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Comparing deliantra/server/server/player.C (file contents):
Revision 1.137 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.297 by root, Sun Jan 29 02:47:05 2017 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
24 29
25#include <global.h> 30#include <global.h>
26#include <sproto.h> 31#include <sproto.h>
27#include <sounds.h> 32#include <sounds.h>
28#include <living.h> 33#include <living.h>
29#include <object.h> 34#include <object.h>
30#include <spells.h> 35#include <spells.h>
31#include <skills.h> 36#include <skills.h>
32 37
33#include <algorithm>
34#include <functional>
35
36playervec players; 38playervec 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 39
158/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
159static void 41static void
160set_first_map (object *op) 42set_first_map (object *op)
161{ 43{
162 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
163 op->x = -1; 45 op->x = -1;
164 op->y = -1; 46 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 47}
179 48
180void 49void
181player::activate () 50player::activate ()
182{ 51{
185 54
186 players.insert (this); 55 players.insert (this);
187 ob->remove (); 56 ob->remove ();
188 ob->map = 0; 57 ob->map = 0;
189 ob->activate_recursive (); 58 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
191 add_friendly_object (ob); 60 add_friendly_object (ob);
192 enter_map ();
193} 61}
194 62
195void 63void
196player::deactivate () 64player::deactivate ()
197{ 65{
204 72
205 if (ob->map) 73 if (ob->map)
206 maplevel = ob->map->path; 74 maplevel = ob->map->path;
207 75
208 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 78 ob->map = 0;
210 party = 0; 79 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 80
214 players.erase (this); 81 players.erase (this);
215} 82}
216 83
217// connect the player with a specific client 84// connect the player with a specific client
227 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
228 95
229 ns->update_look = 0; 96 ns->update_look = 0;
230 ns->look_position = 0; 97 ns->look_position = 0;
231 98
232 clear_los (ob); 99 clear_los ();
233 100
234 ns->reset_stats (); 101 ns->reset_stats ();
235 102
236 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
239 106
240 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
241 link_player_skills (ob); 108 link_skills ();
242 109
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
246 111
247 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
249 { 114 {
250 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254 116
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 120 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 122 skin = tmp;
261 123
262 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
263 } 125 }
264 126
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 128
267 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
268 130
269 for (object *op = ob->inv; op; op = op->below) 131 ob->flag [FLAG_READY_WEAPON] = false;
270 if (op->flag [FLAG_APPLIED]) 132 ob->flag [FLAG_READY_SKILL] = false;
271 switch (op->type) 133 ob->flag [FLAG_READY_RANGE] = false;
272 { 134 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 }
284 135
285 ob->update_stats (); 136 ob->update_stats ();
137
286 ns->floorbox_update (); 138 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
290 141
291 activate (); 142 activate ();
292 143
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
299} 146}
300 147
301void 148void
302player::disconnect () 149player::disconnect ()
303{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
304 if (ns) 157 if (ns)
305 { 158 {
306 if (active) 159 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308 161
311 ns->reset_stats (); 164 ns->reset_stats ();
312 ns->pl = 0; 165 ns->pl = 0;
313 ns = 0; 166 ns = 0;
314 } 167 }
315 168
316 if (ob) 169 // this is important for the player scheduler to get the correct refcount
317 ob->close_container (); //TODO: client-specific 170 // when ns = 0
171 observe = viewpoint = ob;
318 172
319 deactivate (); 173 deactivate ();
320} 174}
175
176//-GPL
321 177
322// the need for this function can be explained 178// the need for this function can be explained
323// by load_object not returning the object 179// by load_object not returning the object
324void 180void
325player::set_object (object *op) 181player::set_object (object *op)
326{ 182{
327 ob = op; 183 ob = observe = viewpoint = op;
328 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
329 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
330 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
331 ob->speed = 1.0f; 188
332 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
333} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
334 207
335player::player () 208player::player ()
336{ 209{
337 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point. 211 * we deal with that below this point.
344 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
345 218
346 gen_sp_armour = 10; 219 gen_sp_armour = 10;
347 bowtype = bow_normal; 220 bowtype = bow_normal;
348 petmode = pet_normal; 221 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 222 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
352 do_los = 1; 224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
353} 228}
354 229
355void 230void
356player::do_destroy () 231player::do_destroy ()
357{ 232{
358 disconnect (); 233 disconnect ();
359 234
360 attachable::do_destroy (); 235 attachable::do_destroy ();
361 236
362 if (ob) 237 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy (); 238 ob->destroy ();
366 } 239
240 ob = observe = viewpoint = 0;
367} 241}
368 242
369player::~player () 243player::~player ()
370{ 244{
371 /* Clear item stack */ 245 /* Clear item stack */
372 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
373} 275}
374 276
375/* Tries to add player on the connection passed in ns. 277/* 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 278 * All we can really get in this is some settings like host and display
377 * mode. 279 * mode.
379player * 281player *
380player::create () 282player::create ()
381{ 283{
382 player *pl = new player; 284 player *pl = new player;
383 285
384 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
385 287
386 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
389 291
390 set_first_map (pl->ob); 292 set_first_map (pl->ob);
391 293
392 return pl; 294 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} 295}
422 296
423object * 297object *
424get_nearest_player (object *mon) 298get_nearest_player (object *mon)
425{ 299{
428 unsigned lastdist; 302 unsigned lastdist;
429 rv_vector rv; 303 rv_vector rv;
430 304
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 306 {
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)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 308 continue;
462 309
463 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
464 { 311 {
480#endif 327#endif
481 return op; 328 return op;
482} 329}
483 330
484/* I believe this can safely go to 2, 3 is questionable, 4 will likely 331/* 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 332 * result in a monster paths backtracking. It basically determines how large a
486 * detour a monster will take from the direction path when looking 333 * 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 334 * for a path to the player. The values are in the amount of direction
488 * the deviation is 335 * the deviation is
489 */ 336 */
490#define DETOUR_AMOUNT 2 337#define DETOUR_AMOUNT 2
526 */ 373 */
527int 374int
528path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
529{ 376{
530 rv_vector rv; 377 rv_vector rv;
531 sint16 x, y;
532 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
533 maptile *m, *lastmap;
534 379
535 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
536 381
537 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
538 return 0; 383 return 0;
539 384
540 x = mon->x; 385 mapxy pos (mon);
541 y = mon->y;
542 m = mon->map;
543 dir = rv.direction; 386 dir = rv.direction;
544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546 389
547 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
548 if (diff > max) 391 if (diff > max)
549 return 0; 392 return 0;
550 393
551 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
552 { 395 {
553 lastx = x; 396 mapxy lastpos = pos;
554 lasty = y;
555 lastmap = m;
556 x = lastx + freearr_x[dir];
557 y = lasty + freearr_y[dir];
558 397
559 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
560 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
561 399
562 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
563 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
564 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
565 { 404 {
566 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
567 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
568 */ 407 */
569 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
570 if (rv.direction != dir) 409 if (rv.direction != dir)
571 { 410 {
572 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
573 * the values so it will try again. 412 * the values so it will try again.
574 */ 413 */
575 x = lastx;
576 y = lasty;
577 m = lastmap; 414 pos = lastpos;
578 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
579 } 416 }
580 else 417 else
581 { 418 {
582 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
583 * either the left or right. 420 * either the left or right.
584 * Note increase the values in the loop below to be 421 * Note increase the values in the loop below to be
585 * more than -1/1 respectively will mean the monster takes 422 * more than -1/1 respectively will mean the monster takes
586 * bigger detour. Have to be careful about these values getting 423 * 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 424 * too big (3 or maybe 4 or higher) as the monster may just try
588 * stepping back and forth 425 * stepping back and forth
589 */ 426 */
590 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591 { 428 {
592 if (i == 0) 429 if (i == 0)
593 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
594 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
595 * since the direction that the creature should move in 433 * since the direction that the creature should move in
596 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
597 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
598 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
600 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
601 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
602 * the last direction the creature has successfully 440 * the last direction the creature has successfully
603 * moved. 441 * moved.
604 */ 442 */
605
606 x = lastx + freearr_x[absdir (lastdir + i)];
607 y = lasty + freearr_y[absdir (lastdir + i)];
608 m = lastmap; 443 pos = lastpos;
609 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
610 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
611 continue; 447 continue;
612 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
613 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
614 continue; 452 continue;
615 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
616 continue; 455 continue;
617 456
618 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
619 break; 458 break;
620 } 459 }
460
621 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
622 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
623 */ 463 */
624 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
625 return 0; 465 return 0;
466
626 diff--; 467 diff--;
627 lastdir = dir; 468 lastdir = dir;
628 max--; 469 max--;
629 if (!firstdir) 470 if (!firstdir)
630 firstdir = dir + i; 471 firstdir = dir + i;
634 { 475 {
635 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
636 diff--; 477 diff--;
637 max--; 478 max--;
638 lastdir = dir; 479 lastdir = dir;
480
639 if (!firstdir) 481 if (!firstdir)
640 firstdir = dir; 482 firstdir = dir;
641 } 483 }
642 484
643 if (diff <= 1) 485 if (diff <= 1)
644 { 486 {
645 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
646 * headed toward player for entire distance. 488 * headed toward player for entire distance.
647 */ 489 */
648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
650 } 492 }
651 493
652 if (diff > max) 494 if (diff > max)
653 return 0; 495 return 0;
659 501
660 return firstdir; 502 return firstdir;
661} 503}
662 504
663void 505void
664give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
665{ 507{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 508 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 510
671 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
672 { 512 {
673 next = op->below; 513 next = op->below;
674 514
675 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
677 */ 517 */
678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
679 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
680 520
681 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 522 * by this player due to race restrictions
683 */ 523 */
684 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
685 { 525 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
687 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
691 { 533 {
692 op->destroy (); 534 op->destroy ();
693 continue; 535 continue;
694 } 536 }
695 } 537 }
696 538
697 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 542 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
704 { 544 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 547 {
713 op->destroy (); 548 op->destroy ();
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
715 continue;
716 } 550 }
717 551
718 if (op->nrof > 1) 552 if (op->nrof > 1)
719 op->nrof = 1; 553 op->nrof = 1;
720 } 554 }
721 555
722 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
723 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 558
727 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 561 * merged properly.
730 */ 562 */
731 if (need_identify (op)) 563 if (op->need_identify ())
732 {
733 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
737 if (op->type == SPELL) 570 if (op->type == SPELL)
738 { 571 {
739 op->destroy (); 572 op->destroy ();
740 continue; 573 continue;
741 } 574 }
742 else if (op->type == SKILL) 575 else if (op->type == SKILL)
743 { 576 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 578 op->stats.exp = 0;
746 op->level = 1; 579 op->level = 1;
747 } 580 }
748 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
749 else 582 op->set_flag (FLAG_INV_LOCKED);
750 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
752 584
753 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
754 link_player_skills (pl); 586 pl->contr->link_skills ();
755} 587}
756 588
757void 589void
758get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
759{ 591{
769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
770} 602}
771 603
772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int 605static int
774roll_stat (void) 606roll_stat ()
775{ 607{
776 int a[4], i, j, k; 608 int a[4], i, j, k;
777 609
778 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
779 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
780 612
781 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 614 if (a[i] < k)
783 k = a[i], j = i; 615 k = a[i], j = i;
784 616
860static void 692static void
861start_info (object *op) 693start_info (object *op)
862{ 694{
863 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
864 696
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 698 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} 699}
870 700
871/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
876 */ 706 */
877void 707void
878player::chargen_race_done () 708player::chargen_race_done ()
879{ 709{
880 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 711 esrv_new_player (ob->contr);
882 712
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
884 if (tl) 714 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
886 716
887 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, ob->contr);
889 718
890 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
891 720
892 if (ob->msg) 721 if (ob->msg)
893 ob->msg = 0; 722 ob->msg = 0;
894 723
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 {
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); 724 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 728 ob->update_stats ();
910 729
911 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
912 * is one for this race 731 * is one for this race
913 */ 732 */
914 if (*first_map_ext_path) 733 if (*first_map_ext_path)
915 { 734 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 735 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
738
739/*
740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746static int
747allowed_class (const object *op)
748{
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
931} 756}
932 757
933void 758void
934player::chargen_race_next () 759player::chargen_race_next ()
935{ 760{
943 int x = ob->x, y = ob->y; 768 int x = ob->x, y = ob->y;
944 769
945 ob->remove_statbonus (); 770 ob->remove_statbonus ();
946 ob->remove (); 771 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 772 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 773 ob->arch->copy_to (ob);
949 ob->instantiate (); 774 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 775 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 776 ob->name = ob->name_pl = name;
952 ob->x = x; 777 ob->x = x;
953 ob->y = y; 778 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 779 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 780 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 781 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 782 ob->add_statbonus ();
958 } 783 }
959 while (!allowed_class (ob)); 784 while (!allowed_class (ob));
960 785
961 update_object (ob, UP_OBJ_FACE); 786 update_object (ob, UP_OBJ_FACE);
964 ob->stats.hp = ob->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0; 791 ob->stats.grace = 0;
967} 792}
968 793
969void 794static void
970flee_player (object *op) 795flee_player (object *op)
971{ 796{
972 int dir, diff; 797 int dir, diff;
973 rv_vector rv; 798 rv_vector rv;
974 799
975 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
976 { 801 {
977 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
979 return; 804 return;
980 } 805 }
981 806
982 if (op->enemy == NULL) 807 if (!op->enemy)
983 { 808 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
986 return; 811 return;
987 } 812 }
988 813
989 /* Seen some crashes here. Since we don't store an 814 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 { 815 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL; 816 op->enemy = NULL;
997 return; 817 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; 818 return;
1005 } 819 }
1006 820
1007 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
1008 822
1009 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
1011 { 825 {
1012 int m = 1 - (RANDOM () & 2); 826 int m = 1 - rndm (2) * 2;
1013 827
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 828 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1015 return; 829 return;
1016 } 830 }
1017 831
1018 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
1020 op->enemy = NULL; 834 op->enemy = NULL;
1021} 835}
1022 836
1023/* check_pick sees if there is stuff to be picked up/picks up stuff. 837/* 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 838 * It returns 1 if the player should keep on moving, 0 if he should
1028check_pick (object *op) 842check_pick (object *op)
1029{ 843{
1030 object *tmp, *next; 844 object *tmp, *next;
1031 int stop = 0; 845 int stop = 0;
1032 int wvratio; 846 int wvratio;
1033 char putstring[128];
1034 847
1035 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
1037 return 1; 850 return 1;
1038 851
1039 next = op->below; 852 next = op->below;
853
854 int cnt = MAX_ITEM_PER_ACTION;
855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1040 856
1041 /* loop while there are items on the floor that are not marked as 857 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 858 * destroyed */
1043 while (next && !next->destroyed ()) 859 while (next && !next->destroyed ())
1044 { 860 {
1045 tmp = next; 861 tmp = next;
1046 next = tmp->below; 862 next = tmp->below;
1047 863
864 if (cnt <= 0)
865 {
866 op->failmsg ("Couldn't pickup all items at once.");
867 return 0;
868 }
869
1048 if (op->destroyed ()) 870 if (op->destroyed ())
1049 return 0; 871 return 0;
1050 872
1051 if (!can_pick (op, tmp)) 873 if (!can_pick (op, tmp))
1052 continue; 874 continue;
1053 875
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 877 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 879 CHK_PICK_PICKUP;
880
1058 continue; 881 continue;
1059 } 882 }
1060 883
1061 /* high not bit set? We're using the old autopickup model */ 884 /* pickup handling */
885 if (op->contr->mode & PU_DEBUG)
886 {
887 /* some debugging code to figure out item information */
888 const char *str = tmp->name
889 ? format ("item name: %s item type: %d weight/value: %d",
890 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
891 : format ("item name: %s item type: %d weight/value: %d",
892 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
893
894 new_draw_info (NDI_UNIQUE, 0, op, str);
895 }
896
897 if (op->contr->mode & PU_INHIBIT)
898 return 1;
899
900 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
901 return 1;
902
903 /* philosophy:
904 * It's easy to grab an item type from a pile, as long as it's
905 * generic. This takes no game-time. For more detailed pickups
906 * and selections, select-items should be used. This is a
907 * grab-as-you-run type mode that's really useful for arrows for
908 * example.
909 * The drawback: right now it has no frontend, so you need to
910 * stick the bits you want into a calculator in hex mode and then
911 * convert to decimal and then 'pickup <#>
912 */
913
914 /* the first two modes are exclusive: if NOTHING we return, if
915 * STOP then we stop. All the rest are applied sequentially,
916 * meaning if any test passes, the item gets picked up. */
917
918 /* if mode is set to pick nothing up, return */
919 if (op->contr->mode == PU_NOTHING)
920 return 1;
921
922 /* if mode is set to stop when encountering objects, return */
923 /* take STOP before INHIBIT since it doesn't actually pick
924 * anything up */
925 if (op->contr->mode & PU_STOP)
926 return 0;
927
928 /* useful for going into stores and not losing your settings... */
929 /* and for battles wher you don't want to get loaded down while
930 * fighting */
931 if (op->contr->mode & PU_INHIBIT)
932 return 1;
933
934 /* prevent us from turning into auto-thieves :) */
935 if (tmp->flag [FLAG_UNPAID])
936 continue;
937
938 /* ignore known cursed objects */
939 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
940 continue;
941
942 /* all food and drink if desired */
943 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 944 if (op->contr->mode & PU_FOOD)
945 if (tmp->type == FOOD)
1063 { 946 {
1064 switch (op->contr->mode) 947 CHK_PICK_PICKUP;
948 continue;
949 }
950
951 if (op->contr->mode & PU_DRINK)
952 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 if (op->contr->mode & PU_POTION)
959 if (tmp->type == POTION)
960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
965 /* spellbooks, skillscrolls and normal books/scrolls */
966 if (op->contr->mode & PU_SPELLBOOK)
967 if (tmp->type == SPELLBOOK)
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_SKILLSCROLL)
974 if (tmp->type == SKILLSCROLL)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 if (op->contr->mode & PU_READABLES)
981 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
982 {
983 CHK_PICK_PICKUP;
984 continue;
985 }
986
987 /* wands/staves/rods/horns */
988 if (op->contr->mode & PU_MAGIC_DEVICE)
989 if (tmp->type == WAND
990 || tmp->type == ROD
991 || tmp->type == HORN
992 || tmp->type == POWER_CRYSTAL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL)
1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 if (op->contr->mode & PU_VALUABLES)
1008 {
1009 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 1010 {
1066 case 0: 1011 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1012 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 } 1013 }
1099 } 1014 }
1100 else 1015
1101 { /* old model */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 1017 if (op->contr->mode & PU_JEWELS)
1018 if (tmp->type == RING
1019 || tmp->type == AMULET
1020 || tmp->type == GIRDLE
1021 || tmp->type == SKILL_TOOL)
1104 { 1022 {
1105 /* some debugging code to figure out item information */ 1023 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; 1024 continue;
1025 }
1152 1026
1153 /* ignore known cursed objects */ 1027 /* we don't forget dragon food */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1028 if (op->contr->mode & PU_FLESH)
1029 if (tmp->type == FLESH)
1030 {
1031 CHK_PICK_PICKUP;
1155 continue; 1032 continue;
1033 }
1156 1034
1157 /* all food and drink if desired */ 1035 /* bows and arrows. Bows are good for selling! */
1158 /* question: don't pick up known-poisonous stuff? */ 1036 if (op->contr->mode & PU_BOW)
1037 if (tmp->type == BOW)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 if (op->contr->mode & PU_ARROW)
1044 if (tmp->type == ARROW)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1050 /* all kinds of armor etc. */
1051 if (op->contr->mode & PU_ARMOUR)
1052 if (tmp->type == ARMOUR)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_HELMET)
1059 if (tmp->type == HELMET)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 if (op->contr->mode & PU_SHIELD)
1066 if (tmp->type == SHIELD)
1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1159 if (op->contr->mode & PU_FOOD) 1072 if (op->contr->mode & PU_BOOTS)
1160 if (tmp->type == FOOD) 1073 if (tmp->type == BOOTS)
1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1079 if (op->contr->mode & PU_GLOVES)
1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 if (op->contr->mode & PU_CLOAK)
1087 if (tmp->type == CLOAK)
1088 {
1089 CHK_PICK_PICKUP;
1090 continue;
1091 }
1092
1093 /* hoping to catch throwing daggers here */
1094 if (op->contr->mode & PU_MISSILEWEAPON)
1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 /* careful: chairs and tables are weapons! */
1102 if (op->contr->mode & PU_ALLWEAPON)
1103 {
1104 if (tmp->type == WEAPON)
1105 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1161 { 1106 {
1162 pick_up (op, tmp); 1107 CHK_PICK_PICKUP;
1163 continue; 1108 continue;
1164 } 1109 }
1110 }
1165 1111
1112 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1113 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1115 {
1169 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1170 continue; 1117 continue;
1171 } 1118 }
1172 1119
1120 /* any of the last 4 bits set means we use the ratio for value
1121 * pickups */
1173 if (op->contr->mode & PU_POTION) 1122 if (op->contr->mode & PU_RATIO)
1174 if (tmp->type == POTION) 1123 {
1124 /* use value density to decide what else to grab */
1125 /* >=7 was >= op->contr->mode */
1126 /* >=7 is the old standard setting. Now we take the last 4 bits
1175 { 1127 */
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) 1128 wvratio = op->contr->mode & PU_RATIO;
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1129 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 { 1130 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1131#if 0
1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1133 if (tmp->name != NULL)
1221 { 1134 {
1222 pick_up (op, tmp); 1135 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1136 }
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 1137 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1140 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1362#endif 1141#endif
1142 CHK_PICK_PICKUP;
1363 continue; 1143 continue;
1364 }
1365 } 1144 }
1366 } /* the new pickup model */ 1145 } /* the new pickup model */
1367 } 1146 }
1368 1147
1369 return !stop; 1148 return !stop;
1370} 1149}
1371 1150
1151/* routine for both players and monsters. We call this when
1152 * there is a possibility for our action distrubing our hiding
1153 * place or invisiblity spell. Artefact invisiblity causes
1154 * "noise" instead. If we arent invisible to begin with, we
1155 * return 0.
1156 */
1157static int
1158action_makes_visible (object *op)
1159{
1160 if (op->invisible && op->flag [FLAG_ALIVE])
1161 {
1162 if (op->flag [FLAG_MAKE_INVIS])
1163 {
1164 // artefact invisibility is permanent, but we still make noise
1165 // this is important for game-balance.
1166 if (op->contr)
1167 op->make_noise ();
1168
1169 return 0;
1170 }
1171
1172 if (op->contr && op->contr->tmp_invis == 0)
1173 return 0;
1174
1175 /* If monsters, they should become visible */
1176 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1177 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1179 return 1;
1180 }
1181 }
1182
1183 return 0;
1184}
1185
1372/* 1186/*
1373 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1374 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1375 * found object is returned. 1189 * found object is returned.
1376 */ 1190 */
1377object * 1191static object *
1378find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1379{ 1193{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1194 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) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1196 return splay (tmp);
1197
1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1200 if (object *arrow = find_arrow (tmp, type))
1201 {
1202 splay (tmp);
1386 return op; 1203 return arrow;
1204 }
1387 1205
1388 return tmp; 1206 return 0;
1389} 1207}
1390 1208
1391/* 1209/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1210 * 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 1211 * 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 1212 * 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. 1213 * the hall. Failing that it does it's best to pick the highest plus arrow.
1396 */ 1214 */
1397object * 1215static object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1217{
1400 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1402 1220
1403 if (!type) 1221 if (!type)
1404 return NULL; 1222 return NULL;
1405 1223
1406 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1407 { 1225 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1409 { 1227 {
1410 i = 0; 1228 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1412 if (i > betterby) 1231 if (i > betterby)
1413 { 1232 {
1414 tmp = ntmp; 1233 tmp = ntmp;
1415 betterby = i; 1234 betterby = i;
1416 } 1235 }
1417 } 1236 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1237 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1238 {
1420 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1240 if (target->race && arrow->slaying.contains (target->race))
1422 { 1241 {
1423 if (arrow->attacktype & AT_DEATH) 1242 if (arrow->attacktype & AT_DEATH)
1424 { 1243 {
1425 *better = 100; 1244 *better = 100;
1426 return arrow; 1245 return arrow;
1434 else 1253 else
1435 { 1254 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1255 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1256 {
1438 attacktype = 1 << attacknum; 1257 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1258 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1259 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1260 {
1442 tmp = arrow; 1261 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1262 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1263 }
1445 } 1264 }
1265
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1267 {
1448 tmp = arrow; 1268 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1270 }
1271
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1273 {
1453 tmp = arrow; 1274 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1276 }
1456 } 1277 }
1457 } 1278 }
1458 } 1279 }
1280
1459 if (tmp == NULL && arrow == NULL) 1281 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1282 return find_arrow (op, type);
1461 1283
1462 *better = betterby; 1284 *better = betterby;
1463 return tmp; 1285 return tmp;
1467 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1290 * op = the shooter
1469 * type = bow->race 1291 * type = bow->race
1470 * dir = fire direction 1292 * dir = fire direction
1471 */ 1293 */
1472object * 1294static object *
1473pick_arrow_target (object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1474{ 1296{
1475 object *tmp = NULL; 1297 object *tmp = NULL;
1476 maptile *m; 1298 maptile *m;
1477 int i, mflags, found, number; 1299 int i, mflags, found, number;
1478 sint16 x, y; 1300 sint16 x, y;
1493 for (i = 0, found = 0; i < 20; i++) 1315 for (i = 0, found = 0; i < 20; i++)
1494 { 1316 {
1495 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1322 {
1500 tmp = NULL; 1323 tmp = 0;
1501 break; 1324 break;
1502 } 1325 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1326 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1327 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1329 * perhaps a bad assumption.
1507 */ 1330 */
1508 tmp = NULL; 1331 tmp = 0;
1509 break; 1332 break;
1510 } 1333 }
1334
1511 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1336 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1338 break;
1521 }
1522 } 1339 }
1523 if (tmp == NULL) 1340
1341 if (!tmp)
1524 return find_arrow (op, type); 1342 return find_arrow (op, type);
1525 1343
1526 if (tmp->head) 1344 if (tmp->head)
1527 tmp = tmp->head; 1345 tmp = tmp->head;
1528 1346
1529 return find_better_arrow (op, tmp, type, &i); 1347 return find_better_arrow (op, tmp, type, &i);
1530} 1348}
1531 1349
1532/* 1350/*
1533 * Creature fires a bow - op can be monster or player. Returns 1351 * Creature fires a bow - op can be monster or player. Returns
1534 * 1 if bow was actually fired, 0 otherwise. 1352 * 1 if bow was actually fired, 0 otherwise.
1535 * op is the object firing the bow. 1353 * op is the object firing the bow.
1536 * part is for multipart creatures - the part firing the bow. 1354 * part is for multipart creatures - the part firing the bow.
1537 * dir is the direction of fire. 1355 * dir is the direction of fire.
1538 * wc_mod is any special modifier to give (used in special player fire modes) 1356 * 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); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1569 return 0; 1387 return 0;
1570 } 1388 }
1571 1389
1572 // optimisation: move object to top so we will find it quickly again 1390 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below) 1391 splay (bow);
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1579 } 1392 }
1580 1393
1581 if (!bow->race || !bow->skill) 1394 if (!bow->race || !bow->skill)
1582 { 1395 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1590 { 1403 {
1591 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1405 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 */ 1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1594 else 1407 else
1595 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1596 1409
1597 return 0; 1410 return 0;
1598 } 1411 }
1599 } 1412 }
1600 1413
1609 } 1422 }
1610 1423
1611 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1425 if (arrow->nrof == 0)
1613 { 1426 {
1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1428 arrow->destroy ();
1615 return 0; 1429 return 0;
1616 } 1430 }
1617 1431
1618 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1433 arrow = arrow->split ();
1620 if (!arrow) 1434 if (!arrow)
1621 { 1435 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1436 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1437 return 0;
1624 } 1438 }
1628 arrow->direction = dir; 1442 arrow->direction = dir;
1629 1443
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam; 1445 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype; 1446 arrow->stats.grace = arrow->attacktype;
1447 arrow->custom_name = arrow->slaying;
1633 1448
1634 if (arrow->slaying) 1449#if 0
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr) 1450 if (player *pl = op->contr)
1638 { 1451 {
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; 1452 float speed = pl->weapon_sp;
1646 1453
1647 /* penalize ROF for bestarrow */ 1454 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1455 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1456 speed *= .9f;
1650 else 1457 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1458 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1459
1653 op->speed_left += speed - op->speed; 1460 op->speed_left += speed - op->speed;
1461 }
1654#endif 1462#endif
1655 }
1656 1463
1657 SET_ANIMATION (arrow, arrow->direction); 1464 SET_ANIMATION (arrow, arrow->direction);
1658 1465
1659 /* update the speed */ 1466 /* 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 1467
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0; 1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1665 1473
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1475
1668 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1669 { 1477 {
1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1691 1499
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1695 1504
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1505 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1698 1507
1699 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1509 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 1510
1710 return 1; 1511 return 1;
1711} 1512}
1712 1513
1713/* Special fire code for players - this takes into 1514/* Special fire code for players - this takes into
1715 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1716 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1717 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1718 * hence the function name. 1519 * hence the function name.
1719 */ 1520 */
1720int 1521static int
1721player_fire_bow (object *op, int dir) 1522player_fire_bow (object *op, int dir)
1722{ 1523{
1723 int ret = 0, wcmod = 0; 1524 int ret;
1724 1525
1725 if (op->contr->bowtype == bow_bestarrow) 1526 if (op->contr->bowtype == bow_bestarrow)
1726 { 1527 {
1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1528 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1728 } 1529 }
1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1530 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 { 1531 {
1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1532 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); 1533 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1735 } 1534 }
1736 else if (op->contr->bowtype == bow_threewide) 1535 else if (op->contr->bowtype == bow_threewide)
1737 { 1536 {
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1537 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)]); 1538 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1740 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1539 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 } 1540 }
1742 else if (op->contr->bowtype == bow_spreadshot) 1541 else if (op->contr->bowtype == bow_spreadshot)
1743 { 1542 {
1744 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);
1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1544 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); 1545 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1747 } 1546 }
1748 else 1547 else
1749 { 1548 {
1755} 1554}
1756 1555
1757/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1758 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1759 */ 1558 */
1760void 1559static void
1761fire_misc_object (object *op, int dir) 1560fire_misc_object (object *op, int dir)
1762{ 1561{
1763 object *item = op->contr->ranged_ob; 1562 object *item = op->contr->ranged_ob;
1764 1563
1765 if (!item) 1564 if (!item)
1772 { 1571 {
1773 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1774 return; 1573 return;
1775 } 1574 }
1776 1575
1777 if (!op->change_weapon (item)) 1576 if (!op->apply (item))
1778 return; 1577 return;
1779 1578
1780 if (item->type == WAND) 1579 if (item->type == WAND)
1781 { 1580 {
1782 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
1783 { 1582 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1583 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)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1585
1787 return; 1586 return;
1788 } 1587 }
1789 } 1588 }
1790 else if (item->type == ROD || item->type == HORN) 1589 else if (item->type == ROD || item->type == HORN)
1791 { 1590 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1591 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1592
1593 // using the maximum of the rods charge allows at least one spell cast
1594 // for a rod or horn, this fixes some broken rods.
1595 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1793 { 1596 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1795 1598
1796 if (item->type == ROD) 1599 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)); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1601 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1602 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 } 1605 }
1803 } 1606 }
1804 1607
1805 if (cast_spell (op, item, dir, item->inv, NULL)) 1608 if (cast_spell (op, item, dir, item->inv, NULL))
1806 { 1609 {
1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1610 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1611
1808 if (item->type == WAND) 1612 if (item->type == WAND)
1809 { 1613 {
1810 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1811 { 1615 {
1812 object *tmp;
1813
1814 if (item->arch) 1616 if (item->arch)
1815 { 1617 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1619 item->face = item->arch->face;
1818 item->set_speed (0); 1620 item->set_speed (0);
1819 } 1621 }
1820 1622
1821 if ((tmp = item->in_player ())) 1623 if (object *pl = item->visible_to ())
1822 esrv_update_item (UPD_ANIM, tmp, item); 1624 esrv_update_item (UPD_ANIM, pl, item);
1823 } 1625 }
1824 } 1626 }
1825 else if (item->type == ROD || item->type == HORN) 1627 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item); 1628 drain_rod_charge (item);
1827 } 1629 }
1828} 1630}
1829 1631
1830/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1831 */ 1633 */
1832void 1634bool
1833fire (object *op, int dir) 1635fire (object *who, int dir)
1834{ 1636{
1835 int spellcost = 0; 1637 int spellcost = 0;
1836 1638
1639 player *pl = who->contr;
1640
1641 if (pl->golem)
1642 {
1643 control_golem (who->contr->golem, dir);
1644 return false;
1645 }
1646
1647 object *ob = pl->ranged_ob;
1648
1649 if (!ob)
1650 return false;
1651
1652 if (who->speed_left > 0.f)
1653 --who->speed_left;
1654 else
1655 return false;
1656
1657 if (!who->apply (ob))
1658 return false;
1659
1837 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
1838 if (action_makes_visible (op)) 1661 if (action_makes_visible (who))
1839 make_visible (op); 1662 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 1663
1857 switch (ob->type) 1664 switch (ob->type)
1858 { 1665 {
1859 case BOW: 1666 case BOW:
1860 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
1861 break; 1668 break;
1862 1669
1863 case SPELL: 1670 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1671 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1865 break; 1672 break;
1866 1673
1867 case BUILDER: 1674 case BUILDER:
1868 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
1869 break; 1676 break;
1870 1677
1871 case SKILL: 1678 case SKILL:
1872 do_skill (op, op, ob, dir, 0); 1679 do_skill (who, who, ob, dir, 0);
1873 break; 1680 break;
1874 1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1875 default: 1686 default:
1876 fire_misc_object (op, dir); 1687 fire_misc_object (who, dir);
1877 break; 1688 break;
1878 } 1689 }
1879}
1880 1690
1881/* find_key 1691 return true;
1882 * We try to find a key for the door as passed. If we find a key 1692}
1883 * and successfully use it, we return the key, otherwise NULL 1693
1884 * This function merges both normal and locked door, since the logic 1694static 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) 1695find_key_ (object *pl, object *container, object *door)
1893{ 1696{
1894 object *tmp, *key; 1697 object *tmp, *key;
1895 1698
1896 /* Should not happen, but sanity checking is never bad */ 1699 /* Should not happen, but sanity checking is never bad */
1897 if (!container->inv) 1700 if (!container->inv)
1900 /* First, lets try to find a key in the top level inventory */ 1703 /* First, lets try to find a key in the top level inventory */
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1704 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1705 {
1903 if (door->type == DOOR && tmp->type == KEY) 1706 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1707 break;
1708
1905 /* For sanity, we should really check door type, but other stuff 1709 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1710 * (like containers) can be locked with special keys
1907 */ 1711 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1713 break;
1910 } 1714 }
1915 * a key, return 1719 * a key, return
1916 */ 1720 */
1917 if (!tmp) 1721 if (!tmp)
1918 { 1722 {
1919 for (tmp = container->inv; tmp; tmp = tmp->below) 1723 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1921 /* No reason to search empty containers */ 1724 /* No reason to search empty containers */
1922 if (tmp->type == CONTAINER && tmp->inv) 1725 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1924 if ((key = find_key (pl, tmp, door))) 1726 if ((key = find_key_ (pl, tmp, door)))
1925 return key; 1727 return key;
1926 }
1927 }
1928 1728
1929 if (!tmp) 1729 if (!tmp)
1930 return NULL; 1730 return 0;
1931 } 1731 }
1932 1732
1933 /* We get down here if we have found a key. Now if its in a container, 1733 /* 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 1734 * see if we actually want to use it
1935 */ 1735 */
1936 if (pl != container) 1736 if (pl != container)
1937 { 1737 {
1938 /* Only let players use keys in containers */ 1738 /* Only let players use keys in containers */
1939 if (!pl->contr) 1739 if (!pl->contr)
1940 return NULL; 1740 return 0;
1741
1941 /* cases where this fails: 1742 /* cases where this fails:
1942 * If we only search the player inventory, return now since we 1743 * If we only search the player inventory, return now since we
1943 * are not in the players inventory. 1744 * are not in the players inventory.
1944 * If the container is not active, return now since only active 1745 * If the container is not active, return now since only active
1945 * containers can be used. 1746 * containers can be used.
1949 * inv must have been an container and must have been active. 1750 * inv must have been an container and must have been active.
1950 * 1751 *
1951 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1952 * all the others. 1753 * all the others.
1953 */ 1754 */
1954 if (pl->contr->usekeys == key_inventory || 1755 if (pl->contr->usekeys == key_inventory
1955 !QUERY_FLAG (container, FLAG_APPLIED) || 1756 || !container->flag [FLAG_APPLIED]
1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1957 { 1758 {
1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 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)); 1760 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 return NULL; 1761 return NULL;
1961 } 1762 }
1962 } 1763 }
1963 1764
1964 return tmp; 1765 return tmp;
1766}
1767
1768/* find_key
1769 * We try to find a key for the door as passed. If we find a key
1770 * and successfully use it, we return the key, otherwise NULL
1771 * This function merges both normal and locked door, since the logic
1772 * for both is the same - just the specific key is different.
1773 * pl is the player,
1774 * inv is the objects inventory to searched
1775 * door is the door we are trying to match against.
1776 * This function can be called recursively to search containers.
1777 */
1778object *
1779find_key (object *pl, object *container, object *door)
1780{
1781 if (door->slaying && is_match_expr (door->slaying))
1782 {
1783 // for match expressions, we try to find the key by applying the match
1784 // to the op itself, which is supposed to find the "key", instead
1785 // of searching through containers ourselves.
1786
1787 return match_one (door->slaying, container, door, pl, pl);
1788 }
1789 else
1790 return find_key_ (pl, container, door);
1965} 1791}
1966 1792
1967/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
1970 * 0 otherwise 1796 * 0 otherwise
1971 */ 1797 */
1972static int 1798static int
1973player_attack_door (object *op, object *door) 1799player_attack_door (object *op, object *door)
1974{ 1800{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1801 /* 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 - 1802 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1803 * otherwise, we fall through to the rest of the code.
1978 */ 1804 */
1979 object *key = find_key (op, op, door); 1805 object *key = find_key (op, op, door);
1980 1806
1981 /* IF we found a key, do some extra work */ 1807 /* If we found a key, do some extra work */
1982 if (key) 1808 if (key)
1983 { 1809 {
1984 object *container = key->env; 1810 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1811
1988 if (action_makes_visible (op)) 1812 if (action_makes_visible (op))
1989 make_visible (op); 1813 make_visible (op);
1990 1814
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1815 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1817
1994 if (door->type == DOOR) 1818 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1819 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1820 else if (door->type == LOCKED_DOOR)
1997 { 1821 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1822 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1823 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1824 }
2001 1825
2002 /* Do this after we print the message */ 1826 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1827 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 1828
2008 return 1; /* Nothing more to do below */ 1829 return 1; /* Nothing more to do below */
2009 } 1830 }
2010 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2011 { 1832 {
2012 /* Might as well return now - no other way to open this */ 1833 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1834 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1835 return 1;
2015 } 1836 }
2016 1837
2017 return 0; 1838 return 0;
2018} 1839}
2021 * It should keep the code cleaner. 1842 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1843 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1844 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
2025 */ 1846 */
2026void 1847bool
2027move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
2028{ 1849{
2029 object *tmp, *mon; 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2030 int on_battleground; 1851 {
2031 maptile *m; 1852 --op->speed_left;
1853 return true;
1854 }
2032 1855
2033 sint16 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
2035 1858
2036 on_battleground = op_on_battleground (op, 0, 0); 1859 if (out_of_map (op->map, nx, ny))
1860 return false;
2037 1861
2038 /* If braced, or can't move to the square, and it is not out of the 1862 /* 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 1863 * 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 1864 * 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 1865 * 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 1866 * 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 1867 * 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 1868 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 1869 * move_ob uses.
2046 */ 1870 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1871 maptile *m = op->map->xy_find (nx, ny);
1872
1873 /* Go through all the objects, and find ones of interest. Only stop if
1874 * we find a monster - that is something we know we want to attack.
1875 * if its a door or barrel (can roll) see if there may be monsters
1876 * on the space
1877 */
1878 object *mon;
1879 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1880 {
1881 if ((mon->flag [FLAG_ALIVE]
1882 || mon->type == LOCKED_DOOR
1883 || mon->flag [FLAG_CAN_ROLL])
1884 && mon != op)
1885 break;
2048 { 1886 }
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1887
1888 /* no monster == player tries to move into a wall or so */
1889 if (!mon)
1890 {
1891 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1892 if (op->move_type & ob->move_block)
2050 { 1893 {
2051 m = op->map->xy_find (nx, ny); 1894 if (ob->move_block == MOVE_ALL)
2052 if (!m) 1895 move_into_wall (op, ob);
2053 return; /* Don't think this should happen */ 1896 else
1897 {
1898 if (op->contr->ns->bumpmsg)
1899 {
1900 op->play_sound (sound_find ("blocked_move"));
1901
1902 op->statusmsg (ob->invisible
1903 ? "Something blocks you."
1904 : format ("Something blocks you from entering the %s.", query_name (ob))
1905 );
1906 }
1907 }
1908
1909 break;
1910 }
1911
1912 return false;
1913 }
1914
1915 mon = mon->head_ ();
1916
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
1919 if (player_attack_door (op, mon))
1920 {
1921 --op->contr->weapon_sp_left;
1922 return true;
1923 }
1924
1925 /* The following deals with possibly attacking peaceful
1926 * or friendly creatures. Basically, all players are considered
1927 * unaggressive. If the moving player has peaceful set, then the
1928 * object should be pushed instead of attacked. It is assumed that
1929 * if you are braced, you will not attack friends accidently,
1930 * and thus will not push them.
1931 */
1932
1933 /* If the creature is a pet, push it even if the player is not
1934 * peaceful. Our assumption is the creature is a pet if the
1935 * player owns it and it is either friendly or unagressive.
1936 */
1937 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op)
1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1942 {
1943 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced)
1945 return false;
1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
2054 } 1958 }
2055 else 1959 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return; 1960 return false;
1961 }
2060 1962
2061 mon = 0; 1963 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 1964
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 && ((mon->owner && mon->owner->contr
2111 && same_party (mon->owner->contr->party, op->contr->party))
2112 || mon->owner == op)
2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2114 {
2115 /* If we're braced, we don't want to switch places with it */
2116 if (op->contr->braced)
2117 return;
2118
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 push_ob (mon, dir, op);
2121 if (op->contr->tmp_invis || op->hide)
2122 make_visible (op);
2123
2124 return;
2125 }
2126
2127 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2128 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2129 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2130 * attack them either. 1968 * attack them either.
2131 */ 1969 */
2132 if ((mon->type == PLAYER || mon->enemy != op) 1970 if ((mon->type == PLAYER || mon->enemy != op)
2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1971 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2134 && ((op->contr->peaceful 1972 && ((op->contr->peaceful
2135 || (mon->type == PLAYER && mon->contr->peaceful)) 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && !on_battleground)) 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
2137 { 1977 {
1978 --op->speed_left;
1979
2138 if (!op->contr->braced) 1980 if (!op->contr->braced)
2139 { 1981 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2142 } 1984 }
2143 else 1985 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2145 1987
2146 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 1989 make_visible (op);
2148 }
2149 1990
1991 return true;
1992 }
1993 }
2150 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 1995 * roll it if not braced. You can't roll it if you are braced.
2152 */ 1996 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2154 { 2000 {
2001 --op->speed_left;
2002
2155 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2157 make_visible (op); 2005 make_visible (op);
2158 }
2159 2006
2007 return true;
2008 }
2009 }
2160 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2011 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2015 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2018 {
2169 if (!op->contr->has_hit) 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 { 2020 {
2171 op->contr->has_hit = 1; 2021 --op->contr->weapon_sp_left;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2173 }
2174 2022
2175 skill_attack (mon, op, 0, 0, 0); 2023 skill_attack (mon, op, 0, 0, 0);
2176
2177 /* If attacking another player, that player gets automatic
2178 * hitback, and doesn't loose luck either.
2179 * Disable hitback on the battleground or if the target is
2180 * the wiz.
2181 */
2182 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2183 {
2184 short luck = mon->stats.luck;
2185
2186 mon->contr->has_hit = 1;
2187 skill_attack (op, mon, 0, 0, 0);
2188 mon->stats.luck = luck;
2189 }
2190 2024
2191 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2192 make_visible (op); 2026 make_visible (op);
2193 }
2194 } /* if player should attack something */
2195}
2196 2027
2197int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2198move_player (object *op, int dir) 2036move_player (object *op, int dir)
2199{ 2037{
2200 int pick;
2201
2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2203 return 0; 2039 return 0;
2204 2040
2205 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2206 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
2207 { 2043 {
2208 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2209 return 0; 2045 return 0;
2210 } 2046 }
2211 2047
2212 /* peterm: added following line */ 2048 /* peterm: added following line */
2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2214 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2215 2051
2216 op->facing = dir; 2052 op->facing = dir;
2217 2053
2218 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2219 do_hidden_move (op); 2055 do_hidden_move (op);
2220 2056
2057 bool retval;
2058 int pick = 0;
2059
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ; 2061 retval = RESULT_INT (0);
2223 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2224 fire (op, dir); 2063 retval = fire (op, dir);
2225 else 2064 else
2226 { 2065 {
2227 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2228 pick = check_pick (op); 2067 pick = check_pick (op);
2229 } 2068 }
2230 2069
2231 /* Add special check for newcs players and fire on - this way, the 2070 /* Add special check for newcs players and fire on - this way, the
2232 * server can handle repeat firing. 2071 * server can handle repeat firing.
2239 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2241 * for players. 2080 * for players.
2242 */ 2081 */
2243 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2244 return 0; 2083
2084 return retval;
2245} 2085}
2246 2086
2247/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2248 * new client/server stuff. 2088 * new client/server stuff.
2249 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2250 * the new speed values for commands. 2090 * the new speed values for commands.
2251 * 2091 *
2252 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2253 */ 2095 */
2254int 2096bool
2255handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2256{ 2098{
2257 if (QUERY_FLAG (op, FLAG_SCARED))
2258 {
2259 flee_player (op);
2260
2261 /* If player is still scared, that is his action for this tick */
2262 if (op->flag [FLAG_SCARED]) 2099 if (op->flag [FLAG_SCARED])
2100 {
2101 if (op->speed_left > 0.f)
2263 { 2102 {
2264 --op->speed_left; 2103 --op->speed_left;
2104 flee_player (op);
2105
2265 return 0; 2106 return true;
2266 } 2107 }
2108 else
2109 return false;
2267 } 2110 }
2268 2111
2269 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2270 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2271 * called, so we recheck it here. 2114 * called, so we recheck it here.
2272 */ 2115 */
2273 if (op->contr->ns->handle_command ()) 2116 if (op->contr->ns->handle_command ())
2274 return 1; 2117 return true;
2275 2118
2276 if (op->speed_left > 0.f)
2277 {
2278 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279 {
2280 /* All move commands take 1 tick, at least for now */
2281 --op->speed_left;
2282
2283 /* Instead of all the stuff below, let move_player take care
2284 * of it. Also, some of the skill stuff is only put in
2285 * there, as well as the confusion stuff.
2286 */
2287 move_player (op, op->direction); 2120 return move_player (op, op->direction);
2288 2121
2289 return op->speed_left > 0.f;
2290 }
2291 }
2292
2293 return 0; 2122 return false;
2294} 2123}
2295 2124
2296int 2125static int
2297save_life (object *op) 2126save_life (object *op)
2298{ 2127{
2299 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!op->flag [FLAG_LIFESAVE])
2300 return 0; 2129 return 0;
2301 2130
2302 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2304 { 2133 {
2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2306 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2307 2136
2308 if (op->contr)
2309 esrv_del_item (op->contr, tmp->count);
2310
2311 tmp->destroy (); 2137 tmp->destroy ();
2312 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2313 2139
2314 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2315 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2316 2142
2317 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2318 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2319 2145
2320 op->update_stats (); 2146 op->update_stats ();
2321 return 1; 2147 return 1;
2322 } 2148 }
2323 2149
2324 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2325 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2326 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2327 return 0; 2153 return 0;
2328} 2154}
2329 2155
2330/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2331 * back in the map (location and map determined by values of env). This 2157 * back in the map (location and map determined by values of env). This
2332 * function will descend into containers. op is the object to start the search 2158 * function will descend into containers. op is the object to start the search
2333 * from. 2159 * from.
2334 */ 2160 */
2161static void
2162drop_unpaid_items (object *op, object *env)
2163{
2164 while (op)
2165 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167
2168 if (op->flag [FLAG_UNPAID])
2169 op->insert_at (env);
2170 else if (op->inv)
2171 drop_unpaid_items (op->inv, env);
2172
2173 op = next;
2174 }
2175}
2176
2335void 2177void
2336remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2337{ 2179{
2338 while (op) 2180 if (!flag [FLAG_REMOVED])
2339 { 2181 ::drop_unpaid_items (inv, this);
2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341
2342 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 {
2344 if (env->type == PLAYER)
2345 esrv_del_item (env->contr, op->count);
2346
2347 op->insert_at (env);
2348 }
2349 else if (op->inv)
2350 remove_unpaid_objects (op->inv, env);
2351
2352 op = next;
2353 }
2354}
2355
2356/*
2357 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory.
2362 */
2363char *
2364gravestone_text (object *op)
2365{
2366 static char buf2[MAX_BUF];
2367 char buf[MAX_BUF];
2368 time_t now = time (NULL);
2369
2370 strcpy (buf2, " R.I.P.\n\n");
2371 if (op->type == PLAYER)
2372 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2373 else
2374 sprintf (buf, "%s\n", &op->name);
2375
2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382
2383 strncat (buf2, " ", 20 - strlen (buf) / 2);
2384 strcat (buf2, buf);
2385 if (op->type == PLAYER)
2386 {
2387 sprintf (buf, "by %s.\n\n", op->contr->killer);
2388 strncat (buf2, " ", 21 - strlen (buf) / 2);
2389 strcat (buf2, buf);
2390 }
2391
2392 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2394 strcat (buf2, buf);
2395
2396 return buf2;
2397} 2182}
2398 2183
2399void 2184void
2400do_some_living (object *op) 2185do_some_living (object *op)
2401{ 2186{
2402 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2403 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2404 int over_hp, over_sp, over_grace;
2405 int i;
2406 int rate_hp = 1200; 2189 int rate_hp = 1200;
2407 int rate_sp = 2500; 2190 int rate_sp = 2500;
2408 int rate_grace = 2000; 2191 int rate_grace = 2000;
2409 const int max_hp = 1; 2192 const int max_hp = 1;
2410 const int max_sp = 1; 2193 const int max_sp = 1;
2411 const int max_grace = 1; 2194 const int max_grace = 1;
2412 2195
2196#if 0
2413 if (op->contr->hidden) 2197 if (op->contr->hidden)
2414 { 2198 {
2415 op->invisible = 1000; 2199 op->invisible = 1000;
2416 /* the socket code flashes the player visible/invisible 2200 /* the socket code flashes the player visible/invisible
2417 * depending on the value of invisible, so we need to 2201 * depending on the value of invisible, so we need to
2418 * alternate it here for it to work correctly. 2202 * alternate it here for it to work correctly.
2419 */ 2203 */
2420 if (pticks & 2) 2204 if (server_tick & 2)
2421 op->invisible--; 2205 op->invisible--;
2422 } 2206 }
2207 else
2208#endif
2423 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2424 { 2210 {
2425 if (!op->invisible--) 2211 if (!op->invisible--)
2426 { 2212 {
2427 make_visible (op); 2213 make_visible (op);
2428 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2214 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2455 { 2241 {
2456 gen_grace = op->stats.maxgrace; 2242 gen_grace = op->stats.maxgrace;
2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2243 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2458 } 2244 }
2459 2245
2460 /* Regenerate Spell Points */ 2246 /* Regenerate Grace */
2461 if (!op->contr->golem && --op->last_sp < 0) 2247 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2248 if (--op->last_grace < 0)
2462 { 2249 {
2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2464 if (op->stats.sp < op->stats.maxsp) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2251 op->stats.grace++; /* no penalty in food for regaining grace */
2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2255 if (max_grace > 1)
2465 { 2256 {
2466 op->stats.sp++; 2257 int over_grace = temp / rate_grace;
2467 /* dms do not consume food */ 2258
2468 if (!QUERY_FLAG (op, FLAG_WIZ)) 2259 if (over_grace > 0)
2469 { 2260 {
2470 op->stats.food--; 2261 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2471 if (op->contr->digestion < 0) 2262 op->last_grace = 0;
2472 op->stats.food += op->contr->digestion;
2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 op->stats.food = last_food;
2475 } 2263 }
2264 else
2265 op->last_grace = rate_grace / temp;
2476 } 2266 }
2267 else
2268 op->last_grace = rate_grace / temp;
2477 2269
2478 if (max_sp > 1) 2270 /* wearing stuff doesn't detract from grace generation. */
2271 }
2272
2273 if (op->stats.food > 0)
2274 {
2275 /* Regenerate Spell Points */
2276 if (!op->contr->golem && --op->last_sp < 0)
2479 { 2277 {
2480 over_sp = (gen_sp + 10) / rate_sp; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2481 if (over_sp > 0) 2279
2280 if (op->stats.sp < op->stats.maxsp)
2482 { 2281 {
2483 if (op->stats.sp < op->stats.maxsp) 2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!op->flag [FLAG_WIZ])
2484 { 2286 {
2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2488 op->stats.sp--; 2287 op->stats.food--;
2489 2288
2490 if (op->stats.sp > op->stats.maxsp) 2289 if (op->contr->digestion < 0)
2290 op->stats.food += op->contr->digestion;
2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 op->stats.sp = op->stats.maxsp; 2292 op->stats.food = last_food;
2492 } 2293 }
2294 }
2295
2296 if (max_sp > 1)
2297 {
2298 int over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2493 op->last_sp = 0; 2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 } 2316 }
2495 else 2317 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 } 2319 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501 2320
2502 /* Regenerate Grace */ 2321 /* Regenerate Hit Points */
2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2504 if (--op->last_grace < 0) 2322 if (--op->last_heal < 0)
2505 {
2506 if (op->stats.grace < op->stats.maxgrace / 2)
2507 op->stats.grace++; /* no penalty in food for regaining grace */
2508
2509 if (max_grace > 1)
2510 { 2323 {
2511 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2324 if (op->stats.hp < op->stats.maxhp)
2512 if (over_grace > 0)
2513 { 2325 {
2514 op->stats.sp += over_grace 2326 op->stats.hp++;
2515 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2327
2328 /* dms do not consume food */
2329 if (!op->flag [FLAG_WIZ])
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2338 }
2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2342 if (max_hp > 1)
2343 {
2344 int over_hp = temp / rate_hp;
2345
2346 if (over_hp > 0)
2347 {
2348 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2516 op->last_grace = 0; 2349 op->last_heal = 0;
2350 }
2351 else
2352 op->last_heal = rate_hp / temp;
2517 } 2353 }
2518 else 2354 else
2519 {
2520 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2521 }
2522 }
2523 else
2524 {
2525 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2526 }
2527 /* wearing stuff doesn't detract from grace generation. */
2528 }
2529
2530 /* Regenerate Hit Points */
2531 if (--op->last_heal < 0)
2532 {
2533 if (op->stats.hp < op->stats.maxhp)
2534 {
2535 op->stats.hp++;
2536 /* dms do not consume food */
2537 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 {
2539 op->stats.food--;
2540 if (op->contr->digestion < 0)
2541 op->stats.food += op->contr->digestion;
2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2543 op->stats.food = last_food;
2544 }
2545 }
2546
2547 if (max_hp > 1)
2548 {
2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2550 if (over_hp > 0)
2551 {
2552 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2553 op->last_heal = 0; 2355 op->last_heal = rate_hp / temp;
2554 }
2555 else
2556 {
2557 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 }
2559 }
2560 else
2561 {
2562 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2563 } 2356 }
2564 } 2357 }
2565 2358
2566 /* Digestion */ 2359 /* Digestion */
2567 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2568 { 2361 {
2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2362 int bonus = max (0, op->contr->digestion),
2363 penalty = max (0, -op->contr->digestion);
2570 2364
2571 if (op->contr->gen_hp > 0)
2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2365 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2573 else
2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575 2366
2576 /* dms do not consume food */ 2367 /* dms do not consume food */
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2578 op->stats.food--; 2369 op->stats.food--;
2579 } 2370 }
2580 2371
2581 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2582 { 2373 {
2583 object *tmp, *flesh = 0; 2374 object *flesh = 0;
2584 2375
2585 for (tmp = op->inv; tmp; tmp = tmp->below) 2376 for_inv_removable (op, tmp)
2586 { 2377 {
2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2378 if (tmp->flag [FLAG_UNPAID])
2379 continue;
2380
2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2588 { 2382 {
2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2383 op->statusmsg ("You blindly grab for a bite of food. "
2590 { 2384 "H<To prevent you from starving, you ate some random item from your backpack.>");
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2385 op->apply (tmp);
2592 manual_apply (op, tmp, 0); 2386
2593 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2594 break; 2388 break;
2595 } 2389 }
2596 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2597 flesh = tmp; 2391 flesh = tmp;
2598 } /* End if paid for object */ 2392 }
2599 } /* end of for loop */
2600 2393
2601 /* If player is still starving, it means they don't have any food, so 2394 /* If player is still starving, it means they don't have any food, so
2602 * eat flesh instead. 2395 * eat flesh instead.
2603 */ 2396 */
2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2605 { 2398 {
2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2399 op->statusmsg ("You blindly grab for a bite of food. "
2400 "H<To prevent you from starving, you ate some random item from your backpack.>");
2607 manual_apply (op, flesh, 0); 2401 op->apply (flesh);
2608 } 2402 }
2403
2404 // If player is still starving, alert him!
2405 if (op->stats.food < 0)
2406 op->failmsg ("You are starving! "
2407 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2408 }
2409
2410 if (op->stats.food < 0)
2609 } 2411 {
2412 op->stats.hp += op->stats.food;
2413 op->stats.food = 0;
2610 2414
2611 while (op->stats.food < 0 && op->stats.hp >= 0) 2415 if (op->stats.hp < 0)
2612 op->stats.food++, op->stats.hp--; 2416 {
2417 op->contr->killer = archetype::get ("killer_starvation");
2418 op->contr->killer->destroy ();
2419 }
2420 }
2613 2421
2422 /* killer should be set here already */
2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2615 kill_player (op); 2424 kill_player (op);
2616 } 2425 }
2617} 2426}
2618 2427
2619/* If the player should die (lack of hp, food, etc), we call this. 2428/* If the player should die (lack of hp, food, etc), we call this.
2622 * file. 2431 * file.
2623 */ 2432 */
2624void 2433void
2625kill_player (object *op) 2434kill_player (object *op)
2626{ 2435{
2627 char buf[MAX_BUF];
2628 int x, y; 2436 int x, y;
2629
2630 //int i;
2631 maptile *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2632
2633 /* int z;
2634 int num_stats_lose;
2635 int lost_a_stat;
2636 int lose_this_stat;
2637 int this_stat; */
2638 int will_kill_again; 2438 int will_kill_again;
2639 archetype *at; 2439 archetype *at;
2640 object *tmp; 2440 object *tmp;
2641 2441
2642 if (save_life (op)) 2442 if (save_life (op))
2643 return; 2443 return;
2644 2444
2445 dynbuf_text deathtab;
2446
2447 /* restore player */
2448 at = archetype::find (shstr_poisoning);
2449 if (object *tmp = present_arch_in_ob (at, op))
2450 {
2451 tmp->destroy ();
2452 deathtab << "Your body feels cleansed...\r";
2453 }
2454
2455 at = archetype::find (shstr_confusion);
2456 if (object *tmp = present_arch_in_ob (at, op))
2457 {
2458 tmp->destroy ();
2459 deathtab << "Your mind feels clearer...\r";
2460 }
2461
2462 cure_disease (op, 0, 0); /* remove any disease */
2463
2464 max_it (op->stats.hp , op->stats.maxhp);
2465 max_it (op->stats.sp , op->stats.maxsp);
2466 max_it (op->stats.grace, op->stats.maxgrace);
2467 max_it (op->stats.food , 200);
2468
2469 // remove all spell effects that are active
2470 // to avoid long-term effects such as word-of-recall
2471 for (object *item = op->inv; item; )
2472 {
2473 object *next = item->below;
2474
2475 if (item->type == SPELL_EFFECT && item->active)
2476 item->destroy ();
2477
2478 item = next;
2479 }
2645 2480
2646 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2481 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2647 * in cities ONLY!!! It is very important that this doesn't get abused. 2482 * in cities ONLY!!! It is very important that this doesn't get abused.
2648 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2649 */ 2484 */
2650 if (op_on_battleground (op, &x, &y)) 2485 if (op_on_battleground (op, &x, &y))
2651 { 2486 {
2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2487 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2654
2655 /* restore player */
2656 at = archetype::find ("poisoning");
2657 if (object *tmp = present_arch_in_ob (at, op))
2658 {
2659 tmp->destroy ();
2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2661 }
2662
2663 at = archetype::find ("confusion");
2664 if (object *tmp = present_arch_in_ob (at, op))
2665 {
2666 tmp->destroy ();
2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2668 }
2669
2670 cure_disease (op, 0); /* remove any disease */
2671 op->stats.hp = op->stats.maxhp;
2672 if (op->stats.food <= 0)
2673 op->stats.food = 999;
2674 2488
2675 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2676 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2677 { 2491
2678 sprintf (buf, "%s's finger", &op->name); 2492 tmp->name = format ("%s's finger" , &op->name);
2679 tmp->name = buf; 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2680 sprintf (buf, " This finger has been cut off %s\n" 2494 tmp->msg = format (
2681 " the %s, when he was defeated at\n level %d by %s.\n", 2495 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2496 &op->name, op->contr->title,
2683 tmp->msg = buf; 2497 (int)op->level,
2498 op->contr->killer_name ()
2499 );
2684 tmp->value = 0, tmp->type = 0; 2500 tmp->value = 0, tmp->type = 0;
2685 tmp->materialname = "organics"; 2501 tmp->material = name_to_material (shstr_organic);
2686 tmp->insert_at (op, tmp); 2502 tmp->insert_at (op, tmp);
2687 }
2688 2503
2689 /* teleport defeated player to new destination */ 2504 /* teleport defeated player to new destination */
2690 transfer_ob (op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2691 op->contr->braced = 0; 2506 op->contr->braced = 0;
2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2692 return; 2509 return;
2693 } 2510 }
2694 2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2514
2695 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
2696 2516
2697 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
2698 2518
2699 if (op->stats.food < 0) 2519 op->contr->play_sound (sound_find ("player_dies"));
2700 {
2701 sprintf (buf, "%s starved to death.", &op->name);
2702 strcpy (op->contr->killer, "starvation");
2703 }
2704 else
2705 sprintf (buf, "%s died.", &op->name);
2706
2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2708 2520
2709 /* save the map location for corpse, gravestone */ 2521 /* save the map location for corpse, gravestone */
2710 x = op->x; 2522 x = op->x;
2711 y = op->y; 2523 y = op->y;
2712 map = op->map; 2524 map = op->map;
2740 2552
2741 lost_a_stat = 0; 2553 lost_a_stat = 0;
2742 2554
2743 for (z = 0; z < num_stats_lose; z++) 2555 for (z = 0; z < num_stats_lose; z++)
2744 { 2556 {
2745 i = RANDOM () % NUM_STATS; 2557 i = rndm (NUM_STATS);
2746 2558
2747 if (settings.stat_loss_on_death) 2559 if (settings.stat_loss_on_death)
2748 { 2560 {
2749 /* Pick a random stat and take a point off it. Tell the player 2561 /* Pick a random stat and take a point off it. Tell the player
2750 * what he lost. 2562 * what he lost.
2757 lost_a_stat = 1; 2569 lost_a_stat = 1;
2758 } 2570 }
2759 else 2571 else
2760 { 2572 {
2761 /* deplete a stat */ 2573 /* deplete a stat */
2762 archetype *deparch = archetype::find ("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2763 object *dep; 2575 object *dep;
2764 2576
2765 dep = present_arch_in_ob (deparch, op); 2577 dep = present_arch_in_ob (deparch, op);
2766 if (!dep) 2578 if (!dep)
2767 { 2579 {
2768 dep = arch_to_object (deparch); 2580 dep = deparch->instance ();
2769 insert_ob_in_ob (dep, op); 2581 insert_ob_in_ob (dep, op);
2770 } 2582 }
2771 lose_this_stat = 1; 2583 lose_this_stat = 1;
2772 if (settings.balanced_stat_loss) 2584 if (settings.balanced_stat_loss)
2773 { 2585 {
2785 2597
2786 /* There is a maximum depletion total per level. */ 2598 /* There is a maximum depletion total per level. */
2787 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2599 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2788 { 2600 {
2789 lose_this_stat = 0; 2601 lose_this_stat = 0;
2790 /* Take loss chance vs keep chance to see if we 2602 /* Take loss chance vs keep chance to see if we
2791 retain the stat. */ 2603 retain the stat. */
2792 } 2604 }
2793 else 2605 else
2794 { 2606 {
2795 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2607 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2801 } 2613 }
2802 } 2614 }
2803 2615
2804 if (lose_this_stat) 2616 if (lose_this_stat)
2805 { 2617 {
2806 this_stat = get_attr_value (&(dep->stats), i); 2618 this_stat = get_attr_value (&dep->stats, i);
2807 /* We could try to do something clever like find another 2619 /* We could try to do something clever like find another
2808 * stat to reduce if this fails. But chances are, if 2620 * stat to reduce if this fails. But chances are, if
2809 * stats have been depleted to -50, all are pretty low 2621 * stats have been depleted to -50, all are pretty low
2810 * and should be roughly the same, so it shouldn't make a 2622 * and should be roughly the same, so it shouldn't make a
2811 * difference. 2623 * difference.
2812 */ 2624 */
2813 if (this_stat >= -50) 2625 if (this_stat >= -50)
2814 { 2626 {
2815 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2816 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2817 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2818 op->update_stats (); 2630 op->update_stats ();
2819 lost_a_stat = 1; 2631 lost_a_stat = 1;
2820 } 2632 }
2821 } 2633 }
2822 } 2634 }
2823 } 2635 }
2636
2824 /* If no stat lost, tell the player. */ 2637 /* If no stat lost, tell the player. */
2825 if (!lost_a_stat) 2638 if (!lost_a_stat)
2826 { 2639 {
2827 /* determine_god() seems to not work sometimes... why is this? 2640 /* determine_god() seems to not work sometimes... why is this?
2828 Should I be using something else? GD */ 2641 Should I be using something else? GD */
2829 const char *god = determine_god (op); 2642 shstr_tmp god = determine_god (op);
2830 2643
2831 if (god && (strcmp (god, "none"))) 2644 if (god != shstr_none)
2832 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2645 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2833 else 2646 else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2647 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2835 } 2648 }
2836#else 2649#else
2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2650 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2838#endif 2651#endif
2839 2652
2840 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2841 * exp loss on the stone. 2654 * exp loss on the stone.
2842 */ 2655 */
2843 tmp = arch_to_object (archetype::find ("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2844 sprintf (buf, "%s's gravestone", &op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
2845 tmp->name = buf; 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2846 sprintf (buf, "%s's gravestones", &op->name); 2659 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2847 tmp->name_pl = buf; 2660 &op->name, op->contr->title, op->contr->killer_name ());
2848 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);
2849 tmp->msg = buf;
2850 tmp->x = op->x, tmp->y = op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2851 insert_ob_in_map (tmp, op->map, NULL, 0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
2852 2663
2853 /**************************************/ 2664 /**************************************/
2854 /* */ 2665 /* */
2855 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
2856 /* if we died cause of food, give us */
2857 /* food, and reset HP's... */
2858 /* */ 2667 /* */
2859 /**************************************/ 2668 /**************************************/
2860 2669
2861 /* remove any poisoning and confusion the character may be suffering. */
2862 /* restore player */
2863 at = archetype::find ("poisoning");
2864 tmp = present_arch_in_ob (at, op);
2865
2866 if (tmp)
2867 {
2868 tmp->destroy ();
2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2870 }
2871
2872 at = archetype::find ("confusion");
2873 tmp = present_arch_in_ob (at, op);
2874 if (tmp)
2875 {
2876 tmp->destroy ();
2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2878 }
2879
2880 cure_disease (op, 0); /* remove any disease */
2881
2882 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
2883 apply_death_exp_penalty (op); 2671 apply_death_exp_penalty (op);
2884 if (op->stats.food < 100)
2885 op->stats.food = 900;
2886 op->stats.hp = op->stats.maxhp;
2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2889 2672
2890 /* 2673 /*
2891 * Check to see if the player has any unpaid items. If so, remove them 2674 * Check to see if the player has any unpaid items. If so, remove them
2892 * and put them back in the map. 2675 * and put them back in the map.
2893 */ 2676 */
2894 remove_unpaid_objects (op->inv, op); 2677 op->drop_unpaid_items ();
2895 2678
2896 /****************************************/ 2679 /****************************************/
2897 /* */ 2680 /* */
2898 /* Move player to his current respawn- */ 2681 /* Move player to his current respawn- */
2899 /* position (usually last savebed) */ 2682 /* position (usually last savebed) */
2917 if (will_kill_again) 2700 if (will_kill_again)
2918 { 2701 {
2919 object *force; 2702 object *force;
2920 int at; 2703 int at;
2921 2704
2922 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2923 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2924 force->speed = 0.1f;
2925 force->speed_left = -5.f; 2707 force->speed_left = -5.f;
2926 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2927 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2928 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2929 force->resist[at] = 100; 2713 force->resist[at] = 100;
2930 2714
2931 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2932 op->update_stats (); 2716 op->update_stats ();
2933
2934 } 2717 }
2935 2718
2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2937} 2720}
2938 2721
2939void 2722static void
2940loot_object (object *op) 2723loot_object (object *op)
2941{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2942 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2943 2726
2944 op->close_container (); /* close open sack first */ 2727 op->close_container (); /* close open sack first */
2945 2728
2946 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2947 { 2730 {
2954 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2955 2738
2956 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
2957 loot_object (tmp); /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
2958 2741
2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2742 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2960 { 2743 {
2961 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
2962 { 2745 {
2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
2964 tmp2->destroy ();
2965 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2966 } 2748 }
2967 else 2749 else
2968 tmp->destroy (); 2750 tmp->destroy ();
2969 } 2751 }
2976 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
2977 * what needs to be fixed. Refresh windows and fix speed if anything 2759 * what needs to be fixed. Refresh windows and fix speed if anything
2978 * was changed. 2760 * was changed.
2979 */ 2761 */
2980void 2762void
2981fix_weight (void) 2763fix_weight ()
2982{ 2764{
2983 for_all_players (pl) 2765 for_all_players (pl)
2984 { 2766 {
2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2767 weight_t old = pl->ob->carrying;
2986 2768
2987 if (old == sum) 2769 pl->ob->update_weight ();
2988 continue; 2770
2771 if (old != pl->ob->carrying)
2772 {
2989 pl->ob->update_stats (); 2773 pl->ob->update_stats ();
2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2774 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2775 }
2991 } 2776 }
2992} 2777}
2993 2778
2994void 2779void
2995fix_luck (void) 2780fix_luck ()
2996{ 2781{
2997 for_all_players (pl) 2782 for_all_players (pl)
2998 if (!pl->ob->contr->ns->state) 2783 if (!pl->ob->contr->ns->state)
2999 pl->ob->change_luck (0); 2784 pl->ob->change_luck (0);
3000} 2785}
3037} 2822}
3038 2823
3039void 2824void
3040make_visible (object *op) 2825make_visible (object *op)
3041{ 2826{
3042 op->hide = 0; 2827 op->flag [FLAG_HIDDEN] = 0;
3043 op->invisible = 0; 2828 op->invisible = 0;
2829
3044 if (op->type == PLAYER) 2830 if (op->type == PLAYER)
3045 { 2831 {
3046 op->contr->tmp_invis = 0; 2832 op->contr->tmp_invis = 0;
3047 op->contr->invis_race = 0; 2833 op->contr->invis_race = 0;
3048 } 2834 }
3051} 2837}
3052 2838
3053int 2839int
3054is_true_undead (object *op) 2840is_true_undead (object *op)
3055{ 2841{
3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2842 if (op->arch->flag [FLAG_UNDEAD])
3057 return 1; 2843 return 1;
3058 2844
3059 return 0; 2845 return 0;
3060} 2846}
3061 2847
3062/* look at the surrounding terrain to determine 2848/* look at the surrounding terrain to determine
3063 * the hideability of this object. Positive levels 2849 * the hideability of this object. Positive levels
3064 * indicate greater hideability. 2850 * indicate greater hideability.
3065 */ 2851 */
3066
3067int 2852int
3068hideability (object *ob) 2853hideability (object *ob)
3069{ 2854{
3070 int i, level = 0, mflag; 2855 int i, level = 0, mflag;
3071 sint16 x, y; 2856 sint16 x, y;
3072 2857
3073 if (!ob || !ob->map) 2858 if (!ob || !ob->map)
3074 return 0; 2859 return 0;
3075 2860
3076 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3077 level = ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3078 2863
3079 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3080 * If you carry a light on a non-dark map, its not 2865 * If you carry a light on a non-dark map, its not
3081 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3082 if (has_carried_lights (ob)) 2867 if (ob->has_carried_lights ())
3083 level = -(10 + (2 * ob->map->darkness)); 2868 level = -(10 + (2 * ob->map->darklevel ()));
3084 2869
3085 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3086 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2871 for (i = 0, x = ob->x, y = ob->y;
2872 i <= SIZEOFFREE1;
2873 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3087 { 2874 {
3088 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2875 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3089 if (mflag & P_OUT_OF_MAP) 2876 if (mflag & P_OUT_OF_MAP)
3090 {
3091 continue; 2877 continue;
3092 } 2878
3093 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2879 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3094 level += 2; 2880 level += 2;
3095 else /* open terrain! */ 2881 else /* open terrain! */
3096 level -= 1; 2882 level -= 1;
3097 } 2883 }
3105/* For Hidden creatures - a chance of becoming 'unhidden' 2891/* For Hidden creatures - a chance of becoming 'unhidden'
3106 * every time they move - as we subtract off 'invisibility' 2892 * every time they move - as we subtract off 'invisibility'
3107 * AND, for players, if they move into a ridiculously unhideable 2893 * AND, for players, if they move into a ridiculously unhideable
3108 * spot (surrounded by clear terrain in broad daylight). -b.t. 2894 * spot (surrounded by clear terrain in broad daylight). -b.t.
3109 */ 2895 */
3110
3111void 2896void
3112do_hidden_move (object *op) 2897do_hidden_move (object *op)
3113{ 2898{
3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2899 int hide = 0;
3115 object *skop;
3116 2900
3117 if (!op || !op->map) 2901 if (!op || !op->map)
3118 return; 2902 return;
3119 2903
3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2904 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2905 int num = random_roll (0, 19, op, PREFER_LOW);
3121 2906
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 2907 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if (op->type == PLAYER && op->contr->run_on) 2908 if (op->type == PLAYER && op->contr->run_on)
3124 if (!skop || num >= skop->level) 2909 if (!skop || num >= skop->level)
3125 { 2910 {
3135 num -= hide; 2920 num -= hide;
3136 2921
3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2922 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3138 { 2923 {
3139 make_visible (op); 2924 make_visible (op);
2925
3140 if (op->type == PLAYER) 2926 if (op->type == PLAYER)
3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2927 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3142 } 2928 }
3143 else if (op->type == PLAYER && skop) 2929 else if (op->type == PLAYER && skop)
3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2930 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 2945
3160 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
3161 player = 1; 2947 player = 1;
3162 2948
3163 else 2949 else
3164 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
3165 2951
3166 /* search adjacent squares */ 2952 /* search adjacent squares */
3167 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
3168 { 2954 {
3169 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
3178 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2964 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3179 continue; 2965 continue;
3180 2966
3181 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2967 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3182 { 2968 {
3183 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2969 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3184 return 1; 2970 return 1;
3185 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
3186 {
3187 /*don't let a hidden DM prevent you from hiding */
3188 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3189 return 1; 2972 return 1;
3190 }
3191 } 2973 }
3192 } 2974 }
3193 return 0; 2975 return 0;
3194} 2976}
3195 2977
3196/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3197 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3198 * but we dont worry if the object isnt the top one in 2980 * but we dont worry if the object isnt the top one in
3199 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3200 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3201 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3202 * in? Realistically, most of use cant see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3203 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3204 * imply the way your head, or body is facing? Its possible 2986 * imply the way your head, or body is facing? It's possible
3205 * for them to differ. Sigh, this fctn could get a bit more complex. 2987 * for them to differ. Sigh, this fctn could get a bit more complex.
3206 * -b.t. 2988 * -b.t.
3207 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3208 */ 2990 */
3209
3210int 2991int
3211player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
3212{ 2993{
3213 rv_vector rv; 2994 rv_vector rv;
3214 int dx, dy; 2995 int dx, dy;
3226 3007
3227 get_rangevector (pl, op, &rv, 0x1); 3008 get_rangevector (pl, op, &rv, 0x1);
3228 3009
3229 /* starting with the 'head' part, lets loop 3010 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any 3011 * through the object and find if it has any
3231 * part that is in the los array but isnt on 3012 * part that is in the los array but isn't on
3232 * a blocked los square. 3013 * a blocked los square.
3233 * we use the archetype to figure out offsets. 3014 * we use the archetype to figure out offsets.
3234 */ 3015 */
3235 while (op) 3016 while (op)
3236 { 3017 {
3237 dx = rv.distance_x + op->arch->clone.x; 3018 dx = rv.distance_x + op->arch->x;
3238 dy = rv.distance_y + op->arch->clone.y; 3019 dy = rv.distance_y + op->arch->y;
3239 3020
3240 /* only the viewable area the player sees is updated by LOS 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3241 * code, so we need to restrict ourselves to that range of values
3242 * for any meaningful values.
3243 */
3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3245 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3247 return 1; 3022 return 1;
3023
3248 op = op->more; 3024 op = op->more;
3249 } 3025 }
3250 return 0;
3251}
3252 3026
3253/* routine for both players and monsters. We call this when
3254 * there is a possibility for our action distrubing our hiding
3255 * place or invisiblity spell. Artefact invisiblity is not
3256 * effected by this. If we arent invisible to begin with, we
3257 * return 0.
3258 */
3259int
3260action_makes_visible (object *op)
3261{
3262
3263 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3264 {
3265 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3266 return 0;
3267
3268 if (op->contr && op->contr->tmp_invis == 0)
3269 return 0;
3270
3271 /* If monsters, they should become visible */
3272 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3273 {
3274 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3275 return 1;
3276 }
3277 }
3278 return 0; 3027 return 0;
3279} 3028}
3280 3029
3281/* op_on_battleground - checks if the given object op (usually 3030/* op_on_battleground - checks if the given object op (usually
3282 * a player) is standing on a valid battleground-tile, 3031 * a player) is standing on a valid battleground-tile,
3287 * Default is to do the same as before, so only people wanting to have different points need worry about this 3036 * Default is to do the same as before, so only people wanting to have different points need worry about this
3288 */ 3037 */
3289int 3038int
3290op_on_battleground (object *op, int *x, int *y) 3039op_on_battleground (object *op, int *x, int *y)
3291{ 3040{
3292 object *tmp;
3293
3294 /* A battleground-tile needs the following attributes to be valid: 3041 /* A battleground-tile needs the following attributes to be valid:
3295 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3042 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3296 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3043 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3297 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3298 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3299 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3300 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3301 { 3048 {
3302 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3303 { 3050 {
3304 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3051 if (tmp->flag [FLAG_NO_PICK]
3305 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3052 && tmp->type == BATTLEGROUND
3053 && tmp->name == shstr_battleground
3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3306 { 3055 {
3307 /*before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3308 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3057 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3309 {
3310 object *invtmp;
3311
3312 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3058 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3059 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3313 { 3060 {
3314 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3315 {
3316 if (x != NULL && y != NULL) 3061 if (x && y)
3317 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3063
3318 return 1; 3064 return 1;
3319 }
3320 } 3065 }
3321 } 3066
3322 if (x != NULL && y != NULL) 3067 if (x && y)
3323 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3069
3324 return 1; 3070 return 1;
3325 } 3071 }
3326 } 3072 }
3327 } 3073 }
3074
3328 /* If we got here, did not find a battleground */ 3075 /* If we got here, did not find a battleground */
3329 return 0; 3076 return 0;
3330} 3077}
3331 3078
3332/* 3079/*
3348 char buf[MAX_BUF]; /* tmp. string buffer */ 3095 char buf[MAX_BUF]; /* tmp. string buffer */
3349 int i = 0, j = 0; 3096 int i = 0, j = 0;
3350 3097
3351 /* get the appropriate treasurelist */ 3098 /* get the appropriate treasurelist */
3352 if (atnr == ATNR_FIRE) 3099 if (atnr == ATNR_FIRE)
3353 trlist = treasurelist::find ("dragon_ability_fire"); 3100 trlist = treasurelist::find (shstr_dragon_ability_fire);
3354 else if (atnr == ATNR_COLD) 3101 else if (atnr == ATNR_COLD)
3355 trlist = treasurelist::find ("dragon_ability_cold"); 3102 trlist = treasurelist::find (shstr_dragon_ability_cold);
3356 else if (atnr == ATNR_ELECTRICITY) 3103 else if (atnr == ATNR_ELECTRICITY)
3357 trlist = treasurelist::find ("dragon_ability_elec"); 3104 trlist = treasurelist::find (shstr_dragon_ability_elec);
3358 else if (atnr == ATNR_POISON) 3105 else if (atnr == ATNR_POISON)
3359 trlist = treasurelist::find ("dragon_ability_poison"); 3106 trlist = treasurelist::find (shstr_dragon_ability_poison);
3360 3107
3361 if (trlist == NULL || who->type != PLAYER) 3108 if (trlist == NULL || who->type != PLAYER)
3362 return; 3109 return;
3363 3110
3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3111 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3115 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369 return; 3116 return;
3370 } 3117 }
3371 3118
3372 /* everything seems okay - now bring on the gift: */ 3119 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone); 3120 item = tr->item;
3374 3121
3375 if (item->type == SPELL) 3122 if (item->type == SPELL)
3376 { 3123 {
3377 if (check_spell_known (who, item->name)) 3124 if (check_spell_known (who, item->name))
3378 return; 3125 return;
3437 { 3184 {
3438 /* forces in the treasurelist can alter the player's stats */ 3185 /* forces in the treasurelist can alter the player's stats */
3439 object *skin; 3186 object *skin;
3440 3187
3441 /* first get the dragon skin force */ 3188 /* first get the dragon skin force */
3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3189 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3444 ; 3190 ;
3445 3191
3446 if (!skin) 3192 if (!skin)
3447 return; 3193 return;
3448 3194
3462 else 3208 else
3463 j = 1; 3209 j = 1;
3464 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3465 } 3211 }
3466 } 3212 }
3213
3467 strcat (buf, "."); 3214 strcat (buf, ".");
3468 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3469 } 3216 }
3470 3217
3471 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3472 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3473 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3474 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3475 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3476 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3477 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3478 3225
3479 /* print message if there is one */ 3226 /* print message if there is one */
3480 if (item->msg != NULL) 3227 if (item->msg != NULL)
3481 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3482 } 3229 }
3483 else 3230 else
3484 { 3231 {
3485 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3486 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3487 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3488 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3489 if (who->type == PLAYER)
3490 esrv_send_item (who, tmp);
3491 } 3236 }
3492} 3237}
3493 3238
3494/** 3239//-GPL
3495 * Unready an object for a player. This function does nothing if the object was
3496 * not readied.
3497 */
3498void
3499player_unready_range_ob (player *pl, object *ob)
3500{
3501 if (pl->ob->current_weapon == ob)
3502 pl->ob->current_weapon = 0;
3503
3504 if (pl->combat_ob == ob)
3505 pl->combat_ob = 0;
3506
3507 if (pl->ranged_ob == ob)
3508 pl->ranged_ob = 0;
3509}
3510 3240
3511sint8 3241sint8
3512player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3513{ 3243{
3514 if (!ns) 3244 if (!ns)
3515 return 0; 3245 return LOS_BLOCKED;
3516 3246
3517 int dx, dy; 3247 int dx, dy;
3518 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3249 return LOS_BLOCKED;
3250
3251 x += dx - ns->current_x;
3252 y += dy - ns->current_y;
3253
3254 return blocked_los (x, y);
3255}
3256
3257void
3258player::infobox (const char *title, const char *msg, int color)
3259{
3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275
3276void
3277object::failmsgf (const char *format, ...)
3278{
3279 if (!contr)
3519 return 0; 3280 return;
3520 3281
3521 x += dx - ns->current_x + ns->mapx / 2; 3282 va_list ap;
3522 y += dy - ns->current_y + ns->mapy / 2; 3283 va_start (ap, format);
3523 3284 contr->failmsg (vformat (format, ap));
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3285 va_end (ap);
3525 return 0;
3526
3527 return 100 - blocked_los [x][y];
3528} 3286}
3287
3288void
3289player::failmsgf (const char *format, ...)
3290{
3291 va_list ap;
3292 va_start (ap, format);
3293 failmsg (vformat (format, ap));
3294 va_end (ap);
3295}
3296

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