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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.99 by root, Thu Jan 18 19:42:10 2007 UTC vs.
Revision 1.300 by root, Sat Sep 16 22:17:42 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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{
351 234
352 attachable::do_destroy (); 235 attachable::do_destroy ();
353 236
354 if (ob) 237 if (ob)
355 { 238 {
356 ob->destroy_inv (false); 239 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
240 // temporarily backed out patchset 4025 to see if THIS change causes crashes
241 //ob->contr = 0;
357 ob->destroy (); 242 ob->destroy ();
358 } 243 }
244
245 ob = observe = viewpoint = 0;
359} 246}
360 247
361player::~player () 248player::~player ()
362{ 249{
363 /* Clear item stack */ 250 /* Clear item stack */
364 free (stack_items); 251 free (stack_items);
252}
253
254/*
255 * get_player_archetype() return next player archetype from archetype
256 * list. Not very efficient routine, but used only creating new players.
257 * Note: there MUST be at least one player archetype!
258 */
259static archetype *
260get_player_archetype (archetype *at)
261{
262 // archetypes could have been reloaded
263 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
264
265 if (!nat)
266 return at;
267
268 archvec::iterator i = archetypes.find (nat);
269
270 for (;;)
271 {
272 if (++i == archetypes.end ())
273 i = archetypes.begin ();
274 else if (*i == at)
275 cleanup ("not a single player archetype found");
276
277 if ((*i)->type == PLAYER)
278 return *i;
279 }
365} 280}
366 281
367/* Tries to add player on the connection passed in ns. 282/* 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 283 * All we can really get in this is some settings like host and display
369 * mode. 284 * mode.
371player * 286player *
372player::create () 287player::create ()
373{ 288{
374 player *pl = new player; 289 player *pl = new player;
375 290
376 pl->set_object (arch_to_object (get_player_archetype (0))); 291 pl->set_object (get_player_archetype (0)->instance ());
292
293 pl->ob->roll_stats ();
294 pl->ob->stats.wc = 2;
295 pl->ob->run_away = 25; /* Then we panick... */
296
377 set_first_map (pl->ob); 297 set_first_map (pl->ob);
378 298
379 return pl; 299 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} 300}
409 301
410object * 302object *
411get_nearest_player (object *mon) 303get_nearest_player (object *mon)
412{ 304{
415 unsigned lastdist; 307 unsigned lastdist;
416 rv_vector rv; 308 rv_vector rv;
417 309
418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 310 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 { 311 {
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)) 312 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 313 continue;
449 314
450 if (lastdist > rv.distance) 315 if (lastdist > rv.distance)
451 { 316 {
467#endif 332#endif
468 return op; 333 return op;
469} 334}
470 335
471/* I believe this can safely go to 2, 3 is questionable, 4 will likely 336/* I believe this can safely go to 2, 3 is questionable, 4 will likely
472 * result in a monster paths backtracking. It basically determines how large a 337 * result in a monster paths backtracking. It basically determines how large a
473 * detour a monster will take from the direction path when looking 338 * detour a monster will take from the direction path when looking
474 * for a path to the player. The values are in the amount of direction 339 * for a path to the player. The values are in the amount of direction
475 * the deviation is 340 * the deviation is
476 */ 341 */
477#define DETOUR_AMOUNT 2 342#define DETOUR_AMOUNT 2
513 */ 378 */
514int 379int
515path_to_player (object *mon, object *pl, unsigned mindiff) 380path_to_player (object *mon, object *pl, unsigned mindiff)
516{ 381{
517 rv_vector rv; 382 rv_vector rv;
518 sint16 x, y;
519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 383 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
520 maptile *m, *lastmap;
521 384
522 get_rangevector (mon, pl, &rv, 0); 385 get_rangevector (mon, pl, &rv, 0);
523 386
524 if (rv.distance < mindiff) 387 if (rv.distance < mindiff)
525 return 0; 388 return 0;
526 389
527 x = mon->x; 390 mapxy pos (mon);
528 y = mon->y;
529 m = mon->map;
530 dir = rv.direction; 391 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 392 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); 393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
394
533 /* If we can't solve it within the search distance, return now. */ 395 /* If we can't solve it within the search distance, return now. */
534 if (diff > max) 396 if (diff > max)
535 return 0; 397 return 0;
398
536 while (diff > 1 && max > 0) 399 while (diff > 1 && max > 0)
537 { 400 {
538 lastx = x; 401 mapxy lastpos = pos;
539 lasty = y;
540 lastmap = m;
541 x = lastx + freearr_x[dir];
542 y = lasty + freearr_y[dir];
543 402
544 mflags = get_map_flags (m, &m, x, y, &x, &y); 403 pos.move (dir);
545 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
546 404
547 /* Space is blocked - try changing direction a little */ 405 /* Space is blocked - try changing direction a little */
548 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 406 if (!pos.normalise ()
549 && (m == mon->map && blocked_link (mon, m, x, y)))) 407 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
408 && blocked_link (mon, pos.m, pos.x, pos.y)))
550 { 409 {
551 /* recalculate direction from last good location. Possible 410 /* recalculate direction from last good location. Possible
552 * we were not traversing ideal location before. 411 * we were not traversing ideal location before.
553 */ 412 */
554 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 413 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
555 if (rv.direction != dir) 414 if (rv.direction != dir)
556 { 415 {
557 /* OK - says direction should be different - lets reset the 416 /* OK - says direction should be different - lets reset the
558 * the values so it will try again. 417 * the values so it will try again.
559 */ 418 */
560 x = lastx;
561 y = lasty;
562 m = lastmap; 419 pos = lastpos;
563 dir = firstdir = rv.direction; 420 dir = firstdir = rv.direction;
564 } 421 }
565 else 422 else
566 { 423 {
567 /* direct path is blocked - try taking a side step to 424 /* direct path is blocked - try taking a side step to
568 * either the left or right. 425 * either the left or right.
569 * Note increase the values in the loop below to be 426 * Note increase the values in the loop below to be
570 * more than -1/1 respectively will mean the monster takes 427 * more than -1/1 respectively will mean the monster takes
571 * bigger detour. Have to be careful about these values getting 428 * bigger detour. Have to be careful about these values getting
572 * too big (3 or maybe 4 or higher) as the monster may just try 429 * too big (3 or maybe 4 or higher) as the monster may just try
573 * stepping back and forth 430 * stepping back and forth
574 */ 431 */
575 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 432 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
576 { 433 {
577 if (i == 0) 434 if (i == 0)
578 continue; /* already did this, so skip it */ 435 continue; /* already did this, so skip it */
436
579 /* Use lastdir here - otherwise, 437 /* Use lastdir here - otherwise,
580 * since the direction that the creature should move in 438 * since the direction that the creature should move in
581 * may change, you could get infinite loops. 439 * may change, you could get infinite loops.
582 * ie, player is northwest, but monster can only 440 * ie, player is northwest, but monster can only
583 * move west, so it does that. It goes some distance, 441 * move west, so it does that. It goes some distance,
585 * can't do that, but now finds it can move east, and 443 * can't do that, but now finds it can move east, and
586 * gets back to its original point. lastdir contains 444 * gets back to its original point. lastdir contains
587 * the last direction the creature has successfully 445 * the last direction the creature has successfully
588 * moved. 446 * moved.
589 */ 447 */
590
591 x = lastx + freearr_x[absdir (lastdir + i)];
592 y = lasty + freearr_y[absdir (lastdir + i)];
593 m = lastmap; 448 pos = lastpos;
594 mflags = get_map_flags (m, &m, x, y, &x, &y); 449 pos.move (absdir (lastdir + i));
595 if (mflags & P_OUT_OF_MAP) 450
451 if (!pos.normalise ())
596 continue; 452 continue;
597 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 453
598 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 454 mapspace &ms = *pos;
455
456 if (ms.flags () & P_BLOCKSVIEW)
599 continue; 457 continue;
600 if (mflags & P_BLOCKSVIEW) 458
459 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
601 continue; 460 continue;
602 461
603 if (m == mon->map && blocked_link (mon, m, x, y)) 462 if (blocked_link (mon, pos.m, pos.x, pos.y))
604 break; 463 break;
605 } 464 }
465
606 /* go through entire loop without finding a valid 466 /* go through entire loop without finding a valid
607 * sidestep to take - thus, no valid path. 467 * sidestep to take - thus, no valid path.
608 */ 468 */
609 if (i == (DETOUR_AMOUNT + 1)) 469 if (i == DETOUR_AMOUNT + 1)
610 return 0; 470 return 0;
471
611 diff--; 472 diff--;
612 lastdir = dir; 473 lastdir = dir;
613 max--; 474 max--;
614 if (!firstdir) 475 if (!firstdir)
615 firstdir = dir + i; 476 firstdir = dir + i;
619 { 480 {
620 /* we moved towards creature, so diff is less */ 481 /* we moved towards creature, so diff is less */
621 diff--; 482 diff--;
622 max--; 483 max--;
623 lastdir = dir; 484 lastdir = dir;
485
624 if (!firstdir) 486 if (!firstdir)
625 firstdir = dir; 487 firstdir = dir;
626 } 488 }
489
627 if (diff <= 1) 490 if (diff <= 1)
628 { 491 {
629 /* Recalculate diff (distance) because we may not have actually 492 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 493 * headed toward player for entire distance.
631 */ 494 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 495 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); 496 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 497 }
498
635 if (diff > max) 499 if (diff > max)
636 return 0; 500 return 0;
637 } 501 }
502
638 /* If we reached the max, didn't find a direction in time */ 503 /* If we reached the max, didn't find a direction in time */
639 if (!max) 504 if (!max)
640 return 0; 505 return 0;
641 506
642 return firstdir; 507 return firstdir;
643} 508}
644 509
645void 510void
646give_initial_items (object *pl, treasurelist * items) 511give_initial_items (object *pl, treasurelist *items)
647{ 512{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL) 513 if (pl->randomitems)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 514 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652 515
653 for (op = pl->inv; op; op = next) 516 for (object *next, *op = pl->inv; op; op = next)
654 { 517 {
655 next = op->below; 518 next = op->below;
656 519
657 /* Forces get applied per default, unless they have the 520 /* Forces get applied per default, unless they have the
658 * flag "neutral" set. Sorry but I can't think of a better way 521 * flag "neutral" set. Sorry but I can't think of a better way
659 */ 522 */
660 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 523 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
661 SET_FLAG (op, FLAG_APPLIED); 524 op->set_flag (FLAG_APPLIED);
662 525
663 /* we never give weapons/armour if these cannot be used 526 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions 527 * by this player due to race restrictions
665 */ 528 */
666 if (pl->type == PLAYER) 529 if (pl->type == PLAYER)
667 { 530 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 531 if ((!pl->flag [FLAG_USE_ARMOUR]
532 &&
669 (op->type == ARMOUR || op->type == BOOTS || 533 (op->type == ARMOUR || op->type == BOOTS
670 op->type == CLOAK || op->type == HELMET || 534 || op->type == CLOAK || op->type == HELMET
671 op->type == SHIELD || op->type == GLOVES || 535 || op->type == SHIELD || op->type == GLOVES
672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 536 || op->type == BRACERS || op->type == GIRDLE))
537 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
673 { 538 {
674 op->destroy (); 539 op->destroy ();
675 continue; 540 continue;
676 } 541 }
677 } 542 }
678 543
679 /* This really needs to be better - we should really give 544 /* Here we remove duplicated skills (as duplicated spell objects have
680 * a substitute spellbook. The problem is that we don't really 545 * _very_ confusing effects for players), which could for instance be
681 * have a good idea what to replace it with (need something like 546 * generated by multiple treasurelists specifying the same skills.
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */ 547 */
685 if (op->type == SPELLBOOK || op->type == SKILL) 548 if (op->type == SKILL)
686 { 549 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below) 550 for (object *tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name) 551 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 { 552 {
695 op->destroy (); 553 op->destroy ();
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 554 break;
697 continue;
698 } 555 }
699 556
700 if (op->nrof > 1) 557 if (op->nrof > 1)
701 op->nrof = 1; 558 op->nrof = 1;
702 } 559 }
703 560
704 if (op->type == SPELLBOOK && op->inv) 561 if (op->type == SPELLBOOK && op->inv)
705 { 562 op->inv->clr_flag (FLAG_STARTEQUIP);
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708 563
709 /* Give starting characters identified, uncursed, and undamned 564 /* Give starting characters identified, uncursed, and undamned
710 * items. Just don't identify gold or silver, or it won't be 565 * items. Just don't identify gold or silver, or it won't be
711 * merged properly. 566 * merged properly.
712 */ 567 */
713 if (need_identify (op)) 568 if (op->need_identify ())
714 {
715 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED);
718 } 569 {
570 op->set_flag (FLAG_IDENTIFIED);
571 op->clr_flag (FLAG_CURSED);
572 op->clr_flag (FLAG_DAMNED);
573 }
574
719 if (op->type == SPELL) 575 if (op->type == SPELL)
720 { 576 {
721 op->destroy (); 577 op->destroy ();
722 continue; 578 continue;
723 } 579 }
724 else if (op->type == SKILL) 580 else if (op->type == SKILL)
725 { 581 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL); 582 op->set_flag (FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0; 583 op->stats.exp = 0;
728 op->level = 1; 584 op->level = 1;
729 } 585 }
730 /* lock all 'normal items by default */ 586 else /* lock all 'normal items by default */
731 else 587 op->set_flag (FLAG_INV_LOCKED);
732 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */ 588 } /* for loop of objects in player inv */
734 589
735 /* Need to set up the skill pointers */ 590 /* Need to set up the skill pointers */
736 link_player_skills (pl); 591 pl->contr->link_skills ();
737} 592}
738 593
739void 594void
740get_party_password (object *op, partylist *party) 595get_party_password (object *op, partylist *party)
741{ 596{
751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 606 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
752} 607}
753 608
754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 609/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
755static int 610static int
756roll_stat (void) 611roll_stat ()
757{ 612{
758 int a[4], i, j, k; 613 int a[4], i, j, k;
759 614
760 for (i = 0; i < 4; i++) 615 for (i = 0; i < 4; i++)
761 a[i] = (int) rndm (6) + 1; 616 a[i] = rndm (1, 6);
762 617
763 for (i = 0, j = 0, k = 7; i < 4; i++) 618 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 619 if (a[i] < k)
765 k = a[i], j = i; 620 k = a[i], j = i;
766 621
772} 627}
773 628
774void 629void
775object::roll_stats () 630object::roll_stats ()
776{ 631{
777 int statsort [7]; 632 int statsort [NUM_STATS];
778 633
779 for (;;) 634 for (;;)
780 { 635 {
781 int sum = 0; 636 int sum = 0;
782 for (int i = 7; i--; ) 637 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 638 sum += statsort [i] = roll_stat ();
784 639
785 if (sum >= 82 && sum <= 116) 640 if (sum >= 82 && sum <= 116)
786 break; 641 break;
787 } 642 }
788 643
789 // Sort the stats so that rerolling is easier... 644 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 645 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 646
647 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 648 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];
799 649
800 stats.exp = 0; 650 stats.exp = 0;
801 stats.ac = 0; 651 stats.ac = 0;
802 652
803 stats.hp = stats.maxhp; 653 stats.hp = stats.maxhp;
815} 665}
816 666
817void 667void
818object::swap_stats (int a, int b) 668object::swap_stats (int a, int b)
819{ 669{
820 int tmp = get_attr_value (&contr->orig_stats, a); 670 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);
823 671
672 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 673 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;
831 674
832 //TODO: the following code looks so borked and should, at the very least, 675 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats 676 // be merged with the similar code in roll_stats
834 stats.ac = 0; 677 stats.ac = 0;
835 678
854static void 697static void
855start_info (object *op) 698start_info (object *op)
856{ 699{
857 char buf[MAX_BUF]; 700 char buf[MAX_BUF];
858 701
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 702 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 703 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} 704}
864 705
865/* This function takes the key that is passed, and does the 706/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 707 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 708 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE, 709 * separate race and class; this actually changes the RACE,
869 * not the class. 710 * not the class.
870 */ 711 */
871int 712void
872key_change_class (object *op, char key) 713player::chargen_race_done ()
873{ 714{
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 */ 715 /* this must before then initial items are given */
881 esrv_new_player (op->contr, op->weight + op->carrying); 716 esrv_new_player (ob->contr);
882 717
883 treasurelist *tl = find_treasurelist ("starting_wealth"); 718 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
884 if (tl) 719 if (tl)
885 create_treasure (tl, op, 0, 0, 0); 720 create_treasure (tl, ob, 0, 0, 0);
886 721
887 INVOKE_PLAYER (BIRTH, op->contr); 722 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, op->contr);
889 723
890 op->contr->ns->state = ST_PLAYING; 724 ob->contr->ns->state = ST_PLAYING;
891 725
892 if (op->msg) 726 if (ob->msg)
893 op->msg = NULL; 727 ob->msg = 0;
894 728
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); 729 start_info (ob);
902 CLEAR_FLAG (op, FLAG_WIZ); 730 ob->clr_flag (FLAG_WIZ);
903 give_initial_items (op, op->randomitems); 731 give_initial_items (ob, ob->randomitems);
904 link_player_skills (op);
905 esrv_send_inventory (op, op); 732 esrv_send_inventory (ob, ob);
906 op->update_stats (); 733 ob->update_stats ();
907 734
908 /* This moves the player to a different start map, if there 735 /* This moves the player to a different start map, if there
909 * is one for this race 736 * is one for this race
910 */ 737 */
911 if (*first_map_ext_path) 738 if (*first_map_ext_path)
912 { 739 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 740 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 741 LOG (llevDebug, "first_map_ext_path not set\n");
742}
928 743
929 return 0; 744/*
930 } 745 * Returns true if the given player is a legal class.
746 * The function to add and remove class-bonuses to the stats doesn't
747 * check if the stat becomes negative, thus this function
748 * merely checks that all stats are 1 or more, and returns
749 * false otherwise.
750 */
751static int
752allowed_class (const object *op)
753{
754 return op->stats.Dex > 0
755 && op->stats.Str > 0
756 && op->stats.Con > 0
757 && op->stats.Int > 0
758 && op->stats.Wis > 0
759 && op->stats.Pow > 0
760 && op->stats.Cha > 0;
761}
931 762
763void
764player::chargen_race_next ()
765{
932 /* Following actually changes the race - this is the default command 766 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above. 767 * if we don't match with one of the options above.
934 */ 768 */
935 769
936 tmp_loop = 0; 770 do
937 while (!tmp_loop)
938 { 771 {
939 shstr name = op->name; 772 shstr name = ob->name;
940 int x = op->x, y = op->y; 773 int x = ob->x, y = ob->y;
941 774
942 op->remove_statbonus (); 775 ob->remove_statbonus ();
943 op->remove (); 776 ob->remove ();
944 op->arch = get_player_archetype (op->arch); 777 ob->arch = get_player_archetype (ob->arch);
945 op->arch->clone.copy_to (op); 778 ob->arch->copy_to (ob);
946 op->instantiate (); 779 ob->instantiate ();
947 op->stats = op->contr->orig_stats; 780 ob->stats = ob->contr->orig_stats;
948 op->name = op->name_pl = name; 781 ob->name = ob->name_pl = name;
949 op->x = x; 782 ob->x = x;
950 op->y = y; 783 ob->y = y;
951 SET_ANIMATION (op, 2); /* So player faces south */ 784 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (op, op->map, op, 0); 785 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (op->contr->title, op->arch->clone.name); 786 assign (ob->contr->title, ob->arch->object::name);
954 op->add_statbonus (); 787 ob->add_statbonus ();
955 tmp_loop = allowed_class (op);
956 } 788 }
789 while (!allowed_class (ob));
957 790
958 update_object (op, UP_OBJ_FACE); 791 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, op, op); 792 esrv_update_item (UPD_FACE, ob, ob);
960 op->update_stats (); 793 ob->update_stats ();
961 op->stats.hp = op->stats.maxhp; 794 ob->stats.hp = ob->stats.maxhp;
962 op->stats.sp = op->stats.maxsp; 795 ob->stats.sp = ob->stats.maxsp;
963 op->stats.grace = 0; 796 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} 797}
971 798
972void 799static void
973flee_player (object *op) 800flee_player (object *op)
974{ 801{
975 int dir, diff; 802 int dir, diff;
976 rv_vector rv; 803 rv_vector rv;
977 804
978 if (op->stats.hp < 0) 805 if (op->stats.hp < 0)
979 { 806 {
980 LOG (llevDebug, "Fleeing player is dead.\n"); 807 LOG (llevDebug, "Fleeing player is dead.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 808 op->clr_flag (FLAG_SCARED);
982 return; 809 return;
983 } 810 }
984 811
985 if (op->enemy == NULL) 812 if (!op->enemy)
986 { 813 {
987 LOG (llevDebug, "Fleeing player had no enemy.\n"); 814 LOG (llevDebug, "Fleeing player had no enemy.\n");
988 CLEAR_FLAG (op, FLAG_SCARED); 815 op->clr_flag (FLAG_SCARED);
989 return; 816 return;
990 } 817 }
991 818
992 /* Seen some crashes here. Since we don't store an 819 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 { 820 {
998 CLEAR_FLAG (op, FLAG_SCARED);
999 op->enemy = NULL; 821 op->enemy = NULL;
1000 return; 822 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; 823 return;
1008 } 824 }
1009 825
1010 get_rangevector (op, op->enemy, &rv, 0); 826 get_rangevector (op, op->enemy, &rv, 0);
1011 827
1012 dir = absdir (4 + rv.direction); 828 dir = absdir (4 + rv.direction);
1013 for (diff = 0; diff < 3; diff++) 829 for (diff = 0; diff < 3; diff++)
1014 { 830 {
1015 int m = 1 - (RANDOM () & 2); 831 int m = 1 - rndm (2) * 2;
1016 832
1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 833 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1018 return; 834 return;
1019 } 835 }
1020 836
1021 /* Cornered, get rid of scared */ 837 /* Cornered, get rid of scared */
1022 CLEAR_FLAG (op, FLAG_SCARED); 838 op->clr_flag (FLAG_SCARED);
1023 op->enemy = NULL; 839 op->enemy = NULL;
1024} 840}
1025 841
1026
1027/* check_pick sees if there is stuff to be picked up/picks up stuff. 842/* 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 843 * It returns 1 if the player should keep on moving, 0 if he should
1029 * stop. 844 * stop.
1030 */ 845 */
1031int 846int
1032check_pick (object *op) 847check_pick (object *op)
1033{ 848{
1034 object *tmp, *next; 849 object *tmp, *next;
1035 int stop = 0; 850 int stop = 0;
1036 int j, k, wvratio; 851 int wvratio;
1037 char putstring[128], tmpstr[16];
1038 852
1039 /* if you're flying, you cna't pick up anything */ 853 /* if you're flying, you can't pick up anything */
1040 if (op->move_type & MOVE_FLYING) 854 if (op->move_type & MOVE_FLYING)
1041 return 1; 855 return 1;
1042 856
1043 next = op->below; 857 next = op->below;
858
859 int cnt = MAX_ITEM_PER_ACTION;
860#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1044 861
1045 /* loop while there are items on the floor that are not marked as 862 /* loop while there are items on the floor that are not marked as
1046 * destroyed */ 863 * destroyed */
1047 while (next && !next->destroyed ()) 864 while (next && !next->destroyed ())
1048 { 865 {
1049 tmp = next; 866 tmp = next;
1050 next = tmp->below; 867 next = tmp->below;
1051 868
869 if (cnt <= 0)
870 {
871 op->failmsg ("Couldn't pickup all items at once.");
872 return 0;
873 }
874
1052 if (op->destroyed ()) 875 if (op->destroyed ())
1053 return 0; 876 return 0;
1054 877
1055 if (!can_pick (op, tmp)) 878 if (!can_pick (op, tmp))
1056 continue; 879 continue;
1057 880
1058 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 881 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1059 { 882 {
1060 if (item_matched_string (op, tmp, op->contr->search_str)) 883 if (item_matched_string (op, tmp, op->contr->search_str))
1061 pick_up (op, tmp); 884 CHK_PICK_PICKUP;
885
1062 continue; 886 continue;
1063 } 887 }
1064 888
1065 /* high not bit set? We're using the old autopickup model */ 889 /* pickup handling */
890 if (op->contr->mode & PU_DEBUG)
891 {
892 /* some debugging code to figure out item information */
893 const char *str = tmp->name
894 ? format ("item name: %s item type: %d weight/value: %d",
895 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
896 : format ("item name: %s item type: %d weight/value: %d",
897 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
898
899 new_draw_info (NDI_UNIQUE, 0, op, str);
900 }
901
902 if (op->contr->mode & PU_INHIBIT)
903 return 1;
904
905 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
906 return 1;
907
908 /* philosophy:
909 * It's easy to grab an item type from a pile, as long as it's
910 * generic. This takes no game-time. For more detailed pickups
911 * and selections, select-items should be used. This is a
912 * grab-as-you-run type mode that's really useful for arrows for
913 * example.
