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Comparing deliantra/server/server/player.C (file contents):
Revision 1.136 by root, Wed May 16 11:10:01 2007 UTC vs.
Revision 1.273 by root, Sun Apr 18 05:54:18 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
159static void 41static void
160set_first_map (object *op) 42set_first_map (object *op)
161{ 43{
162 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
163 op->x = -1; 45 op->x = -1;
164 op->y = -1; 46 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 47}
179 48
180void 49void
181player::activate () 50player::activate ()
182{ 51{
185 54
186 players.insert (this); 55 players.insert (this);
187 ob->remove (); 56 ob->remove ();
188 ob->map = 0; 57 ob->map = 0;
189 ob->activate_recursive (); 58 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
191 add_friendly_object (ob); 60 add_friendly_object (ob);
192 enter_map ();
193} 61}
194 62
195void 63void
196player::deactivate () 64player::deactivate ()
197{ 65{
204 72
205 if (ob->map) 73 if (ob->map)
206 maplevel = ob->map->path; 74 maplevel = ob->map->path;
207 75
208 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 78 ob->map = 0;
210 party = 0; 79 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 80
214 players.erase (this); 81 players.erase (this);
215} 82}
216 83
217// connect the player with a specific client 84// connect the player with a specific client
227 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
228 95
229 ns->update_look = 0; 96 ns->update_look = 0;
230 ns->look_position = 0; 97 ns->look_position = 0;
231 98
232 clear_los (ob); 99 clear_los ();
233 100
234 ns->reset_stats (); 101 ns->reset_stats ();
235 102
236 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
239 106
240 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
241 link_player_skills (ob); 108 link_skills ();
242 109
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
246 111
247 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
249 { 114 {
250 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254 116
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 120 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 122 skin = tmp;
261 123
262 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
263 } 125 }
264 126
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 128
267 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284 130
285 ob->update_stats (); 131 ob->update_stats ();
132
286 ns->floorbox_update (); 133 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
290 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
291 activate (); 143 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296 144
297 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
299} 147}
300 148
301void 149void
302player::disconnect () 150player::disconnect ()
303{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
304 if (ns) 158 if (ns)
305 { 159 {
306 if (active) 160 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308 162
311 ns->reset_stats (); 165 ns->reset_stats ();
312 ns->pl = 0; 166 ns->pl = 0;
313 ns = 0; 167 ns = 0;
314 } 168 }
315 169
316 if (ob) 170 // this is important for the player scheduler to get the correct refcount
317 ob->close_container (); //TODO: client-specific 171 // when ns = 0
172 observe = viewpoint = ob;
318 173
319 deactivate (); 174 deactivate ();
320} 175}
176
177//-GPL
321 178
322// the need for this function can be explained 179// the need for this function can be explained
323// by load_object not returning the object 180// by load_object not returning the object
324void 181void
325player::set_object (object *op) 182player::set_object (object *op)
326{ 183{
327 ob = op; 184 ob = observe = viewpoint = op;
328 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
329 186
187 ob->speed = 1.0f;
330 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
331 ob->speed = 1.0f; 189
332 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
333} 191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
334 208
335player::player () 209player::player ()
336{ 210{
337 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point. 212 * we deal with that below this point.
344 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
345 219
346 gen_sp_armour = 10; 220 gen_sp_armour = 10;
347 bowtype = bow_normal; 221 bowtype = bow_normal;
348 petmode = pet_normal; 222 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 223 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
352 do_los = 1; 225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
353} 229}
354 230
355void 231void
356player::do_destroy () 232player::do_destroy ()
357{ 233{
358 disconnect (); 234 disconnect ();
359 235
360 attachable::do_destroy (); 236 attachable::do_destroy ();
361 237
362 if (ob) 238 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy (); 239 ob->destroy ();
366 } 240
241 ob = observe = viewpoint = 0;
367} 242}
368 243
369player::~player () 244player::~player ()
370{ 245{
371 /* Clear item stack */ 246 /* Clear item stack */
372 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
373} 276}
374 277
375/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
376 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
377 * mode. 280 * mode.
379player * 282player *
380player::create () 283player::create ()
381{ 284{
382 player *pl = new player; 285 player *pl = new player;
383 286
384 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
385 288
386 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
389 292
390 set_first_map (pl->ob); 293 set_first_map (pl->ob);
391 294
392 return pl; 295 return pl;
393}
394
395/*
396 * get_player_archetype() return next player archetype from archetype
397 * list. Not very efficient routine, but used only creating new players.
398 * Note: there MUST be at least one player archetype!
399 */
400archetype *
401get_player_archetype (archetype *at)
402{
403 archetype *start = at;
404
405 for (;;)
406 {
407 if (at == NULL || at->next == NULL)
408 at = first_archetype;
409 else
410 at = at->next;
411
412 if (at->clone.type == PLAYER)
413 return at;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 }
421} 296}
422 297
423object * 298object *
424get_nearest_player (object *mon) 299get_nearest_player (object *mon)
425{ 300{
428 unsigned lastdist; 303 unsigned lastdist;
429 rv_vector rv; 304 rv_vector rv;
430 305
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 307 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 309 continue;
462 310
463 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
464 { 312 {
526 */ 374 */
527int 375int
528path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
529{ 377{
530 rv_vector rv; 378 rv_vector rv;
531 sint16 x, y;
532 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
533 maptile *m, *lastmap;
534 380
535 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
536 382
537 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
538 return 0; 384 return 0;
539 385
540 x = mon->x; 386 mapxy pos (mon);
541 y = mon->y;
542 m = mon->map;
543 dir = rv.direction; 387 dir = rv.direction;
544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546 390
547 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
548 if (diff > max) 392 if (diff > max)
549 return 0; 393 return 0;
550 394
551 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
552 { 396 {
553 lastx = x; 397 mapxy lastpos = pos;
554 lasty = y; 398 pos.move (dir);
555 lastmap = m;
556 x = lastx + freearr_x[dir];
557 y = lasty + freearr_y[dir];
558 399
559 mflags = get_map_flags (m, &m, x, y, &x, &y); 400 MoveType blocked;
560 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); 401 bool blocksview;
402
403 if (pos.normalise ())
404 {
405 mapspace &ms = *pos;
406
407 blocksview = ms.flags () & P_BLOCKSVIEW;
408 blocked = ms.move_block;
409 }
410 else
411 {
412 blocksview = true;
413 blocked = MOVE_ALL;
414 }
561 415
562 /* Space is blocked - try changing direction a little */ 416 /* Space is blocked - try changing direction a little */
563 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 417 if ((blocksview || OB_TYPE_MOVE_BLOCK (mon, blocked))
564 && (m == mon->map && blocked_link (mon, m, x, y)))) 418 && (blocked_link (mon, pos.m, pos.x, pos.y)))
565 { 419 {
566 /* recalculate direction from last good location. Possible 420 /* recalculate direction from last good location. Possible
567 * we were not traversing ideal location before. 421 * we were not traversing ideal location before.
568 */ 422 */
569 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 423 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
570 if (rv.direction != dir) 424 if (rv.direction != dir)
571 { 425 {
572 /* OK - says direction should be different - lets reset the 426 /* OK - says direction should be different - lets reset the
573 * the values so it will try again. 427 * the values so it will try again.
574 */ 428 */
575 x = lastx;
576 y = lasty;
577 m = lastmap; 429 pos = lastpos;
578 dir = firstdir = rv.direction; 430 dir = firstdir = rv.direction;
579 } 431 }
580 else 432 else
581 { 433 {
582 /* direct path is blocked - try taking a side step to 434 /* direct path is blocked - try taking a side step to
589 */ 441 */
590 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 442 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591 { 443 {
592 if (i == 0) 444 if (i == 0)
593 continue; /* already did this, so skip it */ 445 continue; /* already did this, so skip it */
446
594 /* Use lastdir here - otherwise, 447 /* Use lastdir here - otherwise,
595 * since the direction that the creature should move in 448 * since the direction that the creature should move in
596 * may change, you could get infinite loops. 449 * may change, you could get infinite loops.
597 * ie, player is northwest, but monster can only 450 * ie, player is northwest, but monster can only
598 * move west, so it does that. It goes some distance, 451 * move west, so it does that. It goes some distance,
600 * can't do that, but now finds it can move east, and 453 * can't do that, but now finds it can move east, and
601 * gets back to its original point. lastdir contains 454 * gets back to its original point. lastdir contains
602 * the last direction the creature has successfully 455 * the last direction the creature has successfully
603 * moved. 456 * moved.
604 */ 457 */
605
606 x = lastx + freearr_x[absdir (lastdir + i)];
607 y = lasty + freearr_y[absdir (lastdir + i)];
608 m = lastmap; 458 pos = lastpos;
609 mflags = get_map_flags (m, &m, x, y, &x, &y); 459 pos.move (absdir (lastdir + i));
610 if (mflags & P_OUT_OF_MAP) 460
461 if (!pos.normalise ())
611 continue; 462 continue;
612 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 463
613 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 464 mapspace &ms = *pos;
465
466 if (ms.flags () & P_BLOCKSVIEW)
614 continue; 467 continue;
615 if (mflags & P_BLOCKSVIEW) 468
469 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
616 continue; 470 continue;
617 471
618 if (m == mon->map && blocked_link (mon, m, x, y)) 472 if (blocked_link (mon, pos.m, pos.x, pos.y))
619 break; 473 break;
620 } 474 }
475
621 /* go through entire loop without finding a valid 476 /* go through entire loop without finding a valid
622 * sidestep to take - thus, no valid path. 477 * sidestep to take - thus, no valid path.
623 */ 478 */
624 if (i == (DETOUR_AMOUNT + 1)) 479 if (i == DETOUR_AMOUNT + 1)
625 return 0; 480 return 0;
481
626 diff--; 482 diff--;
627 lastdir = dir; 483 lastdir = dir;
628 max--; 484 max--;
629 if (!firstdir) 485 if (!firstdir)
630 firstdir = dir + i; 486 firstdir = dir + i;
634 { 490 {
635 /* we moved towards creature, so diff is less */ 491 /* we moved towards creature, so diff is less */
636 diff--; 492 diff--;
637 max--; 493 max--;
638 lastdir = dir; 494 lastdir = dir;
495
639 if (!firstdir) 496 if (!firstdir)
640 firstdir = dir; 497 firstdir = dir;
641 } 498 }
642 499
643 if (diff <= 1) 500 if (diff <= 1)
644 { 501 {
645 /* Recalculate diff (distance) because we may not have actually 502 /* Recalculate diff (distance) because we may not have actually
646 * headed toward player for entire distance. 503 * headed toward player for entire distance.
647 */ 504 */
648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 505 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 506 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
650 } 507 }
651 508
652 if (diff > max) 509 if (diff > max)
653 return 0; 510 return 0;
659 516
660 return firstdir; 517 return firstdir;
661} 518}
662 519
663void 520void
664give_initial_items (object *pl, treasurelist * items) 521give_initial_items (object *pl, treasurelist *items)
665{ 522{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 523 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 524 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 525
671 for (op = pl->inv; op; op = next) 526 for (object *next, *op = pl->inv; op; op = next)
672 { 527 {
673 next = op->below; 528 next = op->below;
674 529
675 /* Forces get applied per default, unless they have the 530 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 531 * flag "neutral" set. Sorry but I can't think of a better way
677 */ 532 */
678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 533 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
679 SET_FLAG (op, FLAG_APPLIED); 534 op->set_flag (FLAG_APPLIED);
680 535
681 /* we never give weapons/armour if these cannot be used 536 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 537 * by this player due to race restrictions
683 */ 538 */
684 if (pl->type == PLAYER) 539 if (pl->type == PLAYER)
685 { 540 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 541 if ((!pl->flag [FLAG_USE_ARMOUR]
542 &&
687 (op->type == ARMOUR || op->type == BOOTS || 543 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 544 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 545 || op->type == SHIELD || op->type == GLOVES
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 546 || op->type == BRACERS || op->type == GIRDLE))
547 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
691 { 548 {
692 op->destroy (); 549 op->destroy ();
693 continue; 550 continue;
694 } 551 }
695 } 552 }
696 553
697 /* This really needs to be better - we should really give 554 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 555 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 556 * generated by bad treasurelists. - elmex
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 557 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 558 if (op->type == SKILL)
704 { 559 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 560 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 561 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 562 {
713 op->destroy (); 563 op->destroy ();
564 LOG (llevError,
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 565 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
715 continue; 566 break;
716 } 567 }
717 568
718 if (op->nrof > 1) 569 if (op->nrof > 1)
719 op->nrof = 1; 570 op->nrof = 1;
720 } 571 }
721 572
722 if (op->type == SPELLBOOK && op->inv) 573 if (op->type == SPELLBOOK && op->inv)
723 { 574 op->inv->clr_flag (FLAG_STARTEQUIP);
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 575
727 /* Give starting characters identified, uncursed, and undamned 576 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 577 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 578 * merged properly.
730 */ 579 */
731 if (need_identify (op)) 580 if (op->need_identify ())
732 {
733 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 581 {
582 op->set_flag (FLAG_IDENTIFIED);
583 op->clr_flag (FLAG_CURSED);
584 op->clr_flag (FLAG_DAMNED);
585 }
586
737 if (op->type == SPELL) 587 if (op->type == SPELL)
738 { 588 {
739 op->destroy (); 589 op->destroy ();
740 continue; 590 continue;
741 } 591 }
742 else if (op->type == SKILL) 592 else if (op->type == SKILL)
743 { 593 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 594 op->set_flag (FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 595 op->stats.exp = 0;
746 op->level = 1; 596 op->level = 1;
747 } 597 }
748 /* lock all 'normal items by default */ 598 else /* lock all 'normal items by default */
749 else 599 op->set_flag (FLAG_INV_LOCKED);
750 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 600 } /* for loop of objects in player inv */
752 601
753 /* Need to set up the skill pointers */ 602 /* Need to set up the skill pointers */
754 link_player_skills (pl); 603 pl->contr->link_skills ();
755} 604}
756 605
757void 606void
758get_party_password (object *op, partylist *party) 607get_party_password (object *op, partylist *party)
759{ 608{
769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 618 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
770} 619}
771 620
772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 621/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int 622static int
774roll_stat (void) 623roll_stat ()
775{ 624{
776 int a[4], i, j, k; 625 int a[4], i, j, k;
777 626
778 for (i = 0; i < 4; i++) 627 for (i = 0; i < 4; i++)
779 a[i] = (int) rndm (6) + 1; 628 a[i] = (int) rndm (6) + 1;
860static void 709static void
861start_info (object *op) 710start_info (object *op)
862{ 711{
863 char buf[MAX_BUF]; 712 char buf[MAX_BUF];
864 713
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 714 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 715 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869} 716}
870 717
871/* This function takes the key that is passed, and does the 718/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 719 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 720 * The function name is for historical reasons - now we have
876 */ 723 */
877void 724void
878player::chargen_race_done () 725player::chargen_race_done ()
879{ 726{
880 /* this must before then initial items are given */ 727 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 728 esrv_new_player (ob->contr);
882 729
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 730 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
884 if (tl) 731 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 732 create_treasure (tl, ob, 0, 0, 0);
886 733
887 INVOKE_PLAYER (BIRTH, ob->contr); 734 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, ob->contr); 735 INVOKE_PLAYER (LOGIN, ob->contr);
890 ob->contr->ns->state = ST_PLAYING; 737 ob->contr->ns->state = ST_PLAYING;
891 738
892 if (ob->msg) 739 if (ob->msg)
893 ob->msg = 0; 740 ob->msg = 0;
894 741
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 {
899 char buf[MAX_BUF];
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
901 make_path_to_file (buf);
902 }
903
904 start_info (ob); 742 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 743 ob->clr_flag (FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 744 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 745 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 746 ob->update_stats ();
910 747
911 /* This moves the player to a different start map, if there 748 /* This moves the player to a different start map, if there
912 * is one for this race 749 * is one for this race
913 */ 750 */
914 if (*first_map_ext_path) 751 if (*first_map_ext_path)
915 { 752 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
916 object *tmp;
917 char mapname[MAX_BUF];
918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else 753 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 754 LOG (llevDebug, "first_map_ext_path not set\n");
931} 755}
932 756
933void 757void
943 int x = ob->x, y = ob->y; 767 int x = ob->x, y = ob->y;
944 768
945 ob->remove_statbonus (); 769 ob->remove_statbonus ();
946 ob->remove (); 770 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 771 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 772 ob->arch->copy_to (ob);
949 ob->instantiate (); 773 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 774 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 775 ob->name = ob->name_pl = name;
952 ob->x = x; 776 ob->x = x;
953 ob->y = y; 777 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 778 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 779 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 780 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 781 ob->add_statbonus ();
958 } 782 }
959 while (!allowed_class (ob)); 783 while (!allowed_class (ob));
960 784
961 update_object (ob, UP_OBJ_FACE); 785 update_object (ob, UP_OBJ_FACE);
964 ob->stats.hp = ob->stats.maxhp; 788 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp; 789 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0; 790 ob->stats.grace = 0;
967} 791}
968 792
969void 793static void
970flee_player (object *op) 794flee_player (object *op)
971{ 795{
972 int dir, diff; 796 int dir, diff;
973 rv_vector rv; 797 rv_vector rv;
974 798
975 if (op->stats.hp < 0) 799 if (op->stats.hp < 0)
976 { 800 {
977 LOG (llevDebug, "Fleeing player is dead.\n"); 801 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 802 op->clr_flag (FLAG_SCARED);
979 return; 803 return;
980 } 804 }
981 805
982 if (op->enemy == NULL) 806 if (!op->enemy)
983 { 807 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 808 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
986 return; 810 return;
987 } 811 }
988 812
989 /* Seen some crashes here. Since we don't store an 813 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 { 814 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL; 815 op->enemy = NULL;
997 return; 816 op->clr_flag (FLAG_SCARED);
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 {
1002 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 return; 817 return;
1005 } 818 }
1006 819
1007 get_rangevector (op, op->enemy, &rv, 0); 820 get_rangevector (op, op->enemy, &rv, 0);
1008 821
1009 dir = absdir (4 + rv.direction); 822 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 823 for (diff = 0; diff < 3; diff++)
1011 { 824 {
1012 int m = 1 - (RANDOM () & 2); 825 int m = 1 - rndm (2) * 2;
1013 826
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 827 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1015 return; 828 return;
1016 } 829 }
1017 830
1018 /* Cornered, get rid of scared */ 831 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED); 832 op->clr_flag (FLAG_SCARED);
1020 op->enemy = NULL; 833 op->enemy = NULL;
1021} 834}
1022 835
1023/* check_pick sees if there is stuff to be picked up/picks up stuff. 836/* check_pick sees if there is stuff to be picked up/picks up stuff.
1024 * It returns 1 if the player should keep on moving, 0 if he should 837 * It returns 1 if the player should keep on moving, 0 if he should
1028check_pick (object *op) 841check_pick (object *op)
1029{ 842{
1030 object *tmp, *next; 843 object *tmp, *next;
1031 int stop = 0; 844 int stop = 0;
1032 int wvratio; 845 int wvratio;
1033 char putstring[128];
1034 846
1035 /* if you're flying, you cna't pick up anything */ 847 /* if you're flying, you can't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 848 if (op->move_type & MOVE_FLYING)
1037 return 1; 849 return 1;
1038 850
1039 next = op->below; 851 next = op->below;
852
853 int cnt = MAX_ITEM_PER_ACTION;
854#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1040 855
1041 /* loop while there are items on the floor that are not marked as 856 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 857 * destroyed */
1043 while (next && !next->destroyed ()) 858 while (next && !next->destroyed ())
1044 { 859 {
1045 tmp = next; 860 tmp = next;
1046 next = tmp->below; 861 next = tmp->below;
1047 862
863 if (cnt <= 0)
864 {
865 op->failmsg ("Couldn't pickup all items at once.");
866 return 0;
867 }
868
1048 if (op->destroyed ()) 869 if (op->destroyed ())
1049 return 0; 870 return 0;
1050 871
1051 if (!can_pick (op, tmp)) 872 if (!can_pick (op, tmp))
1052 continue; 873 continue;
1053 874
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 875 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 876 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 877 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 878 CHK_PICK_PICKUP;
879
1058 continue; 880 continue;
1059 } 881 }
1060 882
1061 /* high not bit set? We're using the old autopickup model */ 883 /* pickup handling */
884 if (op->contr->mode & PU_DEBUG)
885 {
886 /* some debugging code to figure out item information */
887 const char *str = tmp->name
888 ? format ("item name: %s item type: %d weight/value: %d",
889 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
890 : format ("item name: %s item type: %d weight/value: %d",
891 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
892
893 new_draw_info (NDI_UNIQUE, 0, op, str);
894 }
895
896 if (op->contr->mode & PU_INHIBIT)
897 return 1;
898
899 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
900 return 1;
901
902 /* philosophy:
903 * It's easy to grab an item type from a pile, as long as it's
904 * generic. This takes no game-time. For more detailed pickups
905 * and selections, select-items should be used. This is a
906 * grab-as-you-run type mode that's really useful for arrows for
907 * example.
908 * The drawback: right now it has no frontend, so you need to
909 * stick the bits you want into a calculator in hex mode and then
910 * convert to decimal and then 'pickup <#>
911 */
912
913 /* the first two modes are exclusive: if NOTHING we return, if
914 * STOP then we stop. All the rest are applied sequentially,
915 * meaning if any test passes, the item gets picked up. */
916
917 /* if mode is set to pick nothing up, return */
918 if (op->contr->mode == PU_NOTHING)
919 return 1;
920
921 /* if mode is set to stop when encountering objects, return */
922 /* take STOP before INHIBIT since it doesn't actually pick
923 * anything up */
924 if (op->contr->mode & PU_STOP)
925 return 0;
926
927 /* useful for going into stores and not losing your settings... */
928 /* and for battles wher you don't want to get loaded down while
929 * fighting */
930 if (op->contr->mode & PU_INHIBIT)
931 return 1;
932
933 /* prevent us from turning into auto-thieves :) */
934 if (tmp->flag [FLAG_UNPAID])
935 continue;
936
937 /* ignore known cursed objects */
938 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
939 continue;
940
941 /* all food and drink if desired */
942 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 943 if (op->contr->mode & PU_FOOD)
944 if (tmp->type == FOOD)
1063 { 945 {
1064 switch (op->contr->mode) 946 CHK_PICK_PICKUP;
947 continue;
948 }
949
950 if (op->contr->mode & PU_DRINK)
951 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_POTION)
958 if (tmp->type == POTION)
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 /* spellbooks, skillscrolls and normal books/scrolls */
965 if (op->contr->mode & PU_SPELLBOOK)
966 if (tmp->type == SPELLBOOK)
967 {
968 CHK_PICK_PICKUP;
969 continue;
970 }
971
972 if (op->contr->mode & PU_SKILLSCROLL)
973 if (tmp->type == SKILLSCROLL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 if (op->contr->mode & PU_READABLES)
980 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
986 /* wands/staves/rods/horns */
987 if (op->contr->mode & PU_MAGIC_DEVICE)
988 if (tmp->type == WAND
989 || tmp->type == ROD
990 || tmp->type == HORN
991 || tmp->type == POWER_CRYSTAL)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 /* pick up all magical items */
998 if (op->contr->mode & PU_MAGICAL)
999 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1000 && !tmp->flag [FLAG_KNOWN_CURSED])
1001 {
1002 CHK_PICK_PICKUP;
1003 continue;
1004 }
1005
1006 if (op->contr->mode & PU_VALUABLES)
1007 {
1008 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 1009 {
1066 case 0: 1010 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1011 continue;
1068 case 1:
1069 pick_up (op, tmp);
1070 return 1;
1071 case 2:
1072 pick_up (op, tmp);
1073 return 0;
1074 case 3:
1075 return 0; /* stop before pickup */
1076 case 4:
1077 pick_up (op, tmp);
1078 break;
1079 case 5:
1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1087
1088 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp);
1091 break;
1092
1093 default:
1094 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp);
1098 } 1012 }
1099 } 1013 }
1100 else 1014
1101 { /* old model */ 1015 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 1016 if (op->contr->mode & PU_JEWELS)
1017 if (tmp->type == RING
1018 || tmp->type == AMULET
1019 || tmp->type == GIRDLE
1020 || tmp->type == SKILL_TOOL)
1104 { 1021 {
1105 /* some debugging code to figure out item information */ 1022 CHK_PICK_PICKUP;
1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue; 1023 continue;
1024 }
1152 1025
1153 /* ignore known cursed objects */ 1026 /* we don't forget dragon food */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1027 if (op->contr->mode & PU_FLESH)
1028 if (tmp->type == FLESH)
1029 {
1030 CHK_PICK_PICKUP;
1155 continue; 1031 continue;
1032 }
1156 1033
1157 /* all food and drink if desired */ 1034 /* bows and arrows. Bows are good for selling! */
1158 /* question: don't pick up known-poisonous stuff? */ 1035 if (op->contr->mode & PU_BOW)
1036 if (tmp->type == BOW)
1037 {
1038 CHK_PICK_PICKUP;
1039 continue;
1040 }
1041
1042 if (op->contr->mode & PU_ARROW)
1043 if (tmp->type == ARROW)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 /* all kinds of armor etc. */
1050 if (op->contr->mode & PU_ARMOUR)
1051 if (tmp->type == ARMOUR)
1052 {
1053 CHK_PICK_PICKUP;
1054 continue;
1055 }
1056
1057 if (op->contr->mode & PU_HELMET)
1058 if (tmp->type == HELMET)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_SHIELD)
1065 if (tmp->type == SHIELD)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1159 if (op->contr->mode & PU_FOOD) 1071 if (op->contr->mode & PU_BOOTS)
1160 if (tmp->type == FOOD) 1072 if (tmp->type == BOOTS)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1078 if (op->contr->mode & PU_GLOVES)
1079 if (tmp->type == GLOVES || tmp->type == BRACERS)
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 if (op->contr->mode & PU_CLOAK)
1086 if (tmp->type == CLOAK)
1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1092 /* hoping to catch throwing daggers here */
1093 if (op->contr->mode & PU_MISSILEWEAPON)
1094 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1095 {
1096 CHK_PICK_PICKUP;
1097 continue;
1098 }
1099
1100 /* careful: chairs and tables are weapons! */
1101 if (op->contr->mode & PU_ALLWEAPON)
1102 {
1103 if (tmp->type == WEAPON)
1104 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1161 { 1105 {
1162 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1163 continue; 1107 continue;
1164 } 1108 }
1109 }
1165 1110
1111 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1112 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1113 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1114 {
1169 pick_up (op, tmp); 1115 CHK_PICK_PICKUP;
1170 continue; 1116 continue;
1171 } 1117 }
1172 1118
1119 /* any of the last 4 bits set means we use the ratio for value
1120 * pickups */
1173 if (op->contr->mode & PU_POTION) 1121 if (op->contr->mode & PU_RATIO)
1174 if (tmp->type == POTION) 1122 {
1123 /* use value density to decide what else to grab */
1124 /* >=7 was >= op->contr->mode */
1125 /* >=7 is the old standard setting. Now we take the last 4 bits
1175 { 1126 */
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1127 wvratio = op->contr->mode & PU_RATIO;
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1128 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 { 1129 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1130#if 0
1131 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1132 if (tmp->name != NULL)
1221 { 1133 {
1222 pick_up (op, tmp); 1134 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1135 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1352#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL)
1355 {
1356 fprintf (stderr, "%s", tmp->name);
1357 }
1358 else 1136 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1137 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1138 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1139 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1362#endif 1140#endif
1141 CHK_PICK_PICKUP;
1363 continue; 1142 continue;
1364 }
1365 } 1143 }
1366 } /* the new pickup model */ 1144 } /* the new pickup model */
1367 } 1145 }
1368 1146
1369 return !stop; 1147 return !stop;
1148}
1149
1150/* routine for both players and monsters. We call this when
1151 * there is a possibility for our action distrubing our hiding
1152 * place or invisiblity spell. Artefact invisiblity causes
1153 * "noise" instead. If we arent invisible to begin with, we
1154 * return 0.
1155 */
1156static int
1157action_makes_visible (object *op)
1158{
1159 if (op->invisible && op->flag [FLAG_ALIVE])
1160 {
1161 if (op->flag [FLAG_MAKE_INVIS])
1162 {
1163 // artefact invisibility is permanent, but we still make noise
1164 // this is important for game-balance.
1165 if (op->contr)
1166 op->make_noise ();
1167
1168 return 0;
1169 }
1170
1171 if (op->contr && op->contr->tmp_invis == 0)
1172 return 0;
1173
1174 /* If monsters, they should become visible */
1175 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1176 {
1177 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1178 return 1;
1179 }
1180 }
1181
1182 return 0;
1370} 1183}
1371 1184
1372/* 1185/*
1373 * Find an arrow in the inventory and after that 1186 * Find an arrow in the inventory and after that
1374 * in the right type container (quiver). Pointer to the 1187 * in the right type container (quiver). Pointer to the
1375 * found object is returned. 1188 * found object is returned.
1376 */ 1189 */
1377object * 1190static object *
1378find_arrow (object *op, const char *type) 1191find_arrow (object *op, const char *type)
1379{ 1192{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1194 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1195 return splay (tmp);
1196
1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1198 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1199 if (object *arrow = find_arrow (tmp, type))
1200 {
1201 splay (tmp);
1386 return op; 1202 return arrow;
1203 }
1387 1204
1388 return tmp; 1205 return 0;
1389} 1206}
1390 1207
1391/* 1208/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1209 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1393 * against the target. A full test is not performed, simply a basic test 1210 * against the target. A full test is not performed, simply a basic test
1394 * of resistances. The archer is making a quick guess at what he sees down 1211 * of resistances. The archer is making a quick guess at what he sees down
1395 * the hall. Failing that it does it's best to pick the highest plus arrow. 1212 * the hall. Failing that it does it's best to pick the highest plus arrow.
1396 */ 1213 */
1397object * 1214static object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1215find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1216{
1400 object *tmp = NULL, *arrow, *ntmp; 1217 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1218 int attacknum, attacktype, betterby = 0, i;
1402 1219
1403 if (!type) 1220 if (!type)
1404 return NULL; 1221 return NULL;
1405 1222
1406 for (arrow = op->inv; arrow; arrow = arrow->below) 1223 for (arrow = op->inv; arrow; arrow = arrow->below)
1407 { 1224 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1225 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1409 { 1226 {
1410 i = 0; 1227 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1228 ntmp = find_better_arrow (arrow, target, type, &i);
1229
1412 if (i > betterby) 1230 if (i > betterby)
1413 { 1231 {
1414 tmp = ntmp; 1232 tmp = ntmp;
1415 betterby = i; 1233 betterby = i;
1416 } 1234 }
1417 } 1235 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1236 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1237 {
1420 /* allways prefer assasination/slaying */ 1238 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1239 if (target->race && arrow->slaying.contains (target->race))
1422 { 1240 {
1423 if (arrow->attacktype & AT_DEATH) 1241 if (arrow->attacktype & AT_DEATH)
1424 { 1242 {
1425 *better = 100; 1243 *better = 100;
1426 return arrow; 1244 return arrow;
1434 else 1252 else
1435 { 1253 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1254 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1255 {
1438 attacktype = 1 << attacknum; 1256 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1257 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1258 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1259 {
1442 tmp = arrow; 1260 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1261 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1262 }
1445 } 1263 }
1264
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1265 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1266 {
1448 tmp = arrow; 1267 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1268 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1269 }
1270
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1271 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1272 {
1453 tmp = arrow; 1273 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1274 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1275 }
1456 } 1276 }
1457 } 1277 }
1458 } 1278 }
1279
1459 if (tmp == NULL && arrow == NULL) 1280 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1281 return find_arrow (op, type);
1461 1282
1462 *better = betterby; 1283 *better = betterby;
1463 return tmp; 1284 return tmp;
1467 * find_better_arrow to find a decent arrow to use. 1288 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1289 * op = the shooter
1469 * type = bow->race 1290 * type = bow->race
1470 * dir = fire direction 1291 * dir = fire direction
1471 */ 1292 */
1472object * 1293static object *
1473pick_arrow_target (object *op, const char *type, int dir) 1294pick_arrow_target (object *op, shstr_cmp type, int dir)
1474{ 1295{
1475 object *tmp = NULL; 1296 object *tmp = NULL;
1476 maptile *m; 1297 maptile *m;
1477 int i, mflags, found, number; 1298 int i, mflags, found, number;
1478 sint16 x, y; 1299 sint16 x, y;
1493 for (i = 0, found = 0; i < 20; i++) 1314 for (i = 0, found = 0; i < 20; i++)
1494 { 1315 {
1495 x += freearr_x[dir]; 1316 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1317 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1318 mflags = get_map_flags (m, &m, x, y, &x, &y);
1319
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1320 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1321 {
1500 tmp = NULL; 1322 tmp = 0;
1501 break; 1323 break;
1502 } 1324 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1325 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1326 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1327 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1328 * perhaps a bad assumption.
1507 */ 1329 */
1508 tmp = NULL; 1330 tmp = 0;
1509 break; 1331 break;
1510 } 1332 }
1333
1511 if (mflags & P_IS_ALIVE) 1334 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1335 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1336 if (tmp->flag [FLAG_ALIVE])
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1337 break;
1521 }
1522 } 1338 }
1523 if (tmp == NULL) 1339
1340 if (!tmp)
1524 return find_arrow (op, type); 1341 return find_arrow (op, type);
1525 1342
1526 if (tmp->head) 1343 if (tmp->head)
1527 tmp = tmp->head; 1344 tmp = tmp->head;
1528 1345
1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1385 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1569 return 0; 1386 return 0;
1570 } 1387 }
1571 1388
1572 // optimisation: move object to top so we will find it quickly again 1389 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below) 1390 splay (bow);
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1579 } 1391 }
1580 1392
1581 if (!bow->race || !bow->skill) 1393 if (!bow->race || !bow->skill)
1582 { 1394 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1590 { 1402 {
1591 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1404 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1405 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1594 else 1406 else
1595 CLEAR_FLAG (op, FLAG_READY_BOW); 1407 op->clr_flag (FLAG_READY_BOW);
1596 1408
1597 return 0; 1409 return 0;
1598 } 1410 }
1599 } 1411 }
1600 1412
1609 } 1421 }
1610 1422
1611 /* this should not happen, but sometimes does */ 1423 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1424 if (arrow->nrof == 0)
1613 { 1425 {
1426 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1427 arrow->destroy ();
1615 return 0; 1428 return 0;
1616 } 1429 }
1617 1430
1618 left = arrow; /* these are arrows left to the player */ 1431 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1432 arrow = arrow->split ();
1620 if (!arrow) 1433 if (!arrow)
1621 { 1434 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1435 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1436 return 0;
1624 } 1437 }
1628 arrow->direction = dir; 1441 arrow->direction = dir;
1629 1442
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1443 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam; 1444 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype; 1445 arrow->stats.grace = arrow->attacktype;
1446 arrow->custom_name = arrow->slaying;
1633 1447
1634 if (arrow->slaying) 1448#if 0
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr) 1449 if (player *pl = op->contr)
1638 { 1450 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp; 1451 float speed = pl->weapon_sp;
1646 1452
1647 /* penalize ROF for bestarrow */ 1453 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1454 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1455 speed *= .9f;
1650 else 1456 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1457 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1458
1653 op->speed_left += speed - op->speed; 1459 op->speed_left += speed - op->speed;
1460 }
1654#endif 1461#endif
1655 }
1656 1462
1657 SET_ANIMATION (arrow, arrow->direction); 1463 SET_ANIMATION (arrow, arrow->direction);
1658 1464
1659 /* update the speed */ 1465 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1466 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1661 + bow->stats.dam / 7.0; 1467 + bow->stats.dam / 7.f;
1662 1468
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1469 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1470 arrow->speed_left = 0;
1665 1471
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1472 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1473
1668 if (op->type == PLAYER) 1474 if (op->type == PLAYER)
1691 1497
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1498 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1499 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1500 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1501
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1502 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1503 m->insert (arrow, sx, sy, op);
1698 1504
1699 if (!arrow->destroyed ()) 1505 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1506 move_arrow (arrow);
1701
1702 if (op->type == PLAYER)
1703 {
1704 if (left->destroyed ())
1705 esrv_del_item (op->contr, left->count);
1706 else
1707 esrv_send_item (op, left);
1708 }
1709 1507
1710 return 1; 1508 return 1;
1711} 1509}
1712 1510
1713/* Special fire code for players - this takes into 1511/* Special fire code for players - this takes into
1715 * but monsters can't. Putting that code here 1513 * but monsters can't. Putting that code here
1716 * makes the fire_bow code much cleaner. 1514 * makes the fire_bow code much cleaner.
1717 * this function should only be called if 'op' is a player, 1515 * this function should only be called if 'op' is a player,
1718 * hence the function name. 1516 * hence the function name.
1719 */ 1517 */
1720int 1518static int
1721player_fire_bow (object *op, int dir) 1519player_fire_bow (object *op, int dir)
1722{ 1520{
1723 int ret = 0, wcmod = 0; 1521 int ret;
1724 1522
1725 if (op->contr->bowtype == bow_bestarrow) 1523 if (op->contr->bowtype == bow_bestarrow)
1726 { 1524 {
1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1728 } 1526 }
1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1527 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 { 1528 {
1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1529 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1732 wcmod = -1;
1733
1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1530 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1735 } 1531 }
1736 else if (op->contr->bowtype == bow_threewide) 1532 else if (op->contr->bowtype == bow_threewide)
1737 { 1533 {
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1534 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1535 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1740 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1536 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 } 1537 }
1742 else if (op->contr->bowtype == bow_spreadshot) 1538 else if (op->contr->bowtype == bow_spreadshot)
1743 { 1539 {
1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1540 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1541 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1542 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1747 } 1543 }
1748 else 1544 else
1749 { 1545 {
1755} 1551}
1756 1552
1757/* Fires a misc (wand/rod/horn) object in 'dir'. 1553/* Fires a misc (wand/rod/horn) object in 'dir'.
1758 * Broken apart from 'fire' to keep it more readable. 1554 * Broken apart from 'fire' to keep it more readable.
1759 */ 1555 */
1760void 1556static void
1761fire_misc_object (object *op, int dir) 1557fire_misc_object (object *op, int dir)
1762{ 1558{
1763 object *item = op->contr->ranged_ob; 1559 object *item = op->contr->ranged_ob;
1764 1560
1765 if (!item) 1561 if (!item)
1772 { 1568 {
1773 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1569 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1774 return; 1570 return;
1775 } 1571 }
1776 1572
1777 if (!op->change_weapon (item)) 1573 if (!op->apply (item))
1778 return; 1574 return;
1779 1575
1780 if (item->type == WAND) 1576 if (item->type == WAND)
1781 { 1577 {
1782 if (item->stats.food <= 0) 1578 if (item->stats.food <= 0)
1783 { 1579 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1582
1787 return; 1583 return;
1788 } 1584 }
1789 } 1585 }
1790 else if (item->type == ROD || item->type == HORN) 1586 else if (item->type == ROD || item->type == HORN)
1791 { 1587 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1588 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1589
1590 // using the maximum of the rods charge allows at least one spell cast
1591 // for a rod or horn, this fixes some broken rods.
1592 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1793 { 1593 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1594 op->contr->play_sound (sound_find ("wand_poof"));
1795 1595
1796 if (item->type == ROD) 1596 if (item->type == ROD)
1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1598 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1599 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 } 1602 }
1803 } 1603 }
1804 1604
1805 if (cast_spell (op, item, dir, item->inv, NULL)) 1605 if (cast_spell (op, item, dir, item->inv, NULL))
1806 { 1606 {
1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1607 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1608
1808 if (item->type == WAND) 1609 if (item->type == WAND)
1809 { 1610 {
1810 if (!(--item->stats.food)) 1611 if (!(--item->stats.food))
1811 { 1612 {
1812 object *tmp; 1613 object *tmp;
1813 1614
1814 if (item->arch) 1615 if (item->arch)
1815 { 1616 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1617 item->clr_flag (FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1618 item->face = item->arch->face;
1818 item->set_speed (0); 1619 item->set_speed (0);
1819 } 1620 }
1820 1621
1821 if ((tmp = item->in_player ())) 1622 if (object *pl = item->visible_to ())
1822 esrv_update_item (UPD_ANIM, tmp, item); 1623 esrv_update_item (UPD_ANIM, pl, item);
1823 } 1624 }
1824 } 1625 }
1825 else if (item->type == ROD || item->type == HORN) 1626 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item); 1627 drain_rod_charge (item);
1827 } 1628 }
1828} 1629}
1829 1630
1830/* Received a fire command for the player - go and do it. 1631/* Received a fire command for the player - go and do it.
1831 */ 1632 */
1832void 1633bool
1833fire (object *op, int dir) 1634fire (object *who, int dir)
1834{ 1635{
1835 int spellcost = 0; 1636 int spellcost = 0;
1836 1637
1638 player *pl = who->contr;
1639
1640 if (pl->golem)
1641 {
1642 control_golem (who->contr->golem, dir);
1643 return false;
1644 }
1645
1646 object *ob = pl->ranged_ob;
1647
1648 if (!ob)
1649 return false;
1650
1651 if (who->speed_left > 0.f)
1652 --who->speed_left;
1653 else
1654 return false;
1655
1656 if (!who->apply (ob))
1657 return false;
1658
1837 /* check for loss of invisiblity/hide */ 1659 /* check for loss of invisiblity/hide */
1838 if (action_makes_visible (op)) 1660 if (action_makes_visible (who))
1839 make_visible (op); 1661 make_visible (who);
1840
1841 player *pl = op->contr;
1842
1843 if (pl->golem)
1844 {
1845 control_golem (op->contr->golem, dir);
1846 return;
1847 }
1848
1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856 1662
1857 switch (ob->type) 1663 switch (ob->type)
1858 { 1664 {
1859 case BOW: 1665 case BOW:
1860 player_fire_bow (op, dir); 1666 player_fire_bow (who, dir);
1861 break; 1667 break;
1862 1668
1863 case SPELL: 1669 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1670 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1865 break; 1671 break;
1866 1672
1867 case BUILDER: 1673 case BUILDER:
1868 apply_map_builder (op, dir); 1674 apply_map_builder (who, dir);
1869 break; 1675 break;
1870 1676
1871 case SKILL: 1677 case SKILL:
1872 do_skill (op, op, ob, dir, 0); 1678 do_skill (who, who, ob, dir, 0);
1873 break; 1679 break;
1874 1680
1681 case RANGED:
1682 do_skill (who, ob, who->chosen_skill, dir, 0);
1683 break;
1684
1875 default: 1685 default:
1876 fire_misc_object (op, dir); 1686 fire_misc_object (who, dir);
1877 break; 1687 break;
1878 } 1688 }
1879}
1880 1689
1881/* find_key 1690 return true;
1882 * We try to find a key for the door as passed. If we find a key 1691}
1883 * and successfully use it, we return the key, otherwise NULL 1692
1884 * This function merges both normal and locked door, since the logic 1693static object *
1885 * for both is the same - just the specific key is different.
1886 * pl is the player,
1887 * inv is the objects inventory to searched
1888 * door is the door we are trying to match against.
1889 * This function can be called recursively to search containers.
1890 */
1891object *
1892find_key (object *pl, object *container, object *door) 1694find_key_ (object *pl, object *container, object *door)
1893{ 1695{
1894 object *tmp, *key; 1696 object *tmp, *key;
1895 1697
1896 /* Should not happen, but sanity checking is never bad */ 1698 /* Should not happen, but sanity checking is never bad */
1897 if (!container->inv) 1699 if (!container->inv)
1900 /* First, lets try to find a key in the top level inventory */ 1702 /* First, lets try to find a key in the top level inventory */
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1703 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1704 {
1903 if (door->type == DOOR && tmp->type == KEY) 1705 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1706 break;
1707
1905 /* For sanity, we should really check door type, but other stuff 1708 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1709 * (like containers) can be locked with special keys
1907 */ 1710 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1711 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1712 break;
1915 * a key, return 1718 * a key, return
1916 */ 1719 */
1917 if (!tmp) 1720 if (!tmp)
1918 { 1721 {
1919 for (tmp = container->inv; tmp; tmp = tmp->below) 1722 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1921 /* No reason to search empty containers */ 1723 /* No reason to search empty containers */
1922 if (tmp->type == CONTAINER && tmp->inv) 1724 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1924 if ((key = find_key (pl, tmp, door))) 1725 if ((key = find_key_ (pl, tmp, door)))
1925 return key; 1726 return key;
1926 }
1927 }
1928 1727
1929 if (!tmp) 1728 if (!tmp)
1930 return NULL; 1729 return 0;
1931 } 1730 }
1932 1731
1933 /* We get down here if we have found a key. Now if its in a container, 1732 /* We get down here if we have found a key. Now if its in a container,
1934 * see if we actually want to use it 1733 * see if we actually want to use it
1935 */ 1734 */
1936 if (pl != container) 1735 if (pl != container)
1937 { 1736 {
1938 /* Only let players use keys in containers */ 1737 /* Only let players use keys in containers */
1939 if (!pl->contr) 1738 if (!pl->contr)
1940 return NULL; 1739 return 0;
1740
1941 /* cases where this fails: 1741 /* cases where this fails:
1942 * If we only search the player inventory, return now since we 1742 * If we only search the player inventory, return now since we
1943 * are not in the players inventory. 1743 * are not in the players inventory.
1944 * If the container is not active, return now since only active 1744 * If the container is not active, return now since only active
1945 * containers can be used. 1745 * containers can be used.
1949 * inv must have been an container and must have been active. 1749 * inv must have been an container and must have been active.
1950 * 1750 *
1951 * Change the color so that the message doesn't disappear with 1751 * Change the color so that the message doesn't disappear with
1952 * all the others. 1752 * all the others.
1953 */ 1753 */
1954 if (pl->contr->usekeys == key_inventory || 1754 if (pl->contr->usekeys == key_inventory
1955 !QUERY_FLAG (container, FLAG_APPLIED) || 1755 || !container->flag [FLAG_APPLIED]
1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1756 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1957 { 1757 {
1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1758 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1759 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 return NULL; 1760 return NULL;
1961 } 1761 }
1962 } 1762 }
1963 1763
1964 return tmp; 1764 return tmp;
1765}
1766
1767/* find_key
1768 * We try to find a key for the door as passed. If we find a key
1769 * and successfully use it, we return the key, otherwise NULL
1770 * This function merges both normal and locked door, since the logic
1771 * for both is the same - just the specific key is different.
1772 * pl is the player,
1773 * inv is the objects inventory to searched
1774 * door is the door we are trying to match against.
1775 * This function can be called recursively to search containers.
1776 */
1777object *
1778find_key (object *pl, object *container, object *door)
1779{
1780 if (door->slaying && is_match_expr (door->slaying))
1781 {
1782 // for match expressions, we try to find the key by applying the match
1783 // to the op itself, which is supposed to find the "key", instead
1784 // of searching through containers ourselves.
1785
1786 return match_one (door->slaying, container, door, pl, pl);
1787 }
1788 else
1789 return find_key_ (pl, container, door);
1965} 1790}
1966 1791
1967/* moved door processing out of move_player_attack. 1792/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1793 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1794 * such that the caller should not do anything more,
1970 * 0 otherwise 1795 * 0 otherwise
1971 */ 1796 */
1972static int 1797static int
1973player_attack_door (object *op, object *door) 1798player_attack_door (object *op, object *door)
1974{ 1799{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1800 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1801 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1802 * otherwise, we fall through to the rest of the code.
1978 */ 1803 */
1979 object *key = find_key (op, op, door); 1804 object *key = find_key (op, op, door);
1980 1805
1981 /* IF we found a key, do some extra work */ 1806 /* If we found a key, do some extra work */
1982 if (key) 1807 if (key)
1983 { 1808 {
1984 object *container = key->env; 1809 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1810
1988 if (action_makes_visible (op)) 1811 if (action_makes_visible (op))
1989 make_visible (op); 1812 make_visible (op);
1990 1813
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1814 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1816
1994 if (door->type == DOOR) 1817 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1818 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1819 else if (door->type == LOCKED_DOOR)
1997 { 1820 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1821 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1822 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1823 }
2001 1824
2002 /* Do this after we print the message */ 1825 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1826 key->decrease (); /* Use up one of the keys */
2004 /* Need to update the weight the container the key was in */
2005 if (container != op)
2006 esrv_update_item (UPD_WEIGHT, op, container);
2007 1827
2008 return 1; /* Nothing more to do below */ 1828 return 1; /* Nothing more to do below */
2009 } 1829 }
2010 else if (door->type == LOCKED_DOOR) 1830 else if (door->type == LOCKED_DOOR)
2011 { 1831 {
2012 /* Might as well return now - no other way to open this */ 1832 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1833 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1834 return 1;
2015 } 1835 }
2016 1836
2017 return 0; 1837 return 0;
2018} 1838}
2021 * It should keep the code cleaner. 1841 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1842 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1843 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1844 * going to try and move (not fire weapons).
2025 */ 1845 */
2026void 1846bool
2027move_player_attack (object *op, int dir) 1847move_player_attack (object *op, int dir)
2028{ 1848{
2029 object *tmp, *mon; 1849 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2030 int on_battleground; 1850 {
2031 maptile *m; 1851 --op->speed_left;
1852 return true;
1853 }
2032 1854
2033 sint16 nx = freearr_x[dir] + op->x; 1855 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1856 sint16 ny = freearr_y[dir] + op->y;
2035 1857
2036 on_battleground = op_on_battleground (op, 0, 0); 1858 if (out_of_map (op->map, nx, ny))
1859 return false;
2037 1860
2038 /* If braced, or can't move to the square, and it is not out of the 1861 /* If braced, or can't move to the square, and it is not out of the
2039 * map, attack it. Note order of if statement is important - don't 1862 * map, attack it. Note order of if statement is important - don't
2040 * want to be calling move_ob if braced, because move_ob will move the 1863 * want to be calling move_ob if braced, because move_ob will move the
2041 * player. This is a pretty nasty hack, because if we could 1864 * player. This is a pretty nasty hack, because if we could
2042 * move to some space, it then means that if we are braced, we should 1865 * move to some space, it then means that if we are braced, we should
2043 * do nothing at all. As it is, if we are braced, we go through 1866 * do nothing at all. As it is, if we are braced, we go through
2044 * quite a bit of processing. However, it probably is less than what 1867 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 1868 * move_ob uses.
2046 */ 1869 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1870 maptile *m = op->map->xy_find (nx, ny);
1871
1872 /* Go through all the objects, and find ones of interest. Only stop if
1873 * we find a monster - that is something we know we want to attack.
1874 * if its a door or barrel (can roll) see if there may be monsters
1875 * on the space
1876 */
1877 object *mon;
1878 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1879 {
1880 if ((mon->flag [FLAG_ALIVE]
1881 || mon->type == LOCKED_DOOR
1882 || mon->flag [FLAG_CAN_ROLL])
1883 && mon != op)
1884 break;
2048 { 1885 }
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1886
1887 if (!mon) /* This happens anytime the player tries to move */
1888 return false; /* into a wall */
1889
1890 mon = mon->head_ ();
1891
1892 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1893 if (op->contr->weapon_sp_left > 0.f)
1894 if (player_attack_door (op, mon))
1895 {
1896 --op->contr->weapon_sp_left;
1897 return true;
2050 { 1898 }
2051 m = op->map->xy_find (nx, ny); 1899
2052 if (!m) 1900 /* The following deals with possibly attacking peaceful
2053 return; /* Don't think this should happen */ 1901 * or friendly creatures. Basically, all players are considered
1902 * unaggressive. If the moving player has peaceful set, then the
1903 * object should be pushed instead of attacked. It is assumed that
1904 * if you are braced, you will not attack friends accidently,
1905 * and thus will not push them.
1906 */
1907
1908 /* If the creature is a pet, push it even if the player is not
1909 * peaceful. Our assumption is the creature is a pet if the
1910 * player owns it and it is either friendly or unagressive.
1911 */
1912 if (op->type == PLAYER
1913 && ((mon->owner && mon->owner->contr
1914 && same_party (mon->owner->contr->party, op->contr->party))
1915 || mon->owner == op)
1916 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1917 {
1918 /* If we're braced, we don't want to switch places with it */
1919 if (op->contr->braced)
1920 return false;
1921
1922 if (op->speed_left > 0.f)
1923 {
1924 --op->speed_left;
1925
1926 op->play_sound (sound_find ("push_player"));
1927 push_ob (mon, dir, op);
1928
1929 if (action_makes_visible (op))
1930 make_visible (op);
1931
1932 return true;
2054 } 1933 }
2055 else 1934 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return; 1935 return false;
1936 }
2060 1937
2061 mon = 0; 1938 bool on_battleground = op_on_battleground (op, 0, 0);
2062 /* Go through all the objects, and find ones of interest. Only stop if
2063 * we find a monster - that is something we know we want to attack.
2064 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space
2066 */
2067 while (tmp)
2068 {
2069 if (tmp == op)
2070 {
2071 tmp = tmp->above;
2072 continue;
2073 }
2074 1939
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp;
2078 break;
2079 }
2080
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */
2089
2090 if (mon->head)
2091 mon = mon->head;
2092
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2094 if (player_attack_door (op, mon))
2095 return;
2096
2097 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them.
2103 */
2104
2105 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive.
2108 */
2109 if ((op->type == PLAYER)
2110#if COZY_SERVER
2111 &&
2112 ((mon->owner && mon->owner->contr
2113 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2114#else
2115 && mon->owner == op
2116#endif
2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2118 {
2119 /* If we're braced, we don't want to switch places with it */
2120 if (op->contr->braced)
2121 return;
2122
2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2124 push_ob (mon, dir, op);
2125 if (op->contr->tmp_invis || op->hide)
2126 make_visible (op);
2127
2128 return;
2129 }
2130
2131 /* in certain circumstances, you shouldn't attack friendly 1940 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 1941 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't 1942 * someone, but put it inside this loop so that you won't
2134 * attack them either. 1943 * attack them either.
2135 */ 1944 */
2136 if ((mon->type == PLAYER || mon->enemy != op) && 1945 if ((mon->type == PLAYER || mon->enemy != op)
2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1946 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2138#ifdef PROHIBIT_PLAYERKILL
2139 (op->contr->peaceful 1947 && ((op->contr->peaceful
2140 || (mon->type == PLAYER 1948 || (mon->type == PLAYER && mon->contr->peaceful))
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground)) 1949 && !on_battleground))
1950 {
1951 if (op->speed_left > 0.f)
2147 { 1952 {
1953 --op->speed_left;
1954
2148 if (!op->contr->braced) 1955 if (!op->contr->braced)
2149 { 1956 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1957 op->play_sound (sound_find ("push_player"));
2151 push_ob (mon, dir, op); 1958 push_ob (mon, dir, op);
2152 } 1959 }
2153 else 1960 else
2154 new_draw_info (0, 0, op, "You withhold your attack"); 1961 op->statusmsg ("You withhold your attack");
2155 1962
2156 if (op->contr->tmp_invis || op->hide) 1963 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2157 make_visible (op); 1964 make_visible (op);
2158 }
2159 1965
1966 return true;
1967 }
1968 }
2160 /* If the object is a boulder or other rollable object, then 1969 /* If the object is a boulder or other rollable object, then
2161 * roll it if not braced. You can't roll it if you are braced. 1970 * roll it if not braced. You can't roll it if you are braced.
2162 */ 1971 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1972 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1973 {
1974 if (op->speed_left > 0.f)
2164 { 1975 {
1976 --op->speed_left;
1977
2165 recursive_roll (mon, dir, op); 1978 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op)) 1979 if (action_makes_visible (op))
2167 make_visible (op); 1980 make_visible (op);
2168 }
2169 1981
1982 return true;
1983 }
1984 }
2170 /* Any generic living creature. Including things like doors. 1985 /* Any generic living creature. Including things like doors.
2171 * Way it works is like this: First, it must have some hit points 1986 * Way it works is like this: First, it must have some hit points
2172 * and be living. Then, it must be one of the following: 1987 * and be living. Then, it must be one of the following:
2173 * 1) Not a player, 2) A player, but of a different party. Note 1988 * 1) Not a player, 2) A player, but of a different party. Note
2174 * that party_number -1 is no party, so attacks can still happen. 1989 * that party_number -1 is no party, so attacks can still happen.
2175 */ 1990 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1991 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1992 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 { 1993 {
2179 if (!op->contr->has_hit) 1994 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2180 { 1995 {
2181 op->contr->has_hit = 1; 1996 --op->contr->weapon_sp_left;
2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2183 }
2184 1997
2185 skill_attack (mon, op, 0, 0, 0); 1998 skill_attack (mon, op, 0, 0, 0);
2186
2187 /* If attacking another player, that player gets automatic
2188 * hitback, and doesn't loose luck either.
2189 * Disable hitback on the battleground or if the target is
2190 * the wiz.
2191 */
2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2193 {
2194 short luck = mon->stats.luck;
2195
2196 mon->contr->has_hit = 1;
2197 skill_attack (op, mon, 0, 0, 0);
2198 mon->stats.luck = luck;
2199 }
2200 1999
2201 if (action_makes_visible (op)) 2000 if (action_makes_visible (op))
2202 make_visible (op); 2001 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2002
2207int 2003 return true;
2004 }
2005 }
2006
2007 return false;
2008}
2009
2010bool
2208move_player (object *op, int dir) 2011move_player (object *op, int dir)
2209{ 2012{
2210 int pick;
2211
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2013 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2213 return 0; 2014 return 0;
2214 2015
2215 /* Sanity check: make sure dir is valid */ 2016 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9)) 2017 if (dir < 0 || dir > 8)
2217 { 2018 {
2218 LOG (llevError, "move_player: invalid direction %d\n", dir); 2019 LOG (llevError, "move_player: invalid direction %d\n", dir);
2219 return 0; 2020 return 0;
2220 } 2021 }
2221 2022
2222 /* peterm: added following line */ 2023 /* peterm: added following line */
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2024 if (op->flag [FLAG_CONFUSED] && dir)
2224 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2025 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225 2026
2226 op->facing = dir; 2027 op->facing = dir;
2227 2028
2228 if (op->hide) 2029 if (op->flag [FLAG_HIDDEN])
2229 do_hidden_move (op); 2030 do_hidden_move (op);
2230 2031
2032 bool retval;
2033 int pick = 0;
2034
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2035 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2036 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2037 else if (op->contr->fire_on)
2234 fire (op, dir); 2038 retval = fire (op, dir);
2235 else 2039 else
2236 { 2040 {
2237 move_player_attack (op, dir); 2041 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2042 pick = check_pick (op);
2239 } 2043 }
2240 2044
2241 /* Add special check for newcs players and fire on - this way, the 2045 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing. 2046 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2053 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2054 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2055 * for players.
2252 */ 2056 */
2253 animate_object (op, op->facing); 2057 animate_object (op, op->facing);
2254 return 0; 2058
2059 return retval;
2255} 2060}
2256 2061
2257/* This is similar to handle_player, below, but is only used by the 2062/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2063 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2064 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2065 * the new speed values for commands.
2261 * 2066 *
2262 * Returns true if there are more actions we can do. 2067 * Returns true if there are more actions we can do. Should not do
2068 * many actions in a row, as that would be too unfair to other
2069 * players.
2263 */ 2070 */
2264int 2071bool
2265handle_newcs_player (object *op) 2072handle_newcs_player (object *op)
2266{ 2073{
2267 if (QUERY_FLAG (op, FLAG_SCARED))
2268 {
2269 flee_player (op);
2270
2271 /* If player is still scared, that is his action for this tick */
2272 if (op->flag [FLAG_SCARED]) 2074 if (op->flag [FLAG_SCARED])
2075 {
2076 if (op->speed_left > 0.f)
2273 { 2077 {
2274 --op->speed_left; 2078 --op->speed_left;
2079 flee_player (op);
2080
2275 return 0; 2081 return true;
2276 } 2082 }
2083 else
2084 return false;
2277 } 2085 }
2278 2086
2279 /* call this here - we also will call this in do_ericserver, but 2087 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2088 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2089 * called, so we recheck it here.
2282 */ 2090 */
2283 if (op->contr->ns->handle_command ()) 2091 if (op->contr->ns->handle_command ())
2284 return 1; 2092 return true;
2285 2093
2286 if (op->speed_left > 0.f)
2287 {
2288 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2094 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2289 {
2290 /* All move commands take 1 tick, at least for now */
2291 --op->speed_left;
2292
2293 /* Instead of all the stuff below, let move_player take care
2294 * of it. Also, some of the skill stuff is only put in
2295 * there, as well as the confusion stuff.
2296 */
2297 move_player (op, op->direction); 2095 return move_player (op, op->direction);
2298 2096
2299 return op->speed_left > 0.f;
2300 }
2301 }
2302
2303 return 0; 2097 return false;
2304} 2098}
2305 2099
2306int 2100static int
2307save_life (object *op) 2101save_life (object *op)
2308{ 2102{
2309 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2103 if (!op->flag [FLAG_LIFESAVE])
2310 return 0; 2104 return 0;
2311 2105
2312 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2107 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2314 { 2108 {
2315 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2109 op->play_sound (sound_find ("ob_evaporate"));
2316 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2110 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2317 2111
2318 if (op->contr)
2319 esrv_del_item (op->contr, tmp->count);
2320
2321 tmp->destroy (); 2112 tmp->destroy ();
2322 CLEAR_FLAG (op, FLAG_LIFESAVE); 2113 op->clr_flag (FLAG_LIFESAVE);
2323 2114
2324 if (op->stats.hp < 0) 2115 if (op->stats.hp < 0)
2325 op->stats.hp = op->stats.maxhp; 2116 op->stats.hp = op->stats.maxhp;
2326 2117
2327 if (op->stats.food < 0) 2118 if (op->stats.food < 0)
2328 op->stats.food = 999; 2119 op->stats.food = MAX_FOOD;
2329 2120
2330 op->update_stats (); 2121 op->update_stats ();
2331 return 1; 2122 return 1;
2332 } 2123 }
2333 2124
2334 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2125 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2335 CLEAR_FLAG (op, FLAG_LIFESAVE); 2126 op->clr_flag (FLAG_LIFESAVE);
2336 enter_player_savebed (op); /* bring him home. */ 2127 enter_player_savebed (op); /* bring him home. */
2337 return 0; 2128 return 0;
2338} 2129}
2339 2130
2340/* This goes throws the inventory and removes unpaid objects, and puts them 2131/* This goes throws the inventory and removes unpaid objects, and puts them
2341 * back in the map (location and map determined by values of env). This 2132 * back in the map (location and map determined by values of env). This
2342 * function will descend into containers. op is the object to start the search 2133 * function will descend into containers. op is the object to start the search
2343 * from. 2134 * from.
2344 */ 2135 */
2136static void
2137drop_unpaid_items (object *op, object *env)
2138{
2139 while (op)
2140 {
2141 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2142
2143 if (op->flag [FLAG_UNPAID])
2144 op->insert_at (env);
2145 else if (op->inv)
2146 drop_unpaid_items (op->inv, env);
2147
2148 op = next;
2149 }
2150}
2151
2345void 2152void
2346remove_unpaid_objects (object *op, object *env) 2153object::drop_unpaid_items ()
2347{ 2154{
2348 while (op) 2155 if (!flag [FLAG_REMOVED])
2349 { 2156 ::drop_unpaid_items (inv, this);
2350 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2351
2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2353 {
2354 if (env->type == PLAYER)
2355 esrv_del_item (env->contr, op->count);
2356
2357 op->insert_at (env);
2358 }
2359 else if (op->inv)
2360 remove_unpaid_objects (op->inv, env);
2361
2362 op = next;
2363 }
2364}
2365
2366/*
2367 * Returns pointer a static string containing gravestone text
2368 * Moved from apply.c to player.c - player.c is what
2369 * actually uses this function. player.c may not be quite the
2370 * best, a misc file for object actions is probably better,
2371 * but there isn't one in the server directory.
2372 */
2373char *
2374gravestone_text (object *op)
2375{
2376 static char buf2[MAX_BUF];
2377 char buf[MAX_BUF];
2378 time_t now = time (NULL);
2379
2380 strcpy (buf2, " R.I.P.\n\n");
2381 if (op->type == PLAYER)
2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2383 else
2384 sprintf (buf, "%s\n", &op->name);
2385
2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2387 strcat (buf2, buf);
2388 if (op->type == PLAYER)
2389 sprintf (buf, "who was in level %d when killed\n", op->level);
2390 else
2391 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2392
2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2394 strcat (buf2, buf);
2395 if (op->type == PLAYER)
2396 {
2397 sprintf (buf, "by %s.\n\n", op->contr->killer);
2398 strncat (buf2, " ", 21 - strlen (buf) / 2);
2399 strcat (buf2, buf);
2400 }
2401
2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2404 strcat (buf2, buf);
2405
2406 return buf2;
2407} 2157}
2408 2158
2409void 2159void
2410do_some_living (object *op) 2160do_some_living (object *op)
2411{ 2161{
2428 * alternate it here for it to work correctly. 2178 * alternate it here for it to work correctly.
2429 */ 2179 */
2430 if (pticks & 2) 2180 if (pticks & 2)
2431 op->invisible--; 2181 op->invisible--;
2432 } 2182 }
2433 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2183 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2434 { 2184 {
2435 if (!op->invisible--) 2185 if (!op->invisible--)
2436 { 2186 {
2437 make_visible (op); 2187 make_visible (op);
2438 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2188 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2213 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2464 else 2214 else
2465 { 2215 {
2466 gen_grace = op->stats.maxgrace; 2216 gen_grace = op->stats.maxgrace;
2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2217 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2468 }
2469
2470 /* Regenerate Spell Points */
2471 if (!op->contr->golem && --op->last_sp < 0)
2472 {
2473 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2474 if (op->stats.sp < op->stats.maxsp)
2475 {
2476 op->stats.sp++;
2477 /* dms do not consume food */
2478 if (!QUERY_FLAG (op, FLAG_WIZ))
2479 {
2480 op->stats.food--;
2481 if (op->contr->digestion < 0)
2482 op->stats.food += op->contr->digestion;
2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2484 op->stats.food = last_food;
2485 }
2486 }
2487
2488 if (max_sp > 1)
2489 {
2490 over_sp = (gen_sp + 10) / rate_sp;
2491 if (over_sp > 0)
2492 {
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498 op->stats.sp--;
2499
2500 if (op->stats.sp > op->stats.maxsp)
2501 op->stats.sp = op->stats.maxsp;
2502 }
2503 op->last_sp = 0;
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2507 }
2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 } 2218 }
2511 2219
2512 /* Regenerate Grace */ 2220 /* Regenerate Grace */
2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2221 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2514 if (--op->last_grace < 0) 2222 if (--op->last_grace < 0)
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2243 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 } 2244 }
2537 /* wearing stuff doesn't detract from grace generation. */ 2245 /* wearing stuff doesn't detract from grace generation. */
2538 } 2246 }
2539 2247
2248 if (op->stats.food > 0)
2249 {
2540 /* Regenerate Hit Points */ 2250 /* Regenerate Spell Points */
2541 if (--op->last_heal < 0) 2251 if (!op->contr->golem && --op->last_sp < 0)
2542 {
2543 if (op->stats.hp < op->stats.maxhp)
2544 { 2252 {
2545 op->stats.hp++; 2253 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 /* dms do not consume food */ 2254
2547 if (!QUERY_FLAG (op, FLAG_WIZ)) 2255 if (op->stats.sp < op->stats.maxsp)
2548 { 2256 {
2257 op->stats.sp++;
2258
2259 /* dms do not consume food */
2260 if (!op->flag [FLAG_WIZ])
2261 {
2549 op->stats.food--; 2262 op->stats.food--;
2263
2550 if (op->contr->digestion < 0) 2264 if (op->contr->digestion < 0)
2551 op->stats.food += op->contr->digestion; 2265 op->stats.food += op->contr->digestion;
2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2266 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2553 op->stats.food = last_food; 2267 op->stats.food = last_food;
2268 }
2554 } 2269 }
2555 }
2556 2270
2557 if (max_hp > 1) 2271 if (max_sp > 1)
2558 {
2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2560 if (over_hp > 0)
2561 { 2272 {
2562 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2273 over_sp = (gen_sp + 10) / rate_sp;
2274 if (over_sp > 0)
2275 {
2276 if (op->stats.sp < op->stats.maxsp)
2277 {
2278 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2279
2280 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2281 op->stats.sp--;
2282
2283 if (op->stats.sp > op->stats.maxsp)
2284 op->stats.sp = op->stats.maxsp;
2285 }
2286
2563 op->last_heal = 0; 2287 op->last_sp = 0;
2288 }
2289 else
2290 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2564 } 2291 }
2565 else 2292 else
2293 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2294 }
2295
2296 /* Regenerate Hit Points */
2297 if (--op->last_heal < 0)
2298 {
2299 if (op->stats.hp < op->stats.maxhp)
2566 { 2300 {
2567 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2301 op->stats.hp++;
2302
2303 /* dms do not consume food */
2304 if (!op->flag [FLAG_WIZ])
2305 {
2306 op->stats.food--;
2307
2308 if (op->contr->digestion < 0)
2309 op->stats.food += op->contr->digestion;
2310 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2311 op->stats.food = last_food;
2312 }
2568 } 2313 }
2314
2315 if (max_hp > 1)
2316 {
2317 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2318
2319 if (over_hp > 0)
2320 {
2321 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2322 op->last_heal = 0;
2323 }
2324 else
2325 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2569 } 2326 }
2570 else 2327 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2328 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 } 2329 }
2574 } 2330 }
2575 2331
2576 /* Digestion */ 2332 /* Digestion */
2577 if (--op->last_eat < 0) 2333 if (--op->last_eat < 0)
2578 { 2334 {
2579#ifdef COZY_SERVER 2335 int bonus = max (0, op->contr->digestion),
2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2336 penalty = max (0, -op->contr->digestion);
2581 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2582#else
2583 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2584#endif
2585 2337
2586 if (op->contr->gen_hp > 0)
2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2338 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2588 else
2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590 2339
2591 /* dms do not consume food */ 2340 /* dms do not consume food */
2592 if (!QUERY_FLAG (op, FLAG_WIZ)) 2341 if (!op->flag [FLAG_WIZ])
2593 op->stats.food--; 2342 op->stats.food--;
2594 } 2343 }
2595 2344
2596 if (op->stats.food < 0 && op->stats.hp >= 0) 2345 if (op->stats.food < 0 && op->stats.hp >= 0)
2597 { 2346 {
2598 object *tmp, *flesh = 0; 2347 object *flesh = 0;
2599 2348
2600 for (tmp = op->inv; tmp; tmp = tmp->below) 2349 for_inv_removable (op, tmp)
2601 { 2350 {
2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2351 if (tmp->flag [FLAG_UNPAID])
2352 continue;
2353
2354 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2603 { 2355 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2356 op->statusmsg ("You blindly grab for a bite of food. "
2605 { 2357 "H<To prevent you from starving, you ate some random item from your backpack.>");
2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2358 op->apply (tmp);
2607 manual_apply (op, tmp, 0); 2359
2608 if (op->stats.food >= 0 || op->stats.hp < 0) 2360 if (op->stats.food >= 0 || op->stats.hp < 0)
2609 break; 2361 break;
2610 } 2362 }
2611 else if (tmp->type == FLESH) 2363 else if (tmp->type == FLESH)
2612 flesh = tmp; 2364 flesh = tmp;
2613 } /* End if paid for object */ 2365 }
2614 } /* end of for loop */
2615 2366
2616 /* If player is still starving, it means they don't have any food, so 2367 /* If player is still starving, it means they don't have any food, so
2617 * eat flesh instead. 2368 * eat flesh instead.
2618 */ 2369 */
2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2370 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2620 { 2371 {
2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2372 op->statusmsg ("You blindly grab for a bite of food. "
2373 "H<To prevent you from starving, you ate some random item from your backpack.>");
2622 manual_apply (op, flesh, 0); 2374 op->apply (flesh);
2623 } 2375 }
2376
2377 // If player is still starving, alert him!
2378 if (op->stats.food < 0)
2379 op->failmsg ("You are starving! "
2380 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2381 }
2382
2383 if (op->stats.food < 0)
2624 } 2384 {
2385 op->stats.hp += op->stats.food;
2386 op->stats.food = 0;
2625 2387
2626 while (op->stats.food < 0 && op->stats.hp >= 0) 2388 if (op->stats.hp < 0)
2627 op->stats.food++, op->stats.hp--; 2389 {
2390 op->contr->killer = archetype::get ("killer_starvation");
2391 op->contr->killer->destroy ();
2392 }
2393 }
2628 2394
2395 /* killer should be set here already */
2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2396 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2630 kill_player (op); 2397 kill_player (op);
2631 } 2398 }
2632} 2399}
2633 2400
2634/* If the player should die (lack of hp, food, etc), we call this. 2401/* If the player should die (lack of hp, food, etc), we call this.
2637 * file. 2404 * file.
2638 */ 2405 */
2639void 2406void
2640kill_player (object *op) 2407kill_player (object *op)
2641{ 2408{
2642 char buf[MAX_BUF];
2643 int x, y; 2409 int x, y;
2644
2645 //int i;
2646 maptile *map; /* this is for resurrection */ 2410 maptile *map; /* this is for resurrection */
2647
2648 /* int z;
2649 int num_stats_lose;
2650 int lost_a_stat;
2651 int lose_this_stat;
2652 int this_stat; */
2653 int will_kill_again; 2411 int will_kill_again;
2654 archetype *at; 2412 archetype *at;
2655 object *tmp; 2413 object *tmp;
2656 2414
2657 if (save_life (op)) 2415 if (save_life (op))
2658 return; 2416 return;
2659 2417
2418 dynbuf_text deathtab;
2419
2420 /* restore player */
2421 at = archetype::find (shstr_poisoning);
2422 if (object *tmp = present_arch_in_ob (at, op))
2423 {
2424 tmp->destroy ();
2425 deathtab << "Your body feels cleansed...\r";
2426 }
2427
2428 at = archetype::find (shstr_confusion);
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your mind feels clearer...\r";
2433 }
2434
2435 cure_disease (op, 0, 0); /* remove any disease */
2436
2437 max_it (op->stats.hp , op->stats.maxhp);
2438 max_it (op->stats.sp , op->stats.maxsp);
2439 max_it (op->stats.grace, op->stats.maxgrace);
2440 max_it (op->stats.food , 200);
2441
2442 // remove all spell effects that are active
2443 // to avoid long-term effects such as word-of-recall
2444 for (object *item = op->inv; item; )
2445 {
2446 object *next = item->below;
2447
2448 if (item->type == SPELL_EFFECT && item->active)
2449 item->destroy ();
2450
2451 item = next;
2452 }
2660 2453
2661 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2454 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2662 * in cities ONLY!!! It is very important that this doesn't get abused. 2455 * in cities ONLY!!! It is very important that this doesn't get abused.
2663 * Look at op_on_battleground() for more info --AndreasV 2456 * Look at op_on_battleground() for more info --AndreasV
2664 */ 2457 */
2665 if (op_on_battleground (op, &x, &y)) 2458 if (op_on_battleground (op, &x, &y))
2666 { 2459 {
2667 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2460 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2669
2670 /* restore player */
2671 at = archetype::find ("poisoning");
2672 if (object *tmp = present_arch_in_ob (at, op))
2673 {
2674 tmp->destroy ();
2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2676 }
2677
2678 at = archetype::find ("confusion");
2679 if (object *tmp = present_arch_in_ob (at, op))
2680 {
2681 tmp->destroy ();
2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2683 }
2684
2685 cure_disease (op, 0); /* remove any disease */
2686 op->stats.hp = op->stats.maxhp;
2687 if (op->stats.food <= 0)
2688 op->stats.food = 999;
2689 2461
2690 /* create a bodypart-trophy to make the winner happy */ 2462 /* create a bodypart-trophy to make the winner happy */
2691 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2463 object *tmp = archetype::find (shstr_finger)->instance ();
2692 { 2464
2693 sprintf (buf, "%s's finger", &op->name); 2465 tmp->name = format ("%s's finger" , &op->name);
2694 tmp->name = buf; 2466 tmp->name_pl = format ("%s's fingers", &op->name);
2695 sprintf (buf, " This finger has been cut off %s\n" 2467 tmp->msg = format (
2696 " the %s, when he was defeated at\n level %d by %s.\n", 2468 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2469 &op->name, op->contr->title,
2698 tmp->msg = buf; 2470 (int)op->level,
2471 op->contr->killer_name ()
2472 );
2699 tmp->value = 0, tmp->type = 0; 2473 tmp->value = 0, tmp->type = 0;
2700 tmp->materialname = "organics"; 2474 tmp->material = name_to_material (shstr_organic);
2701 tmp->insert_at (op, tmp); 2475 tmp->insert_at (op, tmp);
2702 }
2703 2476
2704 /* teleport defeated player to new destination */ 2477 /* teleport defeated player to new destination */
2705 transfer_ob (op, x, y, 0, NULL); 2478 transfer_ob (op, x, y, 0, NULL);
2706 op->contr->braced = 0; 2479 op->contr->braced = 0;
2480
2481 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2707 return; 2482 return;
2708 } 2483 }
2709 2484
2485 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2486 deathtab << "T<YOU HAVE DIED>\n\n";
2487
2710 INVOKE_PLAYER (DEATH, op->contr); 2488 INVOKE_PLAYER (DEATH, op->contr);
2711 2489
2712 command_kill_pets (op, 0); 2490 command_kill_pets (op, 0);
2713 2491
2714 if (op->stats.food < 0) 2492 op->contr->play_sound (sound_find ("player_dies"));
2715 {
2716 sprintf (buf, "%s starved to death.", &op->name);
2717 strcpy (op->contr->killer, "starvation");
2718 }
2719 else
2720 sprintf (buf, "%s died.", &op->name);
2721
2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2723 2493
2724 /* save the map location for corpse, gravestone */ 2494 /* save the map location for corpse, gravestone */
2725 x = op->x; 2495 x = op->x;
2726 y = op->y; 2496 y = op->y;
2727 map = op->map; 2497 map = op->map;
2755 2525
2756 lost_a_stat = 0; 2526 lost_a_stat = 0;
2757 2527
2758 for (z = 0; z < num_stats_lose; z++) 2528 for (z = 0; z < num_stats_lose; z++)
2759 { 2529 {
2760 i = RANDOM () % NUM_STATS; 2530 i = rndm (NUM_STATS);
2761 2531
2762 if (settings.stat_loss_on_death) 2532 if (settings.stat_loss_on_death)
2763 { 2533 {
2764 /* Pick a random stat and take a point off it. Tell the player 2534 /* Pick a random stat and take a point off it. Tell the player
2765 * what he lost. 2535 * what he lost.
2772 lost_a_stat = 1; 2542 lost_a_stat = 1;
2773 } 2543 }
2774 else 2544 else
2775 { 2545 {
2776 /* deplete a stat */ 2546 /* deplete a stat */
2777 archetype *deparch = archetype::find ("depletion"); 2547 archetype *deparch = archetype::find (shstr_depletion);
2778 object *dep; 2548 object *dep;
2779 2549
2780 dep = present_arch_in_ob (deparch, op); 2550 dep = present_arch_in_ob (deparch, op);
2781 if (!dep) 2551 if (!dep)
2782 { 2552 {
2783 dep = arch_to_object (deparch); 2553 dep = deparch->instance ();
2784 insert_ob_in_ob (dep, op); 2554 insert_ob_in_ob (dep, op);
2785 } 2555 }
2786 lose_this_stat = 1; 2556 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss) 2557 if (settings.balanced_stat_loss)
2788 { 2558 {
2816 } 2586 }
2817 } 2587 }
2818 2588
2819 if (lose_this_stat) 2589 if (lose_this_stat)
2820 { 2590 {
2821 this_stat = get_attr_value (&(dep->stats), i); 2591 this_stat = get_attr_value (&dep->stats, i);
2822 /* We could try to do something clever like find another 2592 /* We could try to do something clever like find another
2823 * stat to reduce if this fails. But chances are, if 2593 * stat to reduce if this fails. But chances are, if
2824 * stats have been depleted to -50, all are pretty low 2594 * stats have been depleted to -50, all are pretty low
2825 * and should be roughly the same, so it shouldn't make a 2595 * and should be roughly the same, so it shouldn't make a
2826 * difference. 2596 * difference.
2827 */ 2597 */
2828 if (this_stat >= -50) 2598 if (this_stat >= -50)
2829 { 2599 {
2830 change_attr_value (&(dep->stats), i, -1); 2600 change_attr_value (&(dep->stats), i, -1);
2831 SET_FLAG (dep, FLAG_APPLIED); 2601 dep->set_flag (FLAG_APPLIED);
2832 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2602 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2833 op->update_stats (); 2603 op->update_stats ();
2834 lost_a_stat = 1; 2604 lost_a_stat = 1;
2835 } 2605 }
2836 } 2606 }
2837 } 2607 }
2838 } 2608 }
2609
2839 /* If no stat lost, tell the player. */ 2610 /* If no stat lost, tell the player. */
2840 if (!lost_a_stat) 2611 if (!lost_a_stat)
2841 { 2612 {
2842 /* determine_god() seems to not work sometimes... why is this? 2613 /* determine_god() seems to not work sometimes... why is this?
2843 Should I be using something else? GD */ 2614 Should I be using something else? GD */
2844 const char *god = determine_god (op); 2615 shstr_tmp god = determine_god (op);
2845 2616
2846 if (god && (strcmp (god, "none"))) 2617 if (god != shstr_none)
2847 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2618 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2848 else 2619 else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2620 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2850 } 2621 }
2851#else 2622#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2623 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2853#endif 2624#endif
2854 2625
2855 /* Put a gravestone up where the character 'almost' died. List the 2626 /* Put a gravestone up where the character 'almost' died. List the
2856 * exp loss on the stone. 2627 * exp loss on the stone.
2857 */ 2628 */
2858 tmp = arch_to_object (archetype::find ("gravestone")); 2629 tmp = archetype::find (shstr_gravestone)->instance ();
2859 sprintf (buf, "%s's gravestone", &op->name); 2630 tmp->name = format ("%s's gravestone", &op->name);
2860 tmp->name = buf; 2631 tmp->name_pl = format ("%s's gravestones", &op->name);
2861 sprintf (buf, "%s's gravestones", &op->name); 2632 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2862 tmp->name_pl = buf; 2633 &op->name, op->contr->title, op->contr->killer_name ());
2863 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);
2864 tmp->msg = buf;
2865 tmp->x = op->x, tmp->y = op->y; 2634 tmp->x = op->x, tmp->y = op->y;
2866 insert_ob_in_map (tmp, op->map, NULL, 0); 2635 insert_ob_in_map (tmp, op->map, NULL, 0);
2867 2636
2868 /**************************************/ 2637 /**************************************/
2869 /* */ 2638 /* */
2870 /* Subtract the experience points, */ 2639 /* Subtract the experience points, */
2871 /* if we died cause of food, give us */
2872 /* food, and reset HP's... */
2873 /* */ 2640 /* */
2874 /**************************************/ 2641 /**************************************/
2875 2642
2876 /* remove any poisoning and confusion the character may be suffering. */
2877 /* restore player */
2878 at = archetype::find ("poisoning");
2879 tmp = present_arch_in_ob (at, op);
2880
2881 if (tmp)
2882 {
2883 tmp->destroy ();
2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2885 }
2886
2887 at = archetype::find ("confusion");
2888 tmp = present_arch_in_ob (at, op);
2889 if (tmp)
2890 {
2891 tmp->destroy ();
2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2893 }
2894
2895 cure_disease (op, 0); /* remove any disease */
2896
2897 /*add_exp(op, (op->stats.exp * -0.20)); */ 2643 /*add_exp(op, (op->stats.exp * -0.20)); */
2898 apply_death_exp_penalty (op); 2644 apply_death_exp_penalty (op);
2899 if (op->stats.food < 100)
2900 op->stats.food = 900;
2901 op->stats.hp = op->stats.maxhp;
2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2904 2645
2905 /* 2646 /*
2906 * Check to see if the player has any unpaid items. If so, remove them 2647 * Check to see if the player has any unpaid items. If so, remove them
2907 * and put them back in the map. 2648 * and put them back in the map.
2908 */ 2649 */
2909 remove_unpaid_objects (op->inv, op); 2650 op->drop_unpaid_items ();
2910 2651
2911 /****************************************/ 2652 /****************************************/
2912 /* */ 2653 /* */
2913 /* Move player to his current respawn- */ 2654 /* Move player to his current respawn- */
2914 /* position (usually last savebed) */ 2655 /* position (usually last savebed) */
2936 2677
2937 force = get_archetype (FORCE_NAME); 2678 force = get_archetype (FORCE_NAME);
2938 /* 50 ticks should be enough time for the spell to abate */ 2679 /* 50 ticks should be enough time for the spell to abate */
2939 force->speed = 0.1f; 2680 force->speed = 0.1f;
2940 force->speed_left = -5.f; 2681 force->speed_left = -5.f;
2941 SET_FLAG (force, FLAG_APPLIED); 2682 force->set_flag (FLAG_APPLIED);
2942 for (at = 0; at < NROFATTACKS; at++) 2683 for (at = 0; at < NROFATTACKS; at++)
2943 if (will_kill_again & (1 << at)) 2684 if (will_kill_again & (1 << at))
2944 force->resist[at] = 100; 2685 force->resist[at] = 100;
2945 2686
2946 insert_ob_in_ob (force, op); 2687 insert_ob_in_ob (force, op);
2947 op->update_stats (); 2688 op->update_stats ();
2948
2949 } 2689 }
2950 2690
2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2691 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2952} 2692}
2953 2693
2954void 2694static void
2955loot_object (object *op) 2695loot_object (object *op)
2956{ /* Grab and destroy some treasure */ 2696{ /* Grab and destroy some treasure */
2957 object *tmp, *tmp2, *next; 2697 object *tmp, *tmp2, *next;
2958 2698
2959 op->close_container (); /* close open sack first */ 2699 op->close_container (); /* close open sack first */
2969 tmp->x = op->x, tmp->y = op->y; 2709 tmp->x = op->x, tmp->y = op->y;
2970 2710
2971 if (tmp->type == CONTAINER) 2711 if (tmp->type == CONTAINER)
2972 loot_object (tmp); /* empty container to ground */ 2712 loot_object (tmp); /* empty container to ground */
2973 2713
2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2714 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2975 { 2715 {
2976 if (tmp->nrof > 1) 2716 if (tmp->nrof > 1)
2977 { 2717 {
2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2718 tmp->decrease (rndm (1, tmp->nrof - 1));
2979 tmp2->destroy ();
2980 insert_ob_in_map (tmp, op->map, NULL, 0); 2719 insert_ob_in_map (tmp, op->map, NULL, 0);
2981 } 2720 }
2982 else 2721 else
2983 tmp->destroy (); 2722 tmp->destroy ();
2984 } 2723 }
2991 * fix_weight(): Check recursively the weight of all players, and fix 2730 * fix_weight(): Check recursively the weight of all players, and fix
2992 * what needs to be fixed. Refresh windows and fix speed if anything 2731 * what needs to be fixed. Refresh windows and fix speed if anything
2993 * was changed. 2732 * was changed.
2994 */ 2733 */
2995void 2734void
2996fix_weight (void) 2735fix_weight ()
2997{ 2736{
2998 for_all_players (pl) 2737 for_all_players (pl)
2999 { 2738 {
3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2739 sint32 old = pl->ob->carrying;
3001 2740
3002 if (old == sum) 2741 pl->ob->update_weight ();
3003 continue; 2742
2743 if (old != pl->ob->carrying)
2744 {
3004 pl->ob->update_stats (); 2745 pl->ob->update_stats ();
3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2746 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2747 }
3006 } 2748 }
3007} 2749}
3008 2750
3009void 2751void
3010fix_luck (void) 2752fix_luck ()
3011{ 2753{
3012 for_all_players (pl) 2754 for_all_players (pl)
3013 if (!pl->ob->contr->ns->state) 2755 if (!pl->ob->contr->ns->state)
3014 pl->ob->change_luck (0); 2756 pl->ob->change_luck (0);
3015} 2757}
3052} 2794}
3053 2795
3054void 2796void
3055make_visible (object *op) 2797make_visible (object *op)
3056{ 2798{
3057 op->hide = 0; 2799 op->flag [FLAG_HIDDEN] = 0;
3058 op->invisible = 0; 2800 op->invisible = 0;
2801
3059 if (op->type == PLAYER) 2802 if (op->type == PLAYER)
3060 { 2803 {
3061 op->contr->tmp_invis = 0; 2804 op->contr->tmp_invis = 0;
3062 op->contr->invis_race = 0; 2805 op->contr->invis_race = 0;
3063 } 2806 }
3066} 2809}
3067 2810
3068int 2811int
3069is_true_undead (object *op) 2812is_true_undead (object *op)
3070{ 2813{
3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2814 if (op->arch->flag [FLAG_UNDEAD])
3072 return 1; 2815 return 1;
3073 2816
3074 return 0; 2817 return 0;
3075} 2818}
3076 2819
3077/* look at the surrounding terrain to determine 2820/* look at the surrounding terrain to determine
3078 * the hideability of this object. Positive levels 2821 * the hideability of this object. Positive levels
3079 * indicate greater hideability. 2822 * indicate greater hideability.
3080 */ 2823 */
3081
3082int 2824int
3083hideability (object *ob) 2825hideability (object *ob)
3084{ 2826{
3085 int i, level = 0, mflag; 2827 int i, level = 0, mflag;
3086 sint16 x, y; 2828 sint16 x, y;
3087 2829
3088 if (!ob || !ob->map) 2830 if (!ob || !ob->map)
3089 return 0; 2831 return 0;
3090 2832
3091 /* so, on normal lighted maps, its hard to hide */ 2833 /* so, on normal lighted maps, its hard to hide */
3092 level = ob->map->darkness - 2; 2834 level = ob->map->darklevel () - 2;
3093 2835
3094 /* this also picks up whether the object is glowing. 2836 /* this also picks up whether the object is glowing.
3095 * If you carry a light on a non-dark map, its not 2837 * If you carry a light on a non-dark map, its not
3096 * as bad as carrying a light on a pitch dark map */ 2838 * as bad as carrying a light on a pitch dark map */
3097 if (has_carried_lights (ob)) 2839 if (ob->has_carried_lights ())
3098 level = -(10 + (2 * ob->map->darkness)); 2840 level = -(10 + (2 * ob->map->darklevel ()));
3099 2841
3100 /* scan through all nearby squares for terrain to hide in */ 2842 /* scan through all nearby squares for terrain to hide in */
3101 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2843 for (i = 0, x = ob->x, y = ob->y;
2844 i <= SIZEOFFREE1;
2845 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3102 { 2846 {
3103 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2847 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3104 if (mflag & P_OUT_OF_MAP) 2848 if (mflag & P_OUT_OF_MAP)
3105 {
3106 continue; 2849 continue;
3107 } 2850
3108 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2851 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3109 level += 2; 2852 level += 2;
3110 else /* open terrain! */ 2853 else /* open terrain! */
3111 level -= 1; 2854 level -= 1;
3112 } 2855 }
3120/* For Hidden creatures - a chance of becoming 'unhidden' 2863/* For Hidden creatures - a chance of becoming 'unhidden'
3121 * every time they move - as we subtract off 'invisibility' 2864 * every time they move - as we subtract off 'invisibility'
3122 * AND, for players, if they move into a ridiculously unhideable 2865 * AND, for players, if they move into a ridiculously unhideable
3123 * spot (surrounded by clear terrain in broad daylight). -b.t. 2866 * spot (surrounded by clear terrain in broad daylight). -b.t.
3124 */ 2867 */
3125
3126void 2868void
3127do_hidden_move (object *op) 2869do_hidden_move (object *op)
3128{ 2870{
3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2871 int hide = 0;
3130 object *skop;
3131 2872
3132 if (!op || !op->map) 2873 if (!op || !op->map)
3133 return; 2874 return;
3134 2875
3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2876 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2877 int num = random_roll (0, 19, op, PREFER_LOW);
3136 2878
3137 /* its *extremely* hard to run and sneak/hide at the same time! */ 2879 /* its *extremely* hard to run and sneak/hide at the same time! */
3138 if (op->type == PLAYER && op->contr->run_on) 2880 if (op->type == PLAYER && op->contr->run_on)
3139 if (!skop || num >= skop->level) 2881 if (!skop || num >= skop->level)
3140 { 2882 {
3150 num -= hide; 2892 num -= hide;
3151 2893
3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2894 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3153 { 2895 {
3154 make_visible (op); 2896 make_visible (op);
2897
3155 if (op->type == PLAYER) 2898 if (op->type == PLAYER)
3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2899 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3157 } 2900 }
3158 else if (op->type == PLAYER && skop) 2901 else if (op->type == PLAYER && skop)
3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2902 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3174 2917
3175 if (who->type == PLAYER) 2918 if (who->type == PLAYER)
3176 player = 1; 2919 player = 1;
3177 2920
3178 else 2921 else
3179 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2922 friendly = who->flag [FLAG_FRIENDLY];
3180 2923
3181 /* search adjacent squares */ 2924 /* search adjacent squares */
3182 for (i = 1; i < 9; i++) 2925 for (i = 1; i < 9; i++)
3183 { 2926 {
3184 x = who->x + freearr_x[i]; 2927 x = who->x + freearr_x[i];
3193 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2936 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3194 continue; 2937 continue;
3195 2938
3196 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2939 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3197 { 2940 {
3198 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2941 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3199 return 1; 2942 return 1;
3200 else if (tmp->type == PLAYER) 2943 else if (tmp->type == PLAYER)
3201 { 2944 {
3202 /*don't let a hidden DM prevent you from hiding */ 2945 /*don't let a hidden DM prevent you from hiding */
3203 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2946 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3204 return 1; 2947 return 1;
3205 } 2948 }
3206 } 2949 }
3207 } 2950 }
3208 return 0; 2951 return 0;
3212 * object op. This function works fine for monsters, 2955 * object op. This function works fine for monsters,
3213 * but we dont worry if the object isnt the top one in 2956 * but we dont worry if the object isnt the top one in
3214 * a pile (say a coin under a table would return "viewable" 2957 * a pile (say a coin under a table would return "viewable"
3215 * by this routine). Another question, should we be 2958 * by this routine). Another question, should we be
3216 * concerned with the direction the player is looking 2959 * concerned with the direction the player is looking
3217 * in? Realistically, most of use cant see stuff behind 2960 * in? Realistically, most of us can't see stuff behind
3218 * our backs...on the other hand, does the "facing" direction 2961 * our backs...on the other hand, does the "facing" direction
3219 * imply the way your head, or body is facing? Its possible 2962 * imply the way your head, or body is facing? It's possible
3220 * for them to differ. Sigh, this fctn could get a bit more complex. 2963 * for them to differ. Sigh, this fctn could get a bit more complex.
3221 * -b.t. 2964 * -b.t.
3222 * This function is now map tiling safe. 2965 * This function is now map tiling safe.
3223 */ 2966 */
3224
3225int 2967int
3226player_can_view (object *pl, object *op) 2968player_can_view (object *pl, object *op)
3227{ 2969{
3228 rv_vector rv; 2970 rv_vector rv;
3229 int dx, dy; 2971 int dx, dy;
3241 2983
3242 get_rangevector (pl, op, &rv, 0x1); 2984 get_rangevector (pl, op, &rv, 0x1);
3243 2985
3244 /* starting with the 'head' part, lets loop 2986 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any 2987 * through the object and find if it has any
3246 * part that is in the los array but isnt on 2988 * part that is in the los array but isn't on
3247 * a blocked los square. 2989 * a blocked los square.
3248 * we use the archetype to figure out offsets. 2990 * we use the archetype to figure out offsets.
3249 */ 2991 */
3250 while (op) 2992 while (op)
3251 { 2993 {
3252 dx = rv.distance_x + op->arch->clone.x; 2994 dx = rv.distance_x + op->arch->x;
3253 dy = rv.distance_y + op->arch->clone.y; 2995 dy = rv.distance_y + op->arch->y;
3254 2996
3255 /* only the viewable area the player sees is updated by LOS 2997 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3260 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3262 return 1; 2998 return 1;
2999
3263 op = op->more; 3000 op = op->more;
3264 } 3001 }
3265 return 0;
3266}
3267 3002
3268/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not
3271 * effected by this. If we arent invisible to begin with, we
3272 * return 0.
3273 */
3274int
3275action_makes_visible (object *op)
3276{
3277
3278 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3279 {
3280 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3281 return 0;
3282
3283 if (op->contr && op->contr->tmp_invis == 0)
3284 return 0;
3285
3286 /* If monsters, they should become visible */
3287 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3288 {
3289 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3290 return 1;
3291 }
3292 }
3293 return 0; 3003 return 0;
3294} 3004}
3295 3005
3296/* op_on_battleground - checks if the given object op (usually 3006/* op_on_battleground - checks if the given object op (usually
3297 * a player) is standing on a valid battleground-tile, 3007 * a player) is standing on a valid battleground-tile,
3302 * Default is to do the same as before, so only people wanting to have different points need worry about this 3012 * Default is to do the same as before, so only people wanting to have different points need worry about this
3303 */ 3013 */
3304int 3014int
3305op_on_battleground (object *op, int *x, int *y) 3015op_on_battleground (object *op, int *x, int *y)
3306{ 3016{
3307 object *tmp;
3308
3309 /* A battleground-tile needs the following attributes to be valid: 3017 /* A battleground-tile needs the following attributes to be valid:
3310 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3018 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3311 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3019 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3312 * and the exit-coordinates sp/hp must both be > 0. 3020 * and the exit-coordinates sp/hp must both be > 0.
3313 * => The intention here is to prevent abuse of the battleground- 3021 * => The intention here is to prevent abuse of the battleground-
3314 * feature (like pickable or hidden battleground tiles). */ 3022 * feature (like pickable or hidden battleground tiles). */
3315 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3023 for (object *tmp = op->below; tmp; tmp = tmp->below)
3316 { 3024 {
3317 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3025 if (tmp->flag [FLAG_IS_FLOOR])
3318 { 3026 {
3319 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3027 if (tmp->flag [FLAG_NO_PICK]
3320 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3028 && tmp->type == BATTLEGROUND
3029 && tmp->name == shstr_battleground
3030 && EXIT_X (tmp) && EXIT_Y (tmp))
3321 { 3031 {
3322 /*before we assign the exit, check if this is a teambattle */ 3032 /* before we assign the exit, check if this is a teambattle */
3323 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3033 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3324 {
3325 object *invtmp;
3326
3327 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3034 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3035 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 { 3036 {
3329 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3330 {
3331 if (x != NULL && y != NULL) 3037 if (x && y)
3332 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3038 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3039
3333 return 1; 3040 return 1;
3334 }
3335 } 3041 }
3336 } 3042
3337 if (x != NULL && y != NULL) 3043 if (x && y)
3338 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3044 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3045
3339 return 1; 3046 return 1;
3340 } 3047 }
3341 } 3048 }
3342 } 3049 }
3050
3343 /* If we got here, did not find a battleground */ 3051 /* If we got here, did not find a battleground */
3344 return 0; 3052 return 0;
3345} 3053}
3346 3054
3347/* 3055/*
3363 char buf[MAX_BUF]; /* tmp. string buffer */ 3071 char buf[MAX_BUF]; /* tmp. string buffer */
3364 int i = 0, j = 0; 3072 int i = 0, j = 0;
3365 3073
3366 /* get the appropriate treasurelist */ 3074 /* get the appropriate treasurelist */
3367 if (atnr == ATNR_FIRE) 3075 if (atnr == ATNR_FIRE)
3368 trlist = treasurelist::find ("dragon_ability_fire"); 3076 trlist = treasurelist::find (shstr_dragon_ability_fire);
3369 else if (atnr == ATNR_COLD) 3077 else if (atnr == ATNR_COLD)
3370 trlist = treasurelist::find ("dragon_ability_cold"); 3078 trlist = treasurelist::find (shstr_dragon_ability_cold);
3371 else if (atnr == ATNR_ELECTRICITY) 3079 else if (atnr == ATNR_ELECTRICITY)
3372 trlist = treasurelist::find ("dragon_ability_elec"); 3080 trlist = treasurelist::find (shstr_dragon_ability_elec);
3373 else if (atnr == ATNR_POISON) 3081 else if (atnr == ATNR_POISON)
3374 trlist = treasurelist::find ("dragon_ability_poison"); 3082 trlist = treasurelist::find (shstr_dragon_ability_poison);
3375 3083
3376 if (trlist == NULL || who->type != PLAYER) 3084 if (trlist == NULL || who->type != PLAYER)
3377 return; 3085 return;
3378 3086
3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3087 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3091 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3384 return; 3092 return;
3385 } 3093 }
3386 3094
3387 /* everything seems okay - now bring on the gift: */ 3095 /* everything seems okay - now bring on the gift: */
3388 item = &(tr->item->clone); 3096 item = tr->item;
3389 3097
3390 if (item->type == SPELL) 3098 if (item->type == SPELL)
3391 { 3099 {
3392 if (check_spell_known (who, item->name)) 3100 if (check_spell_known (who, item->name))
3393 return; 3101 return;
3452 { 3160 {
3453 /* forces in the treasurelist can alter the player's stats */ 3161 /* forces in the treasurelist can alter the player's stats */
3454 object *skin; 3162 object *skin;
3455 3163
3456 /* first get the dragon skin force */ 3164 /* first get the dragon skin force */
3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3458 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3165 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3459 ; 3166 ;
3460 3167
3461 if (!skin) 3168 if (!skin)
3462 return; 3169 return;
3463 3170
3477 else 3184 else
3478 j = 1; 3185 j = 1;
3479 strcat (buf, spellpathnames[i]); 3186 strcat (buf, spellpathnames[i]);
3480 } 3187 }
3481 } 3188 }
3189
3482 strcat (buf, "."); 3190 strcat (buf, ".");
3483 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3191 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3484 } 3192 }
3485 3193
3486 /* evtl. adding flags: */ 3194 /* evtl. adding flags: */
3487 if (QUERY_FLAG (item, FLAG_XRAYS)) 3195 if (item->flag [FLAG_XRAYS])
3488 SET_FLAG (skin, FLAG_XRAYS); 3196 skin->set_flag (FLAG_XRAYS);
3489 if (QUERY_FLAG (item, FLAG_STEALTH)) 3197 if (item->flag [FLAG_STEALTH])
3490 SET_FLAG (skin, FLAG_STEALTH); 3198 skin->set_flag (FLAG_STEALTH);
3491 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3199 if (item->flag [FLAG_SEE_IN_DARK])
3492 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3200 skin->set_flag (FLAG_SEE_IN_DARK);
3493 3201
3494 /* print message if there is one */ 3202 /* print message if there is one */
3495 if (item->msg != NULL) 3203 if (item->msg != NULL)
3496 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3204 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3497 } 3205 }
3498 else 3206 else
3499 { 3207 {
3500 /* generate misc. treasure */ 3208 /* generate misc. treasure */
3501 tmp = arch_to_object (tr->item); 3209 tmp = tr->item->instance ();
3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3210 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3503 tmp = insert_ob_in_ob (tmp, who); 3211 who->insert (tmp);
3504 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp);
3506 } 3212 }
3507} 3213}
3508 3214
3509/** 3215//-GPL
3510 * Unready an object for a player. This function does nothing if the object was
3511 * not readied.
3512 */
3513void
3514player_unready_range_ob (player *pl, object *ob)
3515{
3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3518
3519 if (pl->combat_ob == ob)
3520 pl->combat_ob = 0;
3521
3522 if (pl->ranged_ob == ob)
3523 pl->ranged_ob = 0;
3524}
3525 3216
3526sint8 3217sint8
3527player::visibility_at (maptile *map, int x, int y) const 3218player::darkness_at (maptile *map, int x, int y) const
3528{ 3219{
3529 if (!ns) 3220 if (!ns)
3530 return 0; 3221 return LOS_BLOCKED;
3531 3222
3532 int dx, dy; 3223 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3224 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3225 return LOS_BLOCKED;
3226
3227 x += dx - ns->current_x;
3228 y += dy - ns->current_y;
3229
3230 return blocked_los (x, y);
3231}
3232
3233void
3234player::infobox (const char *title, const char *msg, int color)
3235{
3236 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3237}
3238
3239void
3240player::statusmsg (const char *msg, int color)
3241{
3242 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3243}
3244
3245void
3246player::failmsg (const char *msg, int color)
3247{
3248 play_sound (sound_find ("generic_failure"));
3249 statusmsg (msg, color);
3250}
3251
3252void
3253object::failmsgf (const char *format, ...)
3254{
3255 if (!contr)
3534 return 0; 3256 return;
3535 3257
3536 x += dx - ns->current_x + ns->mapx / 2; 3258 va_list ap;
3537 y += dy - ns->current_y + ns->mapy / 2; 3259 va_start (ap, format);
3538 3260 contr->failmsg (vformat (format, ap));
3539 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3261 va_end (ap);
3540 return 0;
3541
3542 return 100 - blocked_los [x][y];
3543} 3262}
3263
3264void
3265player::failmsgf (const char *format, ...)
3266{
3267 va_list ap;
3268 va_start (ap, format);
3269 failmsg (vformat (format, ap));
3270 va_end (ap);
3271}
3272

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