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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 1.302 by root, Sun Nov 18 15:19:48 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
25
26//+GPL
27
28#include <algorithm>
29#include <functional>
24 30
25#include <global.h> 31#include <global.h>
26#include <sproto.h> 32#include <sproto.h>
27#include <sounds.h> 33#include <sounds.h>
28#include <living.h> 34#include <living.h>
29#include <object.h> 35#include <object.h>
30#include <spells.h> 36#include <spells.h>
31#include <skills.h> 37#include <skills.h>
32 38
33#include <algorithm>
34#include <functional>
35
36playervec players; 39playervec players;
37
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 40
158/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
159static void 42static void
160set_first_map (object *op) 43set_first_map (object *op)
161{ 44{
162 op->contr->maplevel = first_map_path; 45 op->contr->maplevel = first_map_path;
163 op->x = -1; 46 op->x = -1;
164 op->y = -1; 47 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} 48}
179 49
180void 50void
181player::activate () 51player::activate ()
182{ 52{
185 55
186 players.insert (this); 56 players.insert (this);
187 ob->remove (); 57 ob->remove ();
188 ob->map = 0; 58 ob->map = 0;
189 ob->activate_recursive (); 59 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 60 ob->clr_flag (FLAG_FRIENDLY);
191 add_friendly_object (ob); 61 add_friendly_object (ob);
192 enter_map ();
193} 62}
194 63
195void 64void
196player::deactivate () 65player::deactivate ()
197{ 66{
204 73
205 if (ob->map) 74 if (ob->map)
206 maplevel = ob->map->path; 75 maplevel = ob->map->path;
207 76
208 ob->remove (); 77 ob->remove ();
78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 79 ob->map = 0;
210 party = 0; 80 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 81
214 players.erase (this); 82 players.erase (this);
215} 83}
216 84
217// connect the player with a specific client 85// connect the player with a specific client
227 ob->close_container (); //TODO: client-specific 95 ob->close_container (); //TODO: client-specific
228 96
229 ns->update_look = 0; 97 ns->update_look = 0;
230 ns->look_position = 0; 98 ns->look_position = 0;
231 99
232 clear_los (ob); 100 clear_los ();
233 101
234 ns->reset_stats (); 102 ns->reset_stats ();
235 103
236 /* make sure he's a player -- needed because of class change. */ 104 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 105 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 106 ob->race = ob->arch->race;
239 107
240 ob->carrying = sum_weight (ob); 108 ob->update_weight ();
241 link_player_skills (ob); 109 link_skills ();
242 110
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name); 111 assign (title, ob->arch->object::name);
246 112
247 /* if it's a dragon player, set the correct title here */ 113 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 114 if (ob->is_dragon ())
249 { 115 {
250 object *tmp, *abil = 0, *skin = 0; 116 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");
254 117
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 119 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 120 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 121 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 122 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 123 skin = tmp;
261 124
262 set_dragon_name (ob, abil, skin); 125 set_dragon_name (ob, abil, skin);
263 } 126 }
264 127
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 129
267 esrv_new_player (this, ob->weight + ob->carrying); 130 esrv_new_player (this);
268 131
269 for (object *op = ob->inv; op; op = op->below) 132 ob->flag [FLAG_READY_WEAPON] = false;
270 if (op->flag [FLAG_APPLIED]) 133 ob->flag [FLAG_READY_SKILL] = false;
271 switch (op->type) 134 ob->flag [FLAG_READY_RANGE] = false;
272 { 135 ob->flag [FLAG_READY_BOW] = false;
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 }
284 136
285 ob->update_stats (); 137 ob->update_stats ();
138
286 ns->floorbox_update (); 139 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob); 140 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0); 141 esrv_add_spells (this, 0);
290 142
291 activate (); 143 activate ();
292 144
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
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; // object still inactive, keep it that way
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{
359 235
360 attachable::do_destroy (); 236 attachable::do_destroy ();
361 237
362 if (ob) 238 if (ob)
363 { 239 {
364 ob->destroy_inv (false); 240 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
241 // temporarily backed out patchset 4025 to see if THIS change causes crashes
242 //ob->contr = 0;
365 ob->destroy (); 243 ob->destroy ();
366 } 244 }
245
246 ob = observe = viewpoint = 0;
367} 247}
368 248
369player::~player () 249player::~player ()
370{ 250{
371 /* Clear item stack */ 251 /* Clear item stack */
372 free (stack_items); 252 free (stack_items);
253}
254
255/*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260static archetype *
261get_player_archetype (archetype *at)
262{
263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
373} 281}
374 282
375/* Tries to add player on the connection passed in ns. 283/* 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 284 * All we can really get in this is some settings like host and display
377 * mode. 285 * mode.
379player * 287player *
380player::create () 288player::create ()
381{ 289{
382 player *pl = new player; 290 player *pl = new player;
383 291
384 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
385 293
386 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
389 297
390 set_first_map (pl->ob); 298 set_first_map (pl->ob);
391 299
392 return pl; 300 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} 301}
422 302
423object * 303object *
424get_nearest_player (object *mon) 304get_nearest_player (object *mon)
425{ 305{
428 unsigned lastdist; 308 unsigned lastdist;
429 rv_vector rv; 309 rv_vector rv;
430 310
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 312 {
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)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 314 continue;
462 315
463 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
464 { 317 {
480#endif 333#endif
481 return op; 334 return op;
482} 335}
483 336
484/* I believe this can safely go to 2, 3 is questionable, 4 will likely 337/* I believe this can safely go to 2, 3 is questionable, 4 will likely
485 * result in a monster paths backtracking. It basically determines how large a 338 * result in a monster paths backtracking. It basically determines how large a
486 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
487 * for a path to the player. The values are in the amount of direction 340 * for a path to the player. The values are in the amount of direction
488 * the deviation is 341 * the deviation is
489 */ 342 */
490#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
526 */ 379 */
527int 380int
528path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
529{ 382{
530 rv_vector rv; 383 rv_vector rv;
531 sint16 x, y;
532 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 384 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
533 maptile *m, *lastmap;
534 385
535 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
536 387
537 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
538 return 0; 389 return 0;
539 390
540 x = mon->x; 391 mapxy pos (mon);
541 y = mon->y;
542 m = mon->map;
543 dir = rv.direction; 392 dir = rv.direction;
544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 393 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546 395
547 /* If we can't solve it within the search distance, return now. */ 396 /* If we can't solve it within the search distance, return now. */
548 if (diff > max) 397 if (diff > max)
549 return 0; 398 return 0;
550 399
551 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
552 { 401 {
553 lastx = x; 402 mapxy lastpos = pos;
554 lasty = y;
555 lastmap = m;
556 x = lastx + freearr_x[dir];
557 y = lasty + freearr_y[dir];
558 403
559 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
560 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
561 405
562 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
563 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
564 && (m == mon->map && blocked_link (mon, m, x, y)))) 408 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
409 && blocked_link (mon, pos.m, pos.x, pos.y)))
565 { 410 {
566 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
567 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
568 */ 413 */
569 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
570 if (rv.direction != dir) 415 if (rv.direction != dir)
571 { 416 {
572 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
573 * the values so it will try again. 418 * the values so it will try again.
574 */ 419 */
575 x = lastx;
576 y = lasty;
577 m = lastmap; 420 pos = lastpos;
578 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
579 } 422 }
580 else 423 else
581 { 424 {
582 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
583 * either the left or right. 426 * either the left or right.
584 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
585 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
586 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
587 * too big (3 or maybe 4 or higher) as the monster may just try 430 * too big (3 or maybe 4 or higher) as the monster may just try
588 * stepping back and forth 431 * stepping back and forth
589 */ 432 */
590 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591 { 434 {
592 if (i == 0) 435 if (i == 0)
593 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
594 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
595 * since the direction that the creature should move in 439 * since the direction that the creature should move in
596 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
597 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
598 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
600 * can't do that, but now finds it can move east, and 444 * can't do that, but now finds it can move east, and
601 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
602 * the last direction the creature has successfully 446 * the last direction the creature has successfully
603 * moved. 447 * moved.
604 */ 448 */
605
606 x = lastx + freearr_x[absdir (lastdir + i)];
607 y = lasty + freearr_y[absdir (lastdir + i)];
608 m = lastmap; 449 pos = lastpos;
609 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
610 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
611 continue; 453 continue;
612 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
613 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
614 continue; 458 continue;
615 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
616 continue; 461 continue;
617 462
618 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
619 break; 464 break;
620 } 465 }
466
621 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
622 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
623 */ 469 */
624 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
625 return 0; 471 return 0;
472
626 diff--; 473 diff--;
627 lastdir = dir; 474 lastdir = dir;
628 max--; 475 max--;
629 if (!firstdir) 476 if (!firstdir)
630 firstdir = dir + i; 477 firstdir = dir + i;
634 { 481 {
635 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
636 diff--; 483 diff--;
637 max--; 484 max--;
638 lastdir = dir; 485 lastdir = dir;
486
639 if (!firstdir) 487 if (!firstdir)
640 firstdir = dir; 488 firstdir = dir;
641 } 489 }
642 490
643 if (diff <= 1) 491 if (diff <= 1)
644 { 492 {
645 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
646 * headed toward player for entire distance. 494 * headed toward player for entire distance.
647 */ 495 */
648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
650 } 498 }
651 499
652 if (diff > max) 500 if (diff > max)
653 return 0; 501 return 0;
659 507
660 return firstdir; 508 return firstdir;
661} 509}
662 510
663void 511void
664give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
665{ 513{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 514 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 516
671 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
672 { 518 {
673 next = op->below; 519 next = op->below;
674 520
675 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
677 */ 523 */
678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
679 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
680 526
681 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 528 * by this player due to race restrictions
683 */ 529 */
684 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
685 { 531 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
687 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 537 || op->type == BRACERS || op->type == GIRDLE))
538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
691 { 539 {
692 op->destroy (); 540 op->destroy ();
693 continue; 541 continue;
694 } 542 }
695 } 543 }
696 544
697 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 547 * generated by multiple treasurelists specifying the same skills.
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 548 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
704 { 550 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 553 {
713 op->destroy (); 554 op->destroy ();
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 555 break;
715 continue;
716 } 556 }
717 557
718 if (op->nrof > 1) 558 if (op->nrof > 1)
719 op->nrof = 1; 559 op->nrof = 1;
720 } 560 }
721 561
722 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
723 { 563 op->inv->clr_flag (FLAG_STARTEQUIP);
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 564
727 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 566 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 567 * merged properly.
730 */ 568 */
731 if (need_identify (op)) 569 if (op->need_identify ())
732 {
733 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
737 if (op->type == SPELL) 576 if (op->type == SPELL)
738 { 577 {
739 op->destroy (); 578 op->destroy ();
740 continue; 579 continue;
741 } 580 }
742 else if (op->type == SKILL) 581 else if (op->type == SKILL)
743 { 582 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 584 op->stats.exp = 0;
746 op->level = 1; 585 op->level = 1;
747 } 586 }
748 /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
749 else 588 op->set_flag (FLAG_INV_LOCKED);
750 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
752 590
753 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
754 link_player_skills (pl); 592 pl->contr->link_skills ();
755} 593}
756 594
757void 595void
758get_party_password (object *op, partylist *party) 596get_party_password (object *op, partylist *party)
759{ 597{
769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 607 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
770} 608}
771 609
772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 610/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int 611static int
774roll_stat (void) 612roll_stat ()
775{ 613{
776 int a[4], i, j, k; 614 int a[4], i, j, k;
777 615
778 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
779 a[i] = (int) rndm (6) + 1; 617 a[i] = rndm (1, 6);
780 618
781 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 620 if (a[i] < k)
783 k = a[i], j = i; 621 k = a[i], j = i;
784 622
860static void 698static void
861start_info (object *op) 699start_info (object *op)
862{ 700{
863 char buf[MAX_BUF]; 701 char buf[MAX_BUF];
864 702
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 703 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 704 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} 705}
870 706
871/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
876 */ 712 */
877void 713void
878player::chargen_race_done () 714player::chargen_race_done ()
879{ 715{
880 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 717 esrv_new_player (ob->contr);
882 718
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
884 if (tl) 720 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
886 722
887 INVOKE_PLAYER (BIRTH, ob->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, ob->contr);
889 724
890 ob->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
891 726
892 if (ob->msg) 727 if (ob->msg)
893 ob->msg = 0; 728 ob->msg = 0;
894 729
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); 730 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 732 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 733 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 734 ob->update_stats ();
910 735
911 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
912 * is one for this race 737 * is one for this race
913 */ 738 */
914 if (*first_map_ext_path) 739 if (*first_map_ext_path)
915 { 740 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 741 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
743}
744
745/*
746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752static int
753allowed_class (const object *op)
754{
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
931} 762}
932 763
933void 764void
934player::chargen_race_next () 765player::chargen_race_next ()
935{ 766{
943 int x = ob->x, y = ob->y; 774 int x = ob->x, y = ob->y;
944 775
945 ob->remove_statbonus (); 776 ob->remove_statbonus ();
946 ob->remove (); 777 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 778 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 779 ob->arch->copy_to (ob);
949 ob->instantiate (); 780 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 782 ob->name = ob->name_pl = name;
952 ob->x = x; 783 ob->x = x;
953 ob->y = y; 784 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 785 ob->set_anim_frame (2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 787 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 788 ob->add_statbonus ();
958 } 789 }
959 while (!allowed_class (ob)); 790 while (!allowed_class (ob));
960 791
961 update_object (ob, UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
964 ob->stats.hp = ob->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0; 797 ob->stats.grace = 0;
967} 798}
968 799
969void 800static void
970flee_player (object *op) 801flee_player (object *op)
971{ 802{
972 int dir, diff; 803 int dir, diff;
973 rv_vector rv; 804 rv_vector rv;
974 805
975 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
976 { 807 {
977 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
979 return; 810 return;
980 } 811 }
981 812
982 if (op->enemy == NULL) 813 if (!op->enemy)
983 { 814 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
986 return; 817 return;
987 } 818 }
988 819
989 /* Seen some crashes here. Since we don't store an 820 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 { 821 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL; 822 op->enemy = NULL;
997 return; 823 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; 824 return;
1005 } 825 }
1006 826
1007 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
1008 828
1009 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
1011 { 831 {
1012 int m = 1 - (RANDOM () & 2); 832 int m = 1 - rndm (2) * 2;
1013 833
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 834 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1015 return; 835 return;
1016 } 836 }
1017 837
1018 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1020 op->enemy = NULL; 840 op->enemy = NULL;
1021} 841}
1022 842
1023/* check_pick sees if there is stuff to be picked up/picks up stuff. 843/* 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 844 * It returns 1 if the player should keep on moving, 0 if he should
1028check_pick (object *op) 848check_pick (object *op)
1029{ 849{
1030 object *tmp, *next; 850 object *tmp, *next;
1031 int stop = 0; 851 int stop = 0;
1032 int wvratio; 852 int wvratio;
1033 char putstring[128];
1034 853
1035 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1037 return 1; 856 return 1;
1038 857
1039 next = op->below; 858 next = op->below;
859
860 int cnt = MAX_ITEM_PER_ACTION;
861#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1040 862
1041 /* loop while there are items on the floor that are not marked as 863 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 864 * destroyed */
1043 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1044 { 866 {
1045 tmp = next; 867 tmp = next;
1046 next = tmp->below; 868 next = tmp->below;
1047 869
870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
1048 if (op->destroyed ()) 876 if (op->destroyed ())
1049 return 0; 877 return 0;
1050 878
1051 if (!can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1052 continue; 880 continue;
1053 881
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 883 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1058 continue; 887 continue;
1059 } 888 }
1060 889
1061 /* high not bit set? We're using the old autopickup model */ 890 /* pickup handling */
891 if (op->contr->mode & PU_DEBUG)
892 {
893 /* some debugging code to figure out item information */
894 const char *str = tmp->name
895 ? format ("item name: %s item type: %d weight/value: %d",
896 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
897 : format ("item name: %s item type: %d weight/value: %d",
898 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
899
900 new_draw_info (NDI_UNIQUE, 0, op, str);
901 }
902
903 if (op->contr->mode & PU_INHIBIT)
904 return 1;
905
906 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
907 return 1;
908
909 /* philosophy:
910 * It's easy to grab an item type from a pile, as long as it's
911 * generic. This takes no game-time. For more detailed pickups
912 * and selections, select-items should be used. This is a
913 * grab-as-you-run type mode that's really useful for arrows for
914 * example.
915 * The drawback: right now it has no frontend, so you need to
916 * stick the bits you want into a calculator in hex mode and then
917 * convert to decimal and then 'pickup <#>
918 */
919
920 /* the first two modes are exclusive: if NOTHING we return, if
921 * STOP then we stop. All the rest are applied sequentially,
922 * meaning if any test passes, the item gets picked up. */
923
924 /* if mode is set to pick nothing up, return */
925 if (op->contr->mode == PU_NOTHING)
926 return 1;
927
928 /* if mode is set to stop when encountering objects, return */
929 /* take STOP before INHIBIT since it doesn't actually pick
930 * anything up */
931 if (op->contr->mode & PU_STOP)
932 return 0;
933
934 /* useful for going into stores and not losing your settings... */
935 /* and for battles wher you don't want to get loaded down while
936 * fighting */
937 if (op->contr->mode & PU_INHIBIT)
938 return 1;
939
940 /* prevent us from turning into auto-thieves :) */
941 if (tmp->flag [FLAG_UNPAID])
942 continue;
943
944 /* ignore known cursed objects */
945 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
946 continue;
947
948 /* all food and drink if desired */
949 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 950 if (op->contr->mode & PU_FOOD)
951 if (tmp->type == FOOD)
1063 { 952 {
1064 switch (op->contr->mode) 953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_DRINK)
958 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 if (op->contr->mode & PU_POTION)
965 if (tmp->type == POTION)
966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
970
971 /* spellbooks, skillscrolls and normal books/scrolls */
972 if (op->contr->mode & PU_SPELLBOOK)
973 if (tmp->type == SPELLBOOK)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 if (op->contr->mode & PU_SKILLSCROLL)
980 if (tmp->type == SKILLSCROLL)
981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
986 if (op->contr->mode & PU_READABLES)
987 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
992
993 /* wands/staves/rods/horns */
994 if (op->contr->mode & PU_MAGIC_DEVICE)
995 if (tmp->type == WAND
996 || tmp->type == ROD
997 || tmp->type == HORN
998 || tmp->type == POWER_CRYSTAL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 /* pick up all magical items */
1005 if (op->contr->mode & PU_MAGICAL)
1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1007 && !tmp->flag [FLAG_KNOWN_CURSED])
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 if (op->contr->mode & PU_VALUABLES)
1014 {
1015 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 1016 {
1066 case 0: 1017 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1018 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 } 1019 }
1099 } 1020 }
1100 else 1021
1101 { /* old model */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 1023 if (op->contr->mode & PU_JEWELS)
1024 if (tmp->type == RING
1025 || tmp->type == AMULET
1026 || tmp->type == GIRDLE
1027 || tmp->type == SKILL_TOOL)
1104 { 1028 {
1105 /* some debugging code to figure out item information */ 1029 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; 1030 continue;
1031 }
1152 1032
1153 /* ignore known cursed objects */ 1033 /* we don't forget dragon food */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1034 if (op->contr->mode & PU_FLESH)
1035 if (tmp->type == FLESH)
1036 {
1037 CHK_PICK_PICKUP;
1155 continue; 1038 continue;
1039 }
1156 1040
1157 /* all food and drink if desired */ 1041 /* bows and arrows. Bows are good for selling! */
1158 /* question: don't pick up known-poisonous stuff? */ 1042 if (op->contr->mode & PU_BOW)
1043 if (tmp->type == BOW)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 if (op->contr->mode & PU_ARROW)
1050 if (tmp->type == ARROW)
1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1055
1056 /* all kinds of armor etc. */
1057 if (op->contr->mode & PU_ARMOUR)
1058 if (tmp->type == ARMOUR)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_HELMET)
1065 if (tmp->type == HELMET)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1071 if (op->contr->mode & PU_SHIELD)
1072 if (tmp->type == SHIELD)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1159 if (op->contr->mode & PU_FOOD) 1078 if (op->contr->mode & PU_BOOTS)
1160 if (tmp->type == FOOD) 1079 if (tmp->type == BOOTS)
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 if (op->contr->mode & PU_GLOVES)
1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1092 if (op->contr->mode & PU_CLOAK)
1093 if (tmp->type == CLOAK)
1094 {
1095 CHK_PICK_PICKUP;
1096 continue;
1097 }
1098
1099 /* hoping to catch throwing daggers here */
1100 if (op->contr->mode & PU_MISSILEWEAPON)
1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1102 {
1103 CHK_PICK_PICKUP;
1104 continue;
1105 }
1106
1107 /* careful: chairs and tables are weapons! */
1108 if (op->contr->mode & PU_ALLWEAPON)
1109 {
1110 if (tmp->type == WEAPON)
1111 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1161 { 1112 {
1162 pick_up (op, tmp); 1113 CHK_PICK_PICKUP;
1163 continue; 1114 continue;
1164 } 1115 }
1116 }
1165 1117
1118 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1119 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1121 {
1169 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1170 continue; 1123 continue;
1171 } 1124 }
1172 1125
1126 /* any of the last 4 bits set means we use the ratio for value
1127 * pickups */
1173 if (op->contr->mode & PU_POTION) 1128 if (op->contr->mode & PU_RATIO)
1174 if (tmp->type == POTION) 1129 {
1130 /* use value density to decide what else to grab */
1131 /* >=7 was >= op->contr->mode */
1132 /* >=7 is the old standard setting. Now we take the last 4 bits
1175 { 1133 */
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) 1134 wvratio = op->contr->mode & PU_RATIO;
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1135 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 { 1136 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1137#if 0
1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1139 if (tmp->name != NULL)
1221 { 1140 {
1222 pick_up (op, tmp); 1141 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1142 }
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 1143 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1146 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1362#endif 1147#endif
1148 CHK_PICK_PICKUP;
1363 continue; 1149 continue;
1364 }
1365 } 1150 }
1366 } /* the new pickup model */ 1151 } /* the new pickup model */
1367 } 1152 }
1368 1153
1369 return !stop; 1154 return !stop;
1370} 1155}
1371 1156
1157/* routine for both players and monsters. We call this when
1158 * there is a possibility for our action distrubing our hiding
1159 * place or invisiblity spell. Artefact invisiblity causes
1160 * "noise" instead. If we arent invisible to begin with, we
1161 * return 0.
1162 */
1163static int
1164action_makes_visible (object *op)
1165{
1166 if (op->invisible && op->flag [FLAG_ALIVE])
1167 {
1168 if (op->flag [FLAG_MAKE_INVIS])
1169 {
1170 // artefact invisibility is permanent, but we still make noise
1171 // this is important for game-balance.
1172 if (op->contr)
1173 op->make_noise ();
1174
1175 return 0;
1176 }
1177
1178 if (op->contr && op->contr->tmp_invis == 0)
1179 return 0;
1180
1181 /* If monsters, they should become visible */
1182 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1183 {
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1185 return 1;
1186 }
1187 }
1188
1189 return 0;
1190}
1191
1372/* 1192/*
1373 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1374 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1375 * found object is returned. 1195 * found object is returned.
1376 */ 1196 */
1377object * 1197static object *
1378find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1379{ 1199{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1200 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) 1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1202 return splay (tmp);
1203
1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1206 if (object *arrow = find_arrow (tmp, type))
1207 {
1208 splay (tmp);
1386 return op; 1209 return arrow;
1210 }
1387 1211
1388 return tmp; 1212 return 0;
1389} 1213}
1390 1214
1391/* 1215/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1216 * 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 1217 * 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 1218 * 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. 1219 * the hall. Failing that it does it's best to pick the highest plus arrow.
1396 */ 1220 */
1397object * 1221static object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1223{
1400 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1402 1226
1403 if (!type) 1227 if (!type)
1404 return NULL; 1228 return NULL;
1405 1229
1406 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1407 { 1231 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1409 { 1233 {
1410 i = 0; 1234 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1412 if (i > betterby) 1237 if (i > betterby)
1413 { 1238 {
1414 tmp = ntmp; 1239 tmp = ntmp;
1415 betterby = i; 1240 betterby = i;
1416 } 1241 }
1417 } 1242 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1243 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1244 {
1420 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1246 if (target->race && arrow->slaying.contains (target->race))
1422 { 1247 {
1423 if (arrow->attacktype & AT_DEATH) 1248 if (arrow->attacktype & AT_DEATH)
1424 { 1249 {
1425 *better = 100; 1250 *better = 100;
1426 return arrow; 1251 return arrow;
1434 else 1259 else
1435 { 1260 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1262 {
1438 attacktype = 1 << attacknum; 1263 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1265 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1266 {
1442 tmp = arrow; 1267 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1268 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1269 }
1445 } 1270 }
1271
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1273 {
1448 tmp = arrow; 1274 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1276 }
1277
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1279 {
1453 tmp = arrow; 1280 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1282 }
1456 } 1283 }
1457 } 1284 }
1458 } 1285 }
1286
1459 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1288 return find_arrow (op, type);
1461 1289
1462 *better = betterby; 1290 *better = betterby;
1463 return tmp; 1291 return tmp;
1467 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1296 * op = the shooter
1469 * type = bow->race 1297 * type = bow->race
1470 * dir = fire direction 1298 * dir = fire direction
1471 */ 1299 */
1472object * 1300static object *
1473pick_arrow_target (object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1474{ 1302{
1475 object *tmp = NULL; 1303 object *tmp = NULL;
1476 maptile *m; 1304 maptile *m;
1477 int i, mflags, found, number; 1305 int i, mflags, found, number;
1478 sint16 x, y; 1306 sint16 x, y;
1490 y = op->y; 1318 y = op->y;
1491 1319
1492 /* find the first target */ 1320 /* find the first target */
1493 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1494 { 1322 {
1495 x += freearr_x[dir]; 1323 x += DIRX (dir);
1496 y += freearr_y[dir]; 1324 y += DIRY (dir);
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1328 {
1500 tmp = NULL; 1329 tmp = 0;
1501 break; 1330 break;
1502 } 1331 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1332 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1333 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1507 */ 1336 */
1508 tmp = NULL; 1337 tmp = 0;
1509 break; 1338 break;
1510 } 1339 }
1340
1511 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1342 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1344 break;
1521 }
1522 } 1345 }
1523 if (tmp == NULL) 1346
1347 if (!tmp)
1524 return find_arrow (op, type); 1348 return find_arrow (op, type);
1525 1349
1526 if (tmp->head) 1350 if (tmp->head)
1527 tmp = tmp->head; 1351 tmp = tmp->head;
1528 1352
1529 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1530} 1354}
1531 1355
1532/* 1356/*
1533 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1534 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1535 * op is the object firing the bow. 1359 * op is the object firing the bow.
1536 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1537 * dir is the direction of fire. 1361 * dir is the direction of fire.
1538 * wc_mod is any special modifier to give (used in special player fire modes) 1362 * wc_mod is any special modifier to give (used in special player fire modes)
1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1569 return 0; 1393 return 0;
1570 } 1394 }
1571 1395
1572 // optimisation: move object to top so we will find it quickly again 1396 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below) 1397 splay (bow);
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1579 } 1398 }
1580 1399
1581 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1582 { 1401 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1402 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1590 { 1409 {
1591 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1411 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 */ 1412 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1594 else 1413 else
1595 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1596 1415
1597 return 0; 1416 return 0;
1598 } 1417 }
1599 } 1418 }
1600 1419
1609 } 1428 }
1610 1429
1611 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1431 if (arrow->nrof == 0)
1613 { 1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1434 arrow->destroy ();
1615 return 0; 1435 return 0;
1616 } 1436 }
1617 1437
1618 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1439 arrow = arrow->split ();
1620 if (!arrow) 1440 if (!arrow)
1621 { 1441 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1442 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1443 return 0;
1624 } 1444 }
1628 arrow->direction = dir; 1448 arrow->direction = dir;
1629 1449
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1450 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam; 1451 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype; 1452 arrow->stats.grace = arrow->attacktype;
1453 arrow->custom_name = arrow->slaying;
1633 1454
1634 if (arrow->slaying) 1455#if 0
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr) 1456 if (player *pl = op->contr)
1638 { 1457 {
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; 1458 float speed = pl->weapon_sp;
1646 1459
1647 /* penalize ROF for bestarrow */ 1460 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1461 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1462 speed *= .9f;
1650 else 1463 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1464 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1465
1653 op->speed_left += speed - op->speed; 1466 op->speed_left += speed - op->speed;
1467 }
1654#endif 1468#endif
1655 }
1656 1469
1657 SET_ANIMATION (arrow, arrow->direction); 1470 arrow->set_anim_frame (arrow->direction);
1658 1471
1659 /* update the speed */ 1472 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662 1473
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0; 1474 arrow->speed_left = 0;
1475 arrow->set_speed (max (2.f,
1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f
1478 ));
1665 1479
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1481
1668 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1669 { 1483 {
1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1691 1505
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1695 1510
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1698 1513
1699 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1515 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 1516
1710 return 1; 1517 return 1;
1711} 1518}
1712 1519
1713/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1715 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1716 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1717 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1718 * hence the function name. 1525 * hence the function name.
1719 */ 1526 */
1720int 1527static int
1721player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1722{ 1529{
1723 int ret = 0, wcmod = 0; 1530 int ret;
1724 1531
1725 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1726 { 1533 {
1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1534 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1728 } 1535 }
1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1536 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 { 1537 {
1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1538 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); 1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1735 } 1540 }
1736 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1737 { 1542 {
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
1740 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1741 } 1546 }
1742 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1743 { 1548 {
1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1549 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); 1550 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); 1551 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1747 } 1552 }
1748 else 1553 else
1749 { 1554 {
1755} 1560}
1756 1561
1757/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1758 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1759 */ 1564 */
1760void 1565static void
1761fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
1762{ 1567{
1763 object *item = op->contr->ranged_ob; 1568 object *item = op->contr->ranged_ob;
1764 1569
1765 if (!item) 1570 if (!item)
1772 { 1577 {
1773 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1774 return; 1579 return;
1775 } 1580 }
1776 1581
1777 if (!op->change_weapon (item)) 1582 if (!op->apply (item))
1778 return; 1583 return;
1779 1584
1780 if (item->type == WAND) 1585 if (item->type == WAND)
1781 { 1586 {
1782 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1783 { 1588 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1589 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)); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1591
1787 return; 1592 return;
1788 } 1593 }
1789 } 1594 }
1790 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
1791 { 1596 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1597 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1598
1599 // using the maximum of the rods charge allows at least one spell cast
1600 // for a rod or horn, this fixes some broken rods.
1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1793 { 1602 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1795 1604
1796 if (item->type == ROD) 1605 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)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1607 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1608 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 } 1611 }
1803 } 1612 }
1804 1613
1805 if (cast_spell (op, item, dir, item->inv, NULL)) 1614 if (cast_spell (op, item, dir, item->inv, NULL))
1806 { 1615 {
1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1616 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1617
1808 if (item->type == WAND) 1618 if (item->type == WAND)
1809 { 1619 {
1810 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1811 { 1621 {
1812 object *tmp;
1813
1814 if (item->arch) 1622 if (item->arch)
1815 { 1623 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1625 item->face = item->arch->face;
1818 item->set_speed (0); 1626 item->set_speed (0);
1819 } 1627 }
1820 1628
1821 if ((tmp = item->in_player ())) 1629 if (object *pl = item->visible_to ())
1822 esrv_update_item (UPD_ANIM, tmp, item); 1630 esrv_update_item (UPD_ANIM, pl, item);
1823 } 1631 }
1824 } 1632 }
1825 else if (item->type == ROD || item->type == HORN) 1633 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item); 1634 drain_rod_charge (item);
1827 } 1635 }
1828} 1636}
1829 1637
1830/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1831 */ 1639 */
1832void 1640bool
1833fire (object *op, int dir) 1641fire (object *who, int dir)
1834{ 1642{
1835 int spellcost = 0; 1643 int spellcost = 0;
1836 1644
1645 player *pl = who->contr;
1646
1647 if (pl->golem)
1648 {
1649 control_golem (who->contr->golem, dir);
1650 return false;
1651 }
1652
1653 object *ob = pl->ranged_ob;
1654
1655 if (!ob)
1656 return false;
1657
1658 if (who->speed_left > 0.f)
1659 --who->speed_left;
1660 else
1661 return false;
1662
1663 if (!who->apply (ob))
1664 return false;
1665
1837 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1838 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
1839 make_visible (op); 1668 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 1669
1857 switch (ob->type) 1670 switch (ob->type)
1858 { 1671 {
1859 case BOW: 1672 case BOW:
1860 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1861 break; 1674 break;
1862 1675
1863 case SPELL: 1676 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1865 break; 1678 break;
1866 1679
1867 case BUILDER: 1680 case BUILDER:
1868 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1869 break; 1682 break;
1870 1683
1871 case SKILL: 1684 case SKILL:
1872 do_skill (op, op, ob, dir, 0); 1685 do_skill (who, who, ob, dir, 0);
1873 break; 1686 break;
1874 1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1875 default: 1692 default:
1876 fire_misc_object (op, dir); 1693 fire_misc_object (who, dir);
1877 break; 1694 break;
1878 } 1695 }
1879}
1880 1696
1881/* find_key 1697 return true;
1882 * We try to find a key for the door as passed. If we find a key 1698}
1883 * and successfully use it, we return the key, otherwise NULL 1699
1884 * This function merges both normal and locked door, since the logic 1700static 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) 1701find_key_ (object *pl, object *container, object *door)
1893{ 1702{
1894 object *tmp, *key; 1703 object *tmp, *key;
1895 1704
1896 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
1897 if (!container->inv) 1706 if (!container->inv)
1900 /* First, lets try to find a key in the top level inventory */ 1709 /* First, lets try to find a key in the top level inventory */
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1711 {
1903 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1713 break;
1714
1905 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1907 */ 1717 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1719 break;
1910 } 1720 }
1915 * a key, return 1725 * a key, return
1916 */ 1726 */
1917 if (!tmp) 1727 if (!tmp)
1918 { 1728 {
1919 for (tmp = container->inv; tmp; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1921 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
1922 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1924 if ((key = find_key (pl, tmp, door))) 1732 if ((key = find_key_ (pl, tmp, door)))
1925 return key; 1733 return key;
1926 }
1927 }
1928 1734
1929 if (!tmp) 1735 if (!tmp)
1930 return NULL; 1736 return 0;
1931 } 1737 }
1932 1738
1933 /* We get down here if we have found a key. Now if its in a container, 1739 /* 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 1740 * see if we actually want to use it
1935 */ 1741 */
1936 if (pl != container) 1742 if (pl != container)
1937 { 1743 {
1938 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
1939 if (!pl->contr) 1745 if (!pl->contr)
1940 return NULL; 1746 return 0;
1747
1941 /* cases where this fails: 1748 /* cases where this fails:
1942 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
1943 * are not in the players inventory. 1750 * are not in the players inventory.
1944 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
1945 * containers can be used. 1752 * containers can be used.
1949 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
1950 * 1757 *
1951 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1952 * all the others. 1759 * all the others.
1953 */ 1760 */
1954 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
1955 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1957 { 1764 {
1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 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)); 1766 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 return NULL; 1767 return NULL;
1961 } 1768 }
1962 } 1769 }
1963 1770
1964 return tmp; 1771 return tmp;
1772}
1773
1774/* find_key
1775 * We try to find a key for the door as passed. If we find a key
1776 * and successfully use it, we return the key, otherwise NULL
1777 * This function merges both normal and locked door, since the logic
1778 * for both is the same - just the specific key is different.
1779 * pl is the player,
1780 * inv is the objects inventory to searched
1781 * door is the door we are trying to match against.
1782 * This function can be called recursively to search containers.
1783 */
1784object *
1785find_key (object *pl, object *container, object *door)
1786{
1787 if (door->slaying && is_match_expr (door->slaying))
1788 {
1789 // for match expressions, we try to find the key by applying the match
1790 // to the op itself, which is supposed to find the "key", instead
1791 // of searching through containers ourselves.
1792
1793 return match_one (door->slaying, container, door, pl, pl);
1794 }
1795 else
1796 return find_key_ (pl, container, door);
1965} 1797}
1966 1798
1967/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1970 * 0 otherwise 1802 * 0 otherwise
1971 */ 1803 */
1972static int 1804static int
1973player_attack_door (object *op, object *door) 1805player_attack_door (object *op, object *door)
1974{ 1806{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1807 /* 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 - 1808 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
1978 */ 1810 */
1979 object *key = find_key (op, op, door); 1811 object *key = find_key (op, op, door);
1980 1812
1981 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
1982 if (key) 1814 if (key)
1983 { 1815 {
1984 object *container = key->env; 1816 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1817
1988 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
1989 make_visible (op); 1819 make_visible (op);
1990 1820
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1823
1994 if (door->type == DOOR) 1824 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1825 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
1997 { 1827 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1828 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1830 }
2001 1831
2002 /* Do this after we print the message */ 1832 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1833 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 1834
2008 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
2009 } 1836 }
2010 else if (door->type == LOCKED_DOOR) 1837 else if (door->type == LOCKED_DOOR)
2011 { 1838 {
2012 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1840 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1841 return 1;
2015 } 1842 }
2016 1843
2017 return 0; 1844 return 0;
2018} 1845}
2021 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2025 */ 1852 */
2026void 1853bool
2027move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
2028{ 1855{
2029 object *tmp, *mon; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2030 int on_battleground; 1857 {
2031 maptile *m; 1858 --op->speed_left;
1859 return true;
1860 }
2032 1861
2033 sint16 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2035 1864
2036 on_battleground = op_on_battleground (op, 0, 0); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2037 1867
2038 /* If braced, or can't move to the square, and it is not out of the 1868 /* 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 1869 * 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 1870 * 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 1871 * 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 1872 * 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 1873 * 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 1874 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 1875 * move_ob uses.
2046 */ 1876 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1877 maptile *m = op->map->xy_find (nx, ny);
1878
1879 /* Go through all the objects, and find ones of interest. Only stop if
1880 * we find a monster - that is something we know we want to attack.
1881 * if its a door or barrel (can roll) see if there may be monsters
1882 * on the space
1883 */
1884 object *mon;
1885 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1886 {
1887 if ((mon->flag [FLAG_ALIVE]
1888 || mon->type == LOCKED_DOOR
1889 || mon->flag [FLAG_CAN_ROLL])
1890 && mon != op)
1891 break;
2048 { 1892 }
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1893
1894 /* no monster == player tries to move into a wall or so */
1895 if (!mon)
1896 {
1897 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1898 if (op->move_type & ob->move_block)
2050 { 1899 {
2051 m = op->map->xy_find (nx, ny); 1900 if (ob->move_block == MOVE_ALL)
2052 if (!m) 1901 move_into_wall (op, ob);
2053 return; /* Don't think this should happen */ 1902 else
1903 {
1904 if (op->contr->ns->bumpmsg)
1905 {
1906 op->play_sound (sound_find ("blocked_move"));
1907
1908 op->statusmsg (ob->invisible
1909 ? "Something blocks you."
1910 : format ("Something blocks you from entering the %s.", query_name (ob))
1911 );
1912 }
1913 }
1914
1915 break;
1916 }
1917
1918 return false;
1919 }
1920
1921 mon = mon->head_ ();
1922
1923 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1924 if (op->contr->weapon_sp_left > 0.f)
1925 if (player_attack_door (op, mon))
1926 {
1927 --op->contr->weapon_sp_left;
1928 return true;
1929 }
1930
1931 /* The following deals with possibly attacking peaceful
1932 * or friendly creatures. Basically, all players are considered
1933 * unaggressive. If the moving player has peaceful set, then the
1934 * object should be pushed instead of attacked. It is assumed that
1935 * if you are braced, you will not attack friends accidently,
1936 * and thus will not push them.
1937 */
1938
1939 /* If the creature is a pet, push it even if the player is not
1940 * peaceful. Our assumption is the creature is a pet if the
1941 * player owns it and it is either friendly or unagressive.
1942 */
1943 if (op->type == PLAYER
1944 && ((mon->owner && mon->owner->contr
1945 && same_party (mon->owner->contr->party, op->contr->party))
1946 || mon->owner == op)
1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1948 {
1949 /* If we're braced, we don't want to switch places with it */
1950 if (op->contr->braced)
1951 return false;
1952
1953 if (op->speed_left > 0.f)
1954 {
1955 --op->speed_left;
1956
1957 op->play_sound (sound_find ("push_player"));
1958 push_ob (mon, dir, op);
1959
1960 if (action_makes_visible (op))
1961 make_visible (op);
1962
1963 return true;
2054 } 1964 }
2055 else 1965 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return; 1966 return false;
1967 }
2060 1968
2061 mon = 0; 1969 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 1970
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 1971 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't 1973 * someone, but put it inside this loop so that you won't
2134 * attack them either. 1974 * attack them either.
2135 */ 1975 */
2136 if ((mon->type == PLAYER || mon->enemy != op) && 1976 if ((mon->type == PLAYER || mon->enemy != op)
2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1977 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2138#ifdef PROHIBIT_PLAYERKILL
2139 (op->contr->peaceful 1978 && ((op->contr->peaceful
2140 || (mon->type == PLAYER 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground)) 1980 && !on_battleground))
1981 {
1982 if (op->speed_left > 0.f)
2147 { 1983 {
1984 --op->speed_left;
1985
2148 if (!op->contr->braced) 1986 if (!op->contr->braced)
2149 { 1987 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1988 op->play_sound (sound_find ("push_player"));
2151 push_ob (mon, dir, op); 1989 push_ob (mon, dir, op);
2152 } 1990 }
2153 else 1991 else
2154 new_draw_info (0, 0, op, "You withhold your attack"); 1992 op->statusmsg ("You withhold your attack");
2155 1993
2156 if (op->contr->tmp_invis || op->hide) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2157 make_visible (op); 1995 make_visible (op);
2158 }
2159 1996
1997 return true;
1998 }
1999 }
2160 /* If the object is a boulder or other rollable object, then 2000 /* 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. 2001 * roll it if not braced. You can't roll it if you are braced.
2162 */ 2002 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2004 {
2005 if (op->speed_left > 0.f)
2164 { 2006 {
2007 --op->speed_left;
2008
2165 recursive_roll (mon, dir, op); 2009 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2167 make_visible (op); 2011 make_visible (op);
2168 }
2169 2012
2013 return true;
2014 }
2015 }
2170 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2171 * Way it works is like this: First, it must have some hit points 2017 * 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: 2018 * 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 2019 * 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. 2020 * that party_number -1 is no party, so attacks can still happen.
2175 */ 2021 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2023 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 { 2024 {
2179 if (!op->contr->has_hit) 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2180 { 2026 {
2181 op->contr->has_hit = 1; 2027 --op->contr->weapon_sp_left;
2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2183 }
2184 2028
2185 skill_attack (mon, op, 0, 0, 0); 2029 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 2030
2201 if (action_makes_visible (op)) 2031 if (action_makes_visible (op))
2202 make_visible (op); 2032 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2033
2207int 2034 return true;
2035 }
2036 }
2037
2038 return false;
2039}
2040
2041bool
2208move_player (object *op, int dir) 2042move_player (object *op, int dir)
2209{ 2043{
2210 int pick;
2211
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2213 return 0; 2045 return 0;
2214 2046
2215 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2217 { 2049 {
2218 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2219 return 0; 2051 return 0;
2220 } 2052 }
2221 2053
2222 /* peterm: added following line */ 2054 /* peterm: added following line */
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2224 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225 2057
2226 op->facing = dir; 2058 op->facing = dir;
2227 2059
2228 if (op->hide) 2060 if (op->flag [FLAG_HIDDEN])
2229 do_hidden_move (op); 2061 do_hidden_move (op);
2230 2062
2063 bool retval;
2064 int pick = 0;
2065
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2067 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2234 fire (op, dir); 2069 retval = fire (op, dir);
2235 else 2070 else
2236 { 2071 {
2237 move_player_attack (op, dir); 2072 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2073 pick = check_pick (op);
2239 } 2074 }
2240 2075
2241 /* Add special check for newcs players and fire on - this way, the 2076 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing. 2077 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2084 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2085 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2086 * for players.
2252 */ 2087 */
2253 animate_object (op, op->facing); 2088 animate_object (op, op->facing);
2254 return 0; 2089
2090 return retval;
2255} 2091}
2256 2092
2257/* This is similar to handle_player, below, but is only used by the 2093/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2094 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2095 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2096 * the new speed values for commands.
2261 * 2097 *
2262 * Returns true if there are more actions we can do. 2098 * Returns true if there are more actions we can do. Should not do
2099 * many actions in a row, as that would be too unfair to other
2100 * players.
2263 */ 2101 */
2264int 2102bool
2265handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2266{ 2104{
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]) 2105 if (op->flag [FLAG_SCARED])
2106 {
2107 if (op->speed_left > 0.f)
2273 { 2108 {
2274 --op->speed_left; 2109 --op->speed_left;
2110 flee_player (op);
2111
2275 return 0; 2112 return true;
2276 } 2113 }
2114 else
2115 return false;
2277 } 2116 }
2278 2117
2279 /* call this here - we also will call this in do_ericserver, but 2118 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2120 * called, so we recheck it here.
2282 */ 2121 */
2283 if (op->contr->ns->handle_command ()) 2122 if (op->contr->ns->handle_command ())
2284 return 1; 2123 return true;
2285 2124
2286 if (op->speed_left > 0.f)
2287 {
2288 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2125 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); 2126 return move_player (op, op->direction);
2298 2127
2299 return op->speed_left > 0.f;
2300 }
2301 }
2302
2303 return 0; 2128 return false;
2304} 2129}
2305 2130
2306int 2131static int
2307save_life (object *op) 2132save_life (object *op)
2308{ 2133{
2309 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2134 if (!op->flag [FLAG_LIFESAVE])
2310 return 0; 2135 return 0;
2311 2136
2312 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2314 { 2139 {
2315 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2140 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)); 2141 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2317 2142
2318 if (op->contr)
2319 esrv_del_item (op->contr, tmp->count);
2320
2321 tmp->destroy (); 2143 tmp->destroy ();
2322 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2323 2145
2324 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2325 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2326 2148
2327 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2328 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2329 2151
2330 op->update_stats (); 2152 op->update_stats ();
2331 return 1; 2153 return 1;
2332 } 2154 }
2333 2155
2334 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2335 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2336 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2337 return 0; 2159 return 0;
2338} 2160}
2339 2161
2340/* This goes throws the inventory and removes unpaid objects, and puts them 2162/* 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 2163 * 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 2164 * function will descend into containers. op is the object to start the search
2343 * from. 2165 * from.
2344 */ 2166 */
2167static void
2168drop_unpaid_items (object *op, object *env)
2169{
2170 while (op)
2171 {
2172 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2173
2174 if (op->flag [FLAG_UNPAID])
2175 op->insert_at (env);
2176 else if (op->inv)
2177 drop_unpaid_items (op->inv, env);
2178
2179 op = next;
2180 }
2181}
2182
2345void 2183void
2346remove_unpaid_objects (object *op, object *env) 2184object::drop_unpaid_items ()
2347{ 2185{
2348 while (op) 2186 if (!flag [FLAG_REMOVED])
2349 { 2187 ::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} 2188}
2408 2189
2409void 2190void
2410do_some_living (object *op) 2191do_some_living (object *op)
2411{ 2192{
2412 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2413 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2414 int over_hp, over_sp, over_grace;
2415 int i;
2416 int rate_hp = 1200; 2195 int rate_hp = 1200;
2417 int rate_sp = 2500; 2196 int rate_sp = 2500;
2418 int rate_grace = 2000; 2197 int rate_grace = 2000;
2419 const int max_hp = 1; 2198 const int max_hp = 1;
2420 const int max_sp = 1; 2199 const int max_sp = 1;
2421 const int max_grace = 1; 2200 const int max_grace = 1;
2422 2201
2202#if 0
2423 if (op->contr->hidden) 2203 if (op->contr->hidden)
2424 { 2204 {
2425 op->invisible = 1000; 2205 op->invisible = 1000;
2426 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2427 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2428 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2429 */ 2209 */
2430 if (pticks & 2) 2210 if (server_tick & 2)
2431 op->invisible--; 2211 op->invisible--;
2432 } 2212 }
2213 else
2214#endif
2433 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2434 { 2216 {
2435 if (!op->invisible--) 2217 if (!op->invisible--)
2436 { 2218 {
2437 make_visible (op); 2219 make_visible (op);
2438 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2465 { 2247 {
2466 gen_grace = op->stats.maxgrace; 2248 gen_grace = op->stats.maxgrace;
2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2468 } 2250 }
2469 2251
2470 /* Regenerate Spell Points */ 2252 /* Regenerate Grace */
2471 if (!op->contr->golem && --op->last_sp < 0) 2253 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2254 if (--op->last_grace < 0)
2472 { 2255 {
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) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2257 op->stats.grace++; /* no penalty in food for regaining grace */
2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2261 if (max_grace > 1)
2475 { 2262 {
2476 op->stats.sp++; 2263 int over_grace = temp / rate_grace;
2477 /* dms do not consume food */ 2264
2478 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (over_grace > 0)
2479 { 2266 {
2480 op->stats.food--; 2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2481 if (op->contr->digestion < 0) 2268 op->last_grace = 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 } 2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2486 } 2272 }
2273 else
2274 op->last_grace = rate_grace / temp;
2487 2275
2488 if (max_sp > 1) 2276 /* wearing stuff doesn't detract from grace generation. */
2277 }
2278
2279 if (op->stats.food > 0)
2280 {
2281 /* Regenerate Spell Points */
2282 if (!op->contr->golem && --op->last_sp < 0)
2489 { 2283 {
2490 over_sp = (gen_sp + 10) / rate_sp; 2284 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2491 if (over_sp > 0) 2285
2286 if (op->stats.sp < op->stats.maxsp)
2492 { 2287 {
2493 if (op->stats.sp < op->stats.maxsp) 2288 op->stats.sp++;
2289
2290 /* dms do not consume food */
2291 if (!op->flag [FLAG_WIZ])
2494 { 2292 {
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--; 2293 op->stats.food--;
2499 2294
2500 if (op->stats.sp > op->stats.maxsp) 2295 if (op->contr->digestion < 0)
2296 op->stats.food += op->contr->digestion;
2297 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 op->stats.sp = op->stats.maxsp; 2298 op->stats.food = last_food;
2502 } 2299 }
2300 }
2301
2302 if (max_sp > 1)
2303 {
2304 int over_sp = (gen_sp + 10) / rate_sp;
2305 if (over_sp > 0)
2306 {
2307 if (op->stats.sp < op->stats.maxsp)
2308 {
2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2310
2311 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2312 op->stats.sp--;
2313
2314 if (op->stats.sp > op->stats.maxsp)
2315 op->stats.sp = op->stats.maxsp;
2316 }
2317
2503 op->last_sp = 0; 2318 op->last_sp = 0;
2319 }
2320 else
2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2504 } 2322 }
2505 else 2323 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2324 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2507 } 2325 }
2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511 2326
2512 /* Regenerate Grace */ 2327 /* Regenerate Hit Points */
2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2514 if (--op->last_grace < 0) 2328 if (--op->last_heal < 0)
2515 {
2516 if (op->stats.grace < op->stats.maxgrace / 2)
2517 op->stats.grace++; /* no penalty in food for regaining grace */
2518
2519 if (max_grace > 1)
2520 { 2329 {
2521 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2330 if (op->stats.hp < op->stats.maxhp)
2522 if (over_grace > 0)
2523 { 2331 {
2524 op->stats.sp += over_grace 2332 op->stats.hp++;
2525 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2333
2334 /* dms do not consume food */
2335 if (!op->flag [FLAG_WIZ])
2336 {
2337 op->stats.food--;
2338
2339 if (op->contr->digestion < 0)
2340 op->stats.food += op->contr->digestion;
2341 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2342 op->stats.food = last_food;
2343 }
2344 }
2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2348 if (max_hp > 1)
2349 {
2350 int over_hp = temp / rate_hp;
2351
2352 if (over_hp > 0)
2353 {
2354 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2526 op->last_grace = 0; 2355 op->last_heal = 0;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2527 } 2359 }
2528 else 2360 else
2529 {
2530 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2531 }
2532 }
2533 else
2534 {
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 }
2537 /* wearing stuff doesn't detract from grace generation. */
2538 }
2539
2540 /* Regenerate Hit Points */
2541 if (--op->last_heal < 0)
2542 {
2543 if (op->stats.hp < op->stats.maxhp)
2544 {
2545 op->stats.hp++;
2546 /* dms do not consume food */
2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2548 {
2549 op->stats.food--;
2550 if (op->contr->digestion < 0)
2551 op->stats.food += op->contr->digestion;
2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2553 op->stats.food = last_food;
2554 }
2555 }
2556
2557 if (max_hp > 1)
2558 {
2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2560 if (over_hp > 0)
2561 {
2562 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2563 op->last_heal = 0; 2361 op->last_heal = rate_hp / temp;
2564 }
2565 else
2566 {
2567 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2568 }
2569 }
2570 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 } 2362 }
2574 } 2363 }
2575 2364
2576 /* Digestion */ 2365 /* Digestion */
2577 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2578 { 2367 {
2579#ifdef COZY_SERVER 2368 int bonus = max (0, op->contr->digestion),
2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2369 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 2370
2586 if (op->contr->gen_hp > 0)
2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2371 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 2372
2591 /* dms do not consume food */ 2373 /* dms do not consume food */
2592 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2593 op->stats.food--; 2375 op->stats.food--;
2594 } 2376 }
2595 2377
2596 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2597 { 2379 {
2598 object *tmp, *flesh = 0; 2380 object *flesh = 0;
2599 2381
2600 for (tmp = op->inv; tmp; tmp = tmp->below) 2382 for_inv_removable (op, tmp)
2601 { 2383 {
2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2384 if (tmp->flag [FLAG_UNPAID])
2385 continue;
2386
2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2603 { 2388 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2389 op->statusmsg ("You blindly grab for a bite of food. "
2605 { 2390 "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."); 2391 op->apply (tmp);
2607 manual_apply (op, tmp, 0); 2392
2608 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2609 break; 2394 break;
2610 } 2395 }
2611 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2612 flesh = tmp; 2397 flesh = tmp;
2613 } /* End if paid for object */ 2398 }
2614 } /* end of for loop */
2615 2399
2616 /* If player is still starving, it means they don't have any food, so 2400 /* If player is still starving, it means they don't have any food, so
2617 * eat flesh instead. 2401 * eat flesh instead.
2618 */ 2402 */
2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2620 { 2404 {
2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2405 op->statusmsg ("You blindly grab for a bite of food. "
2406 "H<To prevent you from starving, you ate some random item from your backpack.>");
2622 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2623 } 2408 }
2409
2410 // If player is still starving, alert him!
2411 if (op->stats.food < 0)
2412 op->failmsg ("You are starving! "
2413 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2414 }
2415
2416 if (op->stats.food < 0)
2624 } 2417 {
2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2625 2420
2626 while (op->stats.food < 0 && op->stats.hp >= 0) 2421 if (op->stats.hp < 0)
2627 op->stats.food++, op->stats.hp--; 2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2628 2427
2428 /* killer should be set here already */
2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2630 kill_player (op); 2430 kill_player (op);
2631 } 2431 }
2632} 2432}
2633 2433
2634/* If the player should die (lack of hp, food, etc), we call this. 2434/* If the player should die (lack of hp, food, etc), we call this.
2637 * file. 2437 * file.
2638 */ 2438 */
2639void 2439void
2640kill_player (object *op) 2440kill_player (object *op)
2641{ 2441{
2642 char buf[MAX_BUF];
2643 int x, y; 2442 int x, y;
2644
2645 //int i;
2646 maptile *map; /* this is for resurrection */ 2443 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; 2444 int will_kill_again;
2654 archetype *at; 2445 archetype *at;
2655 object *tmp; 2446 object *tmp;
2656 2447
2657 if (save_life (op)) 2448 if (save_life (op))
2658 return; 2449 return;
2659 2450
2451 dynbuf_text deathtab;
2452
2453 /* restore player */
2454 at = archetype::find (shstr_poisoning);
2455 if (object *tmp = present_arch_in_ob (at, op))
2456 {
2457 tmp->destroy ();
2458 deathtab << "Your body feels cleansed...\r";
2459 }
2460
2461 at = archetype::find (shstr_confusion);
2462 if (object *tmp = present_arch_in_ob (at, op))
2463 {
2464 tmp->destroy ();
2465 deathtab << "Your mind feels clearer...\r";
2466 }
2467
2468 cure_disease (op, 0, 0); /* remove any disease */
2469
2470 max_it (op->stats.hp , op->stats.maxhp);
2471 max_it (op->stats.sp , op->stats.maxsp);
2472 max_it (op->stats.grace, op->stats.maxgrace);
2473 max_it (op->stats.food , 200);
2474
2475 // remove all spell effects that are active
2476 // to avoid long-term effects such as word-of-recall
2477 for (object *item = op->inv; item; )
2478 {
2479 object *next = item->below;
2480
2481 if (item->type == SPELL_EFFECT && item->active)
2482 item->destroy ();
2483
2484 item = next;
2485 }
2660 2486
2661 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2487 /* 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. 2488 * in cities ONLY!!! It is very important that this doesn't get abused.
2663 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2664 */ 2490 */
2665 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2666 { 2492 {
2667 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2493 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 2494
2690 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2691 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2692 { 2497
2693 sprintf (buf, "%s's finger", &op->name); 2498 tmp->name = format ("%s's finger" , &op->name);
2694 tmp->name = buf; 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2695 sprintf (buf, " This finger has been cut off %s\n" 2500 tmp->msg = format (
2696 " the %s, when he was defeated at\n level %d by %s.\n", 2501 "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); 2502 &op->name, op->contr->title,
2698 tmp->msg = buf; 2503 (int)op->level,
2504 op->contr->killer_name ()
2505 );
2699 tmp->value = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2700 tmp->materialname = "organics"; 2507 tmp->material = name_to_material (shstr_organic);
2701 tmp->insert_at (op, tmp); 2508 tmp->insert_at (op, tmp);
2702 }
2703 2509
2704 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2705 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2706 op->contr->braced = 0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2707 return; 2515 return;
2708 } 2516 }
2709 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2710 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2711 2522
2712 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2713 2524
2714 if (op->stats.food < 0) 2525 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 2526
2724 /* save the map location for corpse, gravestone */ 2527 /* save the map location for corpse, gravestone */
2725 x = op->x; 2528 x = op->x;
2726 y = op->y; 2529 y = op->y;
2727 map = op->map; 2530 map = op->map;
2755 2558
2756 lost_a_stat = 0; 2559 lost_a_stat = 0;
2757 2560
2758 for (z = 0; z < num_stats_lose; z++) 2561 for (z = 0; z < num_stats_lose; z++)
2759 { 2562 {
2760 i = RANDOM () % NUM_STATS; 2563 i = rndm (NUM_STATS);
2761 2564
2762 if (settings.stat_loss_on_death) 2565 if (settings.stat_loss_on_death)
2763 { 2566 {
2764 /* Pick a random stat and take a point off it. Tell the player 2567 /* Pick a random stat and take a point off it. Tell the player
2765 * what he lost. 2568 * what he lost.
2772 lost_a_stat = 1; 2575 lost_a_stat = 1;
2773 } 2576 }
2774 else 2577 else
2775 { 2578 {
2776 /* deplete a stat */ 2579 /* deplete a stat */
2777 archetype *deparch = archetype::find ("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2778 object *dep; 2581 object *dep;
2779 2582
2780 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2781 if (!dep) 2584 if (!dep)
2782 { 2585 {
2783 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2784 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2785 } 2588 }
2786 lose_this_stat = 1; 2589 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2788 { 2591 {
2800 2603
2801 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2802 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2803 { 2606 {
2804 lose_this_stat = 0; 2607 lose_this_stat = 0;
2805 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2806 retain the stat. */ 2609 retain the stat. */
2807 } 2610 }
2808 else 2611 else
2809 { 2612 {
2810 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2816 } 2619 }
2817 } 2620 }
2818 2621
2819 if (lose_this_stat) 2622 if (lose_this_stat)
2820 { 2623 {
2821 this_stat = get_attr_value (&(dep->stats), i); 2624 this_stat = get_attr_value (&dep->stats, i);
2822 /* We could try to do something clever like find another 2625 /* We could try to do something clever like find another
2823 * stat to reduce if this fails. But chances are, if 2626 * stat to reduce if this fails. But chances are, if
2824 * stats have been depleted to -50, all are pretty low 2627 * stats have been depleted to -50, all are pretty low
2825 * and should be roughly the same, so it shouldn't make a 2628 * and should be roughly the same, so it shouldn't make a
2826 * difference. 2629 * difference.
2827 */ 2630 */
2828 if (this_stat >= -50) 2631 if (this_stat >= -50)
2829 { 2632 {
2830 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2831 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2832 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2833 op->update_stats (); 2636 op->update_stats ();
2834 lost_a_stat = 1; 2637 lost_a_stat = 1;
2835 } 2638 }
2836 } 2639 }
2837 } 2640 }
2838 } 2641 }
2642
2839 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
2840 if (!lost_a_stat) 2644 if (!lost_a_stat)
2841 { 2645 {
2842 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
2843 Should I be using something else? GD */ 2647 Should I be using something else? GD */
2844 const char *god = determine_god (op); 2648 shstr_tmp god = determine_god (op);
2845 2649
2846 if (god && (strcmp (god, "none"))) 2650 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); 2651 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2848 else 2652 else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2653 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2850 } 2654 }
2851#else 2655#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2656 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2853#endif 2657#endif
2854 2658
2855 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2856 * exp loss on the stone. 2660 * exp loss on the stone.
2857 */ 2661 */
2858 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2859 sprintf (buf, "%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2860 tmp->name = buf; 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2861 sprintf (buf, "%s's gravestones", &op->name); 2665 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2862 tmp->name_pl = buf; 2666 &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; 2667 tmp->x = op->x, tmp->y = op->y;
2866 insert_ob_in_map (tmp, op->map, NULL, 0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2867 2669
2868 /**************************************/ 2670 /**************************************/
2869 /* */ 2671 /* */
2870 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2871 /* if we died cause of food, give us */
2872 /* food, and reset HP's... */
2873 /* */ 2673 /* */
2874 /**************************************/ 2674 /**************************************/
2875 2675
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)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2898 apply_death_exp_penalty (op); 2677 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 2678
2905 /* 2679 /*
2906 * Check to see if the player has any unpaid items. If so, remove them 2680 * Check to see if the player has any unpaid items. If so, remove them
2907 * and put them back in the map. 2681 * and put them back in the map.
2908 */ 2682 */
2909 remove_unpaid_objects (op->inv, op); 2683 op->drop_unpaid_items ();
2910 2684
2911 /****************************************/ 2685 /****************************************/
2912 /* */ 2686 /* */
2913 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
2914 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
2932 if (will_kill_again) 2706 if (will_kill_again)
2933 { 2707 {
2934 object *force; 2708 object *force;
2935 int at; 2709 int at;
2936 2710
2937 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2938 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2939 force->speed = 0.1f;
2940 force->speed_left = -5.f; 2713 force->speed_left = -5.f;
2941 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2942 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
2943 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2944 force->resist[at] = 100; 2719 force->resist[at] = 100;
2945 2720
2946 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
2947 op->update_stats (); 2722 op->update_stats ();
2948
2949 } 2723 }
2950 2724
2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2952} 2726}
2953 2727
2954void 2728static void
2955loot_object (object *op) 2729loot_object (object *op)
2956{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2957 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2958 2732
2959 op->close_container (); /* close open sack first */ 2733 op->close_container (); /* close open sack first */
2960 2734
2961 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2962 { 2736 {
2969 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2970 2744
2971 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
2972 loot_object (tmp); /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
2973 2747
2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2975 { 2749 {
2976 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
2977 { 2751 {
2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2979 tmp2->destroy ();
2980 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2981 } 2754 }
2982 else 2755 else
2983 tmp->destroy (); 2756 tmp->destroy ();
2984 } 2757 }
2991 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
2992 * what needs to be fixed. Refresh windows and fix speed if anything 2765 * what needs to be fixed. Refresh windows and fix speed if anything
2993 * was changed. 2766 * was changed.
2994 */ 2767 */
2995void 2768void
2996fix_weight (void) 2769fix_weight ()
2997{ 2770{
2998 for_all_players (pl) 2771 for_all_players (pl)
2999 { 2772 {
3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2773 weight_t old = pl->ob->carrying;
3001 2774
3002 if (old == sum) 2775 pl->ob->update_weight ();
3003 continue; 2776
2777 if (old != pl->ob->carrying)
2778 {
3004 pl->ob->update_stats (); 2779 pl->ob->update_stats ();
3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2780 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2781 }
3006 } 2782 }
3007} 2783}
3008 2784
3009void 2785void
3010fix_luck (void) 2786fix_luck ()
3011{ 2787{
3012 for_all_players (pl) 2788 for_all_players (pl)
3013 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
3014 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
3015} 2791}
3052} 2828}
3053 2829
3054void 2830void
3055make_visible (object *op) 2831make_visible (object *op)
3056{ 2832{
3057 op->hide = 0; 2833 op->flag [FLAG_HIDDEN] = 0;
3058 op->invisible = 0; 2834 op->invisible = 0;
2835
3059 if (op->type == PLAYER) 2836 if (op->type == PLAYER)
3060 { 2837 {
3061 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3062 op->contr->invis_race = 0; 2839 op->contr->invis_race = 0;
3063 } 2840 }
3066} 2843}
3067 2844
3068int 2845int
3069is_true_undead (object *op) 2846is_true_undead (object *op)
3070{ 2847{
3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2848 if (op->arch->flag [FLAG_UNDEAD])
3072 return 1; 2849 return 1;
3073 2850
3074 return 0; 2851 return 0;
3075} 2852}
3076 2853
3077/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3078 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3079 * indicate greater hideability. 2856 * indicate greater hideability.
3080 */ 2857 */
3081
3082int 2858int
3083hideability (object *ob) 2859hideability (object *ob)
3084{ 2860{
3085 int i, level = 0, mflag; 2861 int i, level = 0, mflag;
3086 sint16 x, y; 2862 sint16 x, y;
3087 2863
3088 if (!ob || !ob->map) 2864 if (!ob || !ob->map)
3089 return 0; 2865 return 0;
3090 2866
3091 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3092 level = ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3093 2869
3094 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3095 * If you carry a light on a non-dark map, its not 2871 * If you carry a light on a non-dark map, its not
3096 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3097 if (has_carried_lights (ob)) 2873 if (ob->has_carried_lights ())
3098 level = -(10 + (2 * ob->map->darkness)); 2874 level = -(10 + (2 * ob->map->darklevel ()));
3099 2875
3100 /* scan through all nearby squares for terrain to hide in */ 2876 /* 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]) 2877 for (i = 0, x = ob->x, y = ob->y;
2878 i <= SIZEOFFREE1;
2879 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
3102 { 2880 {
3103 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3104 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
3105 {
3106 continue; 2883 continue;
3107 } 2884
3108 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3109 level += 2; 2886 level += 2;
3110 else /* open terrain! */ 2887 else /* open terrain! */
3111 level -= 1; 2888 level -= 1;
3112 } 2889 }
3120/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3121 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3122 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3123 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3124 */ 2901 */
3125
3126void 2902void
3127do_hidden_move (object *op) 2903do_hidden_move (object *op)
3128{ 2904{
3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2905 int hide = 0;
3130 object *skop;
3131 2906
3132 if (!op || !op->map) 2907 if (!op || !op->map)
3133 return; 2908 return;
3134 2909
3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2910 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2911 int num = random_roll (0, 19, op, PREFER_LOW);
3136 2912
3137 /* its *extremely* hard to run and sneak/hide at the same time! */ 2913 /* its *extremely* hard to run and sneak/hide at the same time! */
3138 if (op->type == PLAYER && op->contr->run_on) 2914 if (op->type == PLAYER && op->contr->run_on)
3139 if (!skop || num >= skop->level) 2915 if (!skop || num >= skop->level)
3140 { 2916 {
3150 num -= hide; 2926 num -= hide;
3151 2927
3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3153 { 2929 {
3154 make_visible (op); 2930 make_visible (op);
2931
3155 if (op->type == PLAYER) 2932 if (op->type == PLAYER)
3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2933 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3157 } 2934 }
3158 else if (op->type == PLAYER && skop) 2935 else if (op->type == PLAYER && skop)
3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2936 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3174 2951
3175 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3176 player = 1; 2953 player = 1;
3177 2954
3178 else 2955 else
3179 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3180 2957
3181 /* search adjacent squares */ 2958 /* search adjacent squares */
3182 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3183 { 2960 {
3184 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3185 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3186 m = who->map; 2963 m = who->map;
3187 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3188 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3189 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3190 */ 2967 */
3193 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2970 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3194 continue; 2971 continue;
3195 2972
3196 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2973 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3197 { 2974 {
3198 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2975 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3199 return 1; 2976 return 1;
3200 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3201 {
3202 /*don't let a hidden DM prevent you from hiding */
3203 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3204 return 1; 2978 return 1;
3205 }
3206 } 2979 }
3207 } 2980 }
3208 return 0; 2981 return 0;
3209} 2982}
3210 2983
3211/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3212 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3213 * but we dont worry if the object isnt the top one in 2986 * but we dont worry if the object isnt the top one in
3214 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3215 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3216 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3217 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3218 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3219 * imply the way your head, or body is facing? Its possible 2992 * 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. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
3221 * -b.t. 2994 * -b.t.
3222 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3223 */ 2996 */
3224
3225int 2997int
3226player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3227{ 2999{
3228 rv_vector rv; 3000 rv_vector rv;
3229 int dx, dy; 3001 int dx, dy;
3241 3013
3242 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3243 3015
3244 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any 3017 * through the object and find if it has any
3246 * part that is in the los array but isnt on 3018 * part that is in the los array but isn't on
3247 * a blocked los square. 3019 * a blocked los square.
3248 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3249 */ 3021 */
3250 while (op) 3022 while (op)
3251 { 3023 {
3252 dx = rv.distance_x + op->arch->clone.x; 3024 dx = rv.distance_x + op->arch->x;
3253 dy = rv.distance_y + op->arch->clone.y; 3025 dy = rv.distance_y + op->arch->y;
3254 3026
3255 /* only the viewable area the player sees is updated by LOS 3027 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; 3028 return 1;
3029
3263 op = op->more; 3030 op = op->more;
3264 } 3031 }
3265 return 0;
3266}
3267 3032
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; 3033 return 0;
3294} 3034}
3295 3035
3296/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3297 * a player) is standing on a valid battleground-tile, 3037 * 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 3042 * Default is to do the same as before, so only people wanting to have different points need worry about this
3303 */ 3043 */
3304int 3044int
3305op_on_battleground (object *op, int *x, int *y) 3045op_on_battleground (object *op, int *x, int *y)
3306{ 3046{
3307 object *tmp;
3308
3309 /* A battleground-tile needs the following attributes to be valid: 3047 /* 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), 3048 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3311 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3312 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3313 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3314 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3315 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3316 { 3054 {
3317 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3318 { 3056 {
3319 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3057 if (tmp->flag [FLAG_NO_PICK]
3320 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3058 && tmp->type == BATTLEGROUND
3059 && tmp->name == shstr_battleground
3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3321 { 3061 {
3322 /*before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3323 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3063 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) 3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 { 3066 {
3329 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3330 {
3331 if (x != NULL && y != NULL) 3067 if (x && y)
3332 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3333 return 1; 3070 return 1;
3334 }
3335 } 3071 }
3336 } 3072
3337 if (x != NULL && y != NULL) 3073 if (x && y)
3338 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3339 return 1; 3076 return 1;
3340 } 3077 }
3341 } 3078 }
3342 } 3079 }
3080
3343 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3344 return 0; 3082 return 0;
3345} 3083}
3346 3084
3347/* 3085/*
3363 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3364 int i = 0, j = 0; 3102 int i = 0, j = 0;
3365 3103
3366 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3367 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3368 trlist = treasurelist::find ("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3369 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3370 trlist = treasurelist::find ("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3371 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3372 trlist = treasurelist::find ("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3373 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3374 trlist = treasurelist::find ("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3375 3113
3376 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3377 return; 3115 return;
3378 3116
3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3117 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]); */ 3121 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3384 return; 3122 return;
3385 } 3123 }
3386 3124
3387 /* everything seems okay - now bring on the gift: */ 3125 /* everything seems okay - now bring on the gift: */
3388 item = &(tr->item->clone); 3126 item = tr->item;
3389 3127
3390 if (item->type == SPELL) 3128 if (item->type == SPELL)
3391 { 3129 {
3392 if (check_spell_known (who, item->name)) 3130 if (check_spell_known (who, item->name))
3393 return; 3131 return;
3452 { 3190 {
3453 /* forces in the treasurelist can alter the player's stats */ 3191 /* forces in the treasurelist can alter the player's stats */
3454 object *skin; 3192 object *skin;
3455 3193
3456 /* first get the dragon skin force */ 3194 /* 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) 3195 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3459 ; 3196 ;
3460 3197
3461 if (!skin) 3198 if (!skin)
3462 return; 3199 return;
3463 3200
3477 else 3214 else
3478 j = 1; 3215 j = 1;
3479 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3480 } 3217 }
3481 } 3218 }
3219
3482 strcat (buf, "."); 3220 strcat (buf, ".");
3483 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3484 } 3222 }
3485 3223
3486 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3487 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3488 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3489 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3490 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3491 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3492 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3493 3231
3494 /* print message if there is one */ 3232 /* print message if there is one */
3495 if (item->msg != NULL) 3233 if (item->msg != NULL)
3496 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3497 } 3235 }
3498 else 3236 else
3499 { 3237 {
3500 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3501 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3240 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); 3241 who->insert (tmp);
3504 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp);
3506 } 3242 }
3507} 3243}
3508 3244
3509/** 3245//-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 3246
3526sint8 3247sint8
3527player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3528{ 3249{
3529 if (!ns) 3250 if (!ns)
3530 return 0; 3251 return LOS_BLOCKED;
3531 3252
3532 int dx, dy; 3253 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3255 return LOS_BLOCKED;
3256
3257 x += dx - ns->current_x;
3258 y += dy - ns->current_y;
3259
3260 return blocked_los (x, y);
3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281
3282void
3283object::failmsgf (const char *format, ...)
3284{
3285 if (!contr)
3534 return 0; 3286 return;
3535 3287
3536 x += dx - ns->current_x + ns->mapx / 2; 3288 va_list ap;
3537 y += dy - ns->current_y + ns->mapy / 2; 3289 va_start (ap, format);
3538 3290 contr->failmsg (vformat (format, ap));
3539 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3291 va_end (ap);
3540 return 0;
3541
3542 return 100 - blocked_los [x][y];
3543} 3292}
3293
3294void
3295player::failmsgf (const char *format, ...)
3296{
3297 va_list ap;
3298 va_start (ap, format);
3299 failmsg (vformat (format, ap));
3300 va_end (ap);
3301}
3302

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