914 * The drawback: right now it has no frontend, so you need to
915 * stick the bits you want into a calculator in hex mode and then
916 * convert to decimal and then 'pickup <#>
917 */
918
919 /* the first two modes are exclusive: if NOTHING we return, if
920 * STOP then we stop. All the rest are applied sequentially,
921 * meaning if any test passes, the item gets picked up. */
922
923 /* if mode is set to pick nothing up, return */
924 if (op->contr->mode == PU_NOTHING)
925 return 1;
926
927 /* if mode is set to stop when encountering objects, return */
928 /* take STOP before INHIBIT since it doesn't actually pick
929 * anything up */
930 if (op->contr->mode & PU_STOP)
931 return 0;
932
933 /* useful for going into stores and not losing your settings... */
934 /* and for battles wher you don't want to get loaded down while
935 * fighting */
936 if (op->contr->mode & PU_INHIBIT)
937 return 1;
938
939 /* prevent us from turning into auto-thieves :) */
940 if (tmp->flag [FLAG_UNPAID])
941 continue;
942
943 /* ignore known cursed objects */
944 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
945 continue;
946
947 /* all food and drink if desired */
948 /* question: don't pick up known-poisonous stuff? */
1066 if (!(op->contr->mode & PU_NEWMODE)) 949 if (op->contr->mode & PU_FOOD)
950 if (tmp->type == FOOD)
1067 { 951 {
1068 switch (op->contr->mode) 952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_DRINK)
957 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_POTION)
964 if (tmp->type == POTION)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* spellbooks, skillscrolls and normal books/scrolls */
971 if (op->contr->mode & PU_SPELLBOOK)
972 if (tmp->type == SPELLBOOK)
973 {
974 CHK_PICK_PICKUP;
975 continue;
976 }
977
978 if (op->contr->mode & PU_SKILLSCROLL)
979 if (tmp->type == SKILLSCROLL)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_READABLES)
986 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 /* wands/staves/rods/horns */
993 if (op->contr->mode & PU_MAGIC_DEVICE)
994 if (tmp->type == WAND
995 || tmp->type == ROD
996 || tmp->type == HORN
997 || tmp->type == POWER_CRYSTAL)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* pick up all magical items */
1004 if (op->contr->mode & PU_MAGICAL)
1005 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1006 && !tmp->flag [FLAG_KNOWN_CURSED])
1007 {
1008 CHK_PICK_PICKUP;
1009 continue;
1010 }
1011
1012 if (op->contr->mode & PU_VALUABLES)
1013 {
1014 if (tmp->type == MONEY || tmp->type == GEM)
1069 { 1015 {
1070 case 0: 1016 CHK_PICK_PICKUP;
1071 return 1; /* don't pick up */ 1017 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 } 1018 }
1103 } 1019 }
1104 else 1020
1105 { /* old model */ 1021 /* rings & amulets - talismans seems to be typed AMULET */
1106 /* NEW pickup handling */
1107 if (op->contr->mode & PU_DEBUG) 1022 if (op->contr->mode & PU_JEWELS)
1023 if (tmp->type == RING
1024 || tmp->type == AMULET
1025 || tmp->type == GIRDLE
1026 || tmp->type == SKILL_TOOL)
1108 { 1027 {
1109 /* some debugging code to figure out item information */ 1028 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; 1029 continue;
1030 }
1156 1031
1157 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1158 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1159 continue; 1037 continue;
1038 }
1160 1039
1161 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1162 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1163 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1164 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES || tmp->type == BRACERS)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1165 { 1111 {
1166 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1167 continue; 1113 continue;
1168 } 1114 }
1115 }
1169 1116
1117 /* misc stuff that's useful */
1170 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1171 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1172 { 1120 {
1173 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1174 continue; 1122 continue;
1175 } 1123 }
1176 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1177 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1178 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1179 { 1132 */
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) 1133 wvratio = op->contr->mode & PU_RATIO;
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 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 { 1135 {
1224 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1225 { 1139 {
1226 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1227 continue;
1228 } 1141 }
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 1142 else
1363 fprintf (stderr, "%s", tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1364 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1365 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1366#endif 1146#endif
1147 CHK_PICK_PICKUP;
1367 continue; 1148 continue;
1368 }
1369 } 1149 }
1370 } /* the new pickup model */ 1150 } /* the new pickup model */
1371 } 1151 }
1372 1152
1373 return !stop; 1153 return !stop;
1374} 1154}
1375 1155
1156/* routine for both players and monsters. We call this when
1157 * there is a possibility for our action distrubing our hiding
1158 * place or invisiblity spell. Artefact invisiblity causes
1159 * "noise" instead. If we arent invisible to begin with, we
1160 * return 0.
1161 */
1162static int
1163action_makes_visible (object *op)
1164{
1165 if (op->invisible && op->flag [FLAG_ALIVE])
1166 {
1167 if (op->flag [FLAG_MAKE_INVIS])
1168 {
1169 // artefact invisibility is permanent, but we still make noise
1170 // this is important for game-balance.
1171 if (op->contr)
1172 op->make_noise ();
1173
1174 return 0;
1175 }
1176
1177 if (op->contr && op->contr->tmp_invis == 0)
1178 return 0;
1179
1180 /* If monsters, they should become visible */
1181 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1182 {
1183 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1184 return 1;
1185 }
1186 }
1187
1188 return 0;
1189}
1190
1376/* 1191/*
1377 * Find an arrow in the inventory and after that 1192 * Find an arrow in the inventory and after that
1378 * in the right type container (quiver). Pointer to the 1193 * in the right type container (quiver). Pointer to the
1379 * found object is returned. 1194 * found object is returned.
1380 */ 1195 */
1381object * 1196static object *
1382find_arrow (object *op, const char *type) 1197find_arrow (object *op, const char *type)
1383{ 1198{
1384 object *tmp = NULL;
1385
1386 for (op = op->inv; op; op = op->below) 1199 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) 1200 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1201 return splay (tmp);
1202
1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1204 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1205 if (object *arrow = find_arrow (tmp, type))
1206 {
1207 splay (tmp);
1390 return op; 1208 return arrow;
1209 }
1210
1391 return tmp; 1211 return 0;
1392} 1212}
1393 1213
1394/* 1214/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1215 * 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 1216 * 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 1217 * 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. 1218 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1219 */
1400 1220static object *
1401object *
1402find_better_arrow (object *op, object *target, const char *type, int *better) 1221find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1403{ 1222{
1404 object *tmp = NULL, *arrow, *ntmp; 1223 object *tmp = NULL, *arrow, *ntmp;
1405 int attacknum, attacktype, betterby = 0, i; 1224 int attacknum, attacktype, betterby = 0, i;
1406 1225
1407 if (!type) 1226 if (!type)
1408 return NULL; 1227 return NULL;
1409 1228
1410 for (arrow = op->inv; arrow; arrow = arrow->below) 1229 for (arrow = op->inv; arrow; arrow = arrow->below)
1411 { 1230 {
1412 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1231 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1413 { 1232 {
1414 i = 0; 1233 i = 0;
1415 ntmp = find_better_arrow (arrow, target, type, &i); 1234 ntmp = find_better_arrow (arrow, target, type, &i);
1235
1416 if (i > betterby) 1236 if (i > betterby)
1417 { 1237 {
1418 tmp = ntmp; 1238 tmp = ntmp;
1419 betterby = i; 1239 betterby = i;
1420 } 1240 }
1421 } 1241 }
1422 else if (arrow->type == ARROW && arrow->race == type) 1242 else if (arrow->type == ARROW && arrow->race == type)
1423 { 1243 {
1424 /* allways prefer assasination/slaying */ 1244 /* allways prefer assasination/slaying */
1425 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1245 if (target->race && arrow->slaying.contains (target->race))
1426 { 1246 {
1427 if (arrow->attacktype & AT_DEATH) 1247 if (arrow->attacktype & AT_DEATH)
1428 { 1248 {
1429 *better = 100; 1249 *better = 100;
1430 return arrow; 1250 return arrow;
1438 else 1258 else
1439 { 1259 {
1440 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1260 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1441 { 1261 {
1442 attacktype = 1 << attacknum; 1262 attacktype = 1 << attacknum;
1443 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1263 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1444 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1264 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1445 { 1265 {
1446 tmp = arrow; 1266 tmp = arrow;
1447 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1267 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1448 } 1268 }
1449 } 1269 }
1270
1450 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1271 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1451 { 1272 {
1452 tmp = arrow; 1273 tmp = arrow;
1453 betterby = 2 + arrow->magic + arrow->stats.dam; 1274 betterby = 2 + arrow->magic + arrow->stats.dam;
1454 } 1275 }
1276
1455 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1277 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1456 { 1278 {
1457 tmp = arrow; 1279 tmp = arrow;
1458 betterby = 1 + arrow->magic + arrow->stats.dam; 1280 betterby = 1 + arrow->magic + arrow->stats.dam;
1459 } 1281 }
1460 } 1282 }
1461 } 1283 }
1462 } 1284 }
1285
1463 if (tmp == NULL && arrow == NULL) 1286 if (tmp == NULL && arrow == NULL)
1464 return find_arrow (op, type); 1287 return find_arrow (op, type);
1465 1288
1466 *better = betterby; 1289 *better = betterby;
1467 return tmp; 1290 return tmp;
1471 * find_better_arrow to find a decent arrow to use. 1294 * find_better_arrow to find a decent arrow to use.
1472 * op = the shooter 1295 * op = the shooter
1473 * type = bow->race 1296 * type = bow->race
1474 * dir = fire direction 1297 * dir = fire direction
1475 */ 1298 */
1476 1299static object *
1477object *
1478pick_arrow_target (object *op, const char *type, int dir) 1300pick_arrow_target (object *op, shstr_cmp type, int dir)
1479{ 1301{
1480 object *tmp = NULL; 1302 object *tmp = NULL;
1481 maptile *m; 1303 maptile *m;
1482 int i, mflags, found, number; 1304 int i, mflags, found, number;
1483 sint16 x, y; 1305 sint16 x, y;
1495 y = op->y; 1317 y = op->y;
1496 1318
1497 /* find the first target */ 1319 /* find the first target */
1498 for (i = 0, found = 0; i < 20; i++) 1320 for (i = 0, found = 0; i < 20; i++)
1499 { 1321 {
1500 x += freearr_x[dir]; 1322 x += DIRX (dir);
1501 y += freearr_y[dir]; 1323 y += DIRY (dir);
1502 mflags = get_map_flags (m, &m, x, y, &x, &y); 1324 mflags = get_map_flags (m, &m, x, y, &x, &y);
1325
1503 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1326 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1504 { 1327 {
1505 tmp = NULL; 1328 tmp = 0;
1506 break; 1329 break;
1507 } 1330 }
1508 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1331 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1509 { 1332 {
1510 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1333 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1511 * perhaps a bad assumption. 1334 * perhaps a bad assumption.
1512 */ 1335 */
1513 tmp = NULL; 1336 tmp = 0;
1514 break; 1337 break;
1515 } 1338 }
1339
1516 if (mflags & P_IS_ALIVE) 1340 if (mflags & P_IS_ALIVE)
1517 {
1518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1341 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1519 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1342 if (tmp->flag [FLAG_ALIVE])
1520 {
1521 found++;
1522 break;
1523 }
1524 if (found)
1525 break; 1343 break;
1526 }
1527 } 1344 }
1528 if (tmp == NULL) 1345
1346 if (!tmp)
1529 return find_arrow (op, type); 1347 return find_arrow (op, type);
1530 1348
1531 if (tmp->head) 1349 if (tmp->head)
1532 tmp = tmp->head; 1350 tmp = tmp->head;
1533 1351
1534 return find_better_arrow (op, tmp, type, &i); 1352 return find_better_arrow (op, tmp, type, &i);
1535} 1353}
1536 1354
1537/* 1355/*
1538 * Creature fires a bow - op can be monster or player. Returns 1356 * Creature fires a bow - op can be monster or player. Returns
1539 * 1 if bow was actually fired, 0 otherwise. 1357 * 1 if bow was actually fired, 0 otherwise.
1540 * op is the object firing the bow. 1358 * op is the object firing the bow.
1541 * part is for multipart creatures - the part firing the bow. 1359 * part is for multipart creatures - the part firing the bow.
1542 * dir is the direction of fire. 1360 * dir is the direction of fire.
1543 * wc_mod is any special modifier to give (used in special player fire modes) 1361 * wc_mod is any special modifier to give (used in special player fire modes)
1546 */ 1364 */
1547int 1365int
1548fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1366fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1549{ 1367{
1550 object *left, *bow; 1368 object *left, *bow;
1551 int bowspeed, mflags; 1369 int mflags;
1552 maptile *m; 1370 maptile *m;
1553 1371
1554 if (!dir) 1372 if (!dir)
1555 { 1373 {
1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1374 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1557 return 0; 1375 return 0;
1558 } 1376 }
1559 1377
1560 if (op->type == PLAYER) 1378 if (op->contr)
1561 bow = op->contr->ranges[range_bow]; 1379 bow = op->current_weapon;
1562 else 1380 else
1563 { 1381 {
1564 for (bow = op->inv; bow; bow = bow->below) 1382 for (bow = op->inv; bow; bow = bow->below)
1565 /* Don't check for applied - monsters don't apply bows - in that way, they 1383 /* 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. 1384 * don't need to switch back and forth between bows and weapons.
1571 if (!bow) 1389 if (!bow)
1572 { 1390 {
1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1391 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1574 return 0; 1392 return 0;
1575 } 1393 }
1394
1395 // optimisation: move object to top so we will find it quickly again
1396 splay (bow);
1576 } 1397 }
1577 1398
1578 if (!bow->race || !bow->skill) 1399 if (!bow->race || !bow->skill)
1579 { 1400 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1401 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 return 0; 1402 return 0;
1582 } 1403 }
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 1404
1593 if (arrow == NULL) 1405 if (arrow == NULL)
1594 { 1406 {
1595 if ((arrow = find_arrow (op, bow->race)) == NULL) 1407 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 { 1408 {
1597 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1410 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 */ 1411 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1600 else 1412 else
1601 CLEAR_FLAG (op, FLAG_READY_BOW); 1413 op->clr_flag (FLAG_READY_BOW);
1414
1602 return 0; 1415 return 0;
1603 } 1416 }
1604 } 1417 }
1605 1418
1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1419 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1614 } 1427 }
1615 1428
1616 /* this should not happen, but sometimes does */ 1429 /* this should not happen, but sometimes does */
1617 if (arrow->nrof == 0) 1430 if (arrow->nrof == 0)
1618 { 1431 {
1432 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1619 arrow->destroy (); 1433 arrow->destroy ();
1620 return 0; 1434 return 0;
1621 } 1435 }
1622 1436
1623 left = arrow; /* these are arrows left to the player */ 1437 left = arrow; /* these are arrows left to the player */
1624 arrow = get_split_ob (arrow, 1); 1438 arrow = arrow->split ();
1625 if (!arrow) 1439 if (!arrow)
1626 { 1440 {
1627 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1441 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 return 0; 1442 return 0;
1629 } 1443 }
1630 1444
1631 arrow->set_owner (op); 1445 arrow->set_owner (op);
1632 arrow->skill = bow->skill; 1446 arrow->skill = bow->skill;
1633 arrow->direction = dir; 1447 arrow->direction = dir;
1634 1448
1449 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1450 arrow->stats.hp = arrow->stats.dam;
1451 arrow->stats.grace = arrow->attacktype;
1452 arrow->custom_name = arrow->slaying;
1453
1454#if 0
1455 if (player *pl = op->contr)
1456 {
1457 float speed = pl->weapon_sp;
1458
1459 /* penalize ROF for bestarrow */
1460 if (pl->bowtype == bow_bestarrow)
1461 speed *= .9f;
1462 else
1463 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1464
1465 op->speed_left += speed - op->speed;
1466 }
1467#endif
1468
1469 SET_ANIMATION (arrow, arrow->direction);
1470
1471 /* update the speed */
1472
1473 arrow->speed_left = 0;
1474 arrow->set_speed (max (2.f,
1475 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1476 + bow->stats.dam / 7.f
1477 ));
1478
1479 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1480
1635 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1636 { 1482 {
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; 1483 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1484 wc -= dex_bonus[op->stats.Dex];
1485
1486 if (!arrow->slaying)
1487 arrow->slaying = op->slaying;
1488
1489 arrow->attacktype |= op->attacktype;
1668 } 1490 }
1669 else 1491 else
1670 { 1492 {
1671 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1672 arrow->level = op->level; 1493 arrow->level = op->level;
1673 } 1494 arrow->stats.wc -= bow->magic;
1674 1495
1675 if (arrow->attacktype == AT_PHYSICAL) 1496 if (!arrow->slaying)
1497 arrow->slaying = bow->slaying;
1498
1676 arrow->attacktype |= bow->attacktype; 1499 arrow->attacktype |= bow->attacktype;
1500 }
1677 1501
1678 if (bow->slaying) 1502 wc -= arrow->level;
1679 arrow->slaying = bow->slaying; 1503 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680 1504
1505 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1506 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1507 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1508 arrow->set_flag (FLAG_NO_PICK);
1683 1509
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1510 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1511 m->insert (arrow, sx, sy, op);
1686 1512
1687 if (!arrow->destroyed ()) 1513 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1514 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 1515
1698 return 1; 1516 return 1;
1699} 1517}
1700 1518
1701/* Special fire code for players - this takes into 1519/* Special fire code for players - this takes into
1703 * but monsters can't. Putting that code here 1521 * but monsters can't. Putting that code here
1704 * makes the fire_bow code much cleaner. 1522 * makes the fire_bow code much cleaner.
1705 * this function should only be called if 'op' is a player, 1523 * this function should only be called if 'op' is a player,
1706 * hence the function name. 1524 * hence the function name.
1707 */ 1525 */
1708int 1526static int
1709player_fire_bow (object *op, int dir) 1527player_fire_bow (object *op, int dir)
1710{ 1528{
1711 int ret = 0, wcmod = 0; 1529 int ret;
1712 1530
1713 if (op->contr->bowtype == bow_bestarrow) 1531 if (op->contr->bowtype == bow_bestarrow)
1714 { 1532 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1533 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1534 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1535 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1536 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1537 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); 1538 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1723 } 1539 }
1724 else if (op->contr->bowtype == bow_threewide) 1540 else if (op->contr->bowtype == bow_threewide)
1725 { 1541 {
1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1542 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)]); 1543 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (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)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1729 } 1545 }
1730 else if (op->contr->bowtype == bow_spreadshot) 1546 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1547 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1548 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); 1549 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); 1550 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735
1736 } 1551 }
1737 else 1552 else
1738 { 1553 {
1739 /* Simple case */ 1554 /* Simple case */
1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1555 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1741 } 1556 }
1557
1742 return ret; 1558 return ret;
1743} 1559}
1744
1745 1560
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1561/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1562 * Broken apart from 'fire' to keep it more readable.
1748 */ 1563 */
1749void 1564static void
1750fire_misc_object (object *op, int dir) 1565fire_misc_object (object *op, int dir)
1751{ 1566{
1752 object *item; 1567 object *item = op->contr->ranged_ob;
1753 1568
1754 if (!op->contr->ranges[range_misc]) 1569 if (!item)
1755 { 1570 {
1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1571 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1757 return; 1572 return;
1758 } 1573 }
1759 1574
1760 item = op->contr->ranges[range_misc];
1761 if (!item->inv) 1575 if (!item->inv)
1762 { 1576 {
1763 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1577 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1764 return; 1578 return;
1765 } 1579 }
1580
1581 if (!op->apply (item))
1582 return;
1583
1766 if (item->type == WAND) 1584 if (item->type == WAND)
1767 { 1585 {
1768 if (item->stats.food <= 0) 1586 if (item->stats.food <= 0)
1769 { 1587 {
1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1588 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)); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1590
1772 return; 1591 return;
1773 } 1592 }
1774 } 1593 }
1775 else if (item->type == ROD || item->type == HORN) 1594 else if (item->type == ROD || item->type == HORN)
1776 { 1595 {
1777 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1596 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1597
1598 // using the maximum of the rods charge allows at least one spell cast
1599 // for a rod or horn, this fixes some broken rods.
1600 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1778 { 1601 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1602 op->contr->play_sound (sound_find ("wand_poof"));
1603
1780 if (item->type == ROD) 1604 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)); 1605 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1782 else 1606 else
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1607 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1608
1784 return; 1609 return;
1785 } 1610 }
1786 } 1611 }
1787 1612
1788 if (cast_spell (op, item, dir, item->inv, NULL)) 1613 if (cast_spell (op, item, dir, item->inv, NULL))
1789 { 1614 {
1790 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1615 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1616
1791 if (item->type == WAND) 1617 if (item->type == WAND)
1792 { 1618 {
1793 if (!(--item->stats.food)) 1619 if (!(--item->stats.food))
1794 { 1620 {
1795 object *tmp;
1796
1797 if (item->arch) 1621 if (item->arch)
1798 { 1622 {
1799 CLEAR_FLAG (item, FLAG_ANIMATE); 1623 item->clr_flag (FLAG_ANIMATE);
1800 item->face = item->arch->clone.face; 1624 item->face = item->arch->face;
1801 item->set_speed (0); 1625 item->set_speed (0);
1802 } 1626 }
1803 1627
1804 if ((tmp = item->in_player ())) 1628 if (object *pl = item->visible_to ())
1805 esrv_update_item (UPD_ANIM, tmp, item); 1629 esrv_update_item (UPD_ANIM, pl, item);
1806 } 1630 }
1807 } 1631 }
1808 else if (item->type == ROD || item->type == HORN) 1632 else if (item->type == ROD || item->type == HORN)
1809 drain_rod_charge (item); 1633 drain_rod_charge (item);
1810 } 1634 }
1811} 1635}
1812 1636
1813/* Received a fire command for the player - go and do it. 1637/* Received a fire command for the player - go and do it.
1814 */ 1638 */
1815void 1639bool
1816fire (object *op, int dir) 1640fire (object *who, int dir)
1817{ 1641{
1818 int spellcost = 0; 1642 int spellcost = 0;
1819 1643
1644 player *pl = who->contr;
1645
1646 if (pl->golem)
1647 {
1648 control_golem (who->contr->golem, dir);
1649 return false;
1650 }
1651
1652 object *ob = pl->ranged_ob;
1653
1654 if (!ob)
1655 return false;
1656
1657 if (who->speed_left > 0.f)
1658 --who->speed_left;
1659 else
1660 return false;
1661
1662 if (!who->apply (ob))
1663 return false;
1664
1820 /* check for loss of invisiblity/hide */ 1665 /* check for loss of invisiblity/hide */
1821 if (action_makes_visible (op)) 1666 if (action_makes_visible (who))
1822 make_visible (op); 1667 make_visible (who);
1823 1668
1824 switch (op->contr->shoottype) 1669 switch (ob->type)
1825 { 1670 {
1826 case range_none: 1671 case BOW:
1827 return;
1828
1829 case range_bow:
1830 player_fire_bow (op, dir); 1672 player_fire_bow (who, dir);
1831 return; 1673 break;
1832 1674
1833 case range_magic: /* Casting spells */ 1675 case SPELL:
1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1676 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1835 return; 1677 break;
1836 1678
1837 case range_misc: 1679 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); 1680 apply_map_builder (who, dir);
1863 return; 1681 break;
1682
1683 case SKILL:
1684 do_skill (who, who, ob, dir, 0);
1685 break;
1686
1687 case RANGED:
1688 do_skill (who, ob, who->chosen_skill, dir, 0);
1689 break;
1690
1864 default: 1691 default:
1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1692 fire_misc_object (who, dir);
1866 return; 1693 break;
1867 } 1694 }
1868}
1869 1695
1696 return true;
1697}
1870 1698
1871 1699static 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) 1700find_key_ (object *pl, object *container, object *door)
1885{ 1701{
1886 object *tmp, *key; 1702 object *tmp, *key;
1887 1703
1888 /* Should not happen, but sanity checking is never bad */ 1704 /* Should not happen, but sanity checking is never bad */
1889 if (container->inv == NULL) 1705 if (!container->inv)
1890 return NULL; 1706 return 0;
1891 1707
1892 /* First, lets try to find a key in the top level inventory */ 1708 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1709 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1710 {
1895 if (door->type == DOOR && tmp->type == KEY) 1711 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1712 break;
1713
1897 /* For sanity, we should really check door type, but other stuff 1714 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1715 * (like containers) can be locked with special keys
1899 */ 1716 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1718 break;
1902 } 1719 }
1720
1903 /* No key found - lets search inventories now */ 1721 /* No key found - lets search inventories now */
1904 /* If we find and use a key in an inventory, return at that time. 1722 /* 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 1723 * otherwise, if we search all the inventories and still don't find
1906 * a key, return 1724 * a key, return
1907 */ 1725 */
1908 if (!tmp) 1726 if (!tmp)
1909 { 1727 {
1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 {
1912 /* No reason to search empty containers */ 1729 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1730 if (tmp->type == CONTAINER && tmp->inv)
1914 {
1915 if ((key = find_key (pl, tmp, door)) != NULL) 1731 if ((key = find_key_ (pl, tmp, door)))
1916 return key; 1732 return key;
1917 } 1733
1918 }
1919 if (!tmp) 1734 if (!tmp)
1920 return NULL; 1735 return 0;
1921 } 1736 }
1737
1922 /* We get down here if we have found a key. Now if its in a container, 1738 /* 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 1739 * see if we actually want to use it
1924 */ 1740 */
1925 if (pl != container) 1741 if (pl != container)
1926 { 1742 {
1927 /* Only let players use keys in containers */ 1743 /* Only let players use keys in containers */
1928 if (!pl->contr) 1744 if (!pl->contr)
1929 return NULL; 1745 return 0;
1746
1930 /* cases where this fails: 1747 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 1748 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 1749 * are not in the players inventory.
1933 * If the container is not active, return now since only active 1750 * If the container is not active, return now since only active
1934 * containers can be used. 1751 * containers can be used.
1938 * inv must have been an container and must have been active. 1755 * inv must have been an container and must have been active.
1939 * 1756 *
1940 * Change the color so that the message doesn't disappear with 1757 * Change the color so that the message doesn't disappear with
1941 * all the others. 1758 * all the others.
1942 */ 1759 */
1943 if (pl->contr->usekeys == key_inventory || 1760 if (pl->contr->usekeys == key_inventory
1944 !QUERY_FLAG (container, FLAG_APPLIED) || 1761 || !container->flag [FLAG_APPLIED]
1945 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1946 { 1763 {
1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1764 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)); 1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 return NULL; 1766 return NULL;
1950 } 1767 }
1951 } 1768 }
1769
1952 return tmp; 1770 return tmp;
1771}
1772
1773/* find_key
1774 * We try to find a key for the door as passed. If we find a key
1775 * and successfully use it, we return the key, otherwise NULL
1776 * This function merges both normal and locked door, since the logic
1777 * for both is the same - just the specific key is different.
1778 * pl is the player,
1779 * inv is the objects inventory to searched
1780 * door is the door we are trying to match against.
1781 * This function can be called recursively to search containers.
1782 */
1783object *
1784find_key (object *pl, object *container, object *door)
1785{
1786 if (door->slaying && is_match_expr (door->slaying))
1787 {
1788 // for match expressions, we try to find the key by applying the match
1789 // to the op itself, which is supposed to find the "key", instead
1790 // of searching through containers ourselves.
1791
1792 return match_one (door->slaying, container, door, pl, pl);
1793 }
1794 else
1795 return find_key_ (pl, container, door);
1953} 1796}
1954 1797
1955/* moved door processing out of move_player_attack. 1798/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1799 * returns 1 if player has opened the door with a key
1957 * such that the caller should not do anything more, 1800 * such that the caller should not do anything more,
1958 * 0 otherwise 1801 * 0 otherwise
1959 */ 1802 */
1960static int 1803static int
1961player_attack_door (object *op, object *door) 1804player_attack_door (object *op, object *door)
1962{ 1805{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1806 /* 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 - 1807 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1808 * otherwise, we fall through to the rest of the code.
1966 */ 1809 */
1967 object *key = find_key (op, op, door); 1810 object *key = find_key (op, op, door);
1968 1811
1969 /* IF we found a key, do some extra work */ 1812 /* If we found a key, do some extra work */
1970 if (key) 1813 if (key)
1971 { 1814 {
1972 object *container = key->env; 1815 object *container = key->env;
1973 1816
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1817 if (action_makes_visible (op))
1976 make_visible (op); 1818 make_visible (op);
1819
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1820 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1821 spring_trap (door->inv, op);
1822
1979 if (door->type == DOOR) 1823 if (door->type == DOOR)
1980 {
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1824 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 }
1983 else if (door->type == LOCKED_DOOR) 1825 else if (door->type == LOCKED_DOOR)
1984 { 1826 {
1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1827 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1986 remove_door2 (door); /* remove door without violence ;-) */ 1828 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1829 }
1830
1988 /* Do this after we print the message */ 1831 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1832 key->decrease (); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */ 1833
1991 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container);
1993 return 1; /* Nothing more to do below */ 1834 return 1; /* Nothing more to do below */
1994 } 1835 }
1995 else if (door->type == LOCKED_DOOR) 1836 else if (door->type == LOCKED_DOOR)
1996 { 1837 {
1997 /* Might as well return now - no other way to open this */ 1838 /* Might as well return now - no other way to open this */
1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1839 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1999 return 1; 1840 return 1;
2000 } 1841 }
1842
2001 return 0; 1843 return 0;
2002} 1844}
2003 1845
2004/* This function is just part of a breakup from move_player. 1846/* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner. 1847 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated 1848 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually 1849 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons). 1850 * going to try and move (not fire weapons).
2009 */ 1851 */
2010void 1852bool
2011move_player_attack (object *op, int dir) 1853move_player_attack (object *op, int dir)
2012{ 1854{
2013 object *tmp, *mon; 1855 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2014 sint16 nx, ny; 1856 {
2015 int on_battleground; 1857 --op->speed_left;
2016 maptile *m; 1858 return true;
1859 }
2017 1860
2018 nx = freearr_x[dir] + op->x; 1861 sint16 nx = DIRX (dir) + op->x;
2019 ny = freearr_y[dir] + op->y; 1862 sint16 ny = DIRY (dir) + op->y;
2020 1863
2021 on_battleground = op_on_battleground (op, 0, 0); 1864 if (out_of_map (op->map, nx, ny))
1865 return false;
2022 1866
2023 /* If braced, or can't move to the square, and it is not out of the 1867 /* 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 1868 * 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 1869 * 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 1870 * 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 1871 * 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 1872 * 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 1873 * quite a bit of processing. However, it probably is less than what
2030 * move_ob uses. 1874 * move_ob uses.
2031 */ 1875 */
2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1876 maptile *m = op->map->xy_find (nx, ny);
1877
1878 /* Go through all the objects, and find ones of interest. Only stop if
1879 * we find a monster - that is something we know we want to attack.
1880 * if its a door or barrel (can roll) see if there may be monsters
1881 * on the space
1882 */
1883 object *mon;
1884 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1885 {
1886 if ((mon->flag [FLAG_ALIVE]
1887 || mon->type == LOCKED_DOOR
1888 || mon->flag [FLAG_CAN_ROLL])
1889 && mon != op)
1890 break;
2033 { 1891 }
2034 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1892
1893 /* no monster == player tries to move into a wall or so */
1894 if (!mon)
1895 {
1896 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1897 if (op->move_type & ob->move_block)
2035 { 1898 {
2036 m = op->map->xy_find (nx, ny); 1899 if (ob->move_block == MOVE_ALL)
2037 if (!m) 1900 move_into_wall (op, ob);
2038 return; /* Don't think this should happen */ 1901 else
1902 {
1903 if (op->contr->ns->bumpmsg)
1904 {
1905 op->play_sound (sound_find ("blocked_move"));
1906
1907 op->statusmsg (ob->invisible
1908 ? "Something blocks you."
1909 : format ("Something blocks you from entering the %s.", query_name (ob))
1910 );
1911 }
1912 }
1913
1914 break;
1915 }
1916
1917 return false;
1918 }
1919
1920 mon = mon->head_ ();
1921
1922 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1923 if (op->contr->weapon_sp_left > 0.f)
1924 if (player_attack_door (op, mon))
1925 {
1926 --op->contr->weapon_sp_left;
1927 return true;
1928 }
1929
1930 /* The following deals with possibly attacking peaceful
1931 * or friendly creatures. Basically, all players are considered
1932 * unaggressive. If the moving player has peaceful set, then the
1933 * object should be pushed instead of attacked. It is assumed that
1934 * if you are braced, you will not attack friends accidently,
1935 * and thus will not push them.
1936 */
1937
1938 /* If the creature is a pet, push it even if the player is not
1939 * peaceful. Our assumption is the creature is a pet if the
1940 * player owns it and it is either friendly or unagressive.
1941 */
1942 if (op->type == PLAYER
1943 && ((mon->owner && mon->owner->contr
1944 && same_party (mon->owner->contr->party, op->contr->party))
1945 || mon->owner == op)
1946 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1947 {
1948 /* If we're braced, we don't want to switch places with it */
1949 if (op->contr->braced)
1950 return false;
1951
1952 if (op->speed_left > 0.f)
1953 {
1954 --op->speed_left;
1955
1956 op->play_sound (sound_find ("push_player"));
1957 push_ob (mon, dir, op);
1958
1959 if (action_makes_visible (op))
1960 make_visible (op);
1961
1962 return true;
2039 } 1963 }
2040 else 1964 else
2041 m = op->map;
2042
2043 if (!(tmp = m->at (nx, ny).bot))
2044 return; 1965 return false;
1966 }
2045 1967
2046 mon = 0; 1968 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 1969
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 1970 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 1971 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 1972 * someone, but put it inside this loop so that you won't
2119 * attack them either. 1973 * attack them either.
2120 */ 1974 */
2121 if ((mon->type == PLAYER || mon->enemy != op) && 1975 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1976 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful 1977 && ((op->contr->peaceful
2125 || (mon->type == PLAYER 1978 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground)) 1979 && !on_battleground))
1980 {
1981 if (op->speed_left > 0.f)
2132 { 1982 {
1983 --op->speed_left;
1984
2133 if (!op->contr->braced) 1985 if (!op->contr->braced)
2134 { 1986 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1987 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 1988 push_ob (mon, dir, op);
2137 } 1989 }
2138 else 1990 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 1991 op->statusmsg ("You withhold your attack");
2140 1992
2141 if (op->contr->tmp_invis || op->hide) 1993 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2142 make_visible (op); 1994 make_visible (op);
2143 }
2144 1995
1996 return true;
1997 }
1998 }
2145 /* If the object is a boulder or other rollable object, then 1999 /* 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. 2000 * roll it if not braced. You can't roll it if you are braced.
2147 */ 2001 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2002 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2003 {
2004 if (op->speed_left > 0.f)
2149 { 2005 {
2006 --op->speed_left;
2007
2150 recursive_roll (mon, dir, op); 2008 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op)) 2009 if (action_makes_visible (op))
2152 make_visible (op); 2010 make_visible (op);
2153 }
2154 2011
2012 return true;
2013 }
2014 }
2155 /* Any generic living creature. Including things like doors. 2015 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points 2016 * 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: 2017 * 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 2018 * 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. 2019 * that party_number -1 is no party, so attacks can still happen.
2160 */ 2020 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2021 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2022 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 { 2023 {
2164 2024 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 { 2025 {
2172 op->speed_left += op->speed / op->contr->weapon_sp; 2026 --op->contr->weapon_sp_left;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176 2027
2177 skill_attack (mon, op, 0, 0, 0); 2028 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 2029
2193 if (action_makes_visible (op)) 2030 if (action_makes_visible (op))
2194 make_visible (op); 2031 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197}
2198 2032
2199int 2033 return true;
2034 }
2035 }
2036
2037 return false;
2038}
2039
2040bool
2200move_player (object *op, int dir) 2041move_player (object *op, int dir)
2201{ 2042{
2202 int pick;
2203
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2043 if (!op->map || op->map->state != MAP_ACTIVE)
2205 return 0; 2044 return 0;
2206 2045
2207 /* Sanity check: make sure dir is valid */ 2046 /* Sanity check: make sure dir is valid */
2208 if ((dir < 0) || (dir >= 9)) 2047 if (dir < 0 || dir > 8)
2209 { 2048 {
2210 LOG (llevError, "move_player: invalid direction %d\n", dir); 2049 LOG (llevError, "move_player: invalid direction %d\n", dir);
2211 return 0; 2050 return 0;
2212 } 2051 }
2213 2052
2214 /* peterm: added following line */ 2053 /* peterm: added following line */
2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2054 if (op->flag [FLAG_CONFUSED] && dir)
2216 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2055 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2217 2056
2218 op->facing = dir; 2057 op->facing = dir;
2219 2058
2220 if (op->hide) 2059 if (op->flag [FLAG_HIDDEN])
2221 do_hidden_move (op); 2060 do_hidden_move (op);
2222 2061
2062 bool retval;
2063 int pick = 0;
2064
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2065 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ; 2066 retval = RESULT_INT (0);
2225 else if (op->contr->fire_on) 2067 else if (op->contr->fire_on)
2226 fire (op, dir); 2068 retval = fire (op, dir);
2227 else 2069 else
2228 { 2070 {
2229 move_player_attack (op, dir); 2071 retval = move_player_attack (op, dir);
2230 pick = check_pick (op); 2072 pick = check_pick (op);
2231 } 2073 }
2232 2074
2233 /* Add special check for newcs players and fire on - this way, the 2075 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing. 2076 * server can handle repeat firing.
2241 /* Update how the player looks. Use the facing, so direction may 2083 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities 2084 * get reset to zero. This allows for full animation capabilities
2243 * for players. 2085 * for players.
2244 */ 2086 */
2245 animate_object (op, op->facing); 2087 animate_object (op, op->facing);
2246 return 0; 2088
2089 return retval;
2247} 2090}
2248 2091
2249/* This is similar to handle_player, below, but is only used by the 2092/* This is similar to handle_player, below, but is only used by the
2250 * new client/server stuff. 2093 * new client/server stuff.
2251 * This is sort of special, in that the new client/server actually uses 2094 * This is sort of special, in that the new client/server actually uses
2252 * the new speed values for commands. 2095 * the new speed values for commands.
2253 * 2096 *
2254 * Returns true if there are more actions we can do. 2097 * Returns true if there are more actions we can do. Should not do
2098 * many actions in a row, as that would be too unfair to other
2099 * players.
2255 */ 2100 */
2256int 2101bool
2257handle_newcs_player (object *op) 2102handle_newcs_player (object *op)
2258{ 2103{
2259 if (op->contr->hidden) 2104 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 } 2105 {
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2106 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 } 2107 {
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--; 2108 --op->speed_left;
2109 flee_player (op);
2110
2286 return 0; 2111 return true;
2287 } 2112 }
2113 else
2114 return false;
2288 } 2115 }
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 2116
2298 /* call this here - we also will call this in do_ericserver, but 2117 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been 2118 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2119 * called, so we recheck it here.
2301 */ 2120 */
2302 if (op->contr->ns->handle_command ()) 2121 if (op->contr->ns->handle_command ())
2303 return 1; 2122 return true;
2304 2123
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2124 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); 2125 return move_player (op, op->direction);
2317 2126
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0; 2127 return false;
2323} 2128}
2324 2129
2325int 2130static int
2326save_life (object *op) 2131save_life (object *op)
2327{ 2132{
2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2133 if (!op->flag [FLAG_LIFESAVE])
2329 return 0; 2134 return 0;
2330 2135
2331 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2136 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2137 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2333 { 2138 {
2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2139 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)); 2140 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 2141
2337 if (op->contr)
2338 esrv_del_item (op->contr, tmp->count);
2339
2340 tmp->destroy (); 2142 tmp->destroy ();
2341 CLEAR_FLAG (op, FLAG_LIFESAVE); 2143 op->clr_flag (FLAG_LIFESAVE);
2342 2144
2343 if (op->stats.hp < 0) 2145 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2146 op->stats.hp = op->stats.maxhp;
2345 2147
2346 if (op->stats.food < 0) 2148 if (op->stats.food < 0)
2347 op->stats.food = 999; 2149 op->stats.food = MAX_FOOD;
2348 2150
2349 op->update_stats (); 2151 op->update_stats ();
2350 return 1; 2152 return 1;
2351 } 2153 }
2352 2154
2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2155 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2354 CLEAR_FLAG (op, FLAG_LIFESAVE); 2156 op->clr_flag (FLAG_LIFESAVE);
2355 enter_player_savebed (op); /* bring him home. */ 2157 enter_player_savebed (op); /* bring him home. */
2356 return 0; 2158 return 0;
2357} 2159}
2358 2160
2359/* This goes throws the inventory and removes unpaid objects, and puts them 2161/* 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 2162 * 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 2163 * function will descend into containers. op is the object to start the search
2362 * from. 2164 * from.
2363 */ 2165 */
2166static void
2167drop_unpaid_items (object *op, object *env)
2168{
2169 while (op)
2170 {
2171 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2172
2173 if (op->flag [FLAG_UNPAID])
2174 op->insert_at (env);
2175 else if (op->inv)
2176 drop_unpaid_items (op->inv, env);
2177
2178 op = next;
2179 }
2180}
2181
2364void 2182void
2365remove_unpaid_objects (object *op, object *env) 2183object::drop_unpaid_items ()
2366{ 2184{
2367 object *next; 2185 if (!flag [FLAG_REMOVED])
2368 2186 ::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} 2187}
2429 2188
2430void 2189void
2431do_some_living (object *op) 2190do_some_living (object *op)
2432{ 2191{
2433 int last_food = op->stats.food; 2192 int last_food = op->stats.food;
2434 int gen_hp, gen_sp, gen_grace; 2193 int gen_hp, gen_sp, gen_grace;
2435 int over_hp, over_sp, over_grace;
2436 int i;
2437 int rate_hp = 1200; 2194 int rate_hp = 1200;
2438 int rate_sp = 2500; 2195 int rate_sp = 2500;
2439 int rate_grace = 2000; 2196 int rate_grace = 2000;
2440 const int max_hp = 1; 2197 const int max_hp = 1;
2441 const int max_sp = 1; 2198 const int max_sp = 1;
2442 const int max_grace = 1; 2199 const int max_grace = 1;
2443 2200
2444 if (op->contr->outputs_sync) 2201#if 0
2202 if (op->contr->hidden)
2203 {
2204 op->invisible = 1000;
2205 /* the socket code flashes the player visible/invisible
2206 * depending on the value of invisible, so we need to
2207 * alternate it here for it to work correctly.
2208 */
2209 if (server_tick & 2)
2210 op->invisible--;
2445 { 2211 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2212 else
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2213#endif
2448 flush_output_element (op, &op->contr->outputs[i]); 2214 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2215 {
2216 if (!op->invisible--)
2217 {
2218 make_visible (op);
2219 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2220 }
2449 } 2221 }
2450 2222
2451 if (op->contr->ns->state == ST_PLAYING) 2223 if (op->contr->ns->state == ST_PLAYING)
2452 { 2224 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2225 /* these next three if clauses make it possible to SLOW DOWN
2474 { 2246 {
2475 gen_grace = op->stats.maxgrace; 2247 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2248 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2249 }
2478 2250
2479 /* Regenerate Spell Points */ 2251 /* Regenerate Grace */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2252 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2253 if (--op->last_grace < 0)
2481 { 2254 {
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) 2255 if (op->stats.grace < op->stats.maxgrace / 2)
2256 op->stats.grace++; /* no penalty in food for regaining grace */
2257
2258 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2259
2260 if (max_grace > 1)
2484 { 2261 {
2485 op->stats.sp++; 2262 int over_grace = temp / rate_grace;
2486 /* dms do not consume food */ 2263
2487 if (!QUERY_FLAG (op, FLAG_WIZ)) 2264 if (over_grace > 0)
2488 { 2265 {
2489 op->stats.food--; 2266 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) 2267 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 } 2268 }
2269 else
2270 op->last_grace = rate_grace / temp;
2495 } 2271 }
2272 else
2273 op->last_grace = rate_grace / temp;
2496 2274
2497 if (max_sp > 1) 2275 /* wearing stuff doesn't detract from grace generation. */
2276 }
2277
2278 if (op->stats.food > 0)
2279 {
2280 /* Regenerate Spell Points */
2281 if (!op->contr->golem && --op->last_sp < 0)
2498 { 2282 {
2499 over_sp = (gen_sp + 10) / rate_sp; 2283 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2500 if (over_sp > 0) 2284
2285 if (op->stats.sp < op->stats.maxsp)
2501 { 2286 {
2502 if (op->stats.sp < op->stats.maxsp) 2287 op->stats.sp++;
2288
2289 /* dms do not consume food */
2290 if (!op->flag [FLAG_WIZ])
2503 { 2291 {
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--; 2292 op->stats.food--;
2508 2293
2509 if (op->stats.sp > op->stats.maxsp) 2294 if (op->contr->digestion < 0)
2295 op->stats.food += op->contr->digestion;
2296 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2510 op->stats.sp = op->stats.maxsp; 2297 op->stats.food = last_food;
2511 } 2298 }
2299 }
2300
2301 if (max_sp > 1)
2302 {
2303 int over_sp = (gen_sp + 10) / rate_sp;
2304 if (over_sp > 0)
2305 {
2306 if (op->stats.sp < op->stats.maxsp)
2307 {
2308 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2309
2310 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2311 op->stats.sp--;
2312
2313 if (op->stats.sp > op->stats.maxsp)
2314 op->stats.sp = op->stats.maxsp;
2315 }
2316
2512 op->last_sp = 0; 2317 op->last_sp = 0;
2318 }
2319 else
2320 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2513 } 2321 }
2514 else 2322 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2323 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 } 2324 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 }
2520 2325
2521 /* Regenerate Grace */ 2326 /* Regenerate Hit Points */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0) 2327 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 { 2328 {
2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2329 if (op->stats.hp < op->stats.maxhp)
2531 if (over_grace > 0)
2532 { 2330 {
2533 op->stats.sp += over_grace 2331 op->stats.hp++;
2534 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2332
2333 /* dms do not consume food */
2334 if (!op->flag [FLAG_WIZ])
2335 {
2336 op->stats.food--;
2337
2338 if (op->contr->digestion < 0)
2339 op->stats.food += op->contr->digestion;
2340 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2341 op->stats.food = last_food;
2342 }
2343 }
2344
2345 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2346
2347 if (max_hp > 1)
2348 {
2349 int over_hp = temp / rate_hp;
2350
2351 if (over_hp > 0)
2352 {
2353 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2535 op->last_grace = 0; 2354 op->last_heal = 0;
2355 }
2356 else
2357 op->last_heal = rate_hp / temp;
2536 } 2358 }
2537 else 2359 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; 2360 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 } 2361 }
2583 } 2362 }
2584 2363
2585 /* Digestion */ 2364 /* Digestion */
2586 if (--op->last_eat < 0) 2365 if (--op->last_eat < 0)
2587 { 2366 {
2588#ifdef COZY_SERVER 2367 int bonus = max (0, op->contr->digestion),
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2368 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 2369
2595 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2370 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 2371
2600 /* dms do not consume food */ 2372 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ)) 2373 if (!op->flag [FLAG_WIZ])
2602 op->stats.food--; 2374 op->stats.food--;
2603 } 2375 }
2604 2376
2605 if (op->stats.food < 0 && op->stats.hp >= 0) 2377 if (op->stats.food < 0 && op->stats.hp >= 0)
2606 { 2378 {
2607 object *tmp, *flesh = 0; 2379 object *flesh = 0;
2608 2380
2609 for (tmp = op->inv; tmp; tmp = tmp->below) 2381 for_inv_removable (op, tmp)
2610 { 2382 {
2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2383 if (tmp->flag [FLAG_UNPAID])
2384 continue;
2385
2386 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 { 2387 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2388 op->statusmsg ("You blindly grab for a bite of food. "
2614 { 2389 "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."); 2390 op->apply (tmp);
2616 manual_apply (op, tmp, 0); 2391
2617 if (op->stats.food >= 0 || op->stats.hp < 0) 2392 if (op->stats.food >= 0 || op->stats.hp < 0)
2618 break; 2393 break;
2619 } 2394 }
2620 else if (tmp->type == FLESH) 2395 else if (tmp->type == FLESH)
2621 flesh = tmp; 2396 flesh = tmp;
2622 } /* End if paid for object */ 2397 }
2623 } /* end of for loop */
2624 2398
2625 /* If player is still starving, it means they don't have any food, so 2399 /* If player is still starving, it means they don't have any food, so
2626 * eat flesh instead. 2400 * eat flesh instead.
2627 */ 2401 */
2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2402 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 { 2403 {
2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2404 op->statusmsg ("You blindly grab for a bite of food. "
2405 "H<To prevent you from starving, you ate some random item from your backpack.>");
2631 manual_apply (op, flesh, 0); 2406 op->apply (flesh);
2632 } 2407 }
2408
2409 // If player is still starving, alert him!
2410 if (op->stats.food < 0)
2411 op->failmsg ("You are starving! "
2412 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2413 }
2414
2415 if (op->stats.food < 0)
2633 } 2416 {
2417 op->stats.hp += op->stats.food;
2418 op->stats.food = 0;
2634 2419
2635 while (op->stats.food < 0 && op->stats.hp >= 0) 2420 if (op->stats.hp < 0)
2636 op->stats.food++, op->stats.hp--; 2421 {
2422 op->contr->killer = archetype::get ("killer_starvation");
2423 op->contr->killer->destroy ();
2424 }
2425 }
2637 2426
2427 /* killer should be set here already */
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2428 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2639 kill_player (op); 2429 kill_player (op);
2640 } 2430 }
2641} 2431}
2642 2432
2643/* If the player should die (lack of hp, food, etc), we call this. 2433/* If the player should die (lack of hp, food, etc), we call this.
2646 * file. 2436 * file.
2647 */ 2437 */
2648void 2438void
2649kill_player (object *op) 2439kill_player (object *op)
2650{ 2440{
2651 char buf[MAX_BUF];
2652 int x, y; 2441 int x, y;
2653
2654 //int i;
2655 maptile *map; /* this is for resurrection */ 2442 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; 2443 int will_kill_again;
2663 archetype *at; 2444 archetype *at;
2664 object *tmp; 2445 object *tmp;
2665 2446
2666 if (save_life (op)) 2447 if (save_life (op))
2667 return; 2448 return;
2668 2449
2450 dynbuf_text deathtab;
2451
2452 /* restore player */
2453 at = archetype::find (shstr_poisoning);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your body feels cleansed...\r";
2458 }
2459
2460 at = archetype::find (shstr_confusion);
2461 if (object *tmp = present_arch_in_ob (at, op))
2462 {
2463 tmp->destroy ();
2464 deathtab << "Your mind feels clearer...\r";
2465 }
2466
2467 cure_disease (op, 0, 0); /* remove any disease */
2468
2469 max_it (op->stats.hp , op->stats.maxhp);
2470 max_it (op->stats.sp , op->stats.maxsp);
2471 max_it (op->stats.grace, op->stats.maxgrace);
2472 max_it (op->stats.food , 200);
2473
2474 // remove all spell effects that are active
2475 // to avoid long-term effects such as word-of-recall
2476 for (object *item = op->inv; item; )
2477 {
2478 object *next = item->below;
2479
2480 if (item->type == SPELL_EFFECT && item->active)
2481 item->destroy ();
2482
2483 item = next;
2484 }
2669 2485
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2486 /* 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. 2487 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV 2488 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2489 */
2674 if (op_on_battleground (op, &x, &y)) 2490 if (op_on_battleground (op, &x, &y))
2675 { 2491 {
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2492 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 2493
2699 /* create a bodypart-trophy to make the winner happy */ 2494 /* create a bodypart-trophy to make the winner happy */
2700 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2495 object *tmp = archetype::find (shstr_finger)->instance ();
2701 { 2496
2702 sprintf (buf, "%s's finger", &op->name); 2497 tmp->name = format ("%s's finger" , &op->name);
2703 tmp->name = buf; 2498 tmp->name_pl = format ("%s's fingers", &op->name);
2704 sprintf (buf, " This finger has been cut off %s\n" 2499 tmp->msg = format (
2705 " the %s, when he was defeated at\n level %d by %s.\n", 2500 "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); 2501 &op->name, op->contr->title,
2707 tmp->msg = buf; 2502 (int)op->level,
2503 op->contr->killer_name ()
2504 );
2708 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2505 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = NULL; 2506 tmp->material = name_to_material (shstr_organic);
2710 tmp->insert_at (op, tmp); 2507 tmp->insert_at (op, tmp);
2711 }
2712 2508
2713 /* teleport defeated player to new destination */ 2509 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2510 transfer_ob (op, x, y, 0, NULL);
2715 op->contr->braced = 0; 2511 op->contr->braced = 0;
2512
2513 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2716 return; 2514 return;
2717 } 2515 }
2718 2516
2517 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2518 deathtab << "T<YOU HAVE DIED>\n\n";
2519
2719 INVOKE_PLAYER (DEATH, op->contr); 2520 INVOKE_PLAYER (DEATH, op->contr);
2720 2521
2721 command_kill_pets (op, 0); 2522 command_kill_pets (op, 0);
2722 2523
2723 if (op->stats.food < 0) 2524 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 2525
2733 /* save the map location for corpse, gravestone */ 2526 /* save the map location for corpse, gravestone */
2734 x = op->x; 2527 x = op->x;
2735 y = op->y; 2528 y = op->y;
2736 map = op->map; 2529 map = op->map;
2764 2557
2765 lost_a_stat = 0; 2558 lost_a_stat = 0;
2766 2559
2767 for (z = 0; z < num_stats_lose; z++) 2560 for (z = 0; z < num_stats_lose; z++)
2768 { 2561 {
2769 i = RANDOM () % NUM_STATS; 2562 i = rndm (NUM_STATS);
2770 2563
2771 if (settings.stat_loss_on_death) 2564 if (settings.stat_loss_on_death)
2772 { 2565 {
2773 /* Pick a random stat and take a point off it. Tell the player 2566 /* Pick a random stat and take a point off it. Tell the player
2774 * what he lost. 2567 * what he lost.
2781 lost_a_stat = 1; 2574 lost_a_stat = 1;
2782 } 2575 }
2783 else 2576 else
2784 { 2577 {
2785 /* deplete a stat */ 2578 /* deplete a stat */
2786 archetype *deparch = archetype::find ("depletion"); 2579 archetype *deparch = archetype::find (shstr_depletion);
2787 object *dep; 2580 object *dep;
2788 2581
2789 dep = present_arch_in_ob (deparch, op); 2582 dep = present_arch_in_ob (deparch, op);
2790 if (!dep) 2583 if (!dep)
2791 { 2584 {
2792 dep = arch_to_object (deparch); 2585 dep = deparch->instance ();
2793 insert_ob_in_ob (dep, op); 2586 insert_ob_in_ob (dep, op);
2794 } 2587 }
2795 lose_this_stat = 1; 2588 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss) 2589 if (settings.balanced_stat_loss)
2797 { 2590 {
2809 2602
2810 /* There is a maximum depletion total per level. */ 2603 /* There is a maximum depletion total per level. */
2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2604 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2812 { 2605 {
2813 lose_this_stat = 0; 2606 lose_this_stat = 0;
2814 /* Take loss chance vs keep chance to see if we 2607 /* Take loss chance vs keep chance to see if we
2815 retain the stat. */ 2608 retain the stat. */
2816 } 2609 }
2817 else 2610 else
2818 { 2611 {
2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2612 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2825 } 2618 }
2826 } 2619 }
2827 2620
2828 if (lose_this_stat) 2621 if (lose_this_stat)
2829 { 2622 {
2830 this_stat = get_attr_value (&(dep->stats), i); 2623 this_stat = get_attr_value (&dep->stats, i);
2831 /* We could try to do something clever like find another 2624 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if 2625 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low 2626 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a 2627 * and should be roughly the same, so it shouldn't make a
2835 * difference. 2628 * difference.
2836 */ 2629 */
2837 if (this_stat >= -50) 2630 if (this_stat >= -50)
2838 { 2631 {
2839 change_attr_value (&(dep->stats), i, -1); 2632 change_attr_value (&(dep->stats), i, -1);
2840 SET_FLAG (dep, FLAG_APPLIED); 2633 dep->set_flag (FLAG_APPLIED);
2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2634 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2842 op->update_stats (); 2635 op->update_stats ();
2843 lost_a_stat = 1; 2636 lost_a_stat = 1;
2844 } 2637 }
2845 } 2638 }
2846 } 2639 }
2847 } 2640 }
2641
2848 /* If no stat lost, tell the player. */ 2642 /* If no stat lost, tell the player. */
2849 if (!lost_a_stat) 2643 if (!lost_a_stat)
2850 { 2644 {
2851 /* determine_god() seems to not work sometimes... why is this? 2645 /* determine_god() seems to not work sometimes... why is this?
2852 Should I be using something else? GD */ 2646 Should I be using something else? GD */
2853 const char *god = determine_god (op); 2647 shstr_tmp god = determine_god (op);
2854 2648
2855 if (god && (strcmp (god, "none"))) 2649 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); 2650 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2857 else 2651 else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2652 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2859 } 2653 }
2860#else 2654#else
2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2655 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2862#endif 2656#endif
2863 2657
2864 /* Put a gravestone up where the character 'almost' died. List the 2658 /* Put a gravestone up where the character 'almost' died. List the
2865 * exp loss on the stone. 2659 * exp loss on the stone.
2866 */ 2660 */
2867 tmp = arch_to_object (archetype::find ("gravestone")); 2661 tmp = archetype::find (shstr_gravestone)->instance ();
2868 sprintf (buf, "%s's gravestone", &op->name); 2662 tmp->name = format ("%s's gravestone", &op->name);
2869 tmp->name = buf; 2663 tmp->name_pl = format ("%s's gravestones", &op->name);
2870 sprintf (buf, "%s's gravestones", &op->name); 2664 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2871 tmp->name_pl = buf; 2665 &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; 2666 tmp->x = op->x, tmp->y = op->y;
2875 insert_ob_in_map (tmp, op->map, NULL, 0); 2667 insert_ob_in_map (tmp, op->map, NULL, 0);
2876 2668
2877 /**************************************/ 2669 /**************************************/
2878 /* */ 2670 /* */
2879 /* Subtract the experience points, */ 2671 /* Subtract the experience points, */
2880 /* if we died cause of food, give us */
2881 /* food, and reset HP's... */
2882 /* */ 2672 /* */
2883 /**************************************/ 2673 /**************************************/
2884 2674
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)); */ 2675 /*add_exp(op, (op->stats.exp * -0.20)); */
2907 apply_death_exp_penalty (op); 2676 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 2677
2914 /* 2678 /*
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 2679 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2680 * and put them back in the map.
2918 */ 2681 */
2919 2682 op->drop_unpaid_items ();
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op);
2922 2683
2923 /****************************************/ 2684 /****************************************/
2924 /* */ 2685 /* */
2925 /* Move player to his current respawn- */ 2686 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2687 /* position (usually last savebed) */
2944 if (will_kill_again) 2705 if (will_kill_again)
2945 { 2706 {
2946 object *force; 2707 object *force;
2947 int at; 2708 int at;
2948 2709
2949 force = get_archetype (FORCE_NAME); 2710 force = archetype::get (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2711 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1;
2952 force->speed_left = -5.0; 2712 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2713 force->set_speed (0.1f);
2714 force->set_flag (FLAG_APPLIED);
2715
2954 for (at = 0; at < NROFATTACKS; at++) 2716 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2717 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2718 force->resist[at] = 100;
2957 2719
2958 insert_ob_in_ob (force, op); 2720 insert_ob_in_ob (force, op);
2959 op->update_stats (); 2721 op->update_stats ();
2960
2961 } 2722 }
2962 2723
2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2724 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2964} 2725}
2965 2726
2966void 2727static void
2967loot_object (object *op) 2728loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2729{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next; 2730 object *tmp, *next;
2970 2731
2971 if (op->container) 2732 op->close_container (); /* close open sack first */
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973 2733
2974 for (tmp = op->inv; tmp; tmp = next) 2734 for (tmp = op->inv; tmp; tmp = next)
2975 { 2735 {
2976 next = tmp->below; 2736 next = tmp->below;
2977 2737
2978 if (tmp->invisible) 2738 if (tmp->invisible)
2979 continue; 2739 continue;
2980 2740
2981 tmp->remove (); 2741 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y; 2742 tmp->x = op->x, tmp->y = op->y;
2743
2983 if (tmp->type == CONTAINER) 2744 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */ 2745 loot_object (tmp); /* empty container to ground */
2985 loot_object (tmp); 2746
2986 } 2747 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 { 2748 {
2989 if (tmp->nrof > 1) 2749 if (tmp->nrof > 1)
2990 { 2750 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2751 tmp->decrease (rndm (1, tmp->nrof - 1));
2992 tmp2->destroy ();
2993 insert_ob_in_map (tmp, op->map, NULL, 0); 2752 insert_ob_in_map (tmp, op->map, NULL, 0);
2994 } 2753 }
2995 else 2754 else
2996 tmp->destroy (); 2755 tmp->destroy ();
2997 } 2756 }
3003/* 2762/*
3004 * fix_weight(): Check recursively the weight of all players, and fix 2763 * fix_weight(): Check recursively the weight of all players, and fix
3005 * what needs to be fixed. Refresh windows and fix speed if anything 2764 * what needs to be fixed. Refresh windows and fix speed if anything
3006 * was changed. 2765 * was changed.
3007 */ 2766 */
3008
3009void 2767void
3010fix_weight (void) 2768fix_weight ()
3011{ 2769{
3012 for_all_players (pl) 2770 for_all_players (pl)
3013 { 2771 {
3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2772 weight_t old = pl->ob->carrying;
3015 2773
3016 if (old == sum) 2774 pl->ob->update_weight ();
3017 continue; 2775
2776 if (old != pl->ob->carrying)
2777 {
3018 pl->ob->update_stats (); 2778 pl->ob->update_stats ();
3019 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2779 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2780 }
3020 } 2781 }
3021} 2782}
3022 2783
3023void 2784void
3024fix_luck (void) 2785fix_luck ()
3025{ 2786{
3026 for_all_players (pl) 2787 for_all_players (pl)
3027 if (!pl->ob->contr->ns->state) 2788 if (!pl->ob->contr->ns->state)
3028 pl->ob->change_luck (0); 2789 pl->ob->change_luck (0);
3029} 2790}
3066} 2827}
3067 2828
3068void 2829void
3069make_visible (object *op) 2830make_visible (object *op)
3070{ 2831{
3071 op->hide = 0; 2832 op->flag [FLAG_HIDDEN] = 0;
3072 op->invisible = 0; 2833 op->invisible = 0;
2834
3073 if (op->type == PLAYER) 2835 if (op->type == PLAYER)
3074 { 2836 {
3075 op->contr->tmp_invis = 0; 2837 op->contr->tmp_invis = 0;
3076 op->contr->invis_race = 0; 2838 op->contr->invis_race = 0;
3077 } 2839 }
2840
3078 update_object (op, UP_OBJ_FACE); 2841 update_object (op, UP_OBJ_CHANGE);
3079} 2842}
3080 2843
3081int 2844int
3082is_true_undead (object *op) 2845is_true_undead (object *op)
3083{ 2846{
3084 object *tmp = NULL; 2847 if (op->arch->flag [FLAG_UNDEAD])
3085
3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3087 return 1; 2848 return 1;
3088 2849
3089 return 0; 2850 return 0;
3090} 2851}
3091 2852
3092/* look at the surrounding terrain to determine 2853/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 2854 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 2855 * indicate greater hideability.
3095 */ 2856 */
3096
3097int 2857int
3098hideability (object *ob) 2858hideability (object *ob)
3099{ 2859{
3100 int i, level = 0, mflag; 2860 int i, level = 0, mflag;
3101 sint16 x, y; 2861 sint16 x, y;
3102 2862
3103 if (!ob || !ob->map) 2863 if (!ob || !ob->map)
3104 return 0; 2864 return 0;
3105 2865
3106 /* so, on normal lighted maps, its hard to hide */ 2866 /* so, on normal lighted maps, its hard to hide */
3107 level = ob->map->darkness - 2; 2867 level = ob->map->darklevel () - 2;
3108 2868
3109 /* this also picks up whether the object is glowing. 2869 /* this also picks up whether the object is glowing.
3110 * If you carry a light on a non-dark map, its not 2870 * If you carry a light on a non-dark map, its not
3111 * as bad as carrying a light on a pitch dark map */ 2871 * as bad as carrying a light on a pitch dark map */
3112 if (has_carried_lights (ob)) 2872 if (ob->has_carried_lights ())
3113 level = -(10 + (2 * ob->map->darkness)); 2873 level = -(10 + (2 * ob->map->darklevel ()));
3114 2874
3115 /* scan through all nearby squares for terrain to hide in */ 2875 /* 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]) 2876 for (i = 0, x = ob->x, y = ob->y;
2877 i <= SIZEOFFREE1;
2878 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
3117 { 2879 {
3118 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2880 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3119 if (mflag & P_OUT_OF_MAP) 2881 if (mflag & P_OUT_OF_MAP)
3120 {
3121 continue; 2882 continue;
3122 } 2883
3123 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2884 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3124 level += 2; 2885 level += 2;
3125 else /* open terrain! */ 2886 else /* open terrain! */
3126 level -= 1; 2887 level -= 1;
3127 } 2888 }
3135/* For Hidden creatures - a chance of becoming 'unhidden' 2896/* For Hidden creatures - a chance of becoming 'unhidden'
3136 * every time they move - as we subtract off 'invisibility' 2897 * every time they move - as we subtract off 'invisibility'
3137 * AND, for players, if they move into a ridiculously unhideable 2898 * AND, for players, if they move into a ridiculously unhideable
3138 * spot (surrounded by clear terrain in broad daylight). -b.t. 2899 * spot (surrounded by clear terrain in broad daylight). -b.t.
3139 */ 2900 */
3140
3141void 2901void
3142do_hidden_move (object *op) 2902do_hidden_move (object *op)
3143{ 2903{
3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2904 int hide = 0;
3145 object *skop;
3146 2905
3147 if (!op || !op->map) 2906 if (!op || !op->map)
3148 return; 2907 return;
3149 2908
3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2909 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2910 int num = random_roll (0, 19, op, PREFER_LOW);
3151 2911
3152 /* its *extremely* hard to run and sneak/hide at the same time! */ 2912 /* its *extremely* hard to run and sneak/hide at the same time! */
3153 if (op->type == PLAYER && op->contr->run_on) 2913 if (op->type == PLAYER && op->contr->run_on)
3154 if (!skop || num >= skop->level) 2914 if (!skop || num >= skop->level)
3155 { 2915 {
3165 num -= hide; 2925 num -= hide;
3166 2926
3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2927 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3168 { 2928 {
3169 make_visible (op); 2929 make_visible (op);
2930
3170 if (op->type == PLAYER) 2931 if (op->type == PLAYER)
3171 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2932 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 } 2933 }
3173 else if (op->type == PLAYER && skop) 2934 else if (op->type == PLAYER && skop)
3174 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2935 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3189 2950
3190 if (who->type == PLAYER) 2951 if (who->type == PLAYER)
3191 player = 1; 2952 player = 1;
3192 2953
3193 else 2954 else
3194 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2955 friendly = who->flag [FLAG_FRIENDLY];
3195 2956
3196 /* search adjacent squares */ 2957 /* search adjacent squares */
3197 for (i = 1; i < 9; i++) 2958 for (i = 1; i < 9; i++)
3198 { 2959 {
3199 x = who->x + freearr_x[i]; 2960 x = who->x + DIRX (i);
3200 y = who->y + freearr_y[i]; 2961 y = who->y + DIRY (i);
3201 m = who->map; 2962 m = who->map;
3202 mflags = get_map_flags (m, &m, x, y, &x, &y); 2963 mflags = get_map_flags (m, &m, x, y, &x, &y);
3203 /* space must be blocked if there is a monster. If not 2964 /* space must be blocked if there is a monster. If not
3204 * blocked, don't need to check this space. 2965 * blocked, don't need to check this space.
3205 */ 2966 */
3208 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2969 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3209 continue; 2970 continue;
3210 2971
3211 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2972 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3212 { 2973 {
3213 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2974 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3214 return 1; 2975 return 1;
3215 else if (tmp->type == PLAYER) 2976 else if (tmp->type == PLAYER)
3216 {
3217 /*don't let a hidden DM prevent you from hiding */
3218 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3219 return 1; 2977 return 1;
3220 }
3221 } 2978 }
3222 } 2979 }
3223 return 0; 2980 return 0;
3224} 2981}
3225 2982
3226/* check the player los field for viewability of the 2983/* check the player los field for viewability of the
3227 * object op. This function works fine for monsters, 2984 * object op. This function works fine for monsters,
3228 * but we dont worry if the object isnt the top one in 2985 * but we dont worry if the object isnt the top one in
3229 * a pile (say a coin under a table would return "viewable" 2986 * a pile (say a coin under a table would return "viewable"
3230 * by this routine). Another question, should we be 2987 * by this routine). Another question, should we be
3231 * concerned with the direction the player is looking 2988 * concerned with the direction the player is looking
3232 * in? Realistically, most of use cant see stuff behind 2989 * in? Realistically, most of us can't see stuff behind
3233 * our backs...on the other hand, does the "facing" direction 2990 * our backs...on the other hand, does the "facing" direction
3234 * imply the way your head, or body is facing? Its possible 2991 * 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. 2992 * for them to differ. Sigh, this fctn could get a bit more complex.
3236 * -b.t. 2993 * -b.t.
3237 * This function is now map tiling safe. 2994 * This function is now map tiling safe.
3238 */ 2995 */
3239
3240int 2996int
3241player_can_view (object *pl, object *op) 2997player_can_view (object *pl, object *op)
3242{ 2998{
3243 rv_vector rv; 2999 rv_vector rv;
3244 int dx, dy; 3000 int dx, dy;
3256 3012
3257 get_rangevector (pl, op, &rv, 0x1); 3013 get_rangevector (pl, op, &rv, 0x1);
3258 3014
3259 /* starting with the 'head' part, lets loop 3015 /* starting with the 'head' part, lets loop
3260 * through the object and find if it has any 3016 * through the object and find if it has any
3261 * part that is in the los array but isnt on 3017 * part that is in the los array but isn't on
3262 * a blocked los square. 3018 * a blocked los square.
3263 * we use the archetype to figure out offsets. 3019 * we use the archetype to figure out offsets.
3264 */ 3020 */
3265 while (op) 3021 while (op)
3266 { 3022 {
3267 dx = rv.distance_x + op->arch->clone.x; 3023 dx = rv.distance_x + op->arch->x;
3268 dy = rv.distance_y + op->arch->clone.y; 3024 dy = rv.distance_y + op->arch->y;
3269 3025
3270 /* only the viewable area the player sees is updated by LOS 3026 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; 3027 return 1;
3028
3278 op = op->more; 3029 op = op->more;
3279 } 3030 }
3280 return 0;
3281}
3282 3031
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; 3032 return 0;
3309} 3033}
3310 3034
3311/* op_on_battleground - checks if the given object op (usually 3035/* op_on_battleground - checks if the given object op (usually
3312 * a player) is standing on a valid battleground-tile, 3036 * 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 3041 * Default is to do the same as before, so only people wanting to have different points need worry about this
3318 */ 3042 */
3319int 3043int
3320op_on_battleground (object *op, int *x, int *y) 3044op_on_battleground (object *op, int *x, int *y)
3321{ 3045{
3322 object *tmp;
3323
3324 /* A battleground-tile needs the following attributes to be valid: 3046 /* 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), 3047 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3326 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3048 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3327 * and the exit-coordinates sp/hp must both be > 0. 3049 * and the exit-coordinates sp/hp must both be > 0.
3328 * => The intention here is to prevent abuse of the battleground- 3050 * => The intention here is to prevent abuse of the battleground-
3329 * feature (like pickable or hidden battleground tiles). */ 3051 * feature (like pickable or hidden battleground tiles). */
3330 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3052 for (object *tmp = op->below; tmp; tmp = tmp->below)
3331 { 3053 {
3332 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3054 if (tmp->flag [FLAG_IS_FLOOR])
3333 { 3055 {
3334 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3056 if (tmp->flag [FLAG_NO_PICK]
3335 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3057 && tmp->type == BATTLEGROUND
3058 && tmp->name == shstr_battleground
3059 && EXIT_X (tmp) && EXIT_Y (tmp))
3336 { 3060 {
3337 /*before we assign the exit, check if this is a teambattle */ 3061 /* before we assign the exit, check if this is a teambattle */
3338 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3062 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) 3063 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3064 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3343 { 3065 {
3344 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3345 {
3346 if (x != NULL && y != NULL) 3066 if (x && y)
3347 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3067 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3068
3348 return 1; 3069 return 1;
3349 }
3350 } 3070 }
3351 } 3071
3352 if (x != NULL && y != NULL) 3072 if (x && y)
3353 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3073 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3074
3354 return 1; 3075 return 1;
3355 } 3076 }
3356 } 3077 }
3357 } 3078 }
3079
3358 /* If we got here, did not find a battleground */ 3080 /* If we got here, did not find a battleground */
3359 return 0; 3081 return 0;
3360} 3082}
3361 3083
3362/* 3084/*
3378 char buf[MAX_BUF]; /* tmp. string buffer */ 3100 char buf[MAX_BUF]; /* tmp. string buffer */
3379 int i = 0, j = 0; 3101 int i = 0, j = 0;
3380 3102
3381 /* get the appropriate treasurelist */ 3103 /* get the appropriate treasurelist */
3382 if (atnr == ATNR_FIRE) 3104 if (atnr == ATNR_FIRE)
3383 trlist = find_treasurelist ("dragon_ability_fire"); 3105 trlist = treasurelist::find (shstr_dragon_ability_fire);
3384 else if (atnr == ATNR_COLD) 3106 else if (atnr == ATNR_COLD)
3385 trlist = find_treasurelist ("dragon_ability_cold"); 3107 trlist = treasurelist::find (shstr_dragon_ability_cold);
3386 else if (atnr == ATNR_ELECTRICITY) 3108 else if (atnr == ATNR_ELECTRICITY)
3387 trlist = find_treasurelist ("dragon_ability_elec"); 3109 trlist = treasurelist::find (shstr_dragon_ability_elec);
3388 else if (atnr == ATNR_POISON) 3110 else if (atnr == ATNR_POISON)
3389 trlist = find_treasurelist ("dragon_ability_poison"); 3111 trlist = treasurelist::find (shstr_dragon_ability_poison);
3390 3112
3391 if (trlist == NULL || who->type != PLAYER) 3113 if (trlist == NULL || who->type != PLAYER)
3392 return; 3114 return;
3393 3115
3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3116 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]); */ 3120 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3399 return; 3121 return;
3400 } 3122 }
3401 3123
3402 /* everything seems okay - now bring on the gift: */ 3124 /* everything seems okay - now bring on the gift: */
3403 item = &(tr->item->clone); 3125 item = tr->item;
3404 3126
3405 if (item->type == SPELL) 3127 if (item->type == SPELL)
3406 { 3128 {
3407 if (check_spell_known (who, item->name)) 3129 if (check_spell_known (who, item->name))
3408 return; 3130 return;
3467 { 3189 {
3468 /* forces in the treasurelist can alter the player's stats */ 3190 /* forces in the treasurelist can alter the player's stats */
3469 object *skin; 3191 object *skin;
3470 3192
3471 /* first get the dragon skin force */ 3193 /* 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) 3194 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3474 ; 3195 ;
3475 3196
3476 if (!skin) 3197 if (!skin)
3477 return; 3198 return;
3478 3199
3492 else 3213 else
3493 j = 1; 3214 j = 1;
3494 strcat (buf, spellpathnames[i]); 3215 strcat (buf, spellpathnames[i]);
3495 } 3216 }
3496 } 3217 }
3218
3497 strcat (buf, "."); 3219 strcat (buf, ".");
3498 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3499 } 3221 }
3500 3222
3501 /* evtl. adding flags: */ 3223 /* evtl. adding flags: */
3502 if (QUERY_FLAG (item, FLAG_XRAYS)) 3224 if (item->flag [FLAG_XRAYS])
3503 SET_FLAG (skin, FLAG_XRAYS); 3225 skin->set_flag (FLAG_XRAYS);
3504 if (QUERY_FLAG (item, FLAG_STEALTH)) 3226 if (item->flag [FLAG_STEALTH])
3505 SET_FLAG (skin, FLAG_STEALTH); 3227 skin->set_flag (FLAG_STEALTH);
3506 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3228 if (item->flag [FLAG_SEE_IN_DARK])
3507 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3229 skin->set_flag (FLAG_SEE_IN_DARK);
3508 3230
3509 /* print message if there is one */ 3231 /* print message if there is one */
3510 if (item->msg != NULL) 3232 if (item->msg != NULL)
3511 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3233 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3512 } 3234 }
3513 else 3235 else
3514 { 3236 {
3515 /* generate misc. treasure */ 3237 /* generate misc. treasure */
3516 tmp = arch_to_object (tr->item); 3238 tmp = tr->item->instance ();
3517 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3239 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); 3240 who->insert (tmp);
3519 if (who->type == PLAYER)
3520 esrv_send_item (who, tmp);
3521 } 3241 }
3522} 3242}
3523 3243
3524/** 3244//-GPL
3525 * Unready an object for a player. This function does nothing if the object was 3245
3526 * not readied. 3246sint8
3527 */ 3247player::darkness_at (maptile *map, int x, int y) const
3248{
3249 if (!ns)
3250 return LOS_BLOCKED;
3251
3252 int dx, dy;
3253 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3254 return LOS_BLOCKED;
3255
3256 x += dx - ns->current_x;
3257 y += dy - ns->current_y;
3258
3259 return blocked_los (x, y);
3260}
3261
3528void 3262void
3529player_unready_range_ob (player *pl, object *ob) 3263player::infobox (const char *title, const char *msg, int color)
3530{ 3264{
3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3265 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} 3266}
3267
3268void
3269player::statusmsg (const char *msg, int color)
3270{
3271 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3272}
3273
3274void
3275player::failmsg (const char *msg, int color)
3276{
3277 play_sound (sound_find ("generic_failure"));
3278 statusmsg (msg, color);
3279}
3280
3281void
3282object::failmsgf (const char *format, ...)
3283{
3284 if (!contr)
3285 return;
3286
3287 va_list ap;
3288 va_start (ap, format);
3289 contr->failmsg (vformat (format, ap));
3290 va_end (ap);
3291}
3292
3293void
3294player::failmsgf (const char *format, ...)
3295{
3296 va_list ap;
3297 va_start (ap, format);
3298 failmsg (vformat (format, ap));
3299 va_end (ap);
3300}
3301

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines