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2328 return 0;
2329
2330 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 {
2333 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2334 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2335
2336 if (op->contr)
2337 esrv_del_item (op->contr, tmp->count);
2338
2339 tmp->destroy ();
2340 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341
2342 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp;
2344
2345 if (op->stats.food < 0)
2346 op->stats.food = 999;
2347
2348 op->update_stats ();
2349 return 1;
2350 }
2351
2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2353 CLEAR_FLAG (op, FLAG_LIFESAVE);
2354 enter_player_savebed (op); /* bring him home. */
2355 return 0;
2356}
2357
2358/* 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
2360 * function will descend into containers. op is the object to start the search
2361 * from.
2362 */
2363void
2364remove_unpaid_objects (object *op, object *env)
2365{
2366 object *next;
2367
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}
2428
2429void
2430do_some_living (object *op)
2431{
2432 int last_food = op->stats.food;
2433 int gen_hp, gen_sp, gen_grace;
2434 int over_hp, over_sp, over_grace;
2435 int i;
2436 int rate_hp = 1200;
2437 int rate_sp = 2500;
2438 int rate_grace = 2000;
2439 const int max_hp = 1;
2440 const int max_sp = 1;
2441 const int max_grace = 1;
2442
2443 if (op->contr->outputs_sync)
2444 {
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2447 flush_output_element (op, &op->contr->outputs[i]);
2448 } 2198 }
2449 2199
2450 if (op->contr->ns->state == ST_PLAYING) 2200 if (op->contr->ns->state == ST_PLAYING)
2451 { 2201 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2202 /* these next three if clauses make it possible to SLOW DOWN
2473 { 2223 {
2474 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 } 2226 }
2477 2227
2478 /* Regenerate Spell Points */ 2228 /* Regenerate Grace */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2229 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2230 if (--op->last_grace < 0)
2480 { 2231 {
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) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2233 op->stats.grace++; /* no penalty in food for regaining grace */
2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2237 if (max_grace > 1)
2483 { 2238 {
2484 op->stats.sp++; 2239 int over_grace = temp / rate_grace;
2485 /* dms do not consume food */ 2240
2486 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (over_grace > 0)
2487 { 2242 {
2488 op->stats.food--; 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2489 if (op->contr->digestion < 0) 2244 op->last_grace = 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 } 2245 }
2246 else
2247 op->last_grace = rate_grace / temp;
2494 } 2248 }
2249 else
2250 op->last_grace = rate_grace / temp;
2495 2251
2496 if (max_sp > 1) 2252 /* wearing stuff doesn't detract from grace generation. */
2253 }
2254
2255 if (op->stats.food > 0)
2256 {
2257 /* Regenerate Spell Points */
2258 if (!op->contr->golem && --op->last_sp < 0)
2497 { 2259 {
2498 over_sp = (gen_sp + 10) / rate_sp; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2499 if (over_sp > 0) 2261
2262 if (op->stats.sp < op->stats.maxsp)
2500 { 2263 {
2501 if (op->stats.sp < op->stats.maxsp) 2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!op->flag [FLAG_WIZ])
2502 { 2268 {
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--; 2269 op->stats.food--;
2507 2270
2508 if (op->stats.sp > op->stats.maxsp) 2271 if (op->contr->digestion < 0)
2272 op->stats.food += op->contr->digestion;
2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2509 op->stats.sp = op->stats.maxsp; 2274 op->stats.food = last_food;
2510 } 2275 }
2276 }
2277
2278 if (max_sp > 1)
2279 {
2280 int over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2511 op->last_sp = 0; 2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2512 } 2298 }
2513 else 2299 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 } 2301 }
2516 else
2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2518 }
2519 2302
2520 /* Regenerate Grace */ 2303 /* Regenerate Hit Points */
2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2522 if (--op->last_grace < 0) 2304 if (--op->last_heal < 0)
2523 {
2524 if (op->stats.grace < op->stats.maxgrace / 2)
2525 op->stats.grace++; /* no penalty in food for regaining grace */
2526
2527 if (max_grace > 1)
2528 { 2305 {
2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2306 if (op->stats.hp < op->stats.maxhp)
2530 if (over_grace > 0)
2531 { 2307 {
2532 op->stats.sp += over_grace 2308 op->stats.hp++;
2533 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2309
2310 /* dms do not consume food */
2311 if (!op->flag [FLAG_WIZ])
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2320 }
2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2324 if (max_hp > 1)
2325 {
2326 int over_hp = temp / rate_hp;
2327
2328 if (over_hp > 0)
2329 {
2330 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2534 op->last_grace = 0; 2331 op->last_heal = 0;
2332 }
2333 else
2334 op->last_heal = rate_hp / temp;
2535 } 2335 }
2536 else 2336 else
2537 {
2538 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2539 }
2540 }
2541 else
2542 {
2543 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2544 }
2545 /* wearing stuff doesn't detract from grace generation. */
2546 }
2547
2548 /* Regenerate Hit Points */
2549 if (--op->last_heal < 0)
2550 {
2551 if (op->stats.hp < op->stats.maxhp)
2552 {
2553 op->stats.hp++;
2554 /* dms do not consume food */
2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2556 {
2557 op->stats.food--;
2558 if (op->contr->digestion < 0)
2559 op->stats.food += op->contr->digestion;
2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2561 op->stats.food = last_food;
2562 }
2563 }
2564
2565 if (max_hp > 1)
2566 {
2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2568 if (over_hp > 0)
2569 {
2570 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2571 op->last_heal = 0; 2337 op->last_heal = rate_hp / temp;
2572 }
2573 else
2574 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2576 }
2577 }
2578 else
2579 {
2580 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2581 } 2338 }
2582 } 2339 }
2583 2340
2584 /* Digestion */ 2341 /* Digestion */
2585 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2586 { 2343 {
2587#ifdef COZY_SERVER 2344 int bonus = max (0, op->contr->digestion),
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2345 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 2346
2594 if (op->contr->gen_hp > 0)
2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2347 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 2348
2599 /* dms do not consume food */ 2349 /* dms do not consume food */
2600 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2601 op->stats.food--; 2351 op->stats.food--;
2602 } 2352 }
2603 2353
2604 if (op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2605 { 2355 {
2606 object *tmp, *flesh = 0; 2356 object *flesh = 0;
2607 2357
2608 for (tmp = op->inv; tmp; tmp = tmp->below) 2358 for_inv_removable (op, tmp)
2609 { 2359 {
2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2360 if (tmp->flag [FLAG_UNPAID])
2361 continue;
2362
2363 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2611 { 2364 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2365 op->statusmsg ("You blindly grab for a bite of food. "
2613 { 2366 "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."); 2367 op->apply (tmp);
2615 manual_apply (op, tmp, 0); 2368
2616 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2617 break; 2370 break;
2618 } 2371 }
2619 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2620 flesh = tmp; 2373 flesh = tmp;
2621 } /* End if paid for object */ 2374 }
2622 } /* end of for loop */
2623 2375
2624 /* If player is still starving, it means they don't have any food, so 2376 /* If player is still starving, it means they don't have any food, so
2625 * eat flesh instead. 2377 * eat flesh instead.
2626 */ 2378 */
2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 { 2380 {
2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2381 op->statusmsg ("You blindly grab for a bite of food. "
2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2630 manual_apply (op, flesh, 0); 2383 op->apply (flesh);
2631 } 2384 }
2385
2386 // If player is still starving, alert him!
2387 if (op->stats.food < 0)
2388 op->failmsg ("You are starving! "
2389 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2390 }
2391
2392 if (op->stats.food < 0)
2632 } 2393 {
2394 op->stats.hp += op->stats.food;
2395 op->stats.food = 0;
2633 2396
2634 while (op->stats.food < 0 && op->stats.hp >= 0) 2397 if (op->stats.hp < 0)
2635 op->stats.food++, op->stats.hp--; 2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2401 }
2402 }
2636 2403
2404 /* killer should be set here already */
2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2638 kill_player (op); 2406 kill_player (op);
2639 } 2407 }
2640} 2408}
2641 2409
2642/* If the player should die (lack of hp, food, etc), we call this. 2410/* If the player should die (lack of hp, food, etc), we call this.
2645 * file. 2413 * file.
2646 */ 2414 */
2647void 2415void
2648kill_player (object *op) 2416kill_player (object *op)
2649{ 2417{
2650 char buf[MAX_BUF];
2651 int x, y; 2418 int x, y;
2652
2653 //int i;
2654 maptile *map; /* this is for resurrection */ 2419 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; 2420 int will_kill_again;
2662 archetype *at; 2421 archetype *at;
2663 object *tmp; 2422 object *tmp;
2664 2423
2665 if (save_life (op)) 2424 if (save_life (op))
2666 return; 2425 return;
2667 2426
2427 dynbuf_text deathtab;
2428
2429 /* restore player */
2430 at = archetype::find (shstr_poisoning);
2431 if (object *tmp = present_arch_in_ob (at, op))
2432 {
2433 tmp->destroy ();
2434 deathtab << "Your body feels cleansed...\r";
2435 }
2436
2437 at = archetype::find (shstr_confusion);
2438 if (object *tmp = present_arch_in_ob (at, op))
2439 {
2440 tmp->destroy ();
2441 deathtab << "Your mind feels clearer...\r";
2442 }
2443
2444 cure_disease (op, 0, 0); /* remove any disease */
2445
2446 max_it (op->stats.hp , op->stats.maxhp);
2447 max_it (op->stats.sp , op->stats.maxsp);
2448 max_it (op->stats.grace, op->stats.maxgrace);
2449 max_it (op->stats.food , 200);
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2668 2462
2669 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* 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. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2671 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2672 */ 2466 */
2673 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2674 { 2468 {
2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 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 2470
2698 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2699 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2700 { 2473
2701 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2702 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2703 sprintf (buf, " This finger has been cut off %s\n" 2476 tmp->msg = format (
2704 " the %s, when he was defeated at\n level %d by %s.\n", 2477 "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); 2478 &op->name, op->contr->title,
2706 tmp->msg = buf; 2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2483 tmp->material = name_to_material (shstr_organic);
2709 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2710 }
2711 2485
2712 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2714 op->contr->braced = 0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2715 return; 2491 return;
2716 } 2492 }
2717 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2718 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2719 2498
2720 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2721 2500
2722 if (op->stats.food < 0) 2501 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 2502
2732 /* save the map location for corpse, gravestone */ 2503 /* save the map location for corpse, gravestone */
2733 x = op->x; 2504 x = op->x;
2734 y = op->y; 2505 y = op->y;
2735 map = op->map; 2506 map = op->map;
2763 2534
2764 lost_a_stat = 0; 2535 lost_a_stat = 0;
2765 2536
2766 for (z = 0; z < num_stats_lose; z++) 2537 for (z = 0; z < num_stats_lose; z++)
2767 { 2538 {
2768 i = RANDOM () % NUM_STATS; 2539 i = rndm (NUM_STATS);
2769 2540
2770 if (settings.stat_loss_on_death) 2541 if (settings.stat_loss_on_death)
2771 { 2542 {
2772 /* Pick a random stat and take a point off it. Tell the player 2543 /* Pick a random stat and take a point off it. Tell the player
2773 * what he lost. 2544 * what he lost.
2780 lost_a_stat = 1; 2551 lost_a_stat = 1;
2781 } 2552 }
2782 else 2553 else
2783 { 2554 {
2784 /* deplete a stat */ 2555 /* deplete a stat */
2785 archetype *deparch = archetype::find ("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2786 object *dep; 2557 object *dep;
2787 2558
2788 dep = present_arch_in_ob (deparch, op); 2559 dep = present_arch_in_ob (deparch, op);
2789 if (!dep) 2560 if (!dep)
2790 { 2561 {
2791 dep = arch_to_object (deparch); 2562 dep = deparch->instance ();
2792 insert_ob_in_ob (dep, op); 2563 insert_ob_in_ob (dep, op);
2793 } 2564 }
2794 lose_this_stat = 1; 2565 lose_this_stat = 1;
2795 if (settings.balanced_stat_loss) 2566 if (settings.balanced_stat_loss)
2796 { 2567 {
2824 } 2595 }
2825 } 2596 }
2826 2597
2827 if (lose_this_stat) 2598 if (lose_this_stat)
2828 { 2599 {
2829 this_stat = get_attr_value (&(dep->stats), i); 2600 this_stat = get_attr_value (&dep->stats, i);
2830 /* We could try to do something clever like find another 2601 /* We could try to do something clever like find another
2831 * stat to reduce if this fails. But chances are, if 2602 * stat to reduce if this fails. But chances are, if
2832 * stats have been depleted to -50, all are pretty low 2603 * stats have been depleted to -50, all are pretty low
2833 * and should be roughly the same, so it shouldn't make a 2604 * and should be roughly the same, so it shouldn't make a
2834 * difference. 2605 * difference.
2835 */ 2606 */
2836 if (this_stat >= -50) 2607 if (this_stat >= -50)
2837 { 2608 {
2838 change_attr_value (&(dep->stats), i, -1); 2609 change_attr_value (&(dep->stats), i, -1);
2839 SET_FLAG (dep, FLAG_APPLIED); 2610 dep->set_flag (FLAG_APPLIED);
2840 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2841 op->update_stats (); 2612 op->update_stats ();
2842 lost_a_stat = 1; 2613 lost_a_stat = 1;
2843 } 2614 }
2844 } 2615 }
2845 } 2616 }
2846 } 2617 }
2618
2847 /* If no stat lost, tell the player. */ 2619 /* If no stat lost, tell the player. */
2848 if (!lost_a_stat) 2620 if (!lost_a_stat)
2849 { 2621 {
2850 /* determine_god() seems to not work sometimes... why is this? 2622 /* determine_god() seems to not work sometimes... why is this?
2851 Should I be using something else? GD */ 2623 Should I be using something else? GD */
2852 const char *god = determine_god (op); 2624 shstr_tmp god = determine_god (op);
2853 2625
2854 if (god && (strcmp (god, "none"))) 2626 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); 2627 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2856 else 2628 else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2629 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2858 } 2630 }
2859#else 2631#else
2860 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2632 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2861#endif 2633#endif
2862 2634
2863 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2864 * exp loss on the stone. 2636 * exp loss on the stone.
2865 */ 2637 */
2866 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2867 sprintf (buf, "%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
2868 tmp->name = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2869 sprintf (buf, "%s's gravestones", &op->name); 2641 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2870 tmp->name_pl = buf; 2642 &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; 2643 tmp->x = op->x, tmp->y = op->y;
2874 insert_ob_in_map (tmp, op->map, NULL, 0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
2875 2645
2876 /**************************************/ 2646 /**************************************/
2877 /* */ 2647 /* */
2878 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
2879 /* if we died cause of food, give us */
2880 /* food, and reset HP's... */
2881 /* */ 2649 /* */
2882 /**************************************/ 2650 /**************************************/
2883 2651
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)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
2906 apply_death_exp_penalty (op); 2653 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 2654
2913 /* 2655 /*
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 2656 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2657 * and put them back in the map.
2917 */ 2658 */
2918 2659 op->drop_unpaid_items ();
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op);
2921 2660
2922 /****************************************/ 2661 /****************************************/
2923 /* */ 2662 /* */
2924 /* Move player to his current respawn- */ 2663 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2664 /* position (usually last savebed) */
2943 if (will_kill_again) 2682 if (will_kill_again)
2944 { 2683 {
2945 object *force; 2684 object *force;
2946 int at; 2685 int at;
2947 2686
2948 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2949 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2950 force->speed = 0.1;
2951 force->speed_left = -5.0; 2689 force->speed_left = -5.f;
2952 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
2953 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2954 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2955 force->resist[at] = 100; 2695 force->resist[at] = 100;
2956 2696
2957 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2958 op->update_stats (); 2698 op->update_stats ();
2959
2960 } 2699 }
2961 2700
2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2963} 2702}
2964 2703
2965void 2704static void
2966loot_object (object *op) 2705loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
2969 2708
2970 if (op->container) 2709 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2710
2973 for (tmp = op->inv; tmp; tmp = next) 2711 for (tmp = op->inv; tmp; tmp = next)
2974 { 2712 {
2975 next = tmp->below; 2713 next = tmp->below;
2976 2714
2977 if (tmp->invisible) 2715 if (tmp->invisible)
2978 continue; 2716 continue;
2979 2717
2980 tmp->remove (); 2718 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2720
2982 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2723
2985 } 2724 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 { 2725 {
2988 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2989 { 2727 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2991 tmp2->destroy ();
2992 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2993 } 2730 }
2994 else 2731 else
2995 tmp->destroy (); 2732 tmp->destroy ();
2996 } 2733 }
3002/* 2739/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2742 * was changed.
3006 */ 2743 */
3007
3008void 2744void
3009fix_weight (void) 2745fix_weight ()
3010{ 2746{
3011 for_all_players (pl) 2747 for_all_players (pl)
3012 { 2748 {
3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3014 2750
3015 if (old == sum) 2751 pl->ob->update_weight ();
3016 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
3017 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
3019 } 2758 }
3020} 2759}
3021 2760
3022void 2761void
3023fix_luck (void) 2762fix_luck ()
3024{ 2763{
3025 for_all_players (pl) 2764 for_all_players (pl)
3026 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
3027 pl->ob->change_luck (0); 2766 pl->ob->change_luck (0);
3028} 2767}
3065} 2804}
3066 2805
3067void 2806void
3068make_visible (object *op) 2807make_visible (object *op)
3069{ 2808{
3070 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3071 op->invisible = 0; 2810 op->invisible = 0;
2811
3072 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3073 { 2813 {
3074 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3076 } 2816 }
2817
3077 update_object (op, UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3078} 2819}
3079 2820
3080int 2821int
3081is_true_undead (object *op) 2822is_true_undead (object *op)
3082{ 2823{
3083 object *tmp = NULL; 2824 if (op->arch->flag [FLAG_UNDEAD])
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3086 return 1; 2825 return 1;
3087 2826
3088 return 0; 2827 return 0;
3089} 2828}
3090 2829
3091/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3092 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3093 * indicate greater hideability. 2832 * indicate greater hideability.
3094 */ 2833 */
3095
3096int 2834int
3097hideability (object *ob) 2835hideability (object *ob)
3098{ 2836{
3099 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3100 sint16 x, y; 2838 sint16 x, y;
3101 2839
3102 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3103 return 0; 2841 return 0;
3104 2842
3105 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3106 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3107 2845
3108 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3109 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3110 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3111 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3112 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3113 2851
3114 /* scan through all nearby squares for terrain to hide in */ 2852 /* 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]) 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3116 { 2856 {
3117 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3118 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3119 {
3120 continue; 2859 continue;
3121 } 2860
3122 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3123 level += 2; 2862 level += 2;
3124 else /* open terrain! */ 2863 else /* open terrain! */
3125 level -= 1; 2864 level -= 1;
3126 } 2865 }
3134/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3135 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3136 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3137 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3138 */ 2877 */
3139
3140void 2878void
3141do_hidden_move (object *op) 2879do_hidden_move (object *op)
3142{ 2880{
3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3144 object *skop;
3145 2882
3146 if (!op || !op->map) 2883 if (!op || !op->map)
3147 return; 2884 return;
3148 2885
3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3150 2888
3151 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3152 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3153 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3154 { 2892 {
3164 num -= hide; 2902 num -= hide;
3165 2903
3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3167 { 2905 {
3168 make_visible (op); 2906 make_visible (op);
2907
3169 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3170 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3171 } 2910 }
3172 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3173 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3188 2927
3189 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
3190 player = 1; 2929 player = 1;
3191 2930
3192 else 2931 else
3193 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
3194 2933
3195 /* search adjacent squares */ 2934 /* search adjacent squares */
3196 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
3197 { 2936 {
3198 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
3207 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3208 continue; 2947 continue;
3209 2948
3210 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3211 { 2950 {
3212 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2951 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3213 return 1; 2952 return 1;
3214 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3215 { 2954 {
3216 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
3217 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3218 return 1; 2957 return 1;
3219 } 2958 }
3220 } 2959 }
3221 } 2960 }
3222 return 0; 2961 return 0;
3226 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3227 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3228 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3229 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3230 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3231 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3232 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3233 * imply the way your head, or body is facing? Its possible 2972 * 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. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3235 * -b.t. 2974 * -b.t.
3236 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3237 */ 2976 */
3238
3239int 2977int
3240player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3241{ 2979{
3242 rv_vector rv; 2980 rv_vector rv;
3243 int dx, dy; 2981 int dx, dy;
3255 2993
3256 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3257 2995
3258 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3259 * through the object and find if it has any 2997 * through the object and find if it has any
3260 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3261 * a blocked los square. 2999 * a blocked los square.
3262 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3263 */ 3001 */
3264 while (op) 3002 while (op)
3265 { 3003 {
3266 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3267 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3268 3006
3269 /* only the viewable area the player sees is updated by LOS 3007 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; 3008 return 1;
3009
3277 op = op->more; 3010 op = op->more;
3278 } 3011 }
3279 return 0;
3280}
3281 3012
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; 3013 return 0;
3308} 3014}
3309 3015
3310/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3311 * a player) is standing on a valid battleground-tile, 3017 * 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 3022 * Default is to do the same as before, so only people wanting to have different points need worry about this
3317 */ 3023 */
3318int 3024int
3319op_on_battleground (object *op, int *x, int *y) 3025op_on_battleground (object *op, int *x, int *y)
3320{ 3026{
3321 object *tmp;
3322
3323 /* A battleground-tile needs the following attributes to be valid: 3027 /* 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), 3028 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3029 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3326 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3327 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3328 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3330 { 3034 {
3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3332 { 3036 {
3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3037 if (tmp->flag [FLAG_NO_PICK]
3334 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3038 && tmp->type == BATTLEGROUND
3039 && tmp->name == shstr_battleground
3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3335 { 3041 {
3336 /*before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3337 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3043 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) 3044 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3045 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3342 { 3046 {
3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3344 {
3345 if (x != NULL && y != NULL) 3047 if (x && y)
3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3049
3347 return 1; 3050 return 1;
3348 }
3349 } 3051 }
3350 } 3052
3351 if (x != NULL && y != NULL) 3053 if (x && y)
3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3055
3353 return 1; 3056 return 1;
3354 } 3057 }
3355 } 3058 }
3356 } 3059 }
3060
3357 /* If we got here, did not find a battleground */ 3061 /* If we got here, did not find a battleground */
3358 return 0; 3062 return 0;
3359} 3063}
3360 3064
3361/* 3065/*
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3081 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3082 int i = 0, j = 0;
3379 3083
3380 /* get the appropriate treasurelist */ 3084 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3085 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3086 trlist = treasurelist::find (shstr_dragon_ability_fire);
3383 else if (atnr == ATNR_COLD) 3087 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3088 trlist = treasurelist::find (shstr_dragon_ability_cold);
3385 else if (atnr == ATNR_ELECTRICITY) 3089 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3090 trlist = treasurelist::find (shstr_dragon_ability_elec);
3387 else if (atnr == ATNR_POISON) 3091 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3092 trlist = treasurelist::find (shstr_dragon_ability_poison);
3389 3093
3390 if (trlist == NULL || who->type != PLAYER) 3094 if (trlist == NULL || who->type != PLAYER)
3391 return; 3095 return;
3392 3096
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3097 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]); */ 3101 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3398 return; 3102 return;
3399 } 3103 }
3400 3104
3401 /* everything seems okay - now bring on the gift: */ 3105 /* everything seems okay - now bring on the gift: */
3402 item = &(tr->item->clone); 3106 item = tr->item;
3403 3107
3404 if (item->type == SPELL) 3108 if (item->type == SPELL)
3405 { 3109 {
3406 if (check_spell_known (who, item->name)) 3110 if (check_spell_known (who, item->name))
3407 return; 3111 return;
3466 { 3170 {
3467 /* forces in the treasurelist can alter the player's stats */ 3171 /* forces in the treasurelist can alter the player's stats */
3468 object *skin; 3172 object *skin;
3469 3173
3470 /* first get the dragon skin force */ 3174 /* 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) 3175 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3473 ; 3176 ;
3474 3177
3475 if (!skin) 3178 if (!skin)
3476 return; 3179 return;
3477 3180
3491 else 3194 else
3492 j = 1; 3195 j = 1;
3493 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3494 } 3197 }
3495 } 3198 }
3199
3496 strcat (buf, "."); 3200 strcat (buf, ".");
3497 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3498 } 3202 }
3499 3203
3500 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3501 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3502 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3503 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3504 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3505 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3506 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3507 3211
3508 /* print message if there is one */ 3212 /* print message if there is one */
3509 if (item->msg != NULL) 3213 if (item->msg != NULL)
3510 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3511 } 3215 }
3512 else 3216 else
3513 { 3217 {
3514 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3515 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3516 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3220 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); 3221 who->insert (tmp);
3518 if (who->type == PLAYER)
3519 esrv_send_item (who, tmp);
3520 } 3222 }
3521} 3223}
3522 3224
3523/** 3225//-GPL
3524 * Unready an object for a player. This function does nothing if the object was 3226
3525 * not readied. 3227sint8
3526 */ 3228player::darkness_at (maptile *map, int x, int y) const
3229{
3230 if (!ns)
3231 return LOS_BLOCKED;
3232
3233 int dx, dy;
3234 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3235 return LOS_BLOCKED;
3236
3237 x += dx - ns->current_x;
3238 y += dy - ns->current_y;
3239
3240 return blocked_los (x, y);
3241}
3242
3527void 3243void
3528player_unready_range_ob (player *pl, object *ob) 3244player::infobox (const char *title, const char *msg, int color)
3529{ 3245{
3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3246 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} 3247}
3248
3249void
3250player::statusmsg (const char *msg, int color)
3251{
3252 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3253}
3254
3255void
3256player::failmsg (const char *msg, int color)
3257{
3258 play_sound (sound_find ("generic_failure"));
3259 statusmsg (msg, color);
3260}
3261
3262void
3263object::failmsgf (const char *format, ...)
3264{
3265 if (!contr)
3266 return;
3267
3268 va_list ap;
3269 va_start (ap, format);
3270 contr->failmsg (vformat (format, ap));
3271 va_end (ap);
3272}
3273
3274void
3275player::failmsgf (const char *format, ...)
3276{
3277 va_list ap;
3278 va_start (ap, format);
3279 failmsg (vformat (format, ap));
3280 va_end (ap);
3281}
3282

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines