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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 1.289 by root, Fri Jan 27 22:00:40 2012 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
27#include <algorithm>
28#include <functional>
29
25#include <global.h> 30#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 31#include <sproto.h>
28#include <sounds.h> 32#include <sounds.h>
29#include <living.h> 33#include <living.h>
30#include <object.h> 34#include <object.h>
31#include <spells.h> 35#include <spells.h>
32#include <skills.h> 36#include <skills.h>
33 37
34#include <algorithm>
35#include <functional>
36
37playervec players; 38playervec players;
38
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152 39
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
180 54
181 players.insert (this); 55 players.insert (this);
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
194 return; 67 return;
195 68
196 terminate_all_pets (ob); 69 terminate_all_pets (ob);
197 remove_friendly_object (ob); 70 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
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;
202 79 party = 0;
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
205 80
206 players.erase (this); 81 players.erase (this);
207} 82}
208 83
209// connect the player with a specific client 84// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
211void 86void
212player::connect (client *ns) 87player::connect (client *ns)
213{ 88{
214 this->ns = ns; 89 this->ns = ns;
215 ns->pl = this; 90 ns->pl = this;
216 91
217 run_on = 0; 92 run_on = 0;
218 fire_on = 0; 93 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
220 95
221 ns->update_look = 0; 96 ns->update_look = 0;
222 ns->look_position = 0; 97 ns->look_position = 0;
223 98
224 clear_los (ob); 99 clear_los ();
225 100
226 ns->reset_stats (); 101 ns->reset_stats ();
227 102
228 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
231 106
232 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 108 link_skills ();
237 109
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name); 110 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);
251 111
252 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
254 { 114 {
255 object *tmp, *abil = 0, *skin = 0; 115 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");
259 116
260 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
263 abil = tmp; 120 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
265 skin = tmp; 122 skin = tmp;
266 123
267 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
268 } 125 }
269 126
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 128
272 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
273 135
274 ob->update_stats (); 136 ob->update_stats ();
137
275 ns->floorbox_update (); 138 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
279 141
280 activate (); 142 activate ();
281 143
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
288} 146}
289 147
290void 148void
291player::disconnect () 149player::disconnect ()
292{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
293 if (ns) 157 if (ns)
294 { 158 {
295 if (active) 159 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 161
298 INVOKE_PLAYER (DISCONNECT, this); 162 INVOKE_PLAYER (DISCONNECT, this);
299 163
300 ns->reset_stats (); 164 ns->reset_stats ();
301 ns->pl = 0; 165 ns->pl = 0;
302 this->ns = 0; 166 ns = 0;
303 } 167 }
304 168
305 ob->container = 0; //TODO: client-specific 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
306 deactivate (); 173 deactivate ();
307} 174}
175
176//-GPL
308 177
309// the need for this function can be explained 178// the need for this function can be explained
310// by load_object not returning the object 179// by load_object not returning the object
311void 180void
312player::set_object (object *op) 181player::set_object (object *op)
313{ 182{
314 ob = op; 183 ob = observe = viewpoint = op;
315 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
316 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
317 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 188
319 ob->direction = 5; /* So player faces south */ 189 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} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
325 207
326player::player () 208player::player ()
327{ 209{
328 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 211 * we deal with that below this point.
330 */ 212 */
331 outputs_sync = 16; /* Every 2 seconds */ 213 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 214 outputs_count = 4;
333 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
334 216
335 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
336 218
337 gen_sp_armour = 10; 219 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 220 bowtype = bow_normal;
340 petmode = pet_normal; 221 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers; 222 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
344 do_los = 1; 224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
345} 228}
346 229
347void 230void
348player::do_destroy () 231player::do_destroy ()
349{ 232{
350 disconnect (); 233 disconnect ();
351 234
352 attachable::do_destroy (); 235 attachable::do_destroy ();
353 236
354 if (ob) 237 if (ob)
355 {
356 ob->destroy_inv (false);
357 ob->destroy (); 238 ob->destroy ();
358 } 239
240 ob = observe = viewpoint = 0;
359} 241}
360 242
361player::~player () 243player::~player ()
362{ 244{
363 /* Clear item stack */ 245 /* Clear item stack */
364 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
365} 275}
366 276
367/* Tries to add player on the connection passed in ns. 277/* 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 278 * All we can really get in this is some settings like host and display
369 * mode. 279 * mode.
371player * 281player *
372player::create () 282player::create ()
373{ 283{
374 player *pl = new player; 284 player *pl = new player;
375 285
376 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
377 set_first_map (pl->ob); 292 set_first_map (pl->ob);
378 293
379 return pl; 294 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} 295}
409 296
410object * 297object *
411get_nearest_player (object *mon) 298get_nearest_player (object *mon)
412{ 299{
415 unsigned lastdist; 302 unsigned lastdist;
416 rv_vector rv; 303 rv_vector rv;
417 304
418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 { 306 {
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)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 308 continue;
449 309
450 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
451 { 311 {
513 */ 373 */
514int 374int
515path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
516{ 376{
517 rv_vector rv; 377 rv_vector rv;
518 sint16 x, y;
519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
520 maptile *m, *lastmap;
521 379
522 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
523 381
524 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
525 return 0; 383 return 0;
526 384
527 x = mon->x; 385 mapxy pos (mon);
528 y = mon->y;
529 m = mon->map;
530 dir = rv.direction; 386 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
533 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
534 if (diff > max) 391 if (diff > max)
535 return 0; 392 return 0;
393
536 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
537 { 395 {
538 lastx = x; 396 mapxy lastpos = pos;
539 lasty = y;
540 lastmap = m;
541 x = lastx + freearr_x[dir];
542 y = lasty + freearr_y[dir];
543 397
544 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
545 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
546 399
547 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
548 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
549 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
550 { 404 {
551 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
552 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
553 */ 407 */
554 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
555 if (rv.direction != dir) 409 if (rv.direction != dir)
556 { 410 {
557 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
558 * the values so it will try again. 412 * the values so it will try again.
559 */ 413 */
560 x = lastx;
561 y = lasty;
562 m = lastmap; 414 pos = lastpos;
563 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
564 } 416 }
565 else 417 else
566 { 418 {
567 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
574 */ 426 */
575 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
576 { 428 {
577 if (i == 0) 429 if (i == 0)
578 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
579 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
580 * since the direction that the creature should move in 433 * since the direction that the creature should move in
581 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
582 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
583 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
585 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
586 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
587 * the last direction the creature has successfully 440 * the last direction the creature has successfully
588 * moved. 441 * moved.
589 */ 442 */
590
591 x = lastx + freearr_x[absdir (lastdir + i)];
592 y = lasty + freearr_y[absdir (lastdir + i)];
593 m = lastmap; 443 pos = lastpos;
594 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
595 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
596 continue; 447 continue;
597 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
598 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
599 continue; 452 continue;
600 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
601 continue; 455 continue;
602 456
603 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
604 break; 458 break;
605 } 459 }
460
606 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
607 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
608 */ 463 */
609 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
610 return 0; 465 return 0;
466
611 diff--; 467 diff--;
612 lastdir = dir; 468 lastdir = dir;
613 max--; 469 max--;
614 if (!firstdir) 470 if (!firstdir)
615 firstdir = dir + i; 471 firstdir = dir + i;
619 { 475 {
620 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
621 diff--; 477 diff--;
622 max--; 478 max--;
623 lastdir = dir; 479 lastdir = dir;
480
624 if (!firstdir) 481 if (!firstdir)
625 firstdir = dir; 482 firstdir = dir;
626 } 483 }
484
627 if (diff <= 1) 485 if (diff <= 1)
628 { 486 {
629 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 488 * headed toward player for entire distance.
631 */ 489 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 492 }
493
635 if (diff > max) 494 if (diff > max)
636 return 0; 495 return 0;
637 } 496 }
497
638 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
639 if (!max) 499 if (!max)
640 return 0; 500 return 0;
641 501
642 return firstdir; 502 return firstdir;
643} 503}
644 504
645void 505void
646give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
647{ 507{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL) 508 if (pl->randomitems)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652 510
653 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
654 { 512 {
655 next = op->below; 513 next = op->below;
656 514
657 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
658 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
659 */ 517 */
660 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
661 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
662 520
663 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions 522 * by this player due to race restrictions
665 */ 523 */
666 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
667 { 525 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
669 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
670 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
671 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
673 { 533 {
674 op->destroy (); 534 op->destroy ();
675 continue; 535 continue;
676 } 536 }
677 } 537 }
678 538
679 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
680 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
681 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */ 542 */
685 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
686 { 544 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 { 547 {
695 op->destroy (); 548 op->destroy ();
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
697 continue;
698 } 550 }
699 551
700 if (op->nrof > 1) 552 if (op->nrof > 1)
701 op->nrof = 1; 553 op->nrof = 1;
702 } 554 }
703 555
704 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
705 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708 558
709 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
710 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
711 * merged properly. 561 * merged properly.
712 */ 562 */
713 if (need_identify (op)) 563 if (op->need_identify ())
714 {
715 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED);
718 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
719 if (op->type == SPELL) 570 if (op->type == SPELL)
720 { 571 {
721 op->destroy (); 572 op->destroy ();
722 continue; 573 continue;
723 } 574 }
724 else if (op->type == SKILL) 575 else if (op->type == SKILL)
725 { 576 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0; 578 op->stats.exp = 0;
728 op->level = 1; 579 op->level = 1;
729 } 580 }
730 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
731 else 582 op->set_flag (FLAG_INV_LOCKED);
732 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
734 584
735 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
736 link_player_skills (pl); 586 pl->contr->link_skills ();
737} 587}
738 588
739void 589void
740get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
741{ 591{
751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
752} 602}
753 603
754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
755static int 605static int
756roll_stat (void) 606roll_stat ()
757{ 607{
758 int a[4], i, j, k; 608 int a[4], i, j, k;
759 609
760 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
761 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
762 612
763 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 614 if (a[i] < k)
765 k = a[i], j = i; 615 k = a[i], j = i;
766 616
772} 622}
773 623
774void 624void
775object::roll_stats () 625object::roll_stats ()
776{ 626{
777 int statsort [7]; 627 int statsort [NUM_STATS];
778 628
779 for (;;) 629 for (;;)
780 { 630 {
781 int sum = 0; 631 int sum = 0;
782 for (int i = 7; i--; ) 632 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 633 sum += statsort [i] = roll_stat ();
784 634
785 if (sum >= 82 && sum <= 116) 635 if (sum >= 82 && sum <= 116)
786 break; 636 break;
787 } 637 }
788 638
789 // Sort the stats so that rerolling is easier... 639 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 641
642 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 643 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];
799 644
800 stats.exp = 0; 645 stats.exp = 0;
801 stats.ac = 0; 646 stats.ac = 0;
802 647
803 stats.hp = stats.maxhp; 648 stats.hp = stats.maxhp;
815} 660}
816 661
817void 662void
818object::swap_stats (int a, int b) 663object::swap_stats (int a, int b)
819{ 664{
820 int tmp = get_attr_value (&contr->orig_stats, a); 665 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);
823 666
667 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 668 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;
831 669
832 //TODO: the following code looks so borked and should, at the very least, 670 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats 671 // be merged with the similar code in roll_stats
834 stats.ac = 0; 672 stats.ac = 0;
835 673
854static void 692static void
855start_info (object *op) 693start_info (object *op)
856{ 694{
857 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
858 696
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 698 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} 699}
864 700
865/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
869 * not the class. 705 * not the class.
870 */ 706 */
871int 707void
872key_change_class (object *op, char key) 708player::chargen_race_done ()
873{ 709{
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 */ 710 /* this must before then initial items are given */
881 esrv_new_player (op->contr, op->weight + op->carrying); 711 esrv_new_player (ob->contr);
882 712
883 treasurelist *tl = find_treasurelist ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
884 if (tl) 714 if (tl)
885 create_treasure (tl, op, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
886 716
887 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, op->contr);
889 718
890 op->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
891 720
892 if (op->msg) 721 if (ob->msg)
893 op->msg = NULL; 722 ob->msg = 0;
894 723
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); 724 start_info (ob);
902 CLEAR_FLAG (op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
903 give_initial_items (op, op->randomitems); 726 give_initial_items (ob, ob->randomitems);
904 link_player_skills (op);
905 esrv_send_inventory (op, op); 727 esrv_send_inventory (ob, ob);
906 op->update_stats (); 728 ob->update_stats ();
907 729
908 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
909 * is one for this race 731 * is one for this race
910 */ 732 */
911 if (*first_map_ext_path) 733 if (*first_map_ext_path)
912 { 734 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 735 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
928 738
929 return 0; 739void
930 } 740player::chargen_race_next ()
931 741{
932 /* Following actually changes the race - this is the default command 742 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above. 743 * if we don't match with one of the options above.
934 */ 744 */
935 745
936 tmp_loop = 0; 746 do
937 while (!tmp_loop)
938 { 747 {
939 shstr name = op->name; 748 shstr name = ob->name;
940 int x = op->x, y = op->y; 749 int x = ob->x, y = ob->y;
941 750
942 op->remove_statbonus (); 751 ob->remove_statbonus ();
943 op->remove (); 752 ob->remove ();
944 op->arch = get_player_archetype (op->arch); 753 ob->arch = get_player_archetype (ob->arch);
945 op->arch->clone.copy_to (op); 754 ob->arch->copy_to (ob);
946 op->instantiate (); 755 ob->instantiate ();
947 op->stats = op->contr->orig_stats; 756 ob->stats = ob->contr->orig_stats;
948 op->name = op->name_pl = name; 757 ob->name = ob->name_pl = name;
949 op->x = x; 758 ob->x = x;
950 op->y = y; 759 ob->y = y;
951 SET_ANIMATION (op, 2); /* So player faces south */ 760 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (op, op->map, op, 0); 761 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (op->contr->title, op->arch->clone.name); 762 assign (ob->contr->title, ob->arch->object::name);
954 op->add_statbonus (); 763 ob->add_statbonus ();
955 tmp_loop = allowed_class (op);
956 } 764 }
765 while (!allowed_class (ob));
957 766
958 update_object (op, UP_OBJ_FACE); 767 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, op, op); 768 esrv_update_item (UPD_FACE, ob, ob);
960 op->update_stats (); 769 ob->update_stats ();
961 op->stats.hp = op->stats.maxhp; 770 ob->stats.hp = ob->stats.maxhp;
962 op->stats.sp = op->stats.maxsp; 771 ob->stats.sp = ob->stats.maxsp;
963 op->stats.grace = 0; 772 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} 773}
971 774
972void 775static void
973flee_player (object *op) 776flee_player (object *op)
974{ 777{
975 int dir, diff; 778 int dir, diff;
976 rv_vector rv; 779 rv_vector rv;
977 780
978 if (op->stats.hp < 0) 781 if (op->stats.hp < 0)
979 { 782 {
980 LOG (llevDebug, "Fleeing player is dead.\n"); 783 LOG (llevDebug, "Fleeing player is dead.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 784 op->clr_flag (FLAG_SCARED);
982 return; 785 return;
983 } 786 }
984 787
985 if (op->enemy == NULL) 788 if (!op->enemy)
986 { 789 {
987 LOG (llevDebug, "Fleeing player had no enemy.\n"); 790 LOG (llevDebug, "Fleeing player had no enemy.\n");
988 CLEAR_FLAG (op, FLAG_SCARED); 791 op->clr_flag (FLAG_SCARED);
989 return; 792 return;
990 } 793 }
991 794
992 /* Seen some crashes here. Since we don't store an 795 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
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 { 796 {
998 CLEAR_FLAG (op, FLAG_SCARED);
999 op->enemy = NULL; 797 op->enemy = NULL;
1000 return; 798 op->clr_flag (FLAG_SCARED);
1001 }
1002
1003 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1004 {
1005 op->enemy = NULL;
1006 CLEAR_FLAG (op, FLAG_SCARED);
1007 return; 799 return;
1008 } 800 }
1009 801
1010 get_rangevector (op, op->enemy, &rv, 0); 802 get_rangevector (op, op->enemy, &rv, 0);
1011 803
1012 dir = absdir (4 + rv.direction); 804 dir = absdir (4 + rv.direction);
1013 for (diff = 0; diff < 3; diff++) 805 for (diff = 0; diff < 3; diff++)
1014 { 806 {
1015 int m = 1 - (RANDOM () & 2); 807 int m = 1 - rndm (2) * 2;
1016 808
1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 809 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1018 return; 810 return;
1019 } 811 }
1020 812
1021 /* Cornered, get rid of scared */ 813 /* Cornered, get rid of scared */
1022 CLEAR_FLAG (op, FLAG_SCARED); 814 op->clr_flag (FLAG_SCARED);
1023 op->enemy = NULL; 815 op->enemy = NULL;
1024} 816}
1025 817
1026
1027/* check_pick sees if there is stuff to be picked up/picks up stuff. 818/* check_pick sees if there is stuff to be picked up/picks up stuff.
1028 * IT returns 1 if the player should keep on moving, 0 if he should 819 * It returns 1 if the player should keep on moving, 0 if he should
1029 * stop. 820 * stop.
1030 */ 821 */
1031int 822int
1032check_pick (object *op) 823check_pick (object *op)
1033{ 824{
1034 object *tmp, *next; 825 object *tmp, *next;
1035 int stop = 0; 826 int stop = 0;
1036 int j, k, wvratio; 827 int wvratio;
1037 char putstring[128], tmpstr[16];
1038 828
1039 /* if you're flying, you cna't pick up anything */ 829 /* if you're flying, you can't pick up anything */
1040 if (op->move_type & MOVE_FLYING) 830 if (op->move_type & MOVE_FLYING)
1041 return 1; 831 return 1;
1042 832
1043 next = op->below; 833 next = op->below;
834
835 int cnt = MAX_ITEM_PER_ACTION;
836#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1044 837
1045 /* loop while there are items on the floor that are not marked as 838 /* loop while there are items on the floor that are not marked as
1046 * destroyed */ 839 * destroyed */
1047 while (next && !next->destroyed ()) 840 while (next && !next->destroyed ())
1048 { 841 {
1049 tmp = next; 842 tmp = next;
1050 next = tmp->below; 843 next = tmp->below;
1051 844
845 if (cnt <= 0)
846 {
847 op->failmsg ("Couldn't pickup all items at once.");
848 return 0;
849 }
850
1052 if (op->destroyed ()) 851 if (op->destroyed ())
1053 return 0; 852 return 0;
1054 853
1055 if (!can_pick (op, tmp)) 854 if (!can_pick (op, tmp))
1056 continue; 855 continue;
1057 856
1058 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 857 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1059 { 858 {
1060 if (item_matched_string (op, tmp, op->contr->search_str)) 859 if (item_matched_string (op, tmp, op->contr->search_str))
1061 pick_up (op, tmp); 860 CHK_PICK_PICKUP;
861
1062 continue; 862 continue;
1063 } 863 }
1064 864
1065 /* high not bit set? We're using the old autopickup model */ 865 /* pickup handling */
866 if (op->contr->mode & PU_DEBUG)
867 {
868 /* some debugging code to figure out item information */
869 const char *str = tmp->name
870 ? format ("item name: %s item type: %d weight/value: %d",
871 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
872 : format ("item name: %s item type: %d weight/value: %d",
873 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
874
875 new_draw_info (NDI_UNIQUE, 0, op, str);
876 }
877
878 if (op->contr->mode & PU_INHIBIT)
879 return 1;
880
881 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
882 return 1;
883
884 /* philosophy:
885 * It's easy to grab an item type from a pile, as long as it's
886 * generic. This takes no game-time. For more detailed pickups
887 * and selections, select-items should be used. This is a
888 * grab-as-you-run type mode that's really useful for arrows for
889 * example.
890 * The drawback: right now it has no frontend, so you need to
891 * stick the bits you want into a calculator in hex mode and then
892 * convert to decimal and then 'pickup <#>
893 */
894
895 /* the first two modes are exclusive: if NOTHING we return, if
896 * STOP then we stop. All the rest are applied sequentially,
897 * meaning if any test passes, the item gets picked up. */
898
899 /* if mode is set to pick nothing up, return */
900 if (op->contr->mode == PU_NOTHING)
901 return 1;
902
903 /* if mode is set to stop when encountering objects, return */
904 /* take STOP before INHIBIT since it doesn't actually pick
905 * anything up */
906 if (op->contr->mode & PU_STOP)
907 return 0;
908
909 /* useful for going into stores and not losing your settings... */
910 /* and for battles wher you don't want to get loaded down while
911 * fighting */
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 /* prevent us from turning into auto-thieves :) */
916 if (tmp->flag [FLAG_UNPAID])
917 continue;
918
919 /* ignore known cursed objects */
920 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
921 continue;
922
923 /* all food and drink if desired */
924 /* question: don't pick up known-poisonous stuff? */
1066 if (!(op->contr->mode & PU_NEWMODE)) 925 if (op->contr->mode & PU_FOOD)
926 if (tmp->type == FOOD)
1067 { 927 {
1068 switch (op->contr->mode) 928 CHK_PICK_PICKUP;
929 continue;
930 }
931
932 if (op->contr->mode & PU_DRINK)
933 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
934 {
935 CHK_PICK_PICKUP;
936 continue;
937 }
938
939 if (op->contr->mode & PU_POTION)
940 if (tmp->type == POTION)
941 {
942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 /* spellbooks, skillscrolls and normal books/scrolls */
947 if (op->contr->mode & PU_SPELLBOOK)
948 if (tmp->type == SPELLBOOK)
949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_SKILLSCROLL)
955 if (tmp->type == SKILLSCROLL)
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_READABLES)
962 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* wands/staves/rods/horns */
969 if (op->contr->mode & PU_MAGIC_DEVICE)
970 if (tmp->type == WAND
971 || tmp->type == ROD
972 || tmp->type == HORN
973 || tmp->type == POWER_CRYSTAL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 /* pick up all magical items */
980 if (op->contr->mode & PU_MAGICAL)
981 if (tmp->flag [FLAG_KNOWN_MAGICAL]
982 && !tmp->flag [FLAG_KNOWN_CURSED])
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_VALUABLES)
989 {
990 if (tmp->type == MONEY || tmp->type == GEM)
1069 { 991 {
1070 case 0: 992 CHK_PICK_PICKUP;
1071 return 1; /* don't pick up */ 993 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 } 994 }
1103 } 995 }
1104 else 996
1105 { /* old model */ 997 /* rings & amulets - talismans seems to be typed AMULET */
1106 /* NEW pickup handling */
1107 if (op->contr->mode & PU_DEBUG) 998 if (op->contr->mode & PU_JEWELS)
999 if (tmp->type == RING
1000 || tmp->type == AMULET
1001 || tmp->type == GIRDLE
1002 || tmp->type == SKILL_TOOL)
1108 { 1003 {
1109 /* some debugging code to figure out item information */ 1004 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; 1005 continue;
1006 }
1156 1007
1157 /* ignore known cursed objects */ 1008 /* we don't forget dragon food */
1158 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1009 if (op->contr->mode & PU_FLESH)
1010 if (tmp->type == FLESH)
1011 {
1012 CHK_PICK_PICKUP;
1159 continue; 1013 continue;
1014 }
1160 1015
1161 /* all food and drink if desired */ 1016 /* bows and arrows. Bows are good for selling! */
1162 /* question: don't pick up known-poisonous stuff? */ 1017 if (op->contr->mode & PU_BOW)
1018 if (tmp->type == BOW)
1019 {
1020 CHK_PICK_PICKUP;
1021 continue;
1022 }
1023
1024 if (op->contr->mode & PU_ARROW)
1025 if (tmp->type == ARROW)
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 /* all kinds of armor etc. */
1032 if (op->contr->mode & PU_ARMOUR)
1033 if (tmp->type == ARMOUR)
1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1039 if (op->contr->mode & PU_HELMET)
1040 if (tmp->type == HELMET)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_SHIELD)
1047 if (tmp->type == SHIELD)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1163 if (op->contr->mode & PU_FOOD) 1053 if (op->contr->mode & PU_BOOTS)
1164 if (tmp->type == FOOD) 1054 if (tmp->type == BOOTS)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_GLOVES)
1061 if (tmp->type == GLOVES || tmp->type == BRACERS)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_CLOAK)
1068 if (tmp->type == CLOAK)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* hoping to catch throwing daggers here */
1075 if (op->contr->mode & PU_MISSILEWEAPON)
1076 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 /* careful: chairs and tables are weapons! */
1083 if (op->contr->mode & PU_ALLWEAPON)
1084 {
1085 if (tmp->type == WEAPON)
1086 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1165 { 1087 {
1166 pick_up (op, tmp); 1088 CHK_PICK_PICKUP;
1167 continue; 1089 continue;
1168 } 1090 }
1091 }
1169 1092
1093 /* misc stuff that's useful */
1170 if (op->contr->mode & PU_DRINK) 1094 if (op->contr->mode & PU_KEY)
1171 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1095 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1172 { 1096 {
1173 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1174 continue; 1098 continue;
1175 } 1099 }
1176 1100
1101 /* any of the last 4 bits set means we use the ratio for value
1102 * pickups */
1177 if (op->contr->mode & PU_POTION) 1103 if (op->contr->mode & PU_RATIO)
1178 if (tmp->type == POTION) 1104 {
1105 /* use value density to decide what else to grab */
1106 /* >=7 was >= op->contr->mode */
1107 /* >=7 is the old standard setting. Now we take the last 4 bits
1179 { 1108 */
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) 1109 wvratio = op->contr->mode & PU_RATIO;
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1110 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_VALUABLES)
1223 { 1111 {
1224 if (tmp->type == MONEY || tmp->type == GEM) 1112#if 0
1113 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1114 if (tmp->name != NULL)
1225 { 1115 {
1226 pick_up (op, tmp); 1116 fprintf (stderr, "%s", tmp->name);
1227 continue;
1228 } 1117 }
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 1118 else
1363 fprintf (stderr, "%s", tmp->arch->name); 1119 fprintf (stderr, "%s", tmp->arch->archname);
1364 fprintf (stderr, ",%d] = ", tmp->type); 1120 fprintf (stderr, ",%d] = ", tmp->type);
1365 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1121 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1366#endif 1122#endif
1123 CHK_PICK_PICKUP;
1367 continue; 1124 continue;
1368 }
1369 } 1125 }
1370 } /* the new pickup model */ 1126 } /* the new pickup model */
1371 } 1127 }
1372 1128
1373 return !stop; 1129 return !stop;
1130}
1131
1132/* routine for both players and monsters. We call this when
1133 * there is a possibility for our action distrubing our hiding
1134 * place or invisiblity spell. Artefact invisiblity causes
1135 * "noise" instead. If we arent invisible to begin with, we
1136 * return 0.
1137 */
1138static int
1139action_makes_visible (object *op)
1140{
1141 if (op->invisible && op->flag [FLAG_ALIVE])
1142 {
1143 if (op->flag [FLAG_MAKE_INVIS])
1144 {
1145 // artefact invisibility is permanent, but we still make noise
1146 // this is important for game-balance.
1147 if (op->contr)
1148 op->make_noise ();
1149
1150 return 0;
1151 }
1152
1153 if (op->contr && op->contr->tmp_invis == 0)
1154 return 0;
1155
1156 /* If monsters, they should become visible */
1157 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1158 {
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1160 return 1;
1161 }
1162 }
1163
1164 return 0;
1374} 1165}
1375 1166
1376/* 1167/*
1377 * Find an arrow in the inventory and after that 1168 * Find an arrow in the inventory and after that
1378 * in the right type container (quiver). Pointer to the 1169 * in the right type container (quiver). Pointer to the
1379 * found object is returned. 1170 * found object is returned.
1380 */ 1171 */
1381object * 1172static object *
1382find_arrow (object *op, const char *type) 1173find_arrow (object *op, const char *type)
1383{ 1174{
1384 object *tmp = NULL;
1385
1386 for (op = op->inv; op; op = op->below) 1175 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) 1176 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1177 return splay (tmp);
1178
1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1180 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1181 if (object *arrow = find_arrow (tmp, type))
1182 {
1183 splay (tmp);
1390 return op; 1184 return arrow;
1185 }
1186
1391 return tmp; 1187 return 0;
1392} 1188}
1393 1189
1394/* 1190/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1191 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test 1192 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down 1193 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow. 1194 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1195 */
1400 1196static object *
1401object *
1402find_better_arrow (object *op, object *target, const char *type, int *better) 1197find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1403{ 1198{
1404 object *tmp = NULL, *arrow, *ntmp; 1199 object *tmp = NULL, *arrow, *ntmp;
1405 int attacknum, attacktype, betterby = 0, i; 1200 int attacknum, attacktype, betterby = 0, i;
1406 1201
1407 if (!type) 1202 if (!type)
1408 return NULL; 1203 return NULL;
1409 1204
1410 for (arrow = op->inv; arrow; arrow = arrow->below) 1205 for (arrow = op->inv; arrow; arrow = arrow->below)
1411 { 1206 {
1412 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1207 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1413 { 1208 {
1414 i = 0; 1209 i = 0;
1415 ntmp = find_better_arrow (arrow, target, type, &i); 1210 ntmp = find_better_arrow (arrow, target, type, &i);
1211
1416 if (i > betterby) 1212 if (i > betterby)
1417 { 1213 {
1418 tmp = ntmp; 1214 tmp = ntmp;
1419 betterby = i; 1215 betterby = i;
1420 } 1216 }
1421 } 1217 }
1422 else if (arrow->type == ARROW && arrow->race == type) 1218 else if (arrow->type == ARROW && arrow->race == type)
1423 { 1219 {
1424 /* allways prefer assasination/slaying */ 1220 /* allways prefer assasination/slaying */
1425 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1221 if (target->race && arrow->slaying.contains (target->race))
1426 { 1222 {
1427 if (arrow->attacktype & AT_DEATH) 1223 if (arrow->attacktype & AT_DEATH)
1428 { 1224 {
1429 *better = 100; 1225 *better = 100;
1430 return arrow; 1226 return arrow;
1438 else 1234 else
1439 { 1235 {
1440 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1236 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1441 { 1237 {
1442 attacktype = 1 << attacknum; 1238 attacktype = 1 << attacknum;
1443 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1239 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1444 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1240 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1445 { 1241 {
1446 tmp = arrow; 1242 tmp = arrow;
1447 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1243 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1448 } 1244 }
1449 } 1245 }
1246
1450 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1247 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1451 { 1248 {
1452 tmp = arrow; 1249 tmp = arrow;
1453 betterby = 2 + arrow->magic + arrow->stats.dam; 1250 betterby = 2 + arrow->magic + arrow->stats.dam;
1454 } 1251 }
1252
1455 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1253 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1456 { 1254 {
1457 tmp = arrow; 1255 tmp = arrow;
1458 betterby = 1 + arrow->magic + arrow->stats.dam; 1256 betterby = 1 + arrow->magic + arrow->stats.dam;
1459 } 1257 }
1460 } 1258 }
1461 } 1259 }
1462 } 1260 }
1261
1463 if (tmp == NULL && arrow == NULL) 1262 if (tmp == NULL && arrow == NULL)
1464 return find_arrow (op, type); 1263 return find_arrow (op, type);
1465 1264
1466 *better = betterby; 1265 *better = betterby;
1467 return tmp; 1266 return tmp;
1471 * find_better_arrow to find a decent arrow to use. 1270 * find_better_arrow to find a decent arrow to use.
1472 * op = the shooter 1271 * op = the shooter
1473 * type = bow->race 1272 * type = bow->race
1474 * dir = fire direction 1273 * dir = fire direction
1475 */ 1274 */
1476 1275static object *
1477object *
1478pick_arrow_target (object *op, const char *type, int dir) 1276pick_arrow_target (object *op, shstr_cmp type, int dir)
1479{ 1277{
1480 object *tmp = NULL; 1278 object *tmp = NULL;
1481 maptile *m; 1279 maptile *m;
1482 int i, mflags, found, number; 1280 int i, mflags, found, number;
1483 sint16 x, y; 1281 sint16 x, y;
1498 for (i = 0, found = 0; i < 20; i++) 1296 for (i = 0, found = 0; i < 20; i++)
1499 { 1297 {
1500 x += freearr_x[dir]; 1298 x += freearr_x[dir];
1501 y += freearr_y[dir]; 1299 y += freearr_y[dir];
1502 mflags = get_map_flags (m, &m, x, y, &x, &y); 1300 mflags = get_map_flags (m, &m, x, y, &x, &y);
1301
1503 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1302 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1504 { 1303 {
1505 tmp = NULL; 1304 tmp = 0;
1506 break; 1305 break;
1507 } 1306 }
1508 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1307 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1509 { 1308 {
1510 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1309 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1511 * perhaps a bad assumption. 1310 * perhaps a bad assumption.
1512 */ 1311 */
1513 tmp = NULL; 1312 tmp = 0;
1514 break; 1313 break;
1515 } 1314 }
1315
1516 if (mflags & P_IS_ALIVE) 1316 if (mflags & P_IS_ALIVE)
1517 {
1518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1317 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1519 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1318 if (tmp->flag [FLAG_ALIVE])
1520 {
1521 found++;
1522 break;
1523 }
1524 if (found)
1525 break; 1319 break;
1526 }
1527 } 1320 }
1528 if (tmp == NULL) 1321
1322 if (!tmp)
1529 return find_arrow (op, type); 1323 return find_arrow (op, type);
1530 1324
1531 if (tmp->head) 1325 if (tmp->head)
1532 tmp = tmp->head; 1326 tmp = tmp->head;
1533 1327
1546 */ 1340 */
1547int 1341int
1548fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1342fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1549{ 1343{
1550 object *left, *bow; 1344 object *left, *bow;
1551 int bowspeed, mflags; 1345 int mflags;
1552 maptile *m; 1346 maptile *m;
1553 1347
1554 if (!dir) 1348 if (!dir)
1555 { 1349 {
1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1350 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1557 return 0; 1351 return 0;
1558 } 1352 }
1559 1353
1560 if (op->type == PLAYER) 1354 if (op->contr)
1561 bow = op->contr->ranges[range_bow]; 1355 bow = op->current_weapon;
1562 else 1356 else
1563 { 1357 {
1564 for (bow = op->inv; bow; bow = bow->below) 1358 for (bow = op->inv; bow; bow = bow->below)
1565 /* Don't check for applied - monsters don't apply bows - in that way, they 1359 /* Don't check for applied - monsters don't apply bows - in that way, they
1566 * don't need to switch back and forth between bows and weapons. 1360 * don't need to switch back and forth between bows and weapons.
1571 if (!bow) 1365 if (!bow)
1572 { 1366 {
1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1367 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1574 return 0; 1368 return 0;
1575 } 1369 }
1370
1371 // optimisation: move object to top so we will find it quickly again
1372 splay (bow);
1576 } 1373 }
1577 1374
1578 if (!bow->race || !bow->skill) 1375 if (!bow->race || !bow->skill)
1579 { 1376 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1377 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 return 0; 1378 return 0;
1582 } 1379 }
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 1380
1593 if (arrow == NULL) 1381 if (arrow == NULL)
1594 { 1382 {
1595 if ((arrow = find_arrow (op, bow->race)) == NULL) 1383 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 { 1384 {
1597 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1599 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1387 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1600 else 1388 else
1601 CLEAR_FLAG (op, FLAG_READY_BOW); 1389 op->clr_flag (FLAG_READY_BOW);
1390
1602 return 0; 1391 return 0;
1603 } 1392 }
1604 } 1393 }
1605 1394
1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1395 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1614 } 1403 }
1615 1404
1616 /* this should not happen, but sometimes does */ 1405 /* this should not happen, but sometimes does */
1617 if (arrow->nrof == 0) 1406 if (arrow->nrof == 0)
1618 { 1407 {
1408 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1619 arrow->destroy (); 1409 arrow->destroy ();
1620 return 0; 1410 return 0;
1621 } 1411 }
1622 1412
1623 left = arrow; /* these are arrows left to the player */ 1413 left = arrow; /* these are arrows left to the player */
1624 arrow = get_split_ob (arrow, 1); 1414 arrow = arrow->split ();
1625 if (!arrow) 1415 if (!arrow)
1626 { 1416 {
1627 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1417 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 return 0; 1418 return 0;
1629 } 1419 }
1630 1420
1631 arrow->set_owner (op); 1421 arrow->set_owner (op);
1632 arrow->skill = bow->skill; 1422 arrow->skill = bow->skill;
1633 arrow->direction = dir; 1423 arrow->direction = dir;
1634 1424
1425 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1426 arrow->stats.hp = arrow->stats.dam;
1427 arrow->stats.grace = arrow->attacktype;
1428 arrow->custom_name = arrow->slaying;
1429
1430#if 0
1431 if (player *pl = op->contr)
1432 {
1433 float speed = pl->weapon_sp;
1434
1435 /* penalize ROF for bestarrow */
1436 if (pl->bowtype == bow_bestarrow)
1437 speed *= .9f;
1438 else
1439 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1440
1441 op->speed_left += speed - op->speed;
1442 }
1443#endif
1444
1445 SET_ANIMATION (arrow, arrow->direction);
1446
1447 /* update the speed */
1448
1449 arrow->speed_left = 0;
1450 arrow->set_speed (max (2.f,
1451 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f
1453 ));
1454
1455 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1456
1635 if (op->type == PLAYER) 1457 if (op->type == PLAYER)
1636 { 1458 {
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; 1459 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1460 wc -= dex_bonus[op->stats.Dex];
1461
1462 if (!arrow->slaying)
1463 arrow->slaying = op->slaying;
1464
1465 arrow->attacktype |= op->attacktype;
1668 } 1466 }
1669 else 1467 else
1670 { 1468 {
1671 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1672 arrow->level = op->level; 1469 arrow->level = op->level;
1673 } 1470 arrow->stats.wc -= bow->magic;
1674 1471
1675 if (arrow->attacktype == AT_PHYSICAL) 1472 if (!arrow->slaying)
1473 arrow->slaying = bow->slaying;
1474
1676 arrow->attacktype |= bow->attacktype; 1475 arrow->attacktype |= bow->attacktype;
1476 }
1677 1477
1678 if (bow->slaying) 1478 wc -= arrow->level;
1679 arrow->slaying = bow->slaying; 1479 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680 1480
1481 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1482 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1483 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1484
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1485 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1486 m->insert (arrow, sx, sy, op);
1686 1487
1687 if (!arrow->destroyed ()) 1488 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1489 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 1490
1698 return 1; 1491 return 1;
1699} 1492}
1700 1493
1701/* Special fire code for players - this takes into 1494/* Special fire code for players - this takes into
1703 * but monsters can't. Putting that code here 1496 * but monsters can't. Putting that code here
1704 * makes the fire_bow code much cleaner. 1497 * makes the fire_bow code much cleaner.
1705 * this function should only be called if 'op' is a player, 1498 * this function should only be called if 'op' is a player,
1706 * hence the function name. 1499 * hence the function name.
1707 */ 1500 */
1708int 1501static int
1709player_fire_bow (object *op, int dir) 1502player_fire_bow (object *op, int dir)
1710{ 1503{
1711 int ret = 0, wcmod = 0; 1504 int ret;
1712 1505
1713 if (op->contr->bowtype == bow_bestarrow) 1506 if (op->contr->bowtype == bow_bestarrow)
1714 { 1507 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1508 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1509 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1510 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1511 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1512 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); 1513 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1723 } 1514 }
1724 else if (op->contr->bowtype == bow_threewide) 1515 else if (op->contr->bowtype == bow_threewide)
1725 { 1516 {
1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1517 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1518 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1519 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 } 1520 }
1730 else if (op->contr->bowtype == bow_spreadshot) 1521 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1522 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1523 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1524 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1525 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735
1736 } 1526 }
1737 else 1527 else
1738 { 1528 {
1739 /* Simple case */ 1529 /* Simple case */
1740 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);
1741 } 1531 }
1532
1742 return ret; 1533 return ret;
1743} 1534}
1744
1745 1535
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1536/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1537 * Broken apart from 'fire' to keep it more readable.
1748 */ 1538 */
1749void 1539static void
1750fire_misc_object (object *op, int dir) 1540fire_misc_object (object *op, int dir)
1751{ 1541{
1752 object *item; 1542 object *item = op->contr->ranged_ob;
1753 1543
1754 if (!op->contr->ranges[range_misc]) 1544 if (!item)
1755 { 1545 {
1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1546 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1757 return; 1547 return;
1758 } 1548 }
1759 1549
1760 item = op->contr->ranges[range_misc];
1761 if (!item->inv) 1550 if (!item->inv)
1762 { 1551 {
1763 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1552 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1764 return; 1553 return;
1765 } 1554 }
1555
1556 if (!op->apply (item))
1557 return;
1558
1766 if (item->type == WAND) 1559 if (item->type == WAND)
1767 { 1560 {
1768 if (item->stats.food <= 0) 1561 if (item->stats.food <= 0)
1769 { 1562 {
1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1563 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)); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1565
1772 return; 1566 return;
1773 } 1567 }
1774 } 1568 }
1775 else if (item->type == ROD || item->type == HORN) 1569 else if (item->type == ROD || item->type == HORN)
1776 { 1570 {
1777 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1571 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1572
1573 // using the maximum of the rods charge allows at least one spell cast
1574 // for a rod or horn, this fixes some broken rods.
1575 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1778 { 1576 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1577 op->contr->play_sound (sound_find ("wand_poof"));
1578
1780 if (item->type == ROD) 1579 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)); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1782 else 1581 else
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1583
1784 return; 1584 return;
1785 } 1585 }
1786 } 1586 }
1787 1587
1788 if (cast_spell (op, item, dir, item->inv, NULL)) 1588 if (cast_spell (op, item, dir, item->inv, NULL))
1789 { 1589 {
1790 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1590 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1591
1791 if (item->type == WAND) 1592 if (item->type == WAND)
1792 { 1593 {
1793 if (!(--item->stats.food)) 1594 if (!(--item->stats.food))
1794 { 1595 {
1795 object *tmp;
1796
1797 if (item->arch) 1596 if (item->arch)
1798 { 1597 {
1799 CLEAR_FLAG (item, FLAG_ANIMATE); 1598 item->clr_flag (FLAG_ANIMATE);
1800 item->face = item->arch->clone.face; 1599 item->face = item->arch->face;
1801 item->set_speed (0); 1600 item->set_speed (0);
1802 } 1601 }
1803 1602
1804 if ((tmp = item->in_player ())) 1603 if (object *pl = item->visible_to ())
1805 esrv_update_item (UPD_ANIM, tmp, item); 1604 esrv_update_item (UPD_ANIM, pl, item);
1806 } 1605 }
1807 } 1606 }
1808 else if (item->type == ROD || item->type == HORN) 1607 else if (item->type == ROD || item->type == HORN)
1809 drain_rod_charge (item); 1608 drain_rod_charge (item);
1810 } 1609 }
1811} 1610}
1812 1611
1813/* Received a fire command for the player - go and do it. 1612/* Received a fire command for the player - go and do it.
1814 */ 1613 */
1815void 1614bool
1816fire (object *op, int dir) 1615fire (object *who, int dir)
1817{ 1616{
1818 int spellcost = 0; 1617 int spellcost = 0;
1819 1618
1619 player *pl = who->contr;
1620
1621 if (pl->golem)
1622 {
1623 control_golem (who->contr->golem, dir);
1624 return false;
1625 }
1626
1627 object *ob = pl->ranged_ob;
1628
1629 if (!ob)
1630 return false;
1631
1632 if (who->speed_left > 0.f)
1633 --who->speed_left;
1634 else
1635 return false;
1636
1637 if (!who->apply (ob))
1638 return false;
1639
1820 /* check for loss of invisiblity/hide */ 1640 /* check for loss of invisiblity/hide */
1821 if (action_makes_visible (op)) 1641 if (action_makes_visible (who))
1822 make_visible (op); 1642 make_visible (who);
1823 1643
1824 switch (op->contr->shoottype) 1644 switch (ob->type)
1825 { 1645 {
1826 case range_none: 1646 case BOW:
1827 return;
1828
1829 case range_bow:
1830 player_fire_bow (op, dir); 1647 player_fire_bow (who, dir);
1831 return; 1648 break;
1832 1649
1833 case range_magic: /* Casting spells */ 1650 case SPELL:
1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1651 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1835 return; 1652 break;
1836 1653
1837 case range_misc: 1654 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); 1655 apply_map_builder (who, dir);
1863 return; 1656 break;
1657
1658 case SKILL:
1659 do_skill (who, who, ob, dir, 0);
1660 break;
1661
1662 case RANGED:
1663 do_skill (who, ob, who->chosen_skill, dir, 0);
1664 break;
1665
1864 default: 1666 default:
1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1667 fire_misc_object (who, dir);
1866 return; 1668 break;
1867 } 1669 }
1868}
1869 1670
1671 return true;
1672}
1870 1673
1871 1674static 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) 1675find_key_ (object *pl, object *container, object *door)
1885{ 1676{
1886 object *tmp, *key; 1677 object *tmp, *key;
1887 1678
1888 /* Should not happen, but sanity checking is never bad */ 1679 /* Should not happen, but sanity checking is never bad */
1889 if (container->inv == NULL) 1680 if (!container->inv)
1890 return NULL; 1681 return 0;
1891 1682
1892 /* First, lets try to find a key in the top level inventory */ 1683 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1684 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1685 {
1895 if (door->type == DOOR && tmp->type == KEY) 1686 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1687 break;
1688
1897 /* For sanity, we should really check door type, but other stuff 1689 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1690 * (like containers) can be locked with special keys
1899 */ 1691 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1692 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1693 break;
1902 } 1694 }
1695
1903 /* No key found - lets search inventories now */ 1696 /* No key found - lets search inventories now */
1904 /* If we find and use a key in an inventory, return at that time. 1697 /* If we find and use a key in an inventory, return at that time.
1905 * otherwise, if we search all the inventories and still don't find 1698 * otherwise, if we search all the inventories and still don't find
1906 * a key, return 1699 * a key, return
1907 */ 1700 */
1908 if (!tmp) 1701 if (!tmp)
1909 { 1702 {
1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1703 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 {
1912 /* No reason to search empty containers */ 1704 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1705 if (tmp->type == CONTAINER && tmp->inv)
1914 {
1915 if ((key = find_key (pl, tmp, door)) != NULL) 1706 if ((key = find_key_ (pl, tmp, door)))
1916 return key; 1707 return key;
1917 } 1708
1918 }
1919 if (!tmp) 1709 if (!tmp)
1920 return NULL; 1710 return 0;
1921 } 1711 }
1712
1922 /* We get down here if we have found a key. Now if its in a container, 1713 /* We get down here if we have found a key. Now if its in a container,
1923 * see if we actually want to use it 1714 * see if we actually want to use it
1924 */ 1715 */
1925 if (pl != container) 1716 if (pl != container)
1926 { 1717 {
1927 /* Only let players use keys in containers */ 1718 /* Only let players use keys in containers */
1928 if (!pl->contr) 1719 if (!pl->contr)
1929 return NULL; 1720 return 0;
1721
1930 /* cases where this fails: 1722 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 1723 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 1724 * are not in the players inventory.
1933 * If the container is not active, return now since only active 1725 * If the container is not active, return now since only active
1934 * containers can be used. 1726 * containers can be used.
1938 * inv must have been an container and must have been active. 1730 * inv must have been an container and must have been active.
1939 * 1731 *
1940 * Change the color so that the message doesn't disappear with 1732 * Change the color so that the message doesn't disappear with
1941 * all the others. 1733 * all the others.
1942 */ 1734 */
1943 if (pl->contr->usekeys == key_inventory || 1735 if (pl->contr->usekeys == key_inventory
1944 !QUERY_FLAG (container, FLAG_APPLIED) || 1736 || !container->flag [FLAG_APPLIED]
1945 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1737 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1946 { 1738 {
1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1739 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)); 1740 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 return NULL; 1741 return NULL;
1950 } 1742 }
1951 } 1743 }
1744
1952 return tmp; 1745 return tmp;
1746}
1747
1748/* find_key
1749 * We try to find a key for the door as passed. If we find a key
1750 * and successfully use it, we return the key, otherwise NULL
1751 * This function merges both normal and locked door, since the logic
1752 * for both is the same - just the specific key is different.
1753 * pl is the player,
1754 * inv is the objects inventory to searched
1755 * door is the door we are trying to match against.
1756 * This function can be called recursively to search containers.
1757 */
1758object *
1759find_key (object *pl, object *container, object *door)
1760{
1761 if (door->slaying && is_match_expr (door->slaying))
1762 {
1763 // for match expressions, we try to find the key by applying the match
1764 // to the op itself, which is supposed to find the "key", instead
1765 // of searching through containers ourselves.
1766
1767 return match_one (door->slaying, container, door, pl, pl);
1768 }
1769 else
1770 return find_key_ (pl, container, door);
1953} 1771}
1954 1772
1955/* moved door processing out of move_player_attack. 1773/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1774 * returns 1 if player has opened the door with a key
1957 * such that the caller should not do anything more, 1775 * such that the caller should not do anything more,
1958 * 0 otherwise 1776 * 0 otherwise
1959 */ 1777 */
1960static int 1778static int
1961player_attack_door (object *op, object *door) 1779player_attack_door (object *op, object *door)
1962{ 1780{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1781 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do - 1782 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1783 * otherwise, we fall through to the rest of the code.
1966 */ 1784 */
1967 object *key = find_key (op, op, door); 1785 object *key = find_key (op, op, door);
1968 1786
1969 /* IF we found a key, do some extra work */ 1787 /* If we found a key, do some extra work */
1970 if (key) 1788 if (key)
1971 { 1789 {
1972 object *container = key->env; 1790 object *container = key->env;
1973 1791
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1792 if (action_makes_visible (op))
1976 make_visible (op); 1793 make_visible (op);
1794
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1795 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1796 spring_trap (door->inv, op);
1797
1979 if (door->type == DOOR) 1798 if (door->type == DOOR)
1980 {
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1799 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 }
1983 else if (door->type == LOCKED_DOOR) 1800 else if (door->type == LOCKED_DOOR)
1984 { 1801 {
1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1802 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1986 remove_door2 (door); /* remove door without violence ;-) */ 1803 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1804 }
1805
1988 /* Do this after we print the message */ 1806 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1807 key->decrease (); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */ 1808
1991 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container);
1993 return 1; /* Nothing more to do below */ 1809 return 1; /* Nothing more to do below */
1994 } 1810 }
1995 else if (door->type == LOCKED_DOOR) 1811 else if (door->type == LOCKED_DOOR)
1996 { 1812 {
1997 /* Might as well return now - no other way to open this */ 1813 /* Might as well return now - no other way to open this */
1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1814 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1999 return 1; 1815 return 1;
2000 } 1816 }
1817
2001 return 0; 1818 return 0;
2002} 1819}
2003 1820
2004/* This function is just part of a breakup from move_player. 1821/* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner. 1822 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated 1823 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually 1824 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons). 1825 * going to try and move (not fire weapons).
2009 */ 1826 */
2010void 1827bool
2011move_player_attack (object *op, int dir) 1828move_player_attack (object *op, int dir)
2012{ 1829{
2013 object *tmp, *mon; 1830 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2014 sint16 nx, ny; 1831 {
2015 int on_battleground; 1832 --op->speed_left;
2016 maptile *m; 1833 return true;
1834 }
2017 1835
2018 nx = freearr_x[dir] + op->x; 1836 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 1837 sint16 ny = freearr_y[dir] + op->y;
2020 1838
2021 on_battleground = op_on_battleground (op, 0, 0); 1839 if (out_of_map (op->map, nx, ny))
1840 return false;
2022 1841
2023 /* If braced, or can't move to the square, and it is not out of the 1842 /* If braced, or can't move to the square, and it is not out of the
2024 * map, attack it. Note order of if statement is important - don't 1843 * map, attack it. Note order of if statement is important - don't
2025 * want to be calling move_ob if braced, because move_ob will move the 1844 * want to be calling move_ob if braced, because move_ob will move the
2026 * player. This is a pretty nasty hack, because if we could 1845 * 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 1846 * 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 1847 * 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 1848 * quite a bit of processing. However, it probably is less than what
2030 * move_ob uses. 1849 * move_ob uses.
2031 */ 1850 */
2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1851 maptile *m = op->map->xy_find (nx, ny);
1852
1853 /* Go through all the objects, and find ones of interest. Only stop if
1854 * we find a monster - that is something we know we want to attack.
1855 * if its a door or barrel (can roll) see if there may be monsters
1856 * on the space
1857 */
1858 object *mon;
1859 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1860 {
1861 if ((mon->flag [FLAG_ALIVE]
1862 || mon->type == LOCKED_DOOR
1863 || mon->flag [FLAG_CAN_ROLL])
1864 && mon != op)
1865 break;
2033 { 1866 }
2034 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1867
1868 /* no monster == player tries to move into a wall or so */
1869 if (!mon)
1870 {
1871 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1872 if (op->move_type & ob->move_block)
2035 { 1873 {
2036 m = op->map->xy_find (nx, ny); 1874 if (ob->move_block == MOVE_ALL)
2037 if (!m) 1875 move_into_wall (op, ob);
2038 return; /* Don't think this should happen */ 1876 else
1877 {
1878 if (op->contr->ns->bumpmsg)
1879 {
1880 op->play_sound (sound_find ("blocked_move"));
1881
1882 op->statusmsg (ob->invisible
1883 ? "Something blocks you."
1884 : format ("Something blocks you from entering the %s.", query_name (ob))
1885 );
1886 }
1887 }
1888
1889 break;
1890 }
1891
1892 return false;
1893 }
1894
1895 mon = mon->head_ ();
1896
1897 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1898 if (op->contr->weapon_sp_left > 0.f)
1899 if (player_attack_door (op, mon))
1900 {
1901 --op->contr->weapon_sp_left;
1902 return true;
1903 }
1904
1905 /* The following deals with possibly attacking peaceful
1906 * or friendly creatures. Basically, all players are considered
1907 * unaggressive. If the moving player has peaceful set, then the
1908 * object should be pushed instead of attacked. It is assumed that
1909 * if you are braced, you will not attack friends accidently,
1910 * and thus will not push them.
1911 */
1912
1913 /* If the creature is a pet, push it even if the player is not
1914 * peaceful. Our assumption is the creature is a pet if the
1915 * player owns it and it is either friendly or unagressive.
1916 */
1917 if (op->type == PLAYER
1918 && ((mon->owner && mon->owner->contr
1919 && same_party (mon->owner->contr->party, op->contr->party))
1920 || mon->owner == op)
1921 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1922 {
1923 /* If we're braced, we don't want to switch places with it */
1924 if (op->contr->braced)
1925 return false;
1926
1927 if (op->speed_left > 0.f)
1928 {
1929 --op->speed_left;
1930
1931 op->play_sound (sound_find ("push_player"));
1932 push_ob (mon, dir, op);
1933
1934 if (action_makes_visible (op))
1935 make_visible (op);
1936
1937 return true;
2039 } 1938 }
2040 else 1939 else
2041 m = op->map;
2042
2043 if (!(tmp = m->at (nx, ny).bot))
2044 return; 1940 return false;
1941 }
2045 1942
2046 mon = 0; 1943 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 1944
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 1945 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 1946 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 1947 * someone, but put it inside this loop so that you won't
2119 * attack them either. 1948 * attack them either.
2120 */ 1949 */
2121 if ((mon->type == PLAYER || mon->enemy != op) && 1950 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1951 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful 1952 && ((op->contr->peaceful
2125 || (mon->type == PLAYER 1953 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground)) 1954 && !on_battleground))
1955 {
1956 if (op->speed_left > 0.f)
2132 { 1957 {
1958 --op->speed_left;
1959
2133 if (!op->contr->braced) 1960 if (!op->contr->braced)
2134 { 1961 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1962 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 1963 push_ob (mon, dir, op);
2137 } 1964 }
2138 else 1965 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 1966 op->statusmsg ("You withhold your attack");
2140 1967
2141 if (op->contr->tmp_invis || op->hide) 1968 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2142 make_visible (op); 1969 make_visible (op);
2143 }
2144 1970
1971 return true;
1972 }
1973 }
2145 /* If the object is a boulder or other rollable object, then 1974 /* 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. 1975 * roll it if not braced. You can't roll it if you are braced.
2147 */ 1976 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1977 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1978 {
1979 if (op->speed_left > 0.f)
2149 { 1980 {
1981 --op->speed_left;
1982
2150 recursive_roll (mon, dir, op); 1983 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2152 make_visible (op); 1985 make_visible (op);
2153 }
2154 1986
1987 return true;
1988 }
1989 }
2155 /* Any generic living creature. Including things like doors. 1990 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points 1991 * Way it works is like this: First, it must have some hit points
2157 * and be living. Then, it must be one of the following: 1992 * 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 1993 * 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. 1994 * that party_number -1 is no party, so attacks can still happen.
2160 */ 1995 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1996 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1997 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 { 1998 {
2164 1999 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 { 2000 {
2172 op->speed_left += op->speed / op->contr->weapon_sp; 2001 --op->contr->weapon_sp_left;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176 2002
2177 skill_attack (mon, op, 0, 0, 0); 2003 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 2004
2193 if (action_makes_visible (op)) 2005 if (action_makes_visible (op))
2194 make_visible (op); 2006 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197}
2198 2007
2199int 2008 return true;
2009 }
2010 }
2011
2012 return false;
2013}
2014
2015bool
2200move_player (object *op, int dir) 2016move_player (object *op, int dir)
2201{ 2017{
2202 int pick;
2203
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2018 if (!op->map || op->map->state != MAP_ACTIVE)
2205 return 0; 2019 return 0;
2206 2020
2207 /* Sanity check: make sure dir is valid */ 2021 /* Sanity check: make sure dir is valid */
2208 if ((dir < 0) || (dir >= 9)) 2022 if (dir < 0 || dir > 8)
2209 { 2023 {
2210 LOG (llevError, "move_player: invalid direction %d\n", dir); 2024 LOG (llevError, "move_player: invalid direction %d\n", dir);
2211 return 0; 2025 return 0;
2212 } 2026 }
2213 2027
2214 /* peterm: added following line */ 2028 /* peterm: added following line */
2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2029 if (op->flag [FLAG_CONFUSED] && dir)
2216 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2030 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2217 2031
2218 op->facing = dir; 2032 op->facing = dir;
2219 2033
2220 if (op->hide) 2034 if (op->flag [FLAG_HIDDEN])
2221 do_hidden_move (op); 2035 do_hidden_move (op);
2222 2036
2037 bool retval;
2038 int pick = 0;
2039
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2040 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ; 2041 retval = RESULT_INT (0);
2225 else if (op->contr->fire_on) 2042 else if (op->contr->fire_on)
2226 fire (op, dir); 2043 retval = fire (op, dir);
2227 else 2044 else
2228 { 2045 {
2229 move_player_attack (op, dir); 2046 retval = move_player_attack (op, dir);
2230 pick = check_pick (op); 2047 pick = check_pick (op);
2231 } 2048 }
2232 2049
2233 /* Add special check for newcs players and fire on - this way, the 2050 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing. 2051 * server can handle repeat firing.
2241 /* Update how the player looks. Use the facing, so direction may 2058 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities 2059 * get reset to zero. This allows for full animation capabilities
2243 * for players. 2060 * for players.
2244 */ 2061 */
2245 animate_object (op, op->facing); 2062 animate_object (op, op->facing);
2246 return 0; 2063
2064 return retval;
2247} 2065}
2248 2066
2249/* This is similar to handle_player, below, but is only used by the 2067/* This is similar to handle_player, below, but is only used by the
2250 * new client/server stuff. 2068 * new client/server stuff.
2251 * This is sort of special, in that the new client/server actually uses 2069 * This is sort of special, in that the new client/server actually uses
2252 * the new speed values for commands. 2070 * the new speed values for commands.
2253 * 2071 *
2254 * Returns true if there are more actions we can do. 2072 * Returns true if there are more actions we can do. Should not do
2073 * many actions in a row, as that would be too unfair to other
2074 * players.
2255 */ 2075 */
2256int 2076bool
2257handle_newcs_player (object *op) 2077handle_newcs_player (object *op)
2258{ 2078{
2259 if (op->contr->hidden) 2079 if (op->flag [FLAG_SCARED])
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 } 2080 {
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2081 if (op->speed_left > 0.f)
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 } 2082 {
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2281 flee_player (op);
2282 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 {
2285 op->speed_left--; 2083 --op->speed_left;
2084 flee_player (op);
2085
2286 return 0; 2086 return true;
2287 } 2087 }
2088 else
2089 return false;
2288 } 2090 }
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 2091
2298 /* call this here - we also will call this in do_ericserver, but 2092 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been 2093 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2094 * called, so we recheck it here.
2301 */ 2095 */
2302 if (op->contr->ns->handle_command ()) 2096 if (op->contr->ns->handle_command ())
2303 return 1; 2097 return true;
2304 2098
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2099 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); 2100 return move_player (op, op->direction);
2317 2101
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0; 2102 return false;
2323} 2103}
2324 2104
2325int 2105static int
2326save_life (object *op) 2106save_life (object *op)
2327{ 2107{
2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2108 if (!op->flag [FLAG_LIFESAVE])
2329 return 0; 2109 return 0;
2330 2110
2331 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2111 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2112 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2333 { 2113 {
2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2114 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)); 2115 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 2116
2337 if (op->contr)
2338 esrv_del_item (op->contr, tmp->count);
2339
2340 tmp->destroy (); 2117 tmp->destroy ();
2341 CLEAR_FLAG (op, FLAG_LIFESAVE); 2118 op->clr_flag (FLAG_LIFESAVE);
2342 2119
2343 if (op->stats.hp < 0) 2120 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2121 op->stats.hp = op->stats.maxhp;
2345 2122
2346 if (op->stats.food < 0) 2123 if (op->stats.food < 0)
2347 op->stats.food = 999; 2124 op->stats.food = MAX_FOOD;
2348 2125
2349 op->update_stats (); 2126 op->update_stats ();
2350 return 1; 2127 return 1;
2351 } 2128 }
2352 2129
2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2130 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2354 CLEAR_FLAG (op, FLAG_LIFESAVE); 2131 op->clr_flag (FLAG_LIFESAVE);
2355 enter_player_savebed (op); /* bring him home. */ 2132 enter_player_savebed (op); /* bring him home. */
2356 return 0; 2133 return 0;
2357} 2134}
2358 2135
2359/* This goes throws the inventory and removes unpaid objects, and puts them 2136/* This goes throws the inventory and removes unpaid objects, and puts them
2360 * back in the map (location and map determined by values of env). This 2137 * back in the map (location and map determined by values of env). This
2361 * function will descend into containers. op is the object to start the search 2138 * function will descend into containers. op is the object to start the search
2362 * from. 2139 * from.
2363 */ 2140 */
2141static void
2142drop_unpaid_items (object *op, object *env)
2143{
2144 while (op)
2145 {
2146 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2147
2148 if (op->flag [FLAG_UNPAID])
2149 op->insert_at (env);
2150 else if (op->inv)
2151 drop_unpaid_items (op->inv, env);
2152
2153 op = next;
2154 }
2155}
2156
2364void 2157void
2365remove_unpaid_objects (object *op, object *env) 2158object::drop_unpaid_items ()
2366{ 2159{
2367 object *next; 2160 if (!flag [FLAG_REMOVED])
2368 2161 ::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} 2162}
2429 2163
2430void 2164void
2431do_some_living (object *op) 2165do_some_living (object *op)
2432{ 2166{
2433 int last_food = op->stats.food; 2167 int last_food = op->stats.food;
2434 int gen_hp, gen_sp, gen_grace; 2168 int gen_hp, gen_sp, gen_grace;
2435 int over_hp, over_sp, over_grace;
2436 int i;
2437 int rate_hp = 1200; 2169 int rate_hp = 1200;
2438 int rate_sp = 2500; 2170 int rate_sp = 2500;
2439 int rate_grace = 2000; 2171 int rate_grace = 2000;
2440 const int max_hp = 1; 2172 const int max_hp = 1;
2441 const int max_sp = 1; 2173 const int max_sp = 1;
2442 const int max_grace = 1; 2174 const int max_grace = 1;
2443 2175
2444 if (op->contr->outputs_sync) 2176 if (op->contr->hidden)
2177 {
2178 op->invisible = 1000;
2179 /* the socket code flashes the player visible/invisible
2180 * depending on the value of invisible, so we need to
2181 * alternate it here for it to work correctly.
2182 */
2183 if (server_tick & 2)
2184 op->invisible--;
2445 { 2185 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2186 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2187 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2188 if (!op->invisible--)
2189 {
2190 make_visible (op);
2191 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2192 }
2449 } 2193 }
2450 2194
2451 if (op->contr->ns->state == ST_PLAYING) 2195 if (op->contr->ns->state == ST_PLAYING)
2452 { 2196 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2197 /* these next three if clauses make it possible to SLOW DOWN
2474 { 2218 {
2475 gen_grace = op->stats.maxgrace; 2219 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2220 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2221 }
2478 2222
2479 /* Regenerate Spell Points */ 2223 /* Regenerate Grace */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2224 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2225 if (--op->last_grace < 0)
2481 { 2226 {
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) 2227 if (op->stats.grace < op->stats.maxgrace / 2)
2228 op->stats.grace++; /* no penalty in food for regaining grace */
2229
2230 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2231
2232 if (max_grace > 1)
2484 { 2233 {
2485 op->stats.sp++; 2234 int over_grace = temp / rate_grace;
2486 /* dms do not consume food */ 2235
2487 if (!QUERY_FLAG (op, FLAG_WIZ)) 2236 if (over_grace > 0)
2488 { 2237 {
2489 op->stats.food--; 2238 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2490 if (op->contr->digestion < 0) 2239 op->last_grace = 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 } 2240 }
2241 else
2242 op->last_grace = rate_grace / temp;
2495 } 2243 }
2244 else
2245 op->last_grace = rate_grace / temp;
2496 2246
2497 if (max_sp > 1) 2247 /* wearing stuff doesn't detract from grace generation. */
2248 }
2249
2250 if (op->stats.food > 0)
2251 {
2252 /* Regenerate Spell Points */
2253 if (!op->contr->golem && --op->last_sp < 0)
2498 { 2254 {
2499 over_sp = (gen_sp + 10) / rate_sp; 2255 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2500 if (over_sp > 0) 2256
2257 if (op->stats.sp < op->stats.maxsp)
2501 { 2258 {
2502 if (op->stats.sp < op->stats.maxsp) 2259 op->stats.sp++;
2260
2261 /* dms do not consume food */
2262 if (!op->flag [FLAG_WIZ])
2503 { 2263 {
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--; 2264 op->stats.food--;
2508 2265
2509 if (op->stats.sp > op->stats.maxsp) 2266 if (op->contr->digestion < 0)
2267 op->stats.food += op->contr->digestion;
2268 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2510 op->stats.sp = op->stats.maxsp; 2269 op->stats.food = last_food;
2511 } 2270 }
2271 }
2272
2273 if (max_sp > 1)
2274 {
2275 int over_sp = (gen_sp + 10) / rate_sp;
2276 if (over_sp > 0)
2277 {
2278 if (op->stats.sp < op->stats.maxsp)
2279 {
2280 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2281
2282 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2283 op->stats.sp--;
2284
2285 if (op->stats.sp > op->stats.maxsp)
2286 op->stats.sp = op->stats.maxsp;
2287 }
2288
2512 op->last_sp = 0; 2289 op->last_sp = 0;
2290 }
2291 else
2292 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2513 } 2293 }
2514 else 2294 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2295 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 } 2296 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 }
2520 2297
2521 /* Regenerate Grace */ 2298 /* Regenerate Hit Points */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0) 2299 if (--op->last_heal < 0)
2524 {
2525 if (op->stats.grace < op->stats.maxgrace / 2)
2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2528 if (max_grace > 1)
2529 { 2300 {
2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2301 if (op->stats.hp < op->stats.maxhp)
2531 if (over_grace > 0)
2532 { 2302 {
2533 op->stats.sp += over_grace 2303 op->stats.hp++;
2534 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2304
2305 /* dms do not consume food */
2306 if (!op->flag [FLAG_WIZ])
2307 {
2308 op->stats.food--;
2309
2310 if (op->contr->digestion < 0)
2311 op->stats.food += op->contr->digestion;
2312 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2313 op->stats.food = last_food;
2314 }
2315 }
2316
2317 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2318
2319 if (max_hp > 1)
2320 {
2321 int over_hp = temp / rate_hp;
2322
2323 if (over_hp > 0)
2324 {
2325 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2535 op->last_grace = 0; 2326 op->last_heal = 0;
2327 }
2328 else
2329 op->last_heal = rate_hp / temp;
2536 } 2330 }
2537 else 2331 else
2538 {
2539 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2540 }
2541 }
2542 else
2543 {
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 }
2546 /* wearing stuff doesn't detract from grace generation. */
2547 }
2548
2549 /* Regenerate Hit Points */
2550 if (--op->last_heal < 0)
2551 {
2552 if (op->stats.hp < op->stats.maxhp)
2553 {
2554 op->stats.hp++;
2555 /* dms do not consume food */
2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2557 {
2558 op->stats.food--;
2559 if (op->contr->digestion < 0)
2560 op->stats.food += op->contr->digestion;
2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2562 op->stats.food = last_food;
2563 }
2564 }
2565
2566 if (max_hp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2572 op->last_heal = 0; 2332 op->last_heal = rate_hp / temp;
2573 }
2574 else
2575 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577 }
2578 }
2579 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 } 2333 }
2583 } 2334 }
2584 2335
2585 /* Digestion */ 2336 /* Digestion */
2586 if (--op->last_eat < 0) 2337 if (--op->last_eat < 0)
2587 { 2338 {
2588#ifdef COZY_SERVER 2339 int bonus = max (0, op->contr->digestion),
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2340 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 2341
2595 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2342 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2597 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599 2343
2600 /* dms do not consume food */ 2344 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ)) 2345 if (!op->flag [FLAG_WIZ])
2602 op->stats.food--; 2346 op->stats.food--;
2603 } 2347 }
2604 2348
2605 if (op->stats.food < 0 && op->stats.hp >= 0) 2349 if (op->stats.food < 0 && op->stats.hp >= 0)
2606 { 2350 {
2607 object *tmp, *flesh = 0; 2351 object *flesh = 0;
2608 2352
2609 for (tmp = op->inv; tmp; tmp = tmp->below) 2353 for_inv_removable (op, tmp)
2610 { 2354 {
2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2355 if (tmp->flag [FLAG_UNPAID])
2356 continue;
2357
2358 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 { 2359 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2360 op->statusmsg ("You blindly grab for a bite of food. "
2614 { 2361 "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."); 2362 op->apply (tmp);
2616 manual_apply (op, tmp, 0); 2363
2617 if (op->stats.food >= 0 || op->stats.hp < 0) 2364 if (op->stats.food >= 0 || op->stats.hp < 0)
2618 break; 2365 break;
2619 } 2366 }
2620 else if (tmp->type == FLESH) 2367 else if (tmp->type == FLESH)
2621 flesh = tmp; 2368 flesh = tmp;
2622 } /* End if paid for object */ 2369 }
2623 } /* end of for loop */
2624 2370
2625 /* If player is still starving, it means they don't have any food, so 2371 /* If player is still starving, it means they don't have any food, so
2626 * eat flesh instead. 2372 * eat flesh instead.
2627 */ 2373 */
2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2374 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 { 2375 {
2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2376 op->statusmsg ("You blindly grab for a bite of food. "
2377 "H<To prevent you from starving, you ate some random item from your backpack.>");
2631 manual_apply (op, flesh, 0); 2378 op->apply (flesh);
2632 } 2379 }
2380
2381 // If player is still starving, alert him!
2382 if (op->stats.food < 0)
2383 op->failmsg ("You are starving! "
2384 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2385 }
2386
2387 if (op->stats.food < 0)
2633 } 2388 {
2389 op->stats.hp += op->stats.food;
2390 op->stats.food = 0;
2634 2391
2635 while (op->stats.food < 0 && op->stats.hp >= 0) 2392 if (op->stats.hp < 0)
2636 op->stats.food++, op->stats.hp--; 2393 {
2394 op->contr->killer = archetype::get ("killer_starvation");
2395 op->contr->killer->destroy ();
2396 }
2397 }
2637 2398
2399 /* killer should be set here already */
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2400 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2639 kill_player (op); 2401 kill_player (op);
2640 } 2402 }
2641} 2403}
2642 2404
2643/* If the player should die (lack of hp, food, etc), we call this. 2405/* If the player should die (lack of hp, food, etc), we call this.
2646 * file. 2408 * file.
2647 */ 2409 */
2648void 2410void
2649kill_player (object *op) 2411kill_player (object *op)
2650{ 2412{
2651 char buf[MAX_BUF];
2652 int x, y; 2413 int x, y;
2653
2654 //int i;
2655 maptile *map; /* this is for resurrection */ 2414 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; 2415 int will_kill_again;
2663 archetype *at; 2416 archetype *at;
2664 object *tmp; 2417 object *tmp;
2665 2418
2666 if (save_life (op)) 2419 if (save_life (op))
2667 return; 2420 return;
2668 2421
2422 dynbuf_text deathtab;
2423
2424 /* restore player */
2425 at = archetype::find (shstr_poisoning);
2426 if (object *tmp = present_arch_in_ob (at, op))
2427 {
2428 tmp->destroy ();
2429 deathtab << "Your body feels cleansed...\r";
2430 }
2431
2432 at = archetype::find (shstr_confusion);
2433 if (object *tmp = present_arch_in_ob (at, op))
2434 {
2435 tmp->destroy ();
2436 deathtab << "Your mind feels clearer...\r";
2437 }
2438
2439 cure_disease (op, 0, 0); /* remove any disease */
2440
2441 max_it (op->stats.hp , op->stats.maxhp);
2442 max_it (op->stats.sp , op->stats.maxsp);
2443 max_it (op->stats.grace, op->stats.maxgrace);
2444 max_it (op->stats.food , 200);
2445
2446 // remove all spell effects that are active
2447 // to avoid long-term effects such as word-of-recall
2448 for (object *item = op->inv; item; )
2449 {
2450 object *next = item->below;
2451
2452 if (item->type == SPELL_EFFECT && item->active)
2453 item->destroy ();
2454
2455 item = next;
2456 }
2669 2457
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2458 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2671 * in cities ONLY!!! It is very important that this doesn't get abused. 2459 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV 2460 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2461 */
2674 if (op_on_battleground (op, &x, &y)) 2462 if (op_on_battleground (op, &x, &y))
2675 { 2463 {
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2464 deathtab << "You almost died in combat, but local medics have saved your life...\r";
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 2465
2699 /* create a bodypart-trophy to make the winner happy */ 2466 /* create a bodypart-trophy to make the winner happy */
2700 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2467 object *tmp = archetype::find (shstr_finger)->instance ();
2701 { 2468
2702 sprintf (buf, "%s's finger", &op->name); 2469 tmp->name = format ("%s's finger" , &op->name);
2703 tmp->name = buf; 2470 tmp->name_pl = format ("%s's fingers", &op->name);
2704 sprintf (buf, " This finger has been cut off %s\n" 2471 tmp->msg = format (
2705 " the %s, when he was defeated at\n level %d by %s.\n", 2472 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2473 &op->name, op->contr->title,
2707 tmp->msg = buf; 2474 (int)op->level,
2475 op->contr->killer_name ()
2476 );
2708 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2477 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = NULL; 2478 tmp->material = name_to_material (shstr_organic);
2710 tmp->insert_at (op, tmp); 2479 tmp->insert_at (op, tmp);
2711 }
2712 2480
2713 /* teleport defeated player to new destination */ 2481 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2482 transfer_ob (op, x, y, 0, NULL);
2715 op->contr->braced = 0; 2483 op->contr->braced = 0;
2484
2485 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2716 return; 2486 return;
2717 } 2487 }
2718 2488
2489 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2490 deathtab << "T<YOU HAVE DIED>\n\n";
2491
2719 INVOKE_PLAYER (DEATH, op->contr); 2492 INVOKE_PLAYER (DEATH, op->contr);
2720 2493
2721 command_kill_pets (op, 0); 2494 command_kill_pets (op, 0);
2722 2495
2723 if (op->stats.food < 0) 2496 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 2497
2733 /* save the map location for corpse, gravestone */ 2498 /* save the map location for corpse, gravestone */
2734 x = op->x; 2499 x = op->x;
2735 y = op->y; 2500 y = op->y;
2736 map = op->map; 2501 map = op->map;
2764 2529
2765 lost_a_stat = 0; 2530 lost_a_stat = 0;
2766 2531
2767 for (z = 0; z < num_stats_lose; z++) 2532 for (z = 0; z < num_stats_lose; z++)
2768 { 2533 {
2769 i = RANDOM () % NUM_STATS; 2534 i = rndm (NUM_STATS);
2770 2535
2771 if (settings.stat_loss_on_death) 2536 if (settings.stat_loss_on_death)
2772 { 2537 {
2773 /* Pick a random stat and take a point off it. Tell the player 2538 /* Pick a random stat and take a point off it. Tell the player
2774 * what he lost. 2539 * what he lost.
2781 lost_a_stat = 1; 2546 lost_a_stat = 1;
2782 } 2547 }
2783 else 2548 else
2784 { 2549 {
2785 /* deplete a stat */ 2550 /* deplete a stat */
2786 archetype *deparch = archetype::find ("depletion"); 2551 archetype *deparch = archetype::find (shstr_depletion);
2787 object *dep; 2552 object *dep;
2788 2553
2789 dep = present_arch_in_ob (deparch, op); 2554 dep = present_arch_in_ob (deparch, op);
2790 if (!dep) 2555 if (!dep)
2791 { 2556 {
2792 dep = arch_to_object (deparch); 2557 dep = deparch->instance ();
2793 insert_ob_in_ob (dep, op); 2558 insert_ob_in_ob (dep, op);
2794 } 2559 }
2795 lose_this_stat = 1; 2560 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss) 2561 if (settings.balanced_stat_loss)
2797 { 2562 {
2825 } 2590 }
2826 } 2591 }
2827 2592
2828 if (lose_this_stat) 2593 if (lose_this_stat)
2829 { 2594 {
2830 this_stat = get_attr_value (&(dep->stats), i); 2595 this_stat = get_attr_value (&dep->stats, i);
2831 /* We could try to do something clever like find another 2596 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if 2597 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low 2598 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a 2599 * and should be roughly the same, so it shouldn't make a
2835 * difference. 2600 * difference.
2836 */ 2601 */
2837 if (this_stat >= -50) 2602 if (this_stat >= -50)
2838 { 2603 {
2839 change_attr_value (&(dep->stats), i, -1); 2604 change_attr_value (&(dep->stats), i, -1);
2840 SET_FLAG (dep, FLAG_APPLIED); 2605 dep->set_flag (FLAG_APPLIED);
2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2606 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2842 op->update_stats (); 2607 op->update_stats ();
2843 lost_a_stat = 1; 2608 lost_a_stat = 1;
2844 } 2609 }
2845 } 2610 }
2846 } 2611 }
2847 } 2612 }
2613
2848 /* If no stat lost, tell the player. */ 2614 /* If no stat lost, tell the player. */
2849 if (!lost_a_stat) 2615 if (!lost_a_stat)
2850 { 2616 {
2851 /* determine_god() seems to not work sometimes... why is this? 2617 /* determine_god() seems to not work sometimes... why is this?
2852 Should I be using something else? GD */ 2618 Should I be using something else? GD */
2853 const char *god = determine_god (op); 2619 shstr_tmp god = determine_god (op);
2854 2620
2855 if (god && (strcmp (god, "none"))) 2621 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); 2622 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2857 else 2623 else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2624 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2859 } 2625 }
2860#else 2626#else
2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2627 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2862#endif 2628#endif
2863 2629
2864 /* Put a gravestone up where the character 'almost' died. List the 2630 /* Put a gravestone up where the character 'almost' died. List the
2865 * exp loss on the stone. 2631 * exp loss on the stone.
2866 */ 2632 */
2867 tmp = arch_to_object (archetype::find ("gravestone")); 2633 tmp = archetype::find (shstr_gravestone)->instance ();
2868 sprintf (buf, "%s's gravestone", &op->name); 2634 tmp->name = format ("%s's gravestone", &op->name);
2869 tmp->name = buf; 2635 tmp->name_pl = format ("%s's gravestones", &op->name);
2870 sprintf (buf, "%s's gravestones", &op->name); 2636 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2871 tmp->name_pl = buf; 2637 &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; 2638 tmp->x = op->x, tmp->y = op->y;
2875 insert_ob_in_map (tmp, op->map, NULL, 0); 2639 insert_ob_in_map (tmp, op->map, NULL, 0);
2876 2640
2877 /**************************************/ 2641 /**************************************/
2878 /* */ 2642 /* */
2879 /* Subtract the experience points, */ 2643 /* Subtract the experience points, */
2880 /* if we died cause of food, give us */
2881 /* food, and reset HP's... */
2882 /* */ 2644 /* */
2883 /**************************************/ 2645 /**************************************/
2884 2646
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)); */ 2647 /*add_exp(op, (op->stats.exp * -0.20)); */
2907 apply_death_exp_penalty (op); 2648 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 2649
2914 /* 2650 /*
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 2651 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2652 * and put them back in the map.
2918 */ 2653 */
2919 2654 op->drop_unpaid_items ();
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op);
2922 2655
2923 /****************************************/ 2656 /****************************************/
2924 /* */ 2657 /* */
2925 /* Move player to his current respawn- */ 2658 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2659 /* position (usually last savebed) */
2944 if (will_kill_again) 2677 if (will_kill_again)
2945 { 2678 {
2946 object *force; 2679 object *force;
2947 int at; 2680 int at;
2948 2681
2949 force = get_archetype (FORCE_NAME); 2682 force = archetype::get (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2683 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1;
2952 force->speed_left = -5.0; 2684 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2685 force->set_speed (0.1f);
2686 force->set_flag (FLAG_APPLIED);
2687
2954 for (at = 0; at < NROFATTACKS; at++) 2688 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2689 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2690 force->resist[at] = 100;
2957 2691
2958 insert_ob_in_ob (force, op); 2692 insert_ob_in_ob (force, op);
2959 op->update_stats (); 2693 op->update_stats ();
2960
2961 } 2694 }
2962 2695
2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2696 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2964} 2697}
2965 2698
2966void 2699static void
2967loot_object (object *op) 2700loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2701{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next; 2702 object *tmp, *next;
2970 2703
2971 if (op->container) 2704 op->close_container (); /* close open sack first */
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973 2705
2974 for (tmp = op->inv; tmp; tmp = next) 2706 for (tmp = op->inv; tmp; tmp = next)
2975 { 2707 {
2976 next = tmp->below; 2708 next = tmp->below;
2977 2709
2978 if (tmp->invisible) 2710 if (tmp->invisible)
2979 continue; 2711 continue;
2980 2712
2981 tmp->remove (); 2713 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y; 2714 tmp->x = op->x, tmp->y = op->y;
2715
2983 if (tmp->type == CONTAINER) 2716 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */ 2717 loot_object (tmp); /* empty container to ground */
2985 loot_object (tmp); 2718
2986 } 2719 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 { 2720 {
2989 if (tmp->nrof > 1) 2721 if (tmp->nrof > 1)
2990 { 2722 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2723 tmp->decrease (rndm (1, tmp->nrof - 1));
2992 tmp2->destroy ();
2993 insert_ob_in_map (tmp, op->map, NULL, 0); 2724 insert_ob_in_map (tmp, op->map, NULL, 0);
2994 } 2725 }
2995 else 2726 else
2996 tmp->destroy (); 2727 tmp->destroy ();
2997 } 2728 }
3003/* 2734/*
3004 * fix_weight(): Check recursively the weight of all players, and fix 2735 * fix_weight(): Check recursively the weight of all players, and fix
3005 * what needs to be fixed. Refresh windows and fix speed if anything 2736 * what needs to be fixed. Refresh windows and fix speed if anything
3006 * was changed. 2737 * was changed.
3007 */ 2738 */
3008
3009void 2739void
3010fix_weight (void) 2740fix_weight ()
3011{ 2741{
3012 for_all_players (pl) 2742 for_all_players (pl)
3013 { 2743 {
3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2744 sint32 old = pl->ob->carrying;
3015 2745
3016 if (old == sum) 2746 pl->ob->update_weight ();
3017 continue; 2747
2748 if (old != pl->ob->carrying)
2749 {
3018 pl->ob->update_stats (); 2750 pl->ob->update_stats ();
3019 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2751 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2752 }
3020 } 2753 }
3021} 2754}
3022 2755
3023void 2756void
3024fix_luck (void) 2757fix_luck ()
3025{ 2758{
3026 for_all_players (pl) 2759 for_all_players (pl)
3027 if (!pl->ob->contr->ns->state) 2760 if (!pl->ob->contr->ns->state)
3028 pl->ob->change_luck (0); 2761 pl->ob->change_luck (0);
3029} 2762}
3066} 2799}
3067 2800
3068void 2801void
3069make_visible (object *op) 2802make_visible (object *op)
3070{ 2803{
3071 op->hide = 0; 2804 op->flag [FLAG_HIDDEN] = 0;
3072 op->invisible = 0; 2805 op->invisible = 0;
2806
3073 if (op->type == PLAYER) 2807 if (op->type == PLAYER)
3074 { 2808 {
3075 op->contr->tmp_invis = 0; 2809 op->contr->tmp_invis = 0;
3076 op->contr->invis_race = 0; 2810 op->contr->invis_race = 0;
3077 } 2811 }
2812
3078 update_object (op, UP_OBJ_FACE); 2813 update_object (op, UP_OBJ_CHANGE);
3079} 2814}
3080 2815
3081int 2816int
3082is_true_undead (object *op) 2817is_true_undead (object *op)
3083{ 2818{
3084 object *tmp = NULL; 2819 if (op->arch->flag [FLAG_UNDEAD])
3085
3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3087 return 1; 2820 return 1;
3088 2821
3089 return 0; 2822 return 0;
3090} 2823}
3091 2824
3092/* look at the surrounding terrain to determine 2825/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 2826 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 2827 * indicate greater hideability.
3095 */ 2828 */
3096
3097int 2829int
3098hideability (object *ob) 2830hideability (object *ob)
3099{ 2831{
3100 int i, level = 0, mflag; 2832 int i, level = 0, mflag;
3101 sint16 x, y; 2833 sint16 x, y;
3102 2834
3103 if (!ob || !ob->map) 2835 if (!ob || !ob->map)
3104 return 0; 2836 return 0;
3105 2837
3106 /* so, on normal lighted maps, its hard to hide */ 2838 /* so, on normal lighted maps, its hard to hide */
3107 level = ob->map->darkness - 2; 2839 level = ob->map->darklevel () - 2;
3108 2840
3109 /* this also picks up whether the object is glowing. 2841 /* this also picks up whether the object is glowing.
3110 * If you carry a light on a non-dark map, its not 2842 * If you carry a light on a non-dark map, its not
3111 * as bad as carrying a light on a pitch dark map */ 2843 * as bad as carrying a light on a pitch dark map */
3112 if (has_carried_lights (ob)) 2844 if (ob->has_carried_lights ())
3113 level = -(10 + (2 * ob->map->darkness)); 2845 level = -(10 + (2 * ob->map->darklevel ()));
3114 2846
3115 /* scan through all nearby squares for terrain to hide in */ 2847 /* 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]) 2848 for (i = 0, x = ob->x, y = ob->y;
2849 i <= SIZEOFFREE1;
2850 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3117 { 2851 {
3118 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2852 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3119 if (mflag & P_OUT_OF_MAP) 2853 if (mflag & P_OUT_OF_MAP)
3120 {
3121 continue; 2854 continue;
3122 } 2855
3123 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2856 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3124 level += 2; 2857 level += 2;
3125 else /* open terrain! */ 2858 else /* open terrain! */
3126 level -= 1; 2859 level -= 1;
3127 } 2860 }
3135/* For Hidden creatures - a chance of becoming 'unhidden' 2868/* For Hidden creatures - a chance of becoming 'unhidden'
3136 * every time they move - as we subtract off 'invisibility' 2869 * every time they move - as we subtract off 'invisibility'
3137 * AND, for players, if they move into a ridiculously unhideable 2870 * AND, for players, if they move into a ridiculously unhideable
3138 * spot (surrounded by clear terrain in broad daylight). -b.t. 2871 * spot (surrounded by clear terrain in broad daylight). -b.t.
3139 */ 2872 */
3140
3141void 2873void
3142do_hidden_move (object *op) 2874do_hidden_move (object *op)
3143{ 2875{
3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2876 int hide = 0;
3145 object *skop;
3146 2877
3147 if (!op || !op->map) 2878 if (!op || !op->map)
3148 return; 2879 return;
3149 2880
3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2881 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2882 int num = random_roll (0, 19, op, PREFER_LOW);
3151 2883
3152 /* its *extremely* hard to run and sneak/hide at the same time! */ 2884 /* its *extremely* hard to run and sneak/hide at the same time! */
3153 if (op->type == PLAYER && op->contr->run_on) 2885 if (op->type == PLAYER && op->contr->run_on)
3154 if (!skop || num >= skop->level) 2886 if (!skop || num >= skop->level)
3155 { 2887 {
3165 num -= hide; 2897 num -= hide;
3166 2898
3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2899 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3168 { 2900 {
3169 make_visible (op); 2901 make_visible (op);
2902
3170 if (op->type == PLAYER) 2903 if (op->type == PLAYER)
3171 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2904 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 } 2905 }
3173 else if (op->type == PLAYER && skop) 2906 else if (op->type == PLAYER && skop)
3174 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2907 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3189 2922
3190 if (who->type == PLAYER) 2923 if (who->type == PLAYER)
3191 player = 1; 2924 player = 1;
3192 2925
3193 else 2926 else
3194 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2927 friendly = who->flag [FLAG_FRIENDLY];
3195 2928
3196 /* search adjacent squares */ 2929 /* search adjacent squares */
3197 for (i = 1; i < 9; i++) 2930 for (i = 1; i < 9; i++)
3198 { 2931 {
3199 x = who->x + freearr_x[i]; 2932 x = who->x + freearr_x[i];
3208 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2941 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3209 continue; 2942 continue;
3210 2943
3211 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2944 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3212 { 2945 {
3213 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2946 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3214 return 1; 2947 return 1;
3215 else if (tmp->type == PLAYER) 2948 else if (tmp->type == PLAYER)
3216 { 2949 {
3217 /*don't let a hidden DM prevent you from hiding */ 2950 /*don't let a hidden DM prevent you from hiding */
3218 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2951 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3219 return 1; 2952 return 1;
3220 } 2953 }
3221 } 2954 }
3222 } 2955 }
3223 return 0; 2956 return 0;
3227 * object op. This function works fine for monsters, 2960 * object op. This function works fine for monsters,
3228 * but we dont worry if the object isnt the top one in 2961 * but we dont worry if the object isnt the top one in
3229 * a pile (say a coin under a table would return "viewable" 2962 * a pile (say a coin under a table would return "viewable"
3230 * by this routine). Another question, should we be 2963 * by this routine). Another question, should we be
3231 * concerned with the direction the player is looking 2964 * concerned with the direction the player is looking
3232 * in? Realistically, most of use cant see stuff behind 2965 * in? Realistically, most of us can't see stuff behind
3233 * our backs...on the other hand, does the "facing" direction 2966 * our backs...on the other hand, does the "facing" direction
3234 * imply the way your head, or body is facing? Its possible 2967 * 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. 2968 * for them to differ. Sigh, this fctn could get a bit more complex.
3236 * -b.t. 2969 * -b.t.
3237 * This function is now map tiling safe. 2970 * This function is now map tiling safe.
3238 */ 2971 */
3239
3240int 2972int
3241player_can_view (object *pl, object *op) 2973player_can_view (object *pl, object *op)
3242{ 2974{
3243 rv_vector rv; 2975 rv_vector rv;
3244 int dx, dy; 2976 int dx, dy;
3256 2988
3257 get_rangevector (pl, op, &rv, 0x1); 2989 get_rangevector (pl, op, &rv, 0x1);
3258 2990
3259 /* starting with the 'head' part, lets loop 2991 /* starting with the 'head' part, lets loop
3260 * through the object and find if it has any 2992 * through the object and find if it has any
3261 * part that is in the los array but isnt on 2993 * part that is in the los array but isn't on
3262 * a blocked los square. 2994 * a blocked los square.
3263 * we use the archetype to figure out offsets. 2995 * we use the archetype to figure out offsets.
3264 */ 2996 */
3265 while (op) 2997 while (op)
3266 { 2998 {
3267 dx = rv.distance_x + op->arch->clone.x; 2999 dx = rv.distance_x + op->arch->x;
3268 dy = rv.distance_y + op->arch->clone.y; 3000 dy = rv.distance_y + op->arch->y;
3269 3001
3270 /* only the viewable area the player sees is updated by LOS 3002 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; 3003 return 1;
3004
3278 op = op->more; 3005 op = op->more;
3279 } 3006 }
3280 return 0;
3281}
3282 3007
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; 3008 return 0;
3309} 3009}
3310 3010
3311/* op_on_battleground - checks if the given object op (usually 3011/* op_on_battleground - checks if the given object op (usually
3312 * a player) is standing on a valid battleground-tile, 3012 * 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 3017 * Default is to do the same as before, so only people wanting to have different points need worry about this
3318 */ 3018 */
3319int 3019int
3320op_on_battleground (object *op, int *x, int *y) 3020op_on_battleground (object *op, int *x, int *y)
3321{ 3021{
3322 object *tmp;
3323
3324 /* A battleground-tile needs the following attributes to be valid: 3022 /* 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), 3023 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3326 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3024 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3327 * and the exit-coordinates sp/hp must both be > 0. 3025 * and the exit-coordinates sp/hp must both be > 0.
3328 * => The intention here is to prevent abuse of the battleground- 3026 * => The intention here is to prevent abuse of the battleground-
3329 * feature (like pickable or hidden battleground tiles). */ 3027 * feature (like pickable or hidden battleground tiles). */
3330 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3028 for (object *tmp = op->below; tmp; tmp = tmp->below)
3331 { 3029 {
3332 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3030 if (tmp->flag [FLAG_IS_FLOOR])
3333 { 3031 {
3334 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3032 if (tmp->flag [FLAG_NO_PICK]
3335 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3033 && tmp->type == BATTLEGROUND
3034 && tmp->name == shstr_battleground
3035 && EXIT_X (tmp) && EXIT_Y (tmp))
3336 { 3036 {
3337 /*before we assign the exit, check if this is a teambattle */ 3037 /* before we assign the exit, check if this is a teambattle */
3338 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3038 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3339 {
3340 object *invtmp;
3341
3342 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3039 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3040 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3343 { 3041 {
3344 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3345 {
3346 if (x != NULL && y != NULL) 3042 if (x && y)
3347 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3043 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3044
3348 return 1; 3045 return 1;
3349 }
3350 } 3046 }
3351 } 3047
3352 if (x != NULL && y != NULL) 3048 if (x && y)
3353 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3049 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3050
3354 return 1; 3051 return 1;
3355 } 3052 }
3356 } 3053 }
3357 } 3054 }
3055
3358 /* If we got here, did not find a battleground */ 3056 /* If we got here, did not find a battleground */
3359 return 0; 3057 return 0;
3360} 3058}
3361 3059
3362/* 3060/*
3378 char buf[MAX_BUF]; /* tmp. string buffer */ 3076 char buf[MAX_BUF]; /* tmp. string buffer */
3379 int i = 0, j = 0; 3077 int i = 0, j = 0;
3380 3078
3381 /* get the appropriate treasurelist */ 3079 /* get the appropriate treasurelist */
3382 if (atnr == ATNR_FIRE) 3080 if (atnr == ATNR_FIRE)
3383 trlist = find_treasurelist ("dragon_ability_fire"); 3081 trlist = treasurelist::find (shstr_dragon_ability_fire);
3384 else if (atnr == ATNR_COLD) 3082 else if (atnr == ATNR_COLD)
3385 trlist = find_treasurelist ("dragon_ability_cold"); 3083 trlist = treasurelist::find (shstr_dragon_ability_cold);
3386 else if (atnr == ATNR_ELECTRICITY) 3084 else if (atnr == ATNR_ELECTRICITY)
3387 trlist = find_treasurelist ("dragon_ability_elec"); 3085 trlist = treasurelist::find (shstr_dragon_ability_elec);
3388 else if (atnr == ATNR_POISON) 3086 else if (atnr == ATNR_POISON)
3389 trlist = find_treasurelist ("dragon_ability_poison"); 3087 trlist = treasurelist::find (shstr_dragon_ability_poison);
3390 3088
3391 if (trlist == NULL || who->type != PLAYER) 3089 if (trlist == NULL || who->type != PLAYER)
3392 return; 3090 return;
3393 3091
3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3092 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3096 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3399 return; 3097 return;
3400 } 3098 }
3401 3099
3402 /* everything seems okay - now bring on the gift: */ 3100 /* everything seems okay - now bring on the gift: */
3403 item = &(tr->item->clone); 3101 item = tr->item;
3404 3102
3405 if (item->type == SPELL) 3103 if (item->type == SPELL)
3406 { 3104 {
3407 if (check_spell_known (who, item->name)) 3105 if (check_spell_known (who, item->name))
3408 return; 3106 return;
3467 { 3165 {
3468 /* forces in the treasurelist can alter the player's stats */ 3166 /* forces in the treasurelist can alter the player's stats */
3469 object *skin; 3167 object *skin;
3470 3168
3471 /* first get the dragon skin force */ 3169 /* 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) 3170 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3474 ; 3171 ;
3475 3172
3476 if (!skin) 3173 if (!skin)
3477 return; 3174 return;
3478 3175
3492 else 3189 else
3493 j = 1; 3190 j = 1;
3494 strcat (buf, spellpathnames[i]); 3191 strcat (buf, spellpathnames[i]);
3495 } 3192 }
3496 } 3193 }
3194
3497 strcat (buf, "."); 3195 strcat (buf, ".");
3498 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3196 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3499 } 3197 }
3500 3198
3501 /* evtl. adding flags: */ 3199 /* evtl. adding flags: */
3502 if (QUERY_FLAG (item, FLAG_XRAYS)) 3200 if (item->flag [FLAG_XRAYS])
3503 SET_FLAG (skin, FLAG_XRAYS); 3201 skin->set_flag (FLAG_XRAYS);
3504 if (QUERY_FLAG (item, FLAG_STEALTH)) 3202 if (item->flag [FLAG_STEALTH])
3505 SET_FLAG (skin, FLAG_STEALTH); 3203 skin->set_flag (FLAG_STEALTH);
3506 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3204 if (item->flag [FLAG_SEE_IN_DARK])
3507 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3205 skin->set_flag (FLAG_SEE_IN_DARK);
3508 3206
3509 /* print message if there is one */ 3207 /* print message if there is one */
3510 if (item->msg != NULL) 3208 if (item->msg != NULL)
3511 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3209 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3512 } 3210 }
3513 else 3211 else
3514 { 3212 {
3515 /* generate misc. treasure */ 3213 /* generate misc. treasure */
3516 tmp = arch_to_object (tr->item); 3214 tmp = tr->item->instance ();
3517 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3215 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3518 tmp = insert_ob_in_ob (tmp, who); 3216 who->insert (tmp);
3519 if (who->type == PLAYER)
3520 esrv_send_item (who, tmp);
3521 } 3217 }
3522} 3218}
3523 3219
3524/** 3220//-GPL
3525 * Unready an object for a player. This function does nothing if the object was 3221
3526 * not readied. 3222sint8
3527 */ 3223player::darkness_at (maptile *map, int x, int y) const
3224{
3225 if (!ns)
3226 return LOS_BLOCKED;
3227
3228 int dx, dy;
3229 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3230 return LOS_BLOCKED;
3231
3232 x += dx - ns->current_x;
3233 y += dy - ns->current_y;
3234
3235 return blocked_los (x, y);
3236}
3237
3528void 3238void
3529player_unready_range_ob (player *pl, object *ob) 3239player::infobox (const char *title, const char *msg, int color)
3530{ 3240{
3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3241 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3532 if (pl->ranges[i] == ob)
3533 {
3534 pl->ranges[i] = 0;
3535 if (pl->shoottype == i)
3536 pl->shoottype = range_none;
3537 }
3538} 3242}
3243
3244void
3245player::statusmsg (const char *msg, int color)
3246{
3247 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3248}
3249
3250void
3251player::failmsg (const char *msg, int color)
3252{
3253 play_sound (sound_find ("generic_failure"));
3254 statusmsg (msg, color);
3255}
3256
3257void
3258object::failmsgf (const char *format, ...)
3259{
3260 if (!contr)
3261 return;
3262
3263 va_list ap;
3264 va_start (ap, format);
3265 contr->failmsg (vformat (format, ap));
3266 va_end (ap);
3267}
3268
3269void
3270player::failmsgf (const char *format, ...)
3271{
3272 va_list ap;
3273 va_start (ap, format);
3274 failmsg (vformat (format, ap));
3275 va_end (ap);
3276}
3277

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