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Comparing deliantra/server/server/player.C (file contents):
Revision 1.99 by root, Thu Jan 18 19:42:10 2007 UTC vs.
Revision 1.266 by root, Tue Apr 6 23:34:57 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
194 return; 67 return;
195 68
196 terminate_all_pets (ob); 69 terminate_all_pets (ob);
197 remove_friendly_object (ob); 70 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
199 maplevel = ob->map->path; 74 maplevel = ob->map->path;
75
200 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 78 ob->map = 0;
79 party = 0;
202 80
203 // for weird reasons, this is often "ob", keeping a circular reference 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
204 ranges [range_skill] = 0;
205 82
206 players.erase (this); 83 players.erase (this);
207} 84}
208 85
209// connect the player with a specific client 86// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
211void 88void
212player::connect (client *ns) 89player::connect (client *ns)
213{ 90{
214 this->ns = ns; 91 this->ns = ns;
215 ns->pl = this; 92 ns->pl = this;
216 93
217 run_on = 0; 94 run_on = 0;
218 fire_on = 0; 95 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
220 97
221 ns->update_look = 0; 98 ns->update_look = 0;
222 ns->look_position = 0; 99 ns->look_position = 0;
223 100
224 clear_los (ob); 101 clear_los ();
225 102
226 ns->reset_stats (); 103 ns->reset_stats ();
227 104
228 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
231 108
232 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 110 link_skills ();
237 111
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 113
252 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
254 { 116 {
255 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259 118
260 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
263 abil = tmp; 122 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
265 skin = tmp; 124 skin = tmp;
266 125
267 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
268 } 127 }
269 128
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 130
272 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
273 132
274 ob->update_stats (); 133 ob->update_stats ();
134
275 ns->floorbox_update (); 135 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
279 138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 ob->update_stats (); // we unapplied stuff above
280 activate (); 145 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285 146
286 INVOKE_PLAYER (CONNECT, this); 147 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 148 INVOKE_PLAYER (LOGIN, this);
288} 149}
289 150
290void 151void
291player::disconnect () 152player::disconnect ()
292{ 153{
154 if (ob)
155 {
156 ob->close_container (); //TODO: client-specific
157 ob->drop_unpaid_items ();
158 }
159
293 if (ns) 160 if (ns)
294 { 161 {
295 if (active) 162 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 163 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 164
298 INVOKE_PLAYER (DISCONNECT, this); 165 INVOKE_PLAYER (DISCONNECT, this);
299 166
300 ns->reset_stats (); 167 ns->reset_stats ();
301 ns->pl = 0; 168 ns->pl = 0;
302 this->ns = 0; 169 ns = 0;
303 } 170 }
304 171
305 ob->container = 0; //TODO: client-specific 172 // this is important for the player scheduler to get the correct refcount
173 // when ns = 0
174 observe = viewpoint = ob;
175
306 deactivate (); 176 deactivate ();
307} 177}
178
179//-GPL
308 180
309// the need for this function can be explained 181// the need for this function can be explained
310// by load_object not returning the object 182// by load_object not returning the object
311void 183void
312player::set_object (object *op) 184player::set_object (object *op)
313{ 185{
314 ob = op; 186 ob = observe = viewpoint = op;
315 ob->contr = this; /* this aren't yet in archetype */ 187 ob->contr = this; /* this aren't yet in archetype */
316 188
189 ob->speed = 1.0f;
317 ob->speed_left = 0.5; 190 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 191
319 ob->direction = 5; /* So player faces south */ 192 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324} 193}
194
195void
196player::set_observe (object *op)
197{
198 observe = viewpoint = op ? op : ob;
199 do_los = 1;
200}
201
202void
203player::set_viewpoint (object *op)
204{
205 viewpoint = op ? op : (object *)observe;
206 do_los = 1;
207}
208
209//+GPL
325 210
326player::player () 211player::player ()
327{ 212{
328 /* There are some elements we want initialised to non zero value - 213 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 214 * we deal with that below this point.
330 */ 215 */
331 outputs_sync = 16; /* Every 2 seconds */ 216 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 217 outputs_count = 4;
333 unapply = unapply_nochoice; 218 unapply = unapply_nochoice;
334 219
335 savebed_map = first_map_path; /* Init. respawn position */ 220 savebed_map = first_map_path; /* Init. respawn position */
336 221
337 gen_sp_armour = 10; 222 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 223 bowtype = bow_normal;
340 petmode = pet_normal; 224 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers; 225 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 226 peaceful = 1; /* default peaceful */
344 do_los = 1; 227 do_los = 1;
228
229 weapon_sp = 1.0f;
230 weapon_sp_left = 0.5f;
345} 231}
346 232
347void 233void
348player::do_destroy () 234player::do_destroy ()
349{ 235{
354 if (ob) 240 if (ob)
355 { 241 {
356 ob->destroy_inv (false); 242 ob->destroy_inv (false);
357 ob->destroy (); 243 ob->destroy ();
358 } 244 }
245
246 ob = observe = viewpoint = 0;
359} 247}
360 248
361player::~player () 249player::~player ()
362{ 250{
363 /* Clear item stack */ 251 /* Clear item stack */
364 free (stack_items); 252 free (stack_items);
253}
254
255/*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260static archetype *
261get_player_archetype (archetype *at)
262{
263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
365} 281}
366 282
367/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
368 * All we can really get in this is some settings like host and display 284 * All we can really get in this is some settings like host and display
369 * mode. 285 * mode.
371player * 287player *
372player::create () 288player::create ()
373{ 289{
374 player *pl = new player; 290 player *pl = new player;
375 291
376 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
293
294 pl->ob->roll_stats ();
295 pl->ob->stats.wc = 2;
296 pl->ob->run_away = 25; /* Then we panick... */
297
377 set_first_map (pl->ob); 298 set_first_map (pl->ob);
378 299
379 return pl; 300 return pl;
380}
381
382/*
383 * get_player_archetype() return next player archetype from archetype
384 * list. Not very efficient routine, but used only creating new players.
385 * Note: there MUST be at least one player archetype!
386 */
387archetype *
388get_player_archetype (archetype *at)
389{
390 archetype *start = at;
391
392 for (;;)
393 {
394 if (at == NULL || at->next == NULL)
395 at = first_archetype;
396 else
397 at = at->next;
398
399 if (at->clone.type == PLAYER)
400 return at;
401
402 if (at == start)
403 {
404 LOG (llevError, "No Player archetypes\n");
405 exit (-1);
406 }
407 }
408} 301}
409 302
410object * 303object *
411get_nearest_player (object *mon) 304get_nearest_player (object *mon)
412{ 305{
415 unsigned lastdist; 308 unsigned lastdist;
416 rv_vector rv; 309 rv_vector rv;
417 310
418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 { 312 {
420 /* We should not find free objects on this friendly list, but it
421 * does periodically happen. Given that, lets deal with it.
422 * While unlikely, it is possible the next object on the friendly
423 * list is also free, so encapsulate this in a while loop.
424 */
425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
427 object *tmp = ol->ob;
428
429 /* Can't do much more other than log the fact, because the object
430 * itself will have been cleared.
431 */
432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 314 continue;
449 315
450 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
451 { 317 {
527 x = mon->x; 393 x = mon->x;
528 y = mon->y; 394 y = mon->y;
529 m = mon->map; 395 m = mon->map;
530 dir = rv.direction; 396 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 397 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 398 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
399
533 /* If we can't solve it within the search distance, return now. */ 400 /* If we can't solve it within the search distance, return now. */
534 if (diff > max) 401 if (diff > max)
535 return 0; 402 return 0;
403
536 while (diff > 1 && max > 0) 404 while (diff > 1 && max > 0)
537 { 405 {
538 lastx = x; 406 lastx = x;
539 lasty = y; 407 lasty = y;
540 lastmap = m; 408 lastmap = m;
622 max--; 490 max--;
623 lastdir = dir; 491 lastdir = dir;
624 if (!firstdir) 492 if (!firstdir)
625 firstdir = dir; 493 firstdir = dir;
626 } 494 }
495
627 if (diff <= 1) 496 if (diff <= 1)
628 { 497 {
629 /* Recalculate diff (distance) because we may not have actually 498 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 499 * headed toward player for entire distance.
631 */ 500 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 501 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 502 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 503 }
504
635 if (diff > max) 505 if (diff > max)
636 return 0; 506 return 0;
637 } 507 }
508
638 /* If we reached the max, didn't find a direction in time */ 509 /* If we reached the max, didn't find a direction in time */
639 if (!max) 510 if (!max)
640 return 0; 511 return 0;
641 512
642 return firstdir; 513 return firstdir;
643} 514}
644 515
645void 516void
646give_initial_items (object *pl, treasurelist * items) 517give_initial_items (object *pl, treasurelist *items)
647{ 518{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL) 519 if (pl->randomitems)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 520 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652 521
653 for (op = pl->inv; op; op = next) 522 for (object *next, *op = pl->inv; op; op = next)
654 { 523 {
655 next = op->below; 524 next = op->below;
656 525
657 /* Forces get applied per default, unless they have the 526 /* Forces get applied per default, unless they have the
658 * flag "neutral" set. Sorry but I can't think of a better way 527 * flag "neutral" set. Sorry but I can't think of a better way
663 /* we never give weapons/armour if these cannot be used 532 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions 533 * by this player due to race restrictions
665 */ 534 */
666 if (pl->type == PLAYER) 535 if (pl->type == PLAYER)
667 { 536 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 537 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
538 &&
669 (op->type == ARMOUR || op->type == BOOTS || 539 (op->type == ARMOUR || op->type == BOOTS
670 op->type == CLOAK || op->type == HELMET || 540 || op->type == CLOAK || op->type == HELMET
671 op->type == SHIELD || op->type == GLOVES || 541 || op->type == SHIELD || op->type == GLOVES
542 || op->type == BRACERS || op->type == GIRDLE))
672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 543 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
673 { 544 {
674 op->destroy (); 545 op->destroy ();
675 continue; 546 continue;
676 } 547 }
677 } 548 }
678 549
679 /* This really needs to be better - we should really give 550 /* Here we remove duplicated skills (as duplicated spell objects have
680 * a substitute spellbook. The problem is that we don't really 551 * _very_ confusing effects for players), which could for instance be
681 * have a good idea what to replace it with (need something like 552 * generated by bad treasurelists. - elmex
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */ 553 */
685 if (op->type == SPELLBOOK || op->type == SKILL) 554 if (op->type == SKILL)
686 { 555 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below) 556 for (object *tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name) 557 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 { 558 {
695 op->destroy (); 559 op->destroy ();
560 LOG (llevError,
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 561 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
697 continue; 562 break;
698 } 563 }
699 564
700 if (op->nrof > 1) 565 if (op->nrof > 1)
701 op->nrof = 1; 566 op->nrof = 1;
702 } 567 }
703 568
704 if (op->type == SPELLBOOK && op->inv) 569 if (op->type == SPELLBOOK && op->inv)
705 {
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 570 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708 571
709 /* Give starting characters identified, uncursed, and undamned 572 /* Give starting characters identified, uncursed, and undamned
710 * items. Just don't identify gold or silver, or it won't be 573 * items. Just don't identify gold or silver, or it won't be
711 * merged properly. 574 * merged properly.
712 */ 575 */
713 if (need_identify (op)) 576 if (need_identify (op))
714 { 577 {
715 SET_FLAG (op, FLAG_IDENTIFIED); 578 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED); 579 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED); 580 CLEAR_FLAG (op, FLAG_DAMNED);
718 } 581 }
582
719 if (op->type == SPELL) 583 if (op->type == SPELL)
720 { 584 {
721 op->destroy (); 585 op->destroy ();
722 continue; 586 continue;
723 } 587 }
725 { 589 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL); 590 SET_FLAG (op, FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0; 591 op->stats.exp = 0;
728 op->level = 1; 592 op->level = 1;
729 } 593 }
730 /* lock all 'normal items by default */ 594 else /* lock all 'normal items by default */
731 else
732 SET_FLAG (op, FLAG_INV_LOCKED); 595 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */ 596 } /* for loop of objects in player inv */
734 597
735 /* Need to set up the skill pointers */ 598 /* Need to set up the skill pointers */
736 link_player_skills (pl); 599 pl->contr->link_skills ();
737} 600}
738 601
739void 602void
740get_party_password (object *op, partylist *party) 603get_party_password (object *op, partylist *party)
741{ 604{
751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 614 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
752} 615}
753 616
754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 617/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
755static int 618static int
756roll_stat (void) 619roll_stat ()
757{ 620{
758 int a[4], i, j, k; 621 int a[4], i, j, k;
759 622
760 for (i = 0; i < 4; i++) 623 for (i = 0; i < 4; i++)
761 a[i] = (int) rndm (6) + 1; 624 a[i] = (int) rndm (6) + 1;
772} 635}
773 636
774void 637void
775object::roll_stats () 638object::roll_stats ()
776{ 639{
777 int statsort [7]; 640 int statsort [NUM_STATS];
778 641
779 for (;;) 642 for (;;)
780 { 643 {
781 int sum = 0; 644 int sum = 0;
782 for (int i = 7; i--; ) 645 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 646 sum += statsort [i] = roll_stat ();
784 647
785 if (sum >= 82 && sum <= 116) 648 if (sum >= 82 && sum <= 116)
786 break; 649 break;
787 } 650 }
788 651
789 // Sort the stats so that rerolling is easier... 652 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 653 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 654
655 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 656 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 657
800 stats.exp = 0; 658 stats.exp = 0;
801 stats.ac = 0; 659 stats.ac = 0;
802 660
803 stats.hp = stats.maxhp; 661 stats.hp = stats.maxhp;
815} 673}
816 674
817void 675void
818object::swap_stats (int a, int b) 676object::swap_stats (int a, int b)
819{ 677{
820 int tmp = get_attr_value (&contr->orig_stats, a); 678 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 679
680 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 681 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 682
832 //TODO: the following code looks so borked and should, at the very least, 683 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats 684 // be merged with the similar code in roll_stats
834 stats.ac = 0; 685 stats.ac = 0;
835 686
854static void 705static void
855start_info (object *op) 706start_info (object *op)
856{ 707{
857 char buf[MAX_BUF]; 708 char buf[MAX_BUF];
858 709
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 710 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 711 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 712}
864 713
865/* This function takes the key that is passed, and does the 714/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 715 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 716 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE, 717 * separate race and class; this actually changes the RACE,
869 * not the class. 718 * not the class.
870 */ 719 */
871int 720void
872key_change_class (object *op, char key) 721player::chargen_race_done ()
873{ 722{
874 int tmp_loop;
875
876 if (key == 'd' || key == 'D')
877 {
878 char buf[MAX_BUF];
879
880 /* this must before then initial items are given */ 723 /* this must before then initial items are given */
881 esrv_new_player (op->contr, op->weight + op->carrying); 724 esrv_new_player (ob->contr);
882 725
883 treasurelist *tl = find_treasurelist ("starting_wealth"); 726 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
884 if (tl) 727 if (tl)
885 create_treasure (tl, op, 0, 0, 0); 728 create_treasure (tl, ob, 0, 0, 0);
886 729
887 INVOKE_PLAYER (BIRTH, op->contr); 730 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, op->contr); 731 INVOKE_PLAYER (LOGIN, ob->contr);
889 732
890 op->contr->ns->state = ST_PLAYING; 733 ob->contr->ns->state = ST_PLAYING;
891 734
892 if (op->msg) 735 if (ob->msg)
893 op->msg = NULL; 736 ob->msg = 0;
894 737
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
899 make_path_to_file (buf);
900
901 start_info (op); 738 start_info (ob);
902 CLEAR_FLAG (op, FLAG_WIZ); 739 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (op, op->randomitems); 740 give_initial_items (ob, ob->randomitems);
904 link_player_skills (op);
905 esrv_send_inventory (op, op); 741 esrv_send_inventory (ob, ob);
906 op->update_stats (); 742 ob->update_stats ();
907 743
908 /* This moves the player to a different start map, if there 744 /* This moves the player to a different start map, if there
909 * is one for this race 745 * is one for this race
910 */ 746 */
911 if (*first_map_ext_path) 747 if (*first_map_ext_path)
912 { 748 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
913 object *tmp;
914 char mapname[MAX_BUF];
915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = op->x;
920 EXIT_Y (tmp) = op->y;
921 op->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else 749 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 750 LOG (llevDebug, "first_map_ext_path not set\n");
751}
928 752
929 return 0; 753void
930 } 754player::chargen_race_next ()
931 755{
932 /* Following actually changes the race - this is the default command 756 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above. 757 * if we don't match with one of the options above.
934 */ 758 */
935 759
936 tmp_loop = 0; 760 do
937 while (!tmp_loop)
938 { 761 {
939 shstr name = op->name; 762 shstr name = ob->name;
940 int x = op->x, y = op->y; 763 int x = ob->x, y = ob->y;
941 764
942 op->remove_statbonus (); 765 ob->remove_statbonus ();
943 op->remove (); 766 ob->remove ();
944 op->arch = get_player_archetype (op->arch); 767 ob->arch = get_player_archetype (ob->arch);
945 op->arch->clone.copy_to (op); 768 ob->arch->copy_to (ob);
946 op->instantiate (); 769 ob->instantiate ();
947 op->stats = op->contr->orig_stats; 770 ob->stats = ob->contr->orig_stats;
948 op->name = op->name_pl = name; 771 ob->name = ob->name_pl = name;
949 op->x = x; 772 ob->x = x;
950 op->y = y; 773 ob->y = y;
951 SET_ANIMATION (op, 2); /* So player faces south */ 774 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (op, op->map, op, 0); 775 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (op->contr->title, op->arch->clone.name); 776 assign (ob->contr->title, ob->arch->object::name);
954 op->add_statbonus (); 777 ob->add_statbonus ();
955 tmp_loop = allowed_class (op);
956 } 778 }
779 while (!allowed_class (ob));
957 780
958 update_object (op, UP_OBJ_FACE); 781 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, op, op); 782 esrv_update_item (UPD_FACE, ob, ob);
960 op->update_stats (); 783 ob->update_stats ();
961 op->stats.hp = op->stats.maxhp; 784 ob->stats.hp = ob->stats.maxhp;
962 op->stats.sp = op->stats.maxsp; 785 ob->stats.sp = ob->stats.maxsp;
963 op->stats.grace = 0; 786 ob->stats.grace = 0;
964
965 if (op->msg)
966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
968 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
969 return 0;
970} 787}
971 788
972void 789static void
973flee_player (object *op) 790flee_player (object *op)
974{ 791{
975 int dir, diff; 792 int dir, diff;
976 rv_vector rv; 793 rv_vector rv;
977 794
980 LOG (llevDebug, "Fleeing player is dead.\n"); 797 LOG (llevDebug, "Fleeing player is dead.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 798 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 799 return;
983 } 800 }
984 801
985 if (op->enemy == NULL) 802 if (!op->enemy)
986 { 803 {
987 LOG (llevDebug, "Fleeing player had no enemy.\n"); 804 LOG (llevDebug, "Fleeing player had no enemy.\n");
988 CLEAR_FLAG (op, FLAG_SCARED); 805 CLEAR_FLAG (op, FLAG_SCARED);
989 return; 806 return;
990 } 807 }
991 808
992 /* Seen some crashes here. Since we don't store an
993 * op->enemy_count, it is possible that something destroys the
994 * actual enemy, and the object is recycled.
995 */
996 if (op->enemy->map == NULL)
997 {
998 CLEAR_FLAG (op, FLAG_SCARED);
999 op->enemy = NULL;
1000 return;
1001 }
1002
1003 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 809 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1004 { 810 {
1005 op->enemy = NULL; 811 op->enemy = NULL;
1006 CLEAR_FLAG (op, FLAG_SCARED); 812 CLEAR_FLAG (op, FLAG_SCARED);
1007 return; 813 return;
1010 get_rangevector (op, op->enemy, &rv, 0); 816 get_rangevector (op, op->enemy, &rv, 0);
1011 817
1012 dir = absdir (4 + rv.direction); 818 dir = absdir (4 + rv.direction);
1013 for (diff = 0; diff < 3; diff++) 819 for (diff = 0; diff < 3; diff++)
1014 { 820 {
1015 int m = 1 - (RANDOM () & 2); 821 int m = 1 - rndm (2) * 2;
1016 822
1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 823 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1018 return; 824 return;
1019 } 825 }
1020 826
1021 /* Cornered, get rid of scared */ 827 /* Cornered, get rid of scared */
1022 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1023 op->enemy = NULL; 829 op->enemy = NULL;
1024} 830}
1025 831
1026
1027/* check_pick sees if there is stuff to be picked up/picks up stuff. 832/* check_pick sees if there is stuff to be picked up/picks up stuff.
1028 * IT returns 1 if the player should keep on moving, 0 if he should 833 * It returns 1 if the player should keep on moving, 0 if he should
1029 * stop. 834 * stop.
1030 */ 835 */
1031int 836int
1032check_pick (object *op) 837check_pick (object *op)
1033{ 838{
1034 object *tmp, *next; 839 object *tmp, *next;
1035 int stop = 0; 840 int stop = 0;
1036 int j, k, wvratio; 841 int wvratio;
1037 char putstring[128], tmpstr[16];
1038 842
1039 /* if you're flying, you cna't pick up anything */ 843 /* if you're flying, you can't pick up anything */
1040 if (op->move_type & MOVE_FLYING) 844 if (op->move_type & MOVE_FLYING)
1041 return 1; 845 return 1;
1042 846
1043 next = op->below; 847 next = op->below;
848
849 int cnt = MAX_ITEM_PER_ACTION;
850#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1044 851
1045 /* loop while there are items on the floor that are not marked as 852 /* loop while there are items on the floor that are not marked as
1046 * destroyed */ 853 * destroyed */
1047 while (next && !next->destroyed ()) 854 while (next && !next->destroyed ())
1048 { 855 {
1049 tmp = next; 856 tmp = next;
1050 next = tmp->below; 857 next = tmp->below;
1051 858
859 if (cnt <= 0)
860 {
861 op->failmsg ("Couldn't pickup all items at once.");
862 return 0;
863 }
864
1052 if (op->destroyed ()) 865 if (op->destroyed ())
1053 return 0; 866 return 0;
1054 867
1055 if (!can_pick (op, tmp)) 868 if (!can_pick (op, tmp))
1056 continue; 869 continue;
1057 870
1058 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 871 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1059 { 872 {
1060 if (item_matched_string (op, tmp, op->contr->search_str)) 873 if (item_matched_string (op, tmp, op->contr->search_str))
1061 pick_up (op, tmp); 874 CHK_PICK_PICKUP;
875
1062 continue; 876 continue;
1063 } 877 }
1064 878
1065 /* high not bit set? We're using the old autopickup model */ 879 /* pickup handling */
880 if (op->contr->mode & PU_DEBUG)
881 {
882 /* some debugging code to figure out item information */
883 const char *str = tmp->name
884 ? format ("item name: %s item type: %d weight/value: %d",
885 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
886 : format ("item name: %s item type: %d weight/value: %d",
887 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
888
889 new_draw_info (NDI_UNIQUE, 0, op, str);
890 }
891
892 if (op->contr->mode & PU_INHIBIT)
893 return 1;
894
895 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
896 return 1;
897
898 /* philosophy:
899 * It's easy to grab an item type from a pile, as long as it's
900 * generic. This takes no game-time. For more detailed pickups
901 * and selections, select-items should be used. This is a
902 * grab-as-you-run type mode that's really useful for arrows for
903 * example.
904 * The drawback: right now it has no frontend, so you need to
905 * stick the bits you want into a calculator in hex mode and then
906 * convert to decimal and then 'pickup <#>
907 */
908
909 /* the first two modes are exclusive: if NOTHING we return, if
910 * STOP then we stop. All the rest are applied sequentially,
911 * meaning if any test passes, the item gets picked up. */
912
913 /* if mode is set to pick nothing up, return */
914 if (op->contr->mode == PU_NOTHING)
915 return 1;
916
917 /* if mode is set to stop when encountering objects, return */
918 /* take STOP before INHIBIT since it doesn't actually pick
919 * anything up */
920 if (op->contr->mode & PU_STOP)
921 return 0;
922
923 /* useful for going into stores and not losing your settings... */
924 /* and for battles wher you don't want to get loaded down while
925 * fighting */
926 if (op->contr->mode & PU_INHIBIT)
927 return 1;
928
929 /* prevent us from turning into auto-thieves :) */
930 if (QUERY_FLAG (tmp, FLAG_UNPAID))
931 continue;
932
933 /* ignore known cursed objects */
934 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
935 continue;
936
937 /* all food and drink if desired */
938 /* question: don't pick up known-poisonous stuff? */
1066 if (!(op->contr->mode & PU_NEWMODE)) 939 if (op->contr->mode & PU_FOOD)
940 if (tmp->type == FOOD)
1067 { 941 {
1068 switch (op->contr->mode) 942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 if (op->contr->mode & PU_DRINK)
947 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
948 {
949 CHK_PICK_PICKUP;
950 continue;
951 }
952
953 if (op->contr->mode & PU_POTION)
954 if (tmp->type == POTION)
955 {
956 CHK_PICK_PICKUP;
957 continue;
958 }
959
960 /* spellbooks, skillscrolls and normal books/scrolls */
961 if (op->contr->mode & PU_SPELLBOOK)
962 if (tmp->type == SPELLBOOK)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 if (op->contr->mode & PU_SKILLSCROLL)
969 if (tmp->type == SKILLSCROLL)
970 {
971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_READABLES)
976 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 /* wands/staves/rods/horns */
983 if (op->contr->mode & PU_MAGIC_DEVICE)
984 if (tmp->type == WAND
985 || tmp->type == ROD
986 || tmp->type == HORN
987 || tmp->type == POWER_CRYSTAL)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
992
993 /* pick up all magical items */
994 if (op->contr->mode & PU_MAGICAL)
995 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
996 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 if (op->contr->mode & PU_VALUABLES)
1003 {
1004 if (tmp->type == MONEY || tmp->type == GEM)
1069 { 1005 {
1070 case 0: 1006 CHK_PICK_PICKUP;
1071 return 1; /* don't pick up */ 1007 continue;
1072 case 1:
1073 pick_up (op, tmp);
1074 return 1;
1075 case 2:
1076 pick_up (op, tmp);
1077 return 0;
1078 case 3:
1079 return 0; /* stop before pickup */
1080 case 4:
1081 pick_up (op, tmp);
1082 break;
1083 case 5:
1084 pick_up (op, tmp);
1085 stop = 1;
1086 break;
1087 case 6:
1088 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1089 pick_up (op, tmp);
1090 break;
1091
1092 case 7:
1093 if (tmp->type == MONEY || tmp->type == GEM)
1094 pick_up (op, tmp);
1095 break;
1096
1097 default:
1098 /* use value density */
1099 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1100 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1101 pick_up (op, tmp);
1102 } 1008 }
1103 } 1009 }
1104 else 1010
1105 { /* old model */ 1011 /* rings & amulets - talismans seems to be typed AMULET */
1106 /* NEW pickup handling */
1107 if (op->contr->mode & PU_DEBUG) 1012 if (op->contr->mode & PU_JEWELS)
1013 if (tmp->type == RING
1014 || tmp->type == AMULET
1015 || tmp->type == GIRDLE
1016 || tmp->type == SKILL_TOOL)
1108 { 1017 {
1109 /* some debugging code to figure out item information */ 1018 CHK_PICK_PICKUP;
1110 if (tmp->name != NULL)
1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113 else
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116
1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1118 }
1119
1120 /* philosophy:
1121 * It's easy to grab an item type from a pile, as long as it's
1122 * generic. This takes no game-time. For more detailed pickups
1123 * and selections, select-items should be used. This is a
1124 * grab-as-you-run type mode that's really useful for arrows for
1125 * example.
1126 * The drawback: right now it has no frontend, so you need to
1127 * stick the bits you want into a calculator in hex mode and then
1128 * convert to decimal and then 'pickup <#>
1129 */
1130
1131 /* the first two modes are exclusive: if NOTHING we return, if
1132 * STOP then we stop. All the rest are applied sequentially,
1133 * meaning if any test passes, the item gets picked up. */
1134
1135 /* if mode is set to pick nothing up, return */
1136
1137 if (op->contr->mode & PU_NOTHING)
1138 return 1;
1139
1140 /* if mode is set to stop when encountering objects, return */
1141 /* take STOP before INHIBIT since it doesn't actually pick
1142 * anything up */
1143
1144 if (op->contr->mode & PU_STOP)
1145 return 0;
1146
1147 /* useful for going into stores and not losing your settings... */
1148 /* and for battles wher you don't want to get loaded down while
1149 * fighting */
1150 if (op->contr->mode & PU_INHIBIT)
1151 return 1;
1152
1153 /* prevent us from turning into auto-thieves :) */
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 continue; 1019 continue;
1020 }
1156 1021
1157 /* ignore known cursed objects */ 1022 /* we don't forget dragon food */
1158 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1023 if (op->contr->mode & PU_FLESH)
1024 if (tmp->type == FLESH)
1025 {
1026 CHK_PICK_PICKUP;
1159 continue; 1027 continue;
1028 }
1160 1029
1161 /* all food and drink if desired */ 1030 /* bows and arrows. Bows are good for selling! */
1162 /* question: don't pick up known-poisonous stuff? */ 1031 if (op->contr->mode & PU_BOW)
1032 if (tmp->type == BOW)
1033 {
1034 CHK_PICK_PICKUP;
1035 continue;
1036 }
1037
1038 if (op->contr->mode & PU_ARROW)
1039 if (tmp->type == ARROW)
1040 {
1041 CHK_PICK_PICKUP;
1042 continue;
1043 }
1044
1045 /* all kinds of armor etc. */
1046 if (op->contr->mode & PU_ARMOUR)
1047 if (tmp->type == ARMOUR)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1053 if (op->contr->mode & PU_HELMET)
1054 if (tmp->type == HELMET)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_SHIELD)
1061 if (tmp->type == SHIELD)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1163 if (op->contr->mode & PU_FOOD) 1067 if (op->contr->mode & PU_BOOTS)
1164 if (tmp->type == FOOD) 1068 if (tmp->type == BOOTS)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_GLOVES)
1075 if (tmp->type == GLOVES || tmp->type == BRACERS)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_CLOAK)
1082 if (tmp->type == CLOAK)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* hoping to catch throwing daggers here */
1089 if (op->contr->mode & PU_MISSILEWEAPON)
1090 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 /* careful: chairs and tables are weapons! */
1097 if (op->contr->mode & PU_ALLWEAPON)
1098 {
1099 if (tmp->type == WEAPON)
1100 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1165 { 1101 {
1166 pick_up (op, tmp); 1102 CHK_PICK_PICKUP;
1167 continue; 1103 continue;
1168 } 1104 }
1105 }
1169 1106
1107 /* misc stuff that's useful */
1170 if (op->contr->mode & PU_DRINK) 1108 if (op->contr->mode & PU_KEY)
1171 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1109 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1172 { 1110 {
1173 pick_up (op, tmp); 1111 CHK_PICK_PICKUP;
1174 continue; 1112 continue;
1175 } 1113 }
1176 1114
1115 /* any of the last 4 bits set means we use the ratio for value
1116 * pickups */
1177 if (op->contr->mode & PU_POTION) 1117 if (op->contr->mode & PU_RATIO)
1178 if (tmp->type == POTION) 1118 {
1119 /* use value density to decide what else to grab */
1120 /* >=7 was >= op->contr->mode */
1121 /* >=7 is the old standard setting. Now we take the last 4 bits
1179 { 1122 */
1180 pick_up (op, tmp);
1181 continue;
1182 }
1183
1184 /* spellbooks, skillscrolls and normal books/scrolls */
1185 if (op->contr->mode & PU_SPELLBOOK)
1186 if (tmp->type == SPELLBOOK)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_SKILLSCROLL)
1193 if (tmp->type == SKILLSCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 if (op->contr->mode & PU_READABLES)
1200 if (tmp->type == BOOK || tmp->type == SCROLL)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* wands/staves/rods/horns */
1207 if (op->contr->mode & PU_MAGIC_DEVICE)
1208 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* pick up all magical items */
1215 if (op->contr->mode & PU_MAGICAL) 1123 wvratio = op->contr->mode & PU_RATIO;
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1124 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_VALUABLES)
1223 { 1125 {
1224 if (tmp->type == MONEY || tmp->type == GEM) 1126#if 0
1127 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1128 if (tmp->name != NULL)
1225 { 1129 {
1226 pick_up (op, tmp); 1130 fprintf (stderr, "%s", tmp->name);
1227 continue;
1228 } 1131 }
1229 }
1230
1231 /* rings & amulets - talismans seems to be typed AMULET */
1232 if (op->contr->mode & PU_JEWELS)
1233 if (tmp->type == RING || tmp->type == AMULET)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 /* we don't forget dragon food */
1240 if (op->contr->mode & PU_FLESH)
1241 if (tmp->type == FLESH)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 /* bows and arrows. Bows are good for selling! */
1248 if (op->contr->mode & PU_BOW)
1249 if (tmp->type == BOW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 if (op->contr->mode & PU_ARROW)
1256 if (tmp->type == ARROW)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 /* all kinds of armor etc. */
1263 if (op->contr->mode & PU_ARMOUR)
1264 if (tmp->type == ARMOUR)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_HELMET)
1271 if (tmp->type == HELMET)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_SHIELD)
1278 if (tmp->type == SHIELD)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_BOOTS)
1285 if (tmp->type == BOOTS)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_GLOVES)
1292 if (tmp->type == GLOVES)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 if (op->contr->mode & PU_CLOAK)
1299 if (tmp->type == CLOAK)
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 /* hoping to catch throwing daggers here */
1306 if (op->contr->mode & PU_MISSILEWEAPON)
1307 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1308 {
1309 pick_up (op, tmp);
1310 continue;
1311 }
1312
1313 /* careful: chairs and tables are weapons! */
1314 if (op->contr->mode & PU_ALLWEAPON)
1315 {
1316 if (tmp->type == WEAPON && tmp->name != NULL)
1317 {
1318 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1319 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1320 {
1321 pick_up (op, tmp);
1322 continue;
1323 }
1324 }
1325
1326 if (tmp->type == WEAPON && tmp->name == NULL)
1327 {
1328 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333 }
1334 }
1335
1336 /* misc stuff that's useful */
1337 if (op->contr->mode & PU_KEY)
1338 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1339 {
1340 pick_up (op, tmp);
1341 continue;
1342 }
1343
1344 /* any of the last 4 bits set means we use the ratio for value
1345 * pickups */
1346 if (op->contr->mode & PU_RATIO)
1347 {
1348 /* use value density to decide what else to grab */
1349 /* >=7 was >= op->contr->mode */
1350 /* >=7 is the old standard setting. Now we take the last 4 bits
1351 * and multiply them by 5, giving 0..15*5== 5..75 */
1352 wvratio = (op->contr->mode & PU_RATIO) * 5;
1353 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1354 {
1355 pick_up (op, tmp);
1356#if 0
1357 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1358 if (tmp->name != NULL)
1359 {
1360 fprintf (stderr, "%s", tmp->name);
1361 }
1362 else 1132 else
1363 fprintf (stderr, "%s", tmp->arch->name); 1133 fprintf (stderr, "%s", tmp->arch->archname);
1364 fprintf (stderr, ",%d] = ", tmp->type); 1134 fprintf (stderr, ",%d] = ", tmp->type);
1365 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1135 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1366#endif 1136#endif
1137 CHK_PICK_PICKUP;
1367 continue; 1138 continue;
1368 }
1369 } 1139 }
1370 } /* the new pickup model */ 1140 } /* the new pickup model */
1371 } 1141 }
1372 1142
1373 return !stop; 1143 return !stop;
1144}
1145
1146/* routine for both players and monsters. We call this when
1147 * there is a possibility for our action distrubing our hiding
1148 * place or invisiblity spell. Artefact invisiblity causes
1149 * "noise" instead. If we arent invisible to begin with, we
1150 * return 0.
1151 */
1152static int
1153action_makes_visible (object *op)
1154{
1155 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1156 {
1157 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1158 {
1159 // artefact invisibility is permanent, but we still make noise
1160 // this is important for game-balance.
1161 if (op->contr)
1162 op->make_noise ();
1163
1164 return 0;
1165 }
1166
1167 if (op->contr && op->contr->tmp_invis == 0)
1168 return 0;
1169
1170 /* If monsters, they should become visible */
1171 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1172 {
1173 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1174 return 1;
1175 }
1176 }
1177
1178 return 0;
1374} 1179}
1375 1180
1376/* 1181/*
1377 * Find an arrow in the inventory and after that 1182 * Find an arrow in the inventory and after that
1378 * in the right type container (quiver). Pointer to the 1183 * in the right type container (quiver). Pointer to the
1379 * found object is returned. 1184 * found object is returned.
1380 */ 1185 */
1381object * 1186static object *
1382find_arrow (object *op, const char *type) 1187find_arrow (object *op, const char *type)
1383{ 1188{
1384 object *tmp = NULL;
1385
1386 for (op = op->inv; op; op = op->below) 1189 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1388 tmp = find_arrow (op, type);
1389 else if (op->type == ARROW && op->race == type) 1190 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1191 return splay (tmp);
1192
1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1194 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1195 if (object *arrow = find_arrow (tmp, type))
1196 {
1197 splay (tmp);
1390 return op; 1198 return arrow;
1199 }
1200
1391 return tmp; 1201 return 0;
1392} 1202}
1393 1203
1394/* 1204/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1205 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test 1206 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down 1207 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow. 1208 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1209 */
1400 1210static object *
1401object *
1402find_better_arrow (object *op, object *target, const char *type, int *better) 1211find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1403{ 1212{
1404 object *tmp = NULL, *arrow, *ntmp; 1213 object *tmp = NULL, *arrow, *ntmp;
1405 int attacknum, attacktype, betterby = 0, i; 1214 int attacknum, attacktype, betterby = 0, i;
1406 1215
1407 if (!type) 1216 if (!type)
1411 { 1220 {
1412 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1221 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1413 { 1222 {
1414 i = 0; 1223 i = 0;
1415 ntmp = find_better_arrow (arrow, target, type, &i); 1224 ntmp = find_better_arrow (arrow, target, type, &i);
1225
1416 if (i > betterby) 1226 if (i > betterby)
1417 { 1227 {
1418 tmp = ntmp; 1228 tmp = ntmp;
1419 betterby = i; 1229 betterby = i;
1420 } 1230 }
1421 } 1231 }
1422 else if (arrow->type == ARROW && arrow->race == type) 1232 else if (arrow->type == ARROW && arrow->race == type)
1423 { 1233 {
1424 /* allways prefer assasination/slaying */ 1234 /* allways prefer assasination/slaying */
1425 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1235 if (target->race && arrow->slaying.contains (target->race))
1426 { 1236 {
1427 if (arrow->attacktype & AT_DEATH) 1237 if (arrow->attacktype & AT_DEATH)
1428 { 1238 {
1429 *better = 100; 1239 *better = 100;
1430 return arrow; 1240 return arrow;
1438 else 1248 else
1439 { 1249 {
1440 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1250 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1441 { 1251 {
1442 attacktype = 1 << attacknum; 1252 attacktype = 1 << attacknum;
1443 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1253 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1444 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1254 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1445 { 1255 {
1446 tmp = arrow; 1256 tmp = arrow;
1447 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1257 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1448 } 1258 }
1449 } 1259 }
1260
1450 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1261 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1451 { 1262 {
1452 tmp = arrow; 1263 tmp = arrow;
1453 betterby = 2 + arrow->magic + arrow->stats.dam; 1264 betterby = 2 + arrow->magic + arrow->stats.dam;
1454 } 1265 }
1266
1455 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1267 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1456 { 1268 {
1457 tmp = arrow; 1269 tmp = arrow;
1458 betterby = 1 + arrow->magic + arrow->stats.dam; 1270 betterby = 1 + arrow->magic + arrow->stats.dam;
1459 } 1271 }
1460 } 1272 }
1461 } 1273 }
1462 } 1274 }
1275
1463 if (tmp == NULL && arrow == NULL) 1276 if (tmp == NULL && arrow == NULL)
1464 return find_arrow (op, type); 1277 return find_arrow (op, type);
1465 1278
1466 *better = betterby; 1279 *better = betterby;
1467 return tmp; 1280 return tmp;
1471 * find_better_arrow to find a decent arrow to use. 1284 * find_better_arrow to find a decent arrow to use.
1472 * op = the shooter 1285 * op = the shooter
1473 * type = bow->race 1286 * type = bow->race
1474 * dir = fire direction 1287 * dir = fire direction
1475 */ 1288 */
1476 1289static object *
1477object *
1478pick_arrow_target (object *op, const char *type, int dir) 1290pick_arrow_target (object *op, shstr_cmp type, int dir)
1479{ 1291{
1480 object *tmp = NULL; 1292 object *tmp = NULL;
1481 maptile *m; 1293 maptile *m;
1482 int i, mflags, found, number; 1294 int i, mflags, found, number;
1483 sint16 x, y; 1295 sint16 x, y;
1498 for (i = 0, found = 0; i < 20; i++) 1310 for (i = 0, found = 0; i < 20; i++)
1499 { 1311 {
1500 x += freearr_x[dir]; 1312 x += freearr_x[dir];
1501 y += freearr_y[dir]; 1313 y += freearr_y[dir];
1502 mflags = get_map_flags (m, &m, x, y, &x, &y); 1314 mflags = get_map_flags (m, &m, x, y, &x, &y);
1315
1503 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1316 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1504 { 1317 {
1505 tmp = NULL; 1318 tmp = 0;
1506 break; 1319 break;
1507 } 1320 }
1508 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1321 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1509 { 1322 {
1510 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1323 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1511 * perhaps a bad assumption. 1324 * perhaps a bad assumption.
1512 */ 1325 */
1513 tmp = NULL; 1326 tmp = 0;
1514 break; 1327 break;
1515 } 1328 }
1329
1516 if (mflags & P_IS_ALIVE) 1330 if (mflags & P_IS_ALIVE)
1517 {
1518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1331 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1519 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1332 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1520 {
1521 found++;
1522 break;
1523 }
1524 if (found)
1525 break; 1333 break;
1526 }
1527 } 1334 }
1528 if (tmp == NULL) 1335
1336 if (!tmp)
1529 return find_arrow (op, type); 1337 return find_arrow (op, type);
1530 1338
1531 if (tmp->head) 1339 if (tmp->head)
1532 tmp = tmp->head; 1340 tmp = tmp->head;
1533 1341
1546 */ 1354 */
1547int 1355int
1548fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1356fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1549{ 1357{
1550 object *left, *bow; 1358 object *left, *bow;
1551 int bowspeed, mflags; 1359 int mflags;
1552 maptile *m; 1360 maptile *m;
1553 1361
1554 if (!dir) 1362 if (!dir)
1555 { 1363 {
1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1364 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1557 return 0; 1365 return 0;
1558 } 1366 }
1559 1367
1560 if (op->type == PLAYER) 1368 if (op->contr)
1561 bow = op->contr->ranges[range_bow]; 1369 bow = op->current_weapon;
1562 else 1370 else
1563 { 1371 {
1564 for (bow = op->inv; bow; bow = bow->below) 1372 for (bow = op->inv; bow; bow = bow->below)
1565 /* Don't check for applied - monsters don't apply bows - in that way, they 1373 /* Don't check for applied - monsters don't apply bows - in that way, they
1566 * don't need to switch back and forth between bows and weapons. 1374 * don't need to switch back and forth between bows and weapons.
1571 if (!bow) 1379 if (!bow)
1572 { 1380 {
1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1381 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1574 return 0; 1382 return 0;
1575 } 1383 }
1384
1385 // optimisation: move object to top so we will find it quickly again
1386 splay (bow);
1576 } 1387 }
1577 1388
1578 if (!bow->race || !bow->skill) 1389 if (!bow->race || !bow->skill)
1579 { 1390 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1391 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 return 0; 1392 return 0;
1582 } 1393 }
1583
1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1585
1586 /* penalize ROF for bestarrow */
1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1590 if (bowspeed < 1)
1591 bowspeed = 1;
1592 1394
1593 if (arrow == NULL) 1395 if (arrow == NULL)
1594 { 1396 {
1595 if ((arrow = find_arrow (op, bow->race)) == NULL) 1397 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 { 1398 {
1597 if (op->type == PLAYER) 1399 if (op->type == PLAYER)
1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1400 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1599 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1401 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1600 else 1402 else
1601 CLEAR_FLAG (op, FLAG_READY_BOW); 1403 CLEAR_FLAG (op, FLAG_READY_BOW);
1404
1602 return 0; 1405 return 0;
1603 } 1406 }
1604 } 1407 }
1605 1408
1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1409 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1614 } 1417 }
1615 1418
1616 /* this should not happen, but sometimes does */ 1419 /* this should not happen, but sometimes does */
1617 if (arrow->nrof == 0) 1420 if (arrow->nrof == 0)
1618 { 1421 {
1422 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1619 arrow->destroy (); 1423 arrow->destroy ();
1620 return 0; 1424 return 0;
1621 } 1425 }
1622 1426
1623 left = arrow; /* these are arrows left to the player */ 1427 left = arrow; /* these are arrows left to the player */
1624 arrow = get_split_ob (arrow, 1); 1428 arrow = arrow->split ();
1625 if (!arrow) 1429 if (!arrow)
1626 { 1430 {
1627 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1431 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 return 0; 1432 return 0;
1629 } 1433 }
1630 1434
1631 arrow->set_owner (op); 1435 arrow->set_owner (op);
1632 arrow->skill = bow->skill; 1436 arrow->skill = bow->skill;
1633 arrow->direction = dir; 1437 arrow->direction = dir;
1634 1438
1439 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1440 arrow->stats.hp = arrow->stats.dam;
1441 arrow->stats.grace = arrow->attacktype;
1442 arrow->custom_name = arrow->slaying;
1443
1444#if 0
1445 if (player *pl = op->contr)
1446 {
1447 float speed = pl->weapon_sp;
1448
1449 /* penalize ROF for bestarrow */
1450 if (pl->bowtype == bow_bestarrow)
1451 speed *= .9f;
1452 else
1453 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1454
1455 op->speed_left += speed - op->speed;
1456 }
1457#endif
1458
1459 SET_ANIMATION (arrow, arrow->direction);
1460
1461 /* update the speed */
1462 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1463 + bow->stats.dam / 7.f;
1464
1465 arrow->set_speed (max (arrow->speed, 2.f));
1466 arrow->speed_left = 0;
1467
1468 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1469
1635 if (op->type == PLAYER) 1470 if (op->type == PLAYER)
1636 { 1471 {
1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1638 op->update_stats ();
1639 }
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645 if (arrow->slaying != NULL)
1646 arrow->spellarg = strdup (arrow->slaying);
1647
1648 /* Note that this was different for monsters - they got their level
1649 * added to the damage. I think the strength bonus is more proper.
1650 */
1651
1652 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1653
1654 /* update the speed */
1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1657
1658 arrow->set_speed (max (arrow->speed, 1.0));
1659 arrow->speed_left = 0;
1660
1661 if (op->type == PLAYER)
1662 {
1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1665 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1666
1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1472 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1473 wc -= dex_bonus[op->stats.Dex];
1474
1475 if (!arrow->slaying)
1476 arrow->slaying = op->slaying;
1477
1478 arrow->attacktype |= op->attacktype;
1668 } 1479 }
1669 else 1480 else
1670 { 1481 {
1671 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1672 arrow->level = op->level; 1482 arrow->level = op->level;
1673 } 1483 arrow->stats.wc -= bow->magic;
1674 1484
1675 if (arrow->attacktype == AT_PHYSICAL) 1485 if (!arrow->slaying)
1486 arrow->slaying = bow->slaying;
1487
1676 arrow->attacktype |= bow->attacktype; 1488 arrow->attacktype |= bow->attacktype;
1489 }
1677 1490
1678 if (bow->slaying) 1491 wc -= arrow->level;
1679 arrow->slaying = bow->slaying; 1492 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680 1493
1494 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1495 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1496 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1497
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1498 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1499 m->insert (arrow, sx, sy, op);
1686 1500
1687 if (!arrow->destroyed ()) 1501 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1502 move_arrow (arrow);
1689
1690 if (op->type == PLAYER)
1691 {
1692 if (left->destroyed ())
1693 esrv_del_item (op->contr, left->count);
1694 else
1695 esrv_send_item (op, left);
1696 }
1697 1503
1698 return 1; 1504 return 1;
1699} 1505}
1700 1506
1701/* Special fire code for players - this takes into 1507/* Special fire code for players - this takes into
1703 * but monsters can't. Putting that code here 1509 * but monsters can't. Putting that code here
1704 * makes the fire_bow code much cleaner. 1510 * makes the fire_bow code much cleaner.
1705 * this function should only be called if 'op' is a player, 1511 * this function should only be called if 'op' is a player,
1706 * hence the function name. 1512 * hence the function name.
1707 */ 1513 */
1708int 1514static int
1709player_fire_bow (object *op, int dir) 1515player_fire_bow (object *op, int dir)
1710{ 1516{
1711 int ret = 0, wcmod = 0; 1517 int ret;
1712 1518
1713 if (op->contr->bowtype == bow_bestarrow) 1519 if (op->contr->bowtype == bow_bestarrow)
1714 { 1520 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1521 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1522 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1523 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1524 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1525 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1720 wcmod = -1;
1721
1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1526 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1723 } 1527 }
1724 else if (op->contr->bowtype == bow_threewide) 1528 else if (op->contr->bowtype == bow_threewide)
1725 { 1529 {
1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1530 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1531 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1532 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 } 1533 }
1730 else if (op->contr->bowtype == bow_spreadshot) 1534 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1535 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1536 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1537 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1538 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735
1736 } 1539 }
1737 else 1540 else
1738 { 1541 {
1739 /* Simple case */ 1542 /* Simple case */
1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1741 } 1544 }
1545
1742 return ret; 1546 return ret;
1743} 1547}
1744
1745 1548
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1549/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1550 * Broken apart from 'fire' to keep it more readable.
1748 */ 1551 */
1749void 1552static void
1750fire_misc_object (object *op, int dir) 1553fire_misc_object (object *op, int dir)
1751{ 1554{
1752 object *item; 1555 object *item = op->contr->ranged_ob;
1753 1556
1754 if (!op->contr->ranges[range_misc]) 1557 if (!item)
1755 { 1558 {
1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1757 return; 1560 return;
1758 } 1561 }
1759 1562
1760 item = op->contr->ranges[range_misc];
1761 if (!item->inv) 1563 if (!item->inv)
1762 { 1564 {
1763 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1565 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1764 return; 1566 return;
1765 } 1567 }
1568
1569 if (!op->apply (item))
1570 return;
1571
1766 if (item->type == WAND) 1572 if (item->type == WAND)
1767 { 1573 {
1768 if (item->stats.food <= 0) 1574 if (item->stats.food <= 0)
1769 { 1575 {
1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1576 op->contr->play_sound (sound_find ("wand_poof"));
1771 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1578
1772 return; 1579 return;
1773 } 1580 }
1774 } 1581 }
1775 else if (item->type == ROD || item->type == HORN) 1582 else if (item->type == ROD || item->type == HORN)
1776 { 1583 {
1777 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1584 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1585
1586 // using the maximum of the rods charge allows at least one spell cast
1587 // for a rod or horn, this fixes some broken rods.
1588 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1778 { 1589 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1590 op->contr->play_sound (sound_find ("wand_poof"));
1591
1780 if (item->type == ROD) 1592 if (item->type == ROD)
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1782 else 1594 else
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1595 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1596
1784 return; 1597 return;
1785 } 1598 }
1786 } 1599 }
1787 1600
1788 if (cast_spell (op, item, dir, item->inv, NULL)) 1601 if (cast_spell (op, item, dir, item->inv, NULL))
1789 { 1602 {
1790 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1603 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1604
1791 if (item->type == WAND) 1605 if (item->type == WAND)
1792 { 1606 {
1793 if (!(--item->stats.food)) 1607 if (!(--item->stats.food))
1794 { 1608 {
1795 object *tmp; 1609 object *tmp;
1796 1610
1797 if (item->arch) 1611 if (item->arch)
1798 { 1612 {
1799 CLEAR_FLAG (item, FLAG_ANIMATE); 1613 CLEAR_FLAG (item, FLAG_ANIMATE);
1800 item->face = item->arch->clone.face; 1614 item->face = item->arch->face;
1801 item->set_speed (0); 1615 item->set_speed (0);
1802 } 1616 }
1803 1617
1804 if ((tmp = item->in_player ())) 1618 if (object *pl = item->visible_to ())
1805 esrv_update_item (UPD_ANIM, tmp, item); 1619 esrv_update_item (UPD_ANIM, pl, item);
1806 } 1620 }
1807 } 1621 }
1808 else if (item->type == ROD || item->type == HORN) 1622 else if (item->type == ROD || item->type == HORN)
1809 drain_rod_charge (item); 1623 drain_rod_charge (item);
1810 } 1624 }
1811} 1625}
1812 1626
1813/* Received a fire command for the player - go and do it. 1627/* Received a fire command for the player - go and do it.
1814 */ 1628 */
1815void 1629bool
1816fire (object *op, int dir) 1630fire (object *who, int dir)
1817{ 1631{
1818 int spellcost = 0; 1632 int spellcost = 0;
1819 1633
1634 player *pl = who->contr;
1635
1636 if (pl->golem)
1637 {
1638 control_golem (who->contr->golem, dir);
1639 return false;
1640 }
1641
1642 object *ob = pl->ranged_ob;
1643
1644 if (!ob)
1645 return false;
1646
1647 if (who->speed_left > 0.f)
1648 --who->speed_left;
1649 else
1650 return false;
1651
1652 if (!who->apply (ob))
1653 return false;
1654
1820 /* check for loss of invisiblity/hide */ 1655 /* check for loss of invisiblity/hide */
1821 if (action_makes_visible (op)) 1656 if (action_makes_visible (who))
1822 make_visible (op); 1657 make_visible (who);
1823 1658
1824 switch (op->contr->shoottype) 1659 switch (ob->type)
1825 { 1660 {
1826 case range_none: 1661 case BOW:
1827 return;
1828
1829 case range_bow:
1830 player_fire_bow (op, dir); 1662 player_fire_bow (who, dir);
1831 return; 1663 break;
1832 1664
1833 case range_magic: /* Casting spells */ 1665 case SPELL:
1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1666 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1835 return; 1667 break;
1836 1668
1837 case range_misc: 1669 case BUILDER:
1838 fire_misc_object (op, dir);
1839 return;
1840
1841 case range_golem: /* Control summoned monsters from scrolls */
1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1843 {
1844 op->contr->ranges[range_golem] = 0;
1845 op->contr->shoottype = range_none;
1846 }
1847 else
1848 control_golem (op->contr->ranges[range_golem], dir);
1849 return;
1850
1851 case range_skill:
1852 if (!op->chosen_skill)
1853 {
1854 if (op->type == PLAYER)
1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1856 return;
1857 }
1858
1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir); 1670 apply_map_builder (who, dir);
1863 return; 1671 break;
1672
1673 case SKILL:
1674 do_skill (who, who, ob, dir, 0);
1675 break;
1676
1677 case RANGED:
1678 do_skill (who, ob, who->chosen_skill, dir, 0);
1679 break;
1680
1864 default: 1681 default:
1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1682 fire_misc_object (who, dir);
1866 return; 1683 break;
1867 } 1684 }
1868}
1869 1685
1686 return true;
1687}
1870 1688
1871 1689static object *
1872/* find_key
1873 * We try to find a key for the door as passed. If we find a key
1874 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic
1876 * for both is the same - just the specific key is different.
1877 * pl is the player,
1878 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers.
1881 */
1882
1883object *
1884find_key (object *pl, object *container, object *door) 1690find_key_ (object *pl, object *container, object *door)
1885{ 1691{
1886 object *tmp, *key; 1692 object *tmp, *key;
1887 1693
1888 /* Should not happen, but sanity checking is never bad */ 1694 /* Should not happen, but sanity checking is never bad */
1889 if (container->inv == NULL) 1695 if (!container->inv)
1890 return NULL; 1696 return 0;
1891 1697
1892 /* First, lets try to find a key in the top level inventory */ 1698 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1699 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1700 {
1895 if (door->type == DOOR && tmp->type == KEY) 1701 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1702 break;
1703
1897 /* For sanity, we should really check door type, but other stuff 1704 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1705 * (like containers) can be locked with special keys
1899 */ 1706 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1707 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1708 break;
1902 } 1709 }
1710
1903 /* No key found - lets search inventories now */ 1711 /* No key found - lets search inventories now */
1904 /* If we find and use a key in an inventory, return at that time. 1712 /* If we find and use a key in an inventory, return at that time.
1905 * otherwise, if we search all the inventories and still don't find 1713 * otherwise, if we search all the inventories and still don't find
1906 * a key, return 1714 * a key, return
1907 */ 1715 */
1908 if (!tmp) 1716 if (!tmp)
1909 { 1717 {
1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1718 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 {
1912 /* No reason to search empty containers */ 1719 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1720 if (tmp->type == CONTAINER && tmp->inv)
1914 {
1915 if ((key = find_key (pl, tmp, door)) != NULL) 1721 if ((key = find_key_ (pl, tmp, door)))
1916 return key; 1722 return key;
1917 } 1723
1918 }
1919 if (!tmp) 1724 if (!tmp)
1920 return NULL; 1725 return 0;
1921 } 1726 }
1727
1922 /* We get down here if we have found a key. Now if its in a container, 1728 /* We get down here if we have found a key. Now if its in a container,
1923 * see if we actually want to use it 1729 * see if we actually want to use it
1924 */ 1730 */
1925 if (pl != container) 1731 if (pl != container)
1926 { 1732 {
1927 /* Only let players use keys in containers */ 1733 /* Only let players use keys in containers */
1928 if (!pl->contr) 1734 if (!pl->contr)
1929 return NULL; 1735 return 0;
1736
1930 /* cases where this fails: 1737 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 1738 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 1739 * are not in the players inventory.
1933 * If the container is not active, return now since only active 1740 * If the container is not active, return now since only active
1934 * containers can be used. 1741 * containers can be used.
1938 * inv must have been an container and must have been active. 1745 * inv must have been an container and must have been active.
1939 * 1746 *
1940 * Change the color so that the message doesn't disappear with 1747 * Change the color so that the message doesn't disappear with
1941 * all the others. 1748 * all the others.
1942 */ 1749 */
1943 if (pl->contr->usekeys == key_inventory || 1750 if (pl->contr->usekeys == key_inventory
1944 !QUERY_FLAG (container, FLAG_APPLIED) || 1751 || !QUERY_FLAG (container, FLAG_APPLIED)
1945 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1752 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1946 { 1753 {
1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1754 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1755 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 return NULL; 1756 return NULL;
1950 } 1757 }
1951 } 1758 }
1759
1952 return tmp; 1760 return tmp;
1761}
1762
1763/* find_key
1764 * We try to find a key for the door as passed. If we find a key
1765 * and successfully use it, we return the key, otherwise NULL
1766 * This function merges both normal and locked door, since the logic
1767 * for both is the same - just the specific key is different.
1768 * pl is the player,
1769 * inv is the objects inventory to searched
1770 * door is the door we are trying to match against.
1771 * This function can be called recursively to search containers.
1772 */
1773object *
1774find_key (object *pl, object *container, object *door)
1775{
1776 if (door->slaying && is_match_expr (door->slaying))
1777 {
1778 // for match expressions, we try to find the key by applying the match
1779 // to the op itself, which is supposed to find the "key", instead
1780 // of searching through containers ourselves.
1781
1782 return match_one (door->slaying, container, door, pl, pl);
1783 }
1784 else
1785 return find_key_ (pl, container, door);
1953} 1786}
1954 1787
1955/* moved door processing out of move_player_attack. 1788/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1789 * returns 1 if player has opened the door with a key
1957 * such that the caller should not do anything more, 1790 * such that the caller should not do anything more,
1958 * 0 otherwise 1791 * 0 otherwise
1959 */ 1792 */
1960static int 1793static int
1961player_attack_door (object *op, object *door) 1794player_attack_door (object *op, object *door)
1962{ 1795{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1796 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do - 1797 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1798 * otherwise, we fall through to the rest of the code.
1966 */ 1799 */
1967 object *key = find_key (op, op, door); 1800 object *key = find_key (op, op, door);
1968 1801
1969 /* IF we found a key, do some extra work */ 1802 /* If we found a key, do some extra work */
1970 if (key) 1803 if (key)
1971 { 1804 {
1972 object *container = key->env; 1805 object *container = key->env;
1973 1806
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1807 if (action_makes_visible (op))
1976 make_visible (op); 1808 make_visible (op);
1809
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1810 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1811 spring_trap (door->inv, op);
1812
1979 if (door->type == DOOR) 1813 if (door->type == DOOR)
1980 {
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1814 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 }
1983 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
1984 { 1816 {
1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1817 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1986 remove_door2 (door); /* remove door without violence ;-) */ 1818 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1819 }
1820
1988 /* Do this after we print the message */ 1821 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1822 key->decrease (); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */ 1823
1991 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container);
1993 return 1; /* Nothing more to do below */ 1824 return 1; /* Nothing more to do below */
1994 } 1825 }
1995 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
1996 { 1827 {
1997 /* Might as well return now - no other way to open this */ 1828 /* Might as well return now - no other way to open this */
1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1829 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1999 return 1; 1830 return 1;
2000 } 1831 }
1832
2001 return 0; 1833 return 0;
2002} 1834}
2003 1835
2004/* This function is just part of a breakup from move_player. 1836/* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner. 1837 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated 1838 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually 1839 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons). 1840 * going to try and move (not fire weapons).
2009 */ 1841 */
2010void 1842bool
2011move_player_attack (object *op, int dir) 1843move_player_attack (object *op, int dir)
2012{ 1844{
2013 object *tmp, *mon; 1845 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2014 sint16 nx, ny; 1846 {
2015 int on_battleground; 1847 --op->speed_left;
2016 maptile *m; 1848 return true;
1849 }
2017 1850
2018 nx = freearr_x[dir] + op->x; 1851 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 1852 sint16 ny = freearr_y[dir] + op->y;
2020 1853
2021 on_battleground = op_on_battleground (op, 0, 0); 1854 if (out_of_map (op->map, nx, ny))
1855 return false;
2022 1856
2023 /* If braced, or can't move to the square, and it is not out of the 1857 /* If braced, or can't move to the square, and it is not out of the
2024 * map, attack it. Note order of if statement is important - don't 1858 * map, attack it. Note order of if statement is important - don't
2025 * want to be calling move_ob if braced, because move_ob will move the 1859 * want to be calling move_ob if braced, because move_ob will move the
2026 * player. This is a pretty nasty hack, because if we could 1860 * player. This is a pretty nasty hack, because if we could
2027 * move to some space, it then means that if we are braced, we should 1861 * move to some space, it then means that if we are braced, we should
2028 * do nothing at all. As it is, if we are braced, we go through 1862 * do nothing at all. As it is, if we are braced, we go through
2029 * quite a bit of processing. However, it probably is less than what 1863 * quite a bit of processing. However, it probably is less than what
2030 * move_ob uses. 1864 * move_ob uses.
2031 */ 1865 */
2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1866 maptile *m = op->map->xy_find (nx, ny);
1867
1868 /* Go through all the objects, and find ones of interest. Only stop if
1869 * we find a monster - that is something we know we want to attack.
1870 * if its a door or barrel (can roll) see if there may be monsters
1871 * on the space
1872 */
1873 object *mon;
1874 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1875 {
1876 if ((mon->flag [FLAG_ALIVE]
1877 || mon->type == LOCKED_DOOR
1878 || mon->flag [FLAG_CAN_ROLL])
1879 && mon != op)
1880 break;
2033 { 1881 }
2034 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1882
1883 if (!mon) /* This happens anytime the player tries to move */
1884 return false; /* into a wall */
1885
1886 mon = mon->head_ ();
1887
1888 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1889 if (op->contr->weapon_sp_left > 0.f)
1890 if (player_attack_door (op, mon))
1891 {
1892 --op->contr->weapon_sp_left;
1893 return true;
2035 { 1894 }
2036 m = op->map->xy_find (nx, ny); 1895
2037 if (!m) 1896 /* The following deals with possibly attacking peaceful
2038 return; /* Don't think this should happen */ 1897 * or friendly creatures. Basically, all players are considered
1898 * unaggressive. If the moving player has peaceful set, then the
1899 * object should be pushed instead of attacked. It is assumed that
1900 * if you are braced, you will not attack friends accidently,
1901 * and thus will not push them.
1902 */
1903
1904 /* If the creature is a pet, push it even if the player is not
1905 * peaceful. Our assumption is the creature is a pet if the
1906 * player owns it and it is either friendly or unagressive.
1907 */
1908 if (op->type == PLAYER
1909 && ((mon->owner && mon->owner->contr
1910 && same_party (mon->owner->contr->party, op->contr->party))
1911 || mon->owner == op)
1912 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1913 {
1914 /* If we're braced, we don't want to switch places with it */
1915 if (op->contr->braced)
1916 return false;
1917
1918 if (op->speed_left > 0.f)
1919 {
1920 --op->speed_left;
1921
1922 op->play_sound (sound_find ("push_player"));
1923 push_ob (mon, dir, op);
1924
1925 if (action_makes_visible (op))
1926 make_visible (op);
1927
1928 return true;
2039 } 1929 }
2040 else 1930 else
2041 m = op->map;
2042
2043 if (!(tmp = m->at (nx, ny).bot))
2044 return; 1931 return false;
1932 }
2045 1933
2046 mon = 0; 1934 bool on_battleground = op_on_battleground (op, 0, 0);
2047 /* Go through all the objects, and find ones of interest. Only stop if
2048 * we find a monster - that is something we know we want to attack.
2049 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space
2051 */
2052 while (tmp)
2053 {
2054 if (tmp == op)
2055 {
2056 tmp = tmp->above;
2057 continue;
2058 }
2059 1935
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp;
2063 break;
2064 }
2065
2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2067 mon = tmp;
2068
2069 tmp = tmp->above;
2070 }
2071
2072 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074
2075 if (mon->head)
2076 mon = mon->head;
2077
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door (op, mon))
2080 return;
2081
2082 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them.
2088 */
2089
2090 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive.
2093 */
2094 if ((op->type == PLAYER)
2095#if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099#else
2100 && mon->owner == op
2101#endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced)
2106 return;
2107
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob (mon, dir, op);
2110 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op);
2112
2113 return;
2114 }
2115
2116 /* in certain circumstances, you shouldn't attack friendly 1936 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 1937 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 1938 * someone, but put it inside this loop so that you won't
2119 * attack them either. 1939 * attack them either.
2120 */ 1940 */
2121 if ((mon->type == PLAYER || mon->enemy != op) && 1941 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1942 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful 1943 && ((op->contr->peaceful
2125 || (mon->type == PLAYER 1944 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground)) 1945 && !on_battleground))
1946 {
1947 if (op->speed_left > 0.f)
2132 { 1948 {
1949 --op->speed_left;
1950
2133 if (!op->contr->braced) 1951 if (!op->contr->braced)
2134 { 1952 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1953 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 1954 push_ob (mon, dir, op);
2137 } 1955 }
2138 else 1956 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 1957 op->statusmsg ("You withhold your attack");
2140 1958
2141 if (op->contr->tmp_invis || op->hide) 1959 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2142 make_visible (op); 1960 make_visible (op);
2143 }
2144 1961
1962 return true;
1963 }
1964 }
2145 /* If the object is a boulder or other rollable object, then 1965 /* If the object is a boulder or other rollable object, then
2146 * roll it if not braced. You can't roll it if you are braced. 1966 * roll it if not braced. You can't roll it if you are braced.
2147 */ 1967 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1968 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1969 {
1970 if (op->speed_left > 0.f)
2149 { 1971 {
1972 --op->speed_left;
1973
2150 recursive_roll (mon, dir, op); 1974 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2152 make_visible (op); 1976 make_visible (op);
2153 }
2154 1977
1978 return true;
1979 }
1980 }
2155 /* Any generic living creature. Including things like doors. 1981 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points 1982 * Way it works is like this: First, it must have some hit points
2157 * and be living. Then, it must be one of the following: 1983 * and be living. Then, it must be one of the following:
2158 * 1) Not a player, 2) A player, but of a different party. Note 1984 * 1) Not a player, 2) A player, but of a different party. Note
2159 * that party_number -1 is no party, so attacks can still happen. 1985 * that party_number -1 is no party, so attacks can still happen.
2160 */ 1986 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1987 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1988 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 { 1989 {
2164 1990 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit)
2171 { 1991 {
2172 op->speed_left += op->speed / op->contr->weapon_sp; 1992 --op->contr->weapon_sp_left;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176 1993
2177 skill_attack (mon, op, 0, 0, 0); 1994 skill_attack (mon, op, 0, 0, 0);
2178
2179 /* If attacking another player, that player gets automatic
2180 * hitback, and doesn't loose luck either.
2181 * Disable hitback on the battleground or if the target is
2182 * the wiz.
2183 */
2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2185 {
2186 short luck = mon->stats.luck;
2187
2188 mon->contr->has_hit = 1;
2189 skill_attack (op, mon, 0, 0, 0);
2190 mon->stats.luck = luck;
2191 }
2192 1995
2193 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2194 make_visible (op); 1997 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197}
2198 1998
2199int 1999 return true;
2000 }
2001 }
2002
2003 return false;
2004}
2005
2006bool
2200move_player (object *op, int dir) 2007move_player (object *op, int dir)
2201{ 2008{
2202 int pick;
2203
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2009 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2205 return 0; 2010 return 0;
2206 2011
2207 /* Sanity check: make sure dir is valid */ 2012 /* Sanity check: make sure dir is valid */
2208 if ((dir < 0) || (dir >= 9)) 2013 if (dir < 0 || dir >= 9)
2209 { 2014 {
2210 LOG (llevError, "move_player: invalid direction %d\n", dir); 2015 LOG (llevError, "move_player: invalid direction %d\n", dir);
2211 return 0; 2016 return 0;
2212 } 2017 }
2213 2018
2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2020 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2216 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2021 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2217 2022
2218 op->facing = dir; 2023 op->facing = dir;
2219 2024
2220 if (op->hide) 2025 if (op->flag [FLAG_HIDDEN])
2221 do_hidden_move (op); 2026 do_hidden_move (op);
2222 2027
2028 bool retval;
2029 int pick = 0;
2030
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2031 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ; 2032 retval = RESULT_INT (0);
2225 else if (op->contr->fire_on) 2033 else if (op->contr->fire_on)
2226 fire (op, dir); 2034 retval = fire (op, dir);
2227 else 2035 else
2228 { 2036 {
2229 move_player_attack (op, dir); 2037 retval = move_player_attack (op, dir);
2230 pick = check_pick (op); 2038 pick = check_pick (op);
2231 } 2039 }
2232 2040
2233 /* Add special check for newcs players and fire on - this way, the 2041 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing. 2042 * server can handle repeat firing.
2241 /* Update how the player looks. Use the facing, so direction may 2049 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities 2050 * get reset to zero. This allows for full animation capabilities
2243 * for players. 2051 * for players.
2244 */ 2052 */
2245 animate_object (op, op->facing); 2053 animate_object (op, op->facing);
2246 return 0; 2054
2055 return retval;
2247} 2056}
2248 2057
2249/* This is similar to handle_player, below, but is only used by the 2058/* This is similar to handle_player, below, but is only used by the
2250 * new client/server stuff. 2059 * new client/server stuff.
2251 * This is sort of special, in that the new client/server actually uses 2060 * This is sort of special, in that the new client/server actually uses
2252 * the new speed values for commands. 2061 * the new speed values for commands.
2253 * 2062 *
2254 * Returns true if there are more actions we can do. 2063 * Returns true if there are more actions we can do. Should not do
2064 * many actions in a row, as that would be too unfair to other
2065 * players.
2255 */ 2066 */
2256int 2067bool
2257handle_newcs_player (object *op) 2068handle_newcs_player (object *op)
2258{ 2069{
2259 if (op->contr->hidden)
2260 {
2261 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly.
2265 */
2266 if (pticks & 2)
2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2272 if (!op->invisible)
2273 {
2274 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2070 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2071 {
2281 flee_player (op); 2072 if (op->speed_left > 0.f)
2282 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 { 2073 {
2285 op->speed_left--; 2074 --op->speed_left;
2075 flee_player (op);
2076
2286 return 0; 2077 return true;
2287 } 2078 }
2079 else
2080 return false;
2288 } 2081 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297 2082
2298 /* call this here - we also will call this in do_ericserver, but 2083 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been 2084 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2085 * called, so we recheck it here.
2301 */ 2086 */
2302 if (op->contr->ns->handle_command ()) 2087 if (op->contr->ns->handle_command ())
2303 return 1; 2088 return true;
2304 2089
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2090 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2309 /* All move commands take 1 tick, at least for now */
2310 op->speed_left--;
2311
2312 /* Instead of all the stuff below, let move_player take care
2313 * of it. Also, some of the skill stuff is only put in
2314 * there, as well as the confusion stuff.
2315 */
2316 move_player (op, op->direction); 2091 return move_player (op, op->direction);
2317 2092
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0; 2093 return false;
2323} 2094}
2324 2095
2325int 2096static int
2326save_life (object *op) 2097save_life (object *op)
2327{ 2098{
2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2099 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2329 return 0; 2100 return 0;
2330 2101
2331 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2102 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2103 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 { 2104 {
2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2105 op->play_sound (sound_find ("ob_evaporate"));
2335 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2106 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336
2337 if (op->contr)
2338 esrv_del_item (op->contr, tmp->count);
2339 2107
2340 tmp->destroy (); 2108 tmp->destroy ();
2341 CLEAR_FLAG (op, FLAG_LIFESAVE); 2109 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342 2110
2343 if (op->stats.hp < 0) 2111 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2112 op->stats.hp = op->stats.maxhp;
2345 2113
2346 if (op->stats.food < 0) 2114 if (op->stats.food < 0)
2347 op->stats.food = 999; 2115 op->stats.food = MAX_FOOD;
2348 2116
2349 op->update_stats (); 2117 op->update_stats ();
2350 return 1; 2118 return 1;
2351 } 2119 }
2352 2120
2356 return 0; 2124 return 0;
2357} 2125}
2358 2126
2359/* This goes throws the inventory and removes unpaid objects, and puts them 2127/* This goes throws the inventory and removes unpaid objects, and puts them
2360 * back in the map (location and map determined by values of env). This 2128 * back in the map (location and map determined by values of env). This
2361 * function will descend into containers. op is the object to start the search 2129 * function will descend into containers. op is the object to start the search
2362 * from. 2130 * from.
2363 */ 2131 */
2132static void
2133drop_unpaid_items (object *op, object *env)
2134{
2135 while (op)
2136 {
2137 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2138
2139 if (QUERY_FLAG (op, FLAG_UNPAID))
2140 op->insert_at (env);
2141 else if (op->inv)
2142 drop_unpaid_items (op->inv, env);
2143
2144 op = next;
2145 }
2146}
2147
2364void 2148void
2365remove_unpaid_objects (object *op, object *env) 2149object::drop_unpaid_items ()
2366{ 2150{
2367 object *next; 2151 if (!flag [FLAG_REMOVED])
2368 2152 ::drop_unpaid_items (inv, this);
2369 while (op)
2370 {
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372
2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2374 {
2375 if (env->type == PLAYER)
2376 esrv_del_item (env->contr, op->count);
2377
2378 op->insert_at (env);
2379 }
2380 else if (op->inv)
2381 remove_unpaid_objects (op->inv, env);
2382
2383 op = next;
2384 }
2385}
2386
2387/*
2388 * Returns pointer a static string containing gravestone text
2389 * Moved from apply.c to player.c - player.c is what
2390 * actually uses this function. player.c may not be quite the
2391 * best, a misc file for object actions is probably better,
2392 * but there isn't one in the server directory.
2393 */
2394char *
2395gravestone_text (object *op)
2396{
2397 static char buf2[MAX_BUF];
2398 char buf[MAX_BUF];
2399 time_t now = time (NULL);
2400
2401 strcpy (buf2, " R.I.P.\n\n");
2402 if (op->type == PLAYER)
2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2404 else
2405 sprintf (buf, "%s\n", &op->name);
2406
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409 if (op->type == PLAYER)
2410 sprintf (buf, "who was in level %d when killed\n", op->level);
2411 else
2412 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2413
2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf);
2416 if (op->type == PLAYER)
2417 {
2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2420 strcat (buf2, buf);
2421 }
2422
2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2425 strcat (buf2, buf);
2426
2427 return buf2;
2428} 2153}
2429 2154
2430void 2155void
2431do_some_living (object *op) 2156do_some_living (object *op)
2432{ 2157{
2439 int rate_grace = 2000; 2164 int rate_grace = 2000;
2440 const int max_hp = 1; 2165 const int max_hp = 1;
2441 const int max_sp = 1; 2166 const int max_sp = 1;
2442 const int max_grace = 1; 2167 const int max_grace = 1;
2443 2168
2444 if (op->contr->outputs_sync) 2169 if (op->contr->hidden)
2170 {
2171 op->invisible = 1000;
2172 /* the socket code flashes the player visible/invisible
2173 * depending on the value of invisible, so we need to
2174 * alternate it here for it to work correctly.
2175 */
2176 if (pticks & 2)
2177 op->invisible--;
2445 { 2178 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2179 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2180 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2181 if (!op->invisible--)
2182 {
2183 make_visible (op);
2184 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2185 }
2449 } 2186 }
2450 2187
2451 if (op->contr->ns->state == ST_PLAYING) 2188 if (op->contr->ns->state == ST_PLAYING)
2452 { 2189 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2190 /* these next three if clauses make it possible to SLOW DOWN
2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2209 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2473 else 2210 else
2474 { 2211 {
2475 gen_grace = op->stats.maxgrace; 2212 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2213 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 }
2478
2479 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 } 2214 }
2520 2215
2521 /* Regenerate Grace */ 2216 /* Regenerate Grace */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2217 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0) 2218 if (--op->last_grace < 0)
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2239 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 } 2240 }
2546 /* wearing stuff doesn't detract from grace generation. */ 2241 /* wearing stuff doesn't detract from grace generation. */
2547 } 2242 }
2548 2243
2244 if (op->stats.food > 0)
2245 {
2549 /* Regenerate Hit Points */ 2246 /* Regenerate Spell Points */
2550 if (--op->last_heal < 0) 2247 if (!op->contr->golem && --op->last_sp < 0)
2551 {
2552 if (op->stats.hp < op->stats.maxhp)
2553 { 2248 {
2554 op->stats.hp++; 2249 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2555 /* dms do not consume food */ 2250
2556 if (!QUERY_FLAG (op, FLAG_WIZ)) 2251 if (op->stats.sp < op->stats.maxsp)
2557 { 2252 {
2253 op->stats.sp++;
2254
2255 /* dms do not consume food */
2256 if (!QUERY_FLAG (op, FLAG_WIZ))
2257 {
2558 op->stats.food--; 2258 op->stats.food--;
2259
2559 if (op->contr->digestion < 0) 2260 if (op->contr->digestion < 0)
2560 op->stats.food += op->contr->digestion; 2261 op->stats.food += op->contr->digestion;
2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2262 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2562 op->stats.food = last_food; 2263 op->stats.food = last_food;
2264 }
2563 } 2265 }
2564 }
2565 2266
2566 if (max_hp > 1) 2267 if (max_sp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 { 2268 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2269 over_sp = (gen_sp + 10) / rate_sp;
2270 if (over_sp > 0)
2271 {
2272 if (op->stats.sp < op->stats.maxsp)
2273 {
2274 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2275
2276 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2277 op->stats.sp--;
2278
2279 if (op->stats.sp > op->stats.maxsp)
2280 op->stats.sp = op->stats.maxsp;
2281 }
2282
2572 op->last_heal = 0; 2283 op->last_sp = 0;
2284 }
2285 else
2286 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2573 } 2287 }
2574 else 2288 else
2289 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2290 }
2291
2292 /* Regenerate Hit Points */
2293 if (--op->last_heal < 0)
2294 {
2295 if (op->stats.hp < op->stats.maxhp)
2575 { 2296 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2297 op->stats.hp++;
2298
2299 /* dms do not consume food */
2300 if (!QUERY_FLAG (op, FLAG_WIZ))
2301 {
2302 op->stats.food--;
2303
2304 if (op->contr->digestion < 0)
2305 op->stats.food += op->contr->digestion;
2306 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2307 op->stats.food = last_food;
2308 }
2577 } 2309 }
2310
2311 if (max_hp > 1)
2312 {
2313 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2314
2315 if (over_hp > 0)
2316 {
2317 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2318 op->last_heal = 0;
2319 }
2320 else
2321 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2322 }
2579 else 2323 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2324 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 } 2325 }
2583 } 2326 }
2584 2327
2585 /* Digestion */ 2328 /* Digestion */
2586 if (--op->last_eat < 0) 2329 if (--op->last_eat < 0)
2587 { 2330 {
2588#ifdef COZY_SERVER 2331 int bonus = max (0, op->contr->digestion),
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2332 penalty = max (0, -op->contr->digestion);
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2333
2595 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2334 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2597 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599 2335
2600 /* dms do not consume food */ 2336 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ)) 2337 if (!QUERY_FLAG (op, FLAG_WIZ))
2602 op->stats.food--; 2338 op->stats.food--;
2603 } 2339 }
2604 2340
2605 if (op->stats.food < 0 && op->stats.hp >= 0) 2341 if (op->stats.food < 0 && op->stats.hp >= 0)
2606 { 2342 {
2607 object *tmp, *flesh = 0; 2343 object *flesh = 0;
2608 2344
2609 for (tmp = op->inv; tmp; tmp = tmp->below) 2345 for_inv_removable (op, tmp)
2610 { 2346 {
2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2347 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2348 continue;
2349
2350 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 { 2351 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2352 op->statusmsg ("You blindly grab for a bite of food. "
2614 { 2353 "H<To prevent you from starving, you ate some random item from your backpack.>");
2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2354 op->apply (tmp);
2616 manual_apply (op, tmp, 0); 2355
2617 if (op->stats.food >= 0 || op->stats.hp < 0) 2356 if (op->stats.food >= 0 || op->stats.hp < 0)
2618 break; 2357 break;
2619 } 2358 }
2620 else if (tmp->type == FLESH) 2359 else if (tmp->type == FLESH)
2621 flesh = tmp; 2360 flesh = tmp;
2622 } /* End if paid for object */ 2361 }
2623 } /* end of for loop */
2624 2362
2625 /* If player is still starving, it means they don't have any food, so 2363 /* If player is still starving, it means they don't have any food, so
2626 * eat flesh instead. 2364 * eat flesh instead.
2627 */ 2365 */
2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2366 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 { 2367 {
2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2368 op->statusmsg ("You blindly grab for a bite of food. "
2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2631 manual_apply (op, flesh, 0); 2370 op->apply (flesh);
2632 } 2371 }
2372
2373 // If player is still starving, alert him!
2374 if (op->stats.food < 0)
2375 op->failmsg ("You are starving! "
2376 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2377 }
2378
2379 if (op->stats.food < 0)
2633 } 2380 {
2381 op->stats.hp += op->stats.food;
2382 op->stats.food = 0;
2634 2383
2635 while (op->stats.food < 0 && op->stats.hp >= 0) 2384 if (op->stats.hp < 0)
2636 op->stats.food++, op->stats.hp--; 2385 {
2386 op->contr->killer = archetype::get ("killer_starvation");
2387 op->contr->killer->destroy ();
2388 }
2389 }
2637 2390
2391 /* killer should be set here already */
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2392 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2639 kill_player (op); 2393 kill_player (op);
2640 } 2394 }
2641} 2395}
2642 2396
2646 * file. 2400 * file.
2647 */ 2401 */
2648void 2402void
2649kill_player (object *op) 2403kill_player (object *op)
2650{ 2404{
2651 char buf[MAX_BUF];
2652 int x, y; 2405 int x, y;
2653
2654 //int i;
2655 maptile *map; /* this is for resurrection */ 2406 maptile *map; /* this is for resurrection */
2656
2657 /* int z;
2658 int num_stats_lose;
2659 int lost_a_stat;
2660 int lose_this_stat;
2661 int this_stat; */
2662 int will_kill_again; 2407 int will_kill_again;
2663 archetype *at; 2408 archetype *at;
2664 object *tmp; 2409 object *tmp;
2665 2410
2666 if (save_life (op)) 2411 if (save_life (op))
2667 return; 2412 return;
2668 2413
2414 dynbuf_text deathtab;
2415
2416 /* restore player */
2417 at = archetype::find (shstr_poisoning);
2418 if (object *tmp = present_arch_in_ob (at, op))
2419 {
2420 tmp->destroy ();
2421 deathtab << "Your body feels cleansed...\r";
2422 }
2423
2424 at = archetype::find (shstr_confusion);
2425 if (object *tmp = present_arch_in_ob (at, op))
2426 {
2427 tmp->destroy ();
2428 deathtab << "Your mind feels clearer...\r";
2429 }
2430
2431 cure_disease (op, 0, 0); /* remove any disease */
2432
2433 max_it (op->stats.hp , op->stats.maxhp);
2434 max_it (op->stats.sp , op->stats.maxsp);
2435 max_it (op->stats.grace, op->stats.maxgrace);
2436 max_it (op->stats.food , 200);
2437
2438 // remove all spell effects that are active
2439 // to avoid long-term effects such as word-of-recall
2440 for (object *item = op->inv; item; )
2441 {
2442 object *next = item->below;
2443
2444 if (item->type == SPELL_EFFECT && item->active)
2445 item->destroy ();
2446
2447 item = next;
2448 }
2669 2449
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2450 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2671 * in cities ONLY!!! It is very important that this doesn't get abused. 2451 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV 2452 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2453 */
2674 if (op_on_battleground (op, &x, &y)) 2454 if (op_on_battleground (op, &x, &y))
2675 { 2455 {
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2456 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2678
2679 /* restore player */
2680 at = archetype::find ("poisoning");
2681 if (object *tmp = present_arch_in_ob (at, op))
2682 {
2683 tmp->destroy ();
2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2685 }
2686
2687 at = archetype::find ("confusion");
2688 if (object *tmp = present_arch_in_ob (at, op))
2689 {
2690 tmp->destroy ();
2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2692 }
2693
2694 cure_disease (op, 0); /* remove any disease */
2695 op->stats.hp = op->stats.maxhp;
2696 if (op->stats.food <= 0)
2697 op->stats.food = 999;
2698 2457
2699 /* create a bodypart-trophy to make the winner happy */ 2458 /* create a bodypart-trophy to make the winner happy */
2700 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2459 object *tmp = archetype::find (shstr_finger)->instance ();
2701 { 2460
2702 sprintf (buf, "%s's finger", &op->name); 2461 tmp->name = format ("%s's finger" , &op->name);
2703 tmp->name = buf; 2462 tmp->name_pl = format ("%s's fingers", &op->name);
2704 sprintf (buf, " This finger has been cut off %s\n" 2463 tmp->msg = format (
2705 " the %s, when he was defeated at\n level %d by %s.\n", 2464 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2465 &op->name, op->contr->title,
2707 tmp->msg = buf; 2466 (int)op->level,
2467 op->contr->killer_name ()
2468 );
2708 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2469 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = NULL; 2470 tmp->material = name_to_material (shstr_organic);
2710 tmp->insert_at (op, tmp); 2471 tmp->insert_at (op, tmp);
2711 }
2712 2472
2713 /* teleport defeated player to new destination */ 2473 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2474 transfer_ob (op, x, y, 0, NULL);
2715 op->contr->braced = 0; 2475 op->contr->braced = 0;
2476
2477 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2716 return; 2478 return;
2717 } 2479 }
2718 2480
2481 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2482 deathtab << "T<YOU HAVE DIED>\n\n";
2483
2719 INVOKE_PLAYER (DEATH, op->contr); 2484 INVOKE_PLAYER (DEATH, op->contr);
2720 2485
2721 command_kill_pets (op, 0); 2486 command_kill_pets (op, 0);
2722 2487
2723 if (op->stats.food < 0) 2488 op->contr->play_sound (sound_find ("player_dies"));
2724 {
2725 sprintf (buf, "%s starved to death.", &op->name);
2726 strcpy (op->contr->killer, "starvation");
2727 }
2728 else
2729 sprintf (buf, "%s died.", &op->name);
2730
2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2732 2489
2733 /* save the map location for corpse, gravestone */ 2490 /* save the map location for corpse, gravestone */
2734 x = op->x; 2491 x = op->x;
2735 y = op->y; 2492 y = op->y;
2736 map = op->map; 2493 map = op->map;
2764 2521
2765 lost_a_stat = 0; 2522 lost_a_stat = 0;
2766 2523
2767 for (z = 0; z < num_stats_lose; z++) 2524 for (z = 0; z < num_stats_lose; z++)
2768 { 2525 {
2769 i = RANDOM () % NUM_STATS; 2526 i = rndm (NUM_STATS);
2770 2527
2771 if (settings.stat_loss_on_death) 2528 if (settings.stat_loss_on_death)
2772 { 2529 {
2773 /* Pick a random stat and take a point off it. Tell the player 2530 /* Pick a random stat and take a point off it. Tell the player
2774 * what he lost. 2531 * what he lost.
2781 lost_a_stat = 1; 2538 lost_a_stat = 1;
2782 } 2539 }
2783 else 2540 else
2784 { 2541 {
2785 /* deplete a stat */ 2542 /* deplete a stat */
2786 archetype *deparch = archetype::find ("depletion"); 2543 archetype *deparch = archetype::find (shstr_depletion);
2787 object *dep; 2544 object *dep;
2788 2545
2789 dep = present_arch_in_ob (deparch, op); 2546 dep = present_arch_in_ob (deparch, op);
2790 if (!dep) 2547 if (!dep)
2791 { 2548 {
2792 dep = arch_to_object (deparch); 2549 dep = deparch->instance ();
2793 insert_ob_in_ob (dep, op); 2550 insert_ob_in_ob (dep, op);
2794 } 2551 }
2795 lose_this_stat = 1; 2552 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss) 2553 if (settings.balanced_stat_loss)
2797 { 2554 {
2825 } 2582 }
2826 } 2583 }
2827 2584
2828 if (lose_this_stat) 2585 if (lose_this_stat)
2829 { 2586 {
2830 this_stat = get_attr_value (&(dep->stats), i); 2587 this_stat = get_attr_value (&dep->stats, i);
2831 /* We could try to do something clever like find another 2588 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if 2589 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low 2590 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a 2591 * and should be roughly the same, so it shouldn't make a
2835 * difference. 2592 * difference.
2843 lost_a_stat = 1; 2600 lost_a_stat = 1;
2844 } 2601 }
2845 } 2602 }
2846 } 2603 }
2847 } 2604 }
2605
2848 /* If no stat lost, tell the player. */ 2606 /* If no stat lost, tell the player. */
2849 if (!lost_a_stat) 2607 if (!lost_a_stat)
2850 { 2608 {
2851 /* determine_god() seems to not work sometimes... why is this? 2609 /* determine_god() seems to not work sometimes... why is this?
2852 Should I be using something else? GD */ 2610 Should I be using something else? GD */
2853 const char *god = determine_god (op); 2611 shstr_tmp god = determine_god (op);
2854 2612
2855 if (god && (strcmp (god, "none"))) 2613 if (god != shstr_none)
2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2614 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2857 else 2615 else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2616 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2859 } 2617 }
2860#else 2618#else
2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2619 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2862#endif 2620#endif
2863 2621
2864 /* Put a gravestone up where the character 'almost' died. List the 2622 /* Put a gravestone up where the character 'almost' died. List the
2865 * exp loss on the stone. 2623 * exp loss on the stone.
2866 */ 2624 */
2867 tmp = arch_to_object (archetype::find ("gravestone")); 2625 tmp = archetype::find (shstr_gravestone)->instance ();
2868 sprintf (buf, "%s's gravestone", &op->name); 2626 tmp->name = format ("%s's gravestone", &op->name);
2869 tmp->name = buf; 2627 tmp->name_pl = format ("%s's gravestones", &op->name);
2870 sprintf (buf, "%s's gravestones", &op->name); 2628 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2871 tmp->name_pl = buf; 2629 &op->name, op->contr->title, op->contr->killer_name ());
2872 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);
2873 tmp->msg = buf;
2874 tmp->x = op->x, tmp->y = op->y; 2630 tmp->x = op->x, tmp->y = op->y;
2875 insert_ob_in_map (tmp, op->map, NULL, 0); 2631 insert_ob_in_map (tmp, op->map, NULL, 0);
2876 2632
2877 /**************************************/ 2633 /**************************************/
2878 /* */ 2634 /* */
2879 /* Subtract the experience points, */ 2635 /* Subtract the experience points, */
2880 /* if we died cause of food, give us */
2881 /* food, and reset HP's... */
2882 /* */ 2636 /* */
2883 /**************************************/ 2637 /**************************************/
2884 2638
2885 /* remove any poisoning and confusion the character may be suffering. */
2886 /* restore player */
2887 at = archetype::find ("poisoning");
2888 tmp = present_arch_in_ob (at, op);
2889
2890 if (tmp)
2891 {
2892 tmp->destroy ();
2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2894 }
2895
2896 at = archetype::find ("confusion");
2897 tmp = present_arch_in_ob (at, op);
2898 if (tmp)
2899 {
2900 tmp->destroy ();
2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2902 }
2903
2904 cure_disease (op, 0); /* remove any disease */
2905
2906 /*add_exp(op, (op->stats.exp * -0.20)); */ 2639 /*add_exp(op, (op->stats.exp * -0.20)); */
2907 apply_death_exp_penalty (op); 2640 apply_death_exp_penalty (op);
2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2910 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2641
2914 /* 2642 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2643 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2644 * and put them back in the map.
2918 */ 2645 */
2919 2646 op->drop_unpaid_items ();
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op);
2922 2647
2923 /****************************************/ 2648 /****************************************/
2924 /* */ 2649 /* */
2925 /* Move player to his current respawn- */ 2650 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2651 /* position (usually last savebed) */
2946 object *force; 2671 object *force;
2947 int at; 2672 int at;
2948 2673
2949 force = get_archetype (FORCE_NAME); 2674 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2675 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2676 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2677 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2678 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2679 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2680 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2681 force->resist[at] = 100;
2957 2682
2958 insert_ob_in_ob (force, op); 2683 insert_ob_in_ob (force, op);
2959 op->update_stats (); 2684 op->update_stats ();
2960
2961 } 2685 }
2962 2686
2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2687 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2964} 2688}
2965 2689
2966void 2690static void
2967loot_object (object *op) 2691loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2692{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next; 2693 object *tmp, *tmp2, *next;
2970 2694
2971 if (op->container) 2695 op->close_container (); /* close open sack first */
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973 2696
2974 for (tmp = op->inv; tmp; tmp = next) 2697 for (tmp = op->inv; tmp; tmp = next)
2975 { 2698 {
2976 next = tmp->below; 2699 next = tmp->below;
2977 2700
2978 if (tmp->invisible) 2701 if (tmp->invisible)
2979 continue; 2702 continue;
2980 2703
2981 tmp->remove (); 2704 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y; 2705 tmp->x = op->x, tmp->y = op->y;
2706
2983 if (tmp->type == CONTAINER) 2707 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */ 2708 loot_object (tmp); /* empty container to ground */
2985 loot_object (tmp); 2709
2986 }
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2710 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 { 2711 {
2989 if (tmp->nrof > 1) 2712 if (tmp->nrof > 1)
2990 { 2713 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2714 tmp->decrease (rndm (1, tmp->nrof - 1));
2992 tmp2->destroy ();
2993 insert_ob_in_map (tmp, op->map, NULL, 0); 2715 insert_ob_in_map (tmp, op->map, NULL, 0);
2994 } 2716 }
2995 else 2717 else
2996 tmp->destroy (); 2718 tmp->destroy ();
2997 } 2719 }
3003/* 2725/*
3004 * fix_weight(): Check recursively the weight of all players, and fix 2726 * fix_weight(): Check recursively the weight of all players, and fix
3005 * what needs to be fixed. Refresh windows and fix speed if anything 2727 * what needs to be fixed. Refresh windows and fix speed if anything
3006 * was changed. 2728 * was changed.
3007 */ 2729 */
3008
3009void 2730void
3010fix_weight (void) 2731fix_weight ()
3011{ 2732{
3012 for_all_players (pl) 2733 for_all_players (pl)
3013 { 2734 {
3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2735 sint32 old = pl->ob->carrying;
3015 2736
3016 if (old == sum) 2737 pl->ob->update_weight ();
3017 continue; 2738
2739 if (old != pl->ob->carrying)
2740 {
3018 pl->ob->update_stats (); 2741 pl->ob->update_stats ();
3019 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2742 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2743 }
3020 } 2744 }
3021} 2745}
3022 2746
3023void 2747void
3024fix_luck (void) 2748fix_luck ()
3025{ 2749{
3026 for_all_players (pl) 2750 for_all_players (pl)
3027 if (!pl->ob->contr->ns->state) 2751 if (!pl->ob->contr->ns->state)
3028 pl->ob->change_luck (0); 2752 pl->ob->change_luck (0);
3029} 2753}
3066} 2790}
3067 2791
3068void 2792void
3069make_visible (object *op) 2793make_visible (object *op)
3070{ 2794{
3071 op->hide = 0; 2795 op->flag [FLAG_HIDDEN] = 0;
3072 op->invisible = 0; 2796 op->invisible = 0;
2797
3073 if (op->type == PLAYER) 2798 if (op->type == PLAYER)
3074 { 2799 {
3075 op->contr->tmp_invis = 0; 2800 op->contr->tmp_invis = 0;
3076 op->contr->invis_race = 0; 2801 op->contr->invis_race = 0;
3077 } 2802 }
2803
3078 update_object (op, UP_OBJ_FACE); 2804 update_object (op, UP_OBJ_CHANGE);
3079} 2805}
3080 2806
3081int 2807int
3082is_true_undead (object *op) 2808is_true_undead (object *op)
3083{ 2809{
3084 object *tmp = NULL;
3085
3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2810 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3087 return 1; 2811 return 1;
3088 2812
3089 return 0; 2813 return 0;
3090} 2814}
3091 2815
3092/* look at the surrounding terrain to determine 2816/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 2817 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 2818 * indicate greater hideability.
3095 */ 2819 */
3096
3097int 2820int
3098hideability (object *ob) 2821hideability (object *ob)
3099{ 2822{
3100 int i, level = 0, mflag; 2823 int i, level = 0, mflag;
3101 sint16 x, y; 2824 sint16 x, y;
3102 2825
3103 if (!ob || !ob->map) 2826 if (!ob || !ob->map)
3104 return 0; 2827 return 0;
3105 2828
3106 /* so, on normal lighted maps, its hard to hide */ 2829 /* so, on normal lighted maps, its hard to hide */
3107 level = ob->map->darkness - 2; 2830 level = ob->map->darklevel () - 2;
3108 2831
3109 /* this also picks up whether the object is glowing. 2832 /* this also picks up whether the object is glowing.
3110 * If you carry a light on a non-dark map, its not 2833 * If you carry a light on a non-dark map, its not
3111 * as bad as carrying a light on a pitch dark map */ 2834 * as bad as carrying a light on a pitch dark map */
3112 if (has_carried_lights (ob)) 2835 if (ob->has_carried_lights ())
3113 level = -(10 + (2 * ob->map->darkness)); 2836 level = -(10 + (2 * ob->map->darklevel ()));
3114 2837
3115 /* scan through all nearby squares for terrain to hide in */ 2838 /* scan through all nearby squares for terrain to hide in */
3116 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2839 for (i = 0, x = ob->x, y = ob->y;
2840 i <= SIZEOFFREE1;
2841 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3117 { 2842 {
3118 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2843 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3119 if (mflag & P_OUT_OF_MAP) 2844 if (mflag & P_OUT_OF_MAP)
3120 {
3121 continue; 2845 continue;
3122 } 2846
3123 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2847 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3124 level += 2; 2848 level += 2;
3125 else /* open terrain! */ 2849 else /* open terrain! */
3126 level -= 1; 2850 level -= 1;
3127 } 2851 }
3135/* For Hidden creatures - a chance of becoming 'unhidden' 2859/* For Hidden creatures - a chance of becoming 'unhidden'
3136 * every time they move - as we subtract off 'invisibility' 2860 * every time they move - as we subtract off 'invisibility'
3137 * AND, for players, if they move into a ridiculously unhideable 2861 * AND, for players, if they move into a ridiculously unhideable
3138 * spot (surrounded by clear terrain in broad daylight). -b.t. 2862 * spot (surrounded by clear terrain in broad daylight). -b.t.
3139 */ 2863 */
3140
3141void 2864void
3142do_hidden_move (object *op) 2865do_hidden_move (object *op)
3143{ 2866{
3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2867 int hide = 0;
3145 object *skop;
3146 2868
3147 if (!op || !op->map) 2869 if (!op || !op->map)
3148 return; 2870 return;
3149 2871
3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2872 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2873 int num = random_roll (0, 19, op, PREFER_LOW);
3151 2874
3152 /* its *extremely* hard to run and sneak/hide at the same time! */ 2875 /* its *extremely* hard to run and sneak/hide at the same time! */
3153 if (op->type == PLAYER && op->contr->run_on) 2876 if (op->type == PLAYER && op->contr->run_on)
3154 if (!skop || num >= skop->level) 2877 if (!skop || num >= skop->level)
3155 { 2878 {
3165 num -= hide; 2888 num -= hide;
3166 2889
3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2890 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3168 { 2891 {
3169 make_visible (op); 2892 make_visible (op);
2893
3170 if (op->type == PLAYER) 2894 if (op->type == PLAYER)
3171 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2895 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 } 2896 }
3173 else if (op->type == PLAYER && skop) 2897 else if (op->type == PLAYER && skop)
3174 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2898 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3227 * object op. This function works fine for monsters, 2951 * object op. This function works fine for monsters,
3228 * but we dont worry if the object isnt the top one in 2952 * but we dont worry if the object isnt the top one in
3229 * a pile (say a coin under a table would return "viewable" 2953 * a pile (say a coin under a table would return "viewable"
3230 * by this routine). Another question, should we be 2954 * by this routine). Another question, should we be
3231 * concerned with the direction the player is looking 2955 * concerned with the direction the player is looking
3232 * in? Realistically, most of use cant see stuff behind 2956 * in? Realistically, most of us can't see stuff behind
3233 * our backs...on the other hand, does the "facing" direction 2957 * our backs...on the other hand, does the "facing" direction
3234 * imply the way your head, or body is facing? Its possible 2958 * imply the way your head, or body is facing? It's possible
3235 * for them to differ. Sigh, this fctn could get a bit more complex. 2959 * for them to differ. Sigh, this fctn could get a bit more complex.
3236 * -b.t. 2960 * -b.t.
3237 * This function is now map tiling safe. 2961 * This function is now map tiling safe.
3238 */ 2962 */
3239
3240int 2963int
3241player_can_view (object *pl, object *op) 2964player_can_view (object *pl, object *op)
3242{ 2965{
3243 rv_vector rv; 2966 rv_vector rv;
3244 int dx, dy; 2967 int dx, dy;
3256 2979
3257 get_rangevector (pl, op, &rv, 0x1); 2980 get_rangevector (pl, op, &rv, 0x1);
3258 2981
3259 /* starting with the 'head' part, lets loop 2982 /* starting with the 'head' part, lets loop
3260 * through the object and find if it has any 2983 * through the object and find if it has any
3261 * part that is in the los array but isnt on 2984 * part that is in the los array but isn't on
3262 * a blocked los square. 2985 * a blocked los square.
3263 * we use the archetype to figure out offsets. 2986 * we use the archetype to figure out offsets.
3264 */ 2987 */
3265 while (op) 2988 while (op)
3266 { 2989 {
3267 dx = rv.distance_x + op->arch->clone.x; 2990 dx = rv.distance_x + op->arch->x;
3268 dy = rv.distance_y + op->arch->clone.y; 2991 dy = rv.distance_y + op->arch->y;
3269 2992
3270 /* only the viewable area the player sees is updated by LOS 2993 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3271 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values.
3273 */
3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3275 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3277 return 1; 2994 return 1;
2995
3278 op = op->more; 2996 op = op->more;
3279 } 2997 }
3280 return 0;
3281}
3282 2998
3283/* routine for both players and monsters. We call this when
3284 * there is a possibility for our action distrubing our hiding
3285 * place or invisiblity spell. Artefact invisiblity is not
3286 * effected by this. If we arent invisible to begin with, we
3287 * return 0.
3288 */
3289int
3290action_makes_visible (object *op)
3291{
3292
3293 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3294 {
3295 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3296 return 0;
3297
3298 if (op->contr && op->contr->tmp_invis == 0)
3299 return 0;
3300
3301 /* If monsters, they should become visible */
3302 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3303 {
3304 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3305 return 1;
3306 }
3307 }
3308 return 0; 2999 return 0;
3309} 3000}
3310 3001
3311/* op_on_battleground - checks if the given object op (usually 3002/* op_on_battleground - checks if the given object op (usually
3312 * a player) is standing on a valid battleground-tile, 3003 * a player) is standing on a valid battleground-tile,
3317 * Default is to do the same as before, so only people wanting to have different points need worry about this 3008 * Default is to do the same as before, so only people wanting to have different points need worry about this
3318 */ 3009 */
3319int 3010int
3320op_on_battleground (object *op, int *x, int *y) 3011op_on_battleground (object *op, int *x, int *y)
3321{ 3012{
3322 object *tmp;
3323
3324 /* A battleground-tile needs the following attributes to be valid: 3013 /* A battleground-tile needs the following attributes to be valid:
3325 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3014 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3326 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3015 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3327 * and the exit-coordinates sp/hp must both be > 0. 3016 * and the exit-coordinates sp/hp must both be > 0.
3328 * => The intention here is to prevent abuse of the battleground- 3017 * => The intention here is to prevent abuse of the battleground-
3329 * feature (like pickable or hidden battleground tiles). */ 3018 * feature (like pickable or hidden battleground tiles). */
3330 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3019 for (object *tmp = op->below; tmp; tmp = tmp->below)
3331 { 3020 {
3332 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3021 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3333 { 3022 {
3334 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3023 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3335 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3024 && tmp->type == BATTLEGROUND
3025 && tmp->name == shstr_battleground
3026 && EXIT_X (tmp) && EXIT_Y (tmp))
3336 { 3027 {
3337 /*before we assign the exit, check if this is a teambattle */ 3028 /* before we assign the exit, check if this is a teambattle */
3338 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3029 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3339 {
3340 object *invtmp;
3341
3342 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3030 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3031 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3343 { 3032 {
3344 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3345 {
3346 if (x != NULL && y != NULL) 3033 if (x && y)
3347 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3034 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3035
3348 return 1; 3036 return 1;
3349 }
3350 } 3037 }
3351 } 3038
3352 if (x != NULL && y != NULL) 3039 if (x && y)
3353 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3040 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3041
3354 return 1; 3042 return 1;
3355 } 3043 }
3356 } 3044 }
3357 } 3045 }
3046
3358 /* If we got here, did not find a battleground */ 3047 /* If we got here, did not find a battleground */
3359 return 0; 3048 return 0;
3360} 3049}
3361 3050
3362/* 3051/*
3378 char buf[MAX_BUF]; /* tmp. string buffer */ 3067 char buf[MAX_BUF]; /* tmp. string buffer */
3379 int i = 0, j = 0; 3068 int i = 0, j = 0;
3380 3069
3381 /* get the appropriate treasurelist */ 3070 /* get the appropriate treasurelist */
3382 if (atnr == ATNR_FIRE) 3071 if (atnr == ATNR_FIRE)
3383 trlist = find_treasurelist ("dragon_ability_fire"); 3072 trlist = treasurelist::find (shstr_dragon_ability_fire);
3384 else if (atnr == ATNR_COLD) 3073 else if (atnr == ATNR_COLD)
3385 trlist = find_treasurelist ("dragon_ability_cold"); 3074 trlist = treasurelist::find (shstr_dragon_ability_cold);
3386 else if (atnr == ATNR_ELECTRICITY) 3075 else if (atnr == ATNR_ELECTRICITY)
3387 trlist = find_treasurelist ("dragon_ability_elec"); 3076 trlist = treasurelist::find (shstr_dragon_ability_elec);
3388 else if (atnr == ATNR_POISON) 3077 else if (atnr == ATNR_POISON)
3389 trlist = find_treasurelist ("dragon_ability_poison"); 3078 trlist = treasurelist::find (shstr_dragon_ability_poison);
3390 3079
3391 if (trlist == NULL || who->type != PLAYER) 3080 if (trlist == NULL || who->type != PLAYER)
3392 return; 3081 return;
3393 3082
3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3083 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3087 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3399 return; 3088 return;
3400 } 3089 }
3401 3090
3402 /* everything seems okay - now bring on the gift: */ 3091 /* everything seems okay - now bring on the gift: */
3403 item = &(tr->item->clone); 3092 item = tr->item;
3404 3093
3405 if (item->type == SPELL) 3094 if (item->type == SPELL)
3406 { 3095 {
3407 if (check_spell_known (who, item->name)) 3096 if (check_spell_known (who, item->name))
3408 return; 3097 return;
3467 { 3156 {
3468 /* forces in the treasurelist can alter the player's stats */ 3157 /* forces in the treasurelist can alter the player's stats */
3469 object *skin; 3158 object *skin;
3470 3159
3471 /* first get the dragon skin force */ 3160 /* first get the dragon skin force */
3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3161 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3474 ; 3162 ;
3475 3163
3476 if (!skin) 3164 if (!skin)
3477 return; 3165 return;
3478 3166
3492 else 3180 else
3493 j = 1; 3181 j = 1;
3494 strcat (buf, spellpathnames[i]); 3182 strcat (buf, spellpathnames[i]);
3495 } 3183 }
3496 } 3184 }
3185
3497 strcat (buf, "."); 3186 strcat (buf, ".");
3498 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3187 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3499 } 3188 }
3500 3189
3501 /* evtl. adding flags: */ 3190 /* evtl. adding flags: */
3511 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3200 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3512 } 3201 }
3513 else 3202 else
3514 { 3203 {
3515 /* generate misc. treasure */ 3204 /* generate misc. treasure */
3516 tmp = arch_to_object (tr->item); 3205 tmp = tr->item->instance ();
3517 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3206 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3518 tmp = insert_ob_in_ob (tmp, who); 3207 who->insert (tmp);
3519 if (who->type == PLAYER)
3520 esrv_send_item (who, tmp);
3521 } 3208 }
3522} 3209}
3523 3210
3524/** 3211//-GPL
3525 * Unready an object for a player. This function does nothing if the object was 3212
3526 * not readied. 3213sint8
3527 */ 3214player::darkness_at (maptile *map, int x, int y) const
3215{
3216 if (!ns)
3217 return LOS_BLOCKED;
3218
3219 int dx, dy;
3220 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3221 return LOS_BLOCKED;
3222
3223 x += dx - ns->current_x;
3224 y += dy - ns->current_y;
3225
3226 return blocked_los (x, y);
3227}
3228
3528void 3229void
3529player_unready_range_ob (player *pl, object *ob) 3230player::infobox (const char *title, const char *msg, int color)
3530{ 3231{
3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3232 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3532 if (pl->ranges[i] == ob)
3533 {
3534 pl->ranges[i] = 0;
3535 if (pl->shoottype == i)
3536 pl->shoottype = range_none;
3537 }
3538} 3233}
3234
3235void
3236player::statusmsg (const char *msg, int color)
3237{
3238 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3239}
3240
3241void
3242player::failmsg (const char *msg, int color)
3243{
3244 play_sound (sound_find ("generic_failure"));
3245 statusmsg (msg, color);
3246}
3247

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