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Comparing deliantra/server/server/player.C (file contents):
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC vs.
Revision 1.270 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
166 54
167 players.insert (this); 55 players.insert (this);
168 ob->remove (); 56 ob->remove ();
169 ob->map = 0; 57 ob->map = 0;
170 ob->activate_recursive (); 58 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
172 add_friendly_object (ob); 60 add_friendly_object (ob);
173} 61}
174 62
175void 63void
176player::deactivate () 64player::deactivate ()
184 72
185 if (ob->map) 73 if (ob->map)
186 maplevel = ob->map->path; 74 maplevel = ob->map->path;
187 75
188 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 80
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (ob); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222 109
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 120 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 122 skin = tmp;
241 123
242 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
243 } 125 }
244 126
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 128
247 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
248 130
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 131 ob->update_stats ();
275 132
276 ns->floorbox_update (); 133 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
279 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
280 activate (); 143 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285 144
286 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
288} 147}
289 148
290void 149void
291player::disconnect () 150player::disconnect ()
292{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
293 if (ns) 158 if (ns)
294 { 159 {
295 if (active) 160 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 162
300 ns->reset_stats (); 165 ns->reset_stats ();
301 ns->pl = 0; 166 ns->pl = 0;
302 ns = 0; 167 ns = 0;
303 } 168 }
304 169
305 if (ob) 170 // this is important for the player scheduler to get the correct refcount
306 ob->close_container (); //TODO: client-specific 171 // when ns = 0
172 observe = viewpoint = ob;
307 173
308 deactivate (); 174 deactivate ();
309} 175}
176
177//-GPL
310 178
311// the need for this function can be explained 179// the need for this function can be explained
312// by load_object not returning the object 180// by load_object not returning the object
313void 181void
314player::set_object (object *op) 182player::set_object (object *op)
315{ 183{
316 ob = op; 184 ob = observe = viewpoint = op;
317 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
318 186
319 ob->speed = 1.0f; 187 ob->speed = 1.0f;
320 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
321 189
322 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
323} 191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
324 208
325player::player () 209player::player ()
326{ 210{
327 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 212 * we deal with that below this point.
334 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
335 219
336 gen_sp_armour = 10; 220 gen_sp_armour = 10;
337 bowtype = bow_normal; 221 bowtype = bow_normal;
338 petmode = pet_normal; 222 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers; 223 usekeys = containers;
341 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
342 do_los = 1; 225 do_los = 1;
343 226
344 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
351 disconnect (); 234 disconnect ();
352 235
353 attachable::do_destroy (); 236 attachable::do_destroy ();
354 237
355 if (ob) 238 if (ob)
356 {
357 ob->destroy_inv (false);
358 ob->destroy (); 239 ob->destroy ();
359 } 240
241 ob = observe = viewpoint = 0;
360} 242}
361 243
362player::~player () 244player::~player ()
363{ 245{
364 /* Clear item stack */ 246 /* Clear item stack */
365 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
366} 276}
367 277
368/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
369 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
370 * mode. 280 * mode.
372player * 282player *
373player::create () 283player::create ()
374{ 284{
375 player *pl = new player; 285 player *pl = new player;
376 286
377 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
378 288
379 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
380 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
382 292
383 set_first_map (pl->ob); 293 set_first_map (pl->ob);
384 294
385 return pl; 295 return pl;
386}
387
388/*
389 * get_player_archetype() return next player archetype from archetype
390 * list. Not very efficient routine, but used only creating new players.
391 * Note: there MUST be at least one player archetype!
392 */
393archetype *
394get_player_archetype (archetype *at)
395{
396 archetype *start = at;
397
398 for (;;)
399 {
400 if (at == NULL || at->next == NULL)
401 at = first_archetype;
402 else
403 at = at->next;
404
405 if (at->clone.type == PLAYER)
406 return at;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 }
414} 296}
415 297
416object * 298object *
417get_nearest_player (object *mon) 299get_nearest_player (object *mon)
418{ 300{
421 unsigned lastdist; 303 unsigned lastdist;
422 rv_vector rv; 304 rv_vector rv;
423 305
424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 307 {
426 /* We should not find free objects on this friendly list, but it
427 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop.
430 */
431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
433 object *tmp = ol->ob;
434
435 /* Can't do much more other than log the fact, because the object
436 * itself will have been cleared.
437 */
438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
440 ol = ol->next;
441 remove_friendly_object (tmp);
442 if (!ol)
443 return op;
444 }
445
446 /* Remove special check for player from this. First, it looks to cause
447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
448 * complicated method of state checking would be needed in any case -
449 * as it was, a clever player could type quit, and the function would
450 * skip them over while waiting for confirmation. Remove
451 * on_same_map check, as can_detect_enemy also does this
452 */
453 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 309 continue;
455 310
456 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
457 { 312 {
652 507
653 return firstdir; 508 return firstdir;
654} 509}
655 510
656void 511void
657give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
658{ 513{
659 object *op, *next = NULL;
660
661 if (pl->randomitems != NULL) 514 if (pl->randomitems)
662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
663 516
664 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
665 { 518 {
666 next = op->below; 519 next = op->below;
667 520
668 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
669 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
670 */ 523 */
671 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
672 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
673 526
674 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
675 * by this player due to race restrictions 528 * by this player due to race restrictions
676 */ 529 */
677 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
678 { 531 {
679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
680 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
681 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
682 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
683 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 537 || op->type == BRACERS || op->type == GIRDLE))
538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
684 { 539 {
685 op->destroy (); 540 op->destroy ();
686 continue; 541 continue;
687 } 542 }
688 } 543 }
689 544
690 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
691 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
692 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
693 * a first level treasurelist for each skill.)
694 * remove duplicate skills also
695 */ 548 */
696 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
697 { 550 {
698 object *tmp;
699
700 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
701 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
702 break;
703
704 if (tmp)
705 { 553 {
706 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
707 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
708 continue; 557 break;
709 } 558 }
710 559
711 if (op->nrof > 1) 560 if (op->nrof > 1)
712 op->nrof = 1; 561 op->nrof = 1;
713 } 562 }
714 563
715 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
716 { 565 op->inv->clr_flag (FLAG_STARTEQUIP);
717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
718 }
719 566
720 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
721 * items. Just don't identify gold or silver, or it won't be 568 * items. Just don't identify gold or silver, or it won't be
722 * merged properly. 569 * merged properly.
723 */ 570 */
724 if (need_identify (op)) 571 if (need_identify (op))
725 { 572 {
726 SET_FLAG (op, FLAG_IDENTIFIED); 573 op->set_flag (FLAG_IDENTIFIED);
727 CLEAR_FLAG (op, FLAG_CURSED); 574 op->clr_flag (FLAG_CURSED);
728 CLEAR_FLAG (op, FLAG_DAMNED); 575 op->clr_flag (FLAG_DAMNED);
729 } 576 }
577
730 if (op->type == SPELL) 578 if (op->type == SPELL)
731 { 579 {
732 op->destroy (); 580 op->destroy ();
733 continue; 581 continue;
734 } 582 }
735 else if (op->type == SKILL) 583 else if (op->type == SKILL)
736 { 584 {
737 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 op->set_flag (FLAG_CAN_USE_SKILL);
738 op->stats.exp = 0; 586 op->stats.exp = 0;
739 op->level = 1; 587 op->level = 1;
740 } 588 }
741 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
742 else 590 op->set_flag (FLAG_INV_LOCKED);
743 SET_FLAG (op, FLAG_INV_LOCKED);
744 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
745 592
746 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
747 link_player_skills (pl); 594 pl->contr->link_skills ();
748} 595}
749 596
750void 597void
751get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
752{ 599{
762 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 609 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
763} 610}
764 611
765/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 612/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
766static int 613static int
767roll_stat (void) 614roll_stat ()
768{ 615{
769 int a[4], i, j, k; 616 int a[4], i, j, k;
770 617
771 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
772 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
853static void 700static void
854start_info (object *op) 701start_info (object *op)
855{ 702{
856 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
857 704
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 706 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 707}
863 708
864/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
869 */ 714 */
870void 715void
871player::chargen_race_done () 716player::chargen_race_done ()
872{ 717{
873 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
874 esrv_new_player (ob->contr, ob->weight + ob->carrying); 719 esrv_new_player (ob->contr);
875 720
876 treasurelist *tl = treasurelist::find ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
877 if (tl) 722 if (tl)
878 create_treasure (tl, ob, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
879 724
880 INVOKE_PLAYER (BIRTH, ob->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
881 INVOKE_PLAYER (LOGIN, ob->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
883 ob->contr->ns->state = ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
884 729
885 if (ob->msg) 730 if (ob->msg)
886 ob->msg = 0; 731 ob->msg = 0;
887 732
888 /* We create this now because some of the unique maps will need it
889 * to save here.
890 */
891 {
892 char buf[MAX_BUF];
893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
894 make_path_to_file (buf);
895 }
896
897 start_info (ob); 733 start_info (ob);
898 CLEAR_FLAG (ob, FLAG_WIZ); 734 ob->clr_flag (FLAG_WIZ);
899 give_initial_items (ob, ob->randomitems); 735 give_initial_items (ob, ob->randomitems);
900 link_player_skills (ob);
901 esrv_send_inventory (ob, ob); 736 esrv_send_inventory (ob, ob);
902 ob->update_stats (); 737 ob->update_stats ();
903 738
904 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
905 * is one for this race 740 * is one for this race
906 */ 741 */
907 if (*first_map_ext_path) 742 if (*first_map_ext_path)
908 { 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
909 object *tmp;
910 char mapname[MAX_BUF];
911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else 744 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
924} 746}
925 747
926void 748void
936 int x = ob->x, y = ob->y; 758 int x = ob->x, y = ob->y;
937 759
938 ob->remove_statbonus (); 760 ob->remove_statbonus ();
939 ob->remove (); 761 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 762 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 763 ob->arch->copy_to (ob);
942 ob->instantiate (); 764 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 765 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 766 ob->name = ob->name_pl = name;
945 ob->x = x; 767 ob->x = x;
946 ob->y = y; 768 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 769 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 770 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 771 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 772 ob->add_statbonus ();
951 } 773 }
952 while (!allowed_class (ob)); 774 while (!allowed_class (ob));
953 775
954 update_object (ob, UP_OBJ_FACE); 776 update_object (ob, UP_OBJ_FACE);
957 ob->stats.hp = ob->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
958 ob->stats.sp = ob->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
959 ob->stats.grace = 0; 781 ob->stats.grace = 0;
960} 782}
961 783
962void 784static void
963flee_player (object *op) 785flee_player (object *op)
964{ 786{
965 int dir, diff; 787 int dir, diff;
966 rv_vector rv; 788 rv_vector rv;
967 789
968 if (op->stats.hp < 0) 790 if (op->stats.hp < 0)
969 { 791 {
970 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
971 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
972 return; 794 return;
973 } 795 }
974 796
975 if (op->enemy == NULL) 797 if (!op->enemy)
976 { 798 {
977 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 800 op->clr_flag (FLAG_SCARED);
979 return; 801 return;
980 } 802 }
981 803
982 /* Seen some crashes here. Since we don't store an 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
983 * op->enemy_count, it is possible that something destroys the
984 * actual enemy, and the object is recycled.
985 */
986 if (op->enemy->map == NULL)
987 { 805 {
988 CLEAR_FLAG (op, FLAG_SCARED);
989 op->enemy = NULL; 806 op->enemy = NULL;
990 return; 807 op->clr_flag (FLAG_SCARED);
991 }
992
993 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
994 {
995 op->enemy = NULL;
996 CLEAR_FLAG (op, FLAG_SCARED);
997 return; 808 return;
998 } 809 }
999 810
1000 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
1001 812
1002 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
1003 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
1004 { 815 {
1005 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
1006 817
1007 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1008 return; 819 return;
1009 } 820 }
1010 821
1011 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1012 CLEAR_FLAG (op, FLAG_SCARED); 823 op->clr_flag (FLAG_SCARED);
1013 op->enemy = NULL; 824 op->enemy = NULL;
1014} 825}
1015 826
1016/* check_pick sees if there is stuff to be picked up/picks up stuff. 827/* check_pick sees if there is stuff to be picked up/picks up stuff.
1017 * It returns 1 if the player should keep on moving, 0 if he should 828 * It returns 1 if the player should keep on moving, 0 if he should
1021check_pick (object *op) 832check_pick (object *op)
1022{ 833{
1023 object *tmp, *next; 834 object *tmp, *next;
1024 int stop = 0; 835 int stop = 0;
1025 int wvratio; 836 int wvratio;
1026 char putstring[128];
1027 837
1028 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1029 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1030 return 1; 840 return 1;
1031 841
1032 next = op->below; 842 next = op->below;
843
844 int cnt = MAX_ITEM_PER_ACTION;
845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1033 846
1034 /* loop while there are items on the floor that are not marked as 847 /* loop while there are items on the floor that are not marked as
1035 * destroyed */ 848 * destroyed */
1036 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1037 { 850 {
1038 tmp = next; 851 tmp = next;
1039 next = tmp->below; 852 next = tmp->below;
1040 853
854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
1041 if (op->destroyed ()) 860 if (op->destroyed ())
1042 return 0; 861 return 0;
1043 862
1044 if (!can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1045 continue; 864 continue;
1046 865
1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1048 { 867 {
1049 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1050 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1051 continue; 871 continue;
1052 } 872 }
1053 873
1054 /* high not bit set? We're using the old autopickup model */ 874 /* pickup handling */
875 if (op->contr->mode & PU_DEBUG)
876 {
877 /* some debugging code to figure out item information */
878 const char *str = tmp->name
879 ? format ("item name: %s item type: %d weight/value: %d",
880 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
881 : format ("item name: %s item type: %d weight/value: %d",
882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
883
884 new_draw_info (NDI_UNIQUE, 0, op, str);
885 }
886
887 if (op->contr->mode & PU_INHIBIT)
888 return 1;
889
890 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
891 return 1;
892
893 /* philosophy:
894 * It's easy to grab an item type from a pile, as long as it's
895 * generic. This takes no game-time. For more detailed pickups
896 * and selections, select-items should be used. This is a
897 * grab-as-you-run type mode that's really useful for arrows for
898 * example.
899 * The drawback: right now it has no frontend, so you need to
900 * stick the bits you want into a calculator in hex mode and then
901 * convert to decimal and then 'pickup <#>
902 */
903
904 /* the first two modes are exclusive: if NOTHING we return, if
905 * STOP then we stop. All the rest are applied sequentially,
906 * meaning if any test passes, the item gets picked up. */
907
908 /* if mode is set to pick nothing up, return */
909 if (op->contr->mode == PU_NOTHING)
910 return 1;
911
912 /* if mode is set to stop when encountering objects, return */
913 /* take STOP before INHIBIT since it doesn't actually pick
914 * anything up */
915 if (op->contr->mode & PU_STOP)
916 return 0;
917
918 /* useful for going into stores and not losing your settings... */
919 /* and for battles wher you don't want to get loaded down while
920 * fighting */
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 /* prevent us from turning into auto-thieves :) */
925 if (tmp->flag [FLAG_UNPAID])
926 continue;
927
928 /* ignore known cursed objects */
929 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
930 continue;
931
932 /* all food and drink if desired */
933 /* question: don't pick up known-poisonous stuff? */
1055 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1056 { 936 {
1057 switch (op->contr->mode) 937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_DRINK)
942 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 if (op->contr->mode & PU_POTION)
949 if (tmp->type == POTION)
950 {
951 CHK_PICK_PICKUP;
952 continue;
953 }
954
955 /* spellbooks, skillscrolls and normal books/scrolls */
956 if (op->contr->mode & PU_SPELLBOOK)
957 if (tmp->type == SPELLBOOK)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_SKILLSCROLL)
964 if (tmp->type == SKILLSCROLL)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_READABLES)
971 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* wands/staves/rods/horns */
978 if (op->contr->mode & PU_MAGIC_DEVICE)
979 if (tmp->type == WAND
980 || tmp->type == ROD
981 || tmp->type == HORN
982 || tmp->type == POWER_CRYSTAL)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 /* pick up all magical items */
989 if (op->contr->mode & PU_MAGICAL)
990 if (tmp->flag [FLAG_KNOWN_MAGICAL]
991 && !tmp->flag [FLAG_KNOWN_CURSED])
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_VALUABLES)
998 {
999 if (tmp->type == MONEY || tmp->type == GEM)
1058 { 1000 {
1059 case 0: 1001 CHK_PICK_PICKUP;
1060 return 1; /* don't pick up */ 1002 continue;
1061 case 1:
1062 pick_up (op, tmp);
1063 return 1;
1064 case 2:
1065 pick_up (op, tmp);
1066 return 0;
1067 case 3:
1068 return 0; /* stop before pickup */
1069 case 4:
1070 pick_up (op, tmp);
1071 break;
1072 case 5:
1073 pick_up (op, tmp);
1074 stop = 1;
1075 break;
1076 case 6:
1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1078 pick_up (op, tmp);
1079 break;
1080
1081 case 7:
1082 if (tmp->type == MONEY || tmp->type == GEM)
1083 pick_up (op, tmp);
1084 break;
1085
1086 default:
1087 /* use value density */
1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1090 pick_up (op, tmp);
1091 } 1003 }
1092 } 1004 }
1093 else 1005
1094 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1095 /* NEW pickup handling */
1096 if (op->contr->mode & PU_DEBUG) 1007 if (op->contr->mode & PU_JEWELS)
1008 if (tmp->type == RING
1009 || tmp->type == AMULET
1010 || tmp->type == GIRDLE
1011 || tmp->type == SKILL_TOOL)
1097 { 1012 {
1098 /* some debugging code to figure out item information */ 1013 CHK_PICK_PICKUP;
1099 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1102 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 }
1108
1109 /* philosophy:
1110 * It's easy to grab an item type from a pile, as long as it's
1111 * generic. This takes no game-time. For more detailed pickups
1112 * and selections, select-items should be used. This is a
1113 * grab-as-you-run type mode that's really useful for arrows for
1114 * example.
1115 * The drawback: right now it has no frontend, so you need to
1116 * stick the bits you want into a calculator in hex mode and then
1117 * convert to decimal and then 'pickup <#>
1118 */
1119
1120 /* the first two modes are exclusive: if NOTHING we return, if
1121 * STOP then we stop. All the rest are applied sequentially,
1122 * meaning if any test passes, the item gets picked up. */
1123
1124 /* if mode is set to pick nothing up, return */
1125
1126 if (op->contr->mode & PU_NOTHING)
1127 return 1;
1128
1129 /* if mode is set to stop when encountering objects, return */
1130 /* take STOP before INHIBIT since it doesn't actually pick
1131 * anything up */
1132
1133 if (op->contr->mode & PU_STOP)
1134 return 0;
1135
1136 /* useful for going into stores and not losing your settings... */
1137 /* and for battles wher you don't want to get loaded down while
1138 * fighting */
1139 if (op->contr->mode & PU_INHIBIT)
1140 return 1;
1141
1142 /* prevent us from turning into auto-thieves :) */
1143 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1144 continue; 1014 continue;
1015 }
1145 1016
1146 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1147 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1018 if (op->contr->mode & PU_FLESH)
1019 if (tmp->type == FLESH)
1020 {
1021 CHK_PICK_PICKUP;
1148 continue; 1022 continue;
1023 }
1149 1024
1150 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1151 /* question: don't pick up known-poisonous stuff? */ 1026 if (op->contr->mode & PU_BOW)
1027 if (tmp->type == BOW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 if (op->contr->mode & PU_ARROW)
1034 if (tmp->type == ARROW)
1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1039
1040 /* all kinds of armor etc. */
1041 if (op->contr->mode & PU_ARMOUR)
1042 if (tmp->type == ARMOUR)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_HELMET)
1049 if (tmp->type == HELMET)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 if (op->contr->mode & PU_SHIELD)
1056 if (tmp->type == SHIELD)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1152 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1153 if (tmp->type == FOOD) 1063 if (tmp->type == BOOTS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_GLOVES)
1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_CLOAK)
1077 if (tmp->type == CLOAK)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1083 /* hoping to catch throwing daggers here */
1084 if (op->contr->mode & PU_MISSILEWEAPON)
1085 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 /* careful: chairs and tables are weapons! */
1092 if (op->contr->mode & PU_ALLWEAPON)
1093 {
1094 if (tmp->type == WEAPON)
1095 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1154 { 1096 {
1155 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1156 continue; 1098 continue;
1157 } 1099 }
1100 }
1158 1101
1102 /* misc stuff that's useful */
1159 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1160 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1161 { 1105 {
1162 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1163 continue; 1107 continue;
1164 } 1108 }
1165 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1166 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1167 if (tmp->type == POTION) 1113 {
1114 /* use value density to decide what else to grab */
1115 /* >=7 was >= op->contr->mode */
1116 /* >=7 is the old standard setting. Now we take the last 4 bits
1168 { 1117 */
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* spellbooks, skillscrolls and normal books/scrolls */
1174 if (op->contr->mode & PU_SPELLBOOK)
1175 if (tmp->type == SPELLBOOK)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SKILLSCROLL)
1182 if (tmp->type == SKILLSCROLL)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 /* wands/staves/rods/horns */
1196 if (op->contr->mode & PU_MAGIC_DEVICE)
1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 /* pick up all magical items */
1204 if (op->contr->mode & PU_MAGICAL) 1118 wvratio = op->contr->mode & PU_RATIO;
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1119 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 if (op->contr->mode & PU_VALUABLES)
1212 { 1120 {
1213 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1214 { 1124 {
1215 pick_up (op, tmp); 1125 fprintf (stderr, "%s", tmp->name);
1216 continue;
1217 } 1126 }
1218 }
1219
1220 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 /* bows and arrows. Bows are good for selling! */
1237 if (op->contr->mode & PU_BOW)
1238 if (tmp->type == BOW)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_ARROW)
1245 if (tmp->type == ARROW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* all kinds of armor etc. */
1252 if (op->contr->mode & PU_ARMOUR)
1253 if (tmp->type == ARMOUR)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_HELMET)
1260 if (tmp->type == HELMET)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_SHIELD)
1267 if (tmp->type == SHIELD)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_BOOTS)
1274 if (tmp->type == BOOTS)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_GLOVES)
1281 if (tmp->type == GLOVES)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_CLOAK)
1288 if (tmp->type == CLOAK)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* hoping to catch throwing daggers here */
1295 if (op->contr->mode & PU_MISSILEWEAPON)
1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON)
1304 {
1305 if (tmp->type == WEAPON && tmp->name != NULL)
1306 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313 }
1314
1315 if (tmp->type == WEAPON && tmp->name == NULL)
1316 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322 }
1323 }
1324
1325 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 /* any of the last 4 bits set means we use the ratio for value
1334 * pickups */
1335 if (op->contr->mode & PU_RATIO)
1336 {
1337 /* use value density to decide what else to grab */
1338 /* >=7 was >= op->contr->mode */
1339 /* >=7 is the old standard setting. Now we take the last 4 bits
1340 * and multiply them by 5, giving 0..15*5== 5..75 */
1341 wvratio = (op->contr->mode & PU_RATIO) * 5;
1342 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1343 {
1344 pick_up (op, tmp);
1345#if 0
1346 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1347 if (tmp->name != NULL)
1348 {
1349 fprintf (stderr, "%s", tmp->name);
1350 }
1351 else 1127 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1130 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1355#endif 1131#endif
1132 CHK_PICK_PICKUP;
1356 continue; 1133 continue;
1357 }
1358 } 1134 }
1359 } /* the new pickup model */ 1135 } /* the new pickup model */
1360 } 1136 }
1361 1137
1362 return !stop; 1138 return !stop;
1139}
1140
1141/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0.
1146 */
1147static int
1148action_makes_visible (object *op)
1149{
1150 if (op->invisible && op->flag [FLAG_ALIVE])
1151 {
1152 if (op->flag [FLAG_MAKE_INVIS])
1153 {
1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance.
1156 if (op->contr)
1157 op->make_noise ();
1158
1159 return 0;
1160 }
1161
1162 if (op->contr && op->contr->tmp_invis == 0)
1163 return 0;
1164
1165 /* If monsters, they should become visible */
1166 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1167 {
1168 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1169 return 1;
1170 }
1171 }
1172
1173 return 0;
1363} 1174}
1364 1175
1365/* 1176/*
1366 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1367 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1368 * found object is returned. 1179 * found object is returned.
1369 */ 1180 */
1370object * 1181static object *
1371find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1372{ 1183{
1373 object *tmp = 0;
1374
1375 for (op = op->inv; op; op = op->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1377 tmp = find_arrow (op, type);
1378 else if (op->type == ARROW && op->race == type) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1186 return splay (tmp);
1187
1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1189 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1190 if (object *arrow = find_arrow (tmp, type))
1191 {
1192 splay (tmp);
1379 return op; 1193 return arrow;
1194 }
1380 1195
1381 return tmp; 1196 return 0;
1382} 1197}
1383 1198
1384/* 1199/*
1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1200 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1386 * against the target. A full test is not performed, simply a basic test 1201 * against the target. A full test is not performed, simply a basic test
1387 * of resistances. The archer is making a quick guess at what he sees down 1202 * of resistances. The archer is making a quick guess at what he sees down
1388 * the hall. Failing that it does it's best to pick the highest plus arrow. 1203 * the hall. Failing that it does it's best to pick the highest plus arrow.
1389 */ 1204 */
1390object * 1205static object *
1391find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1392{ 1207{
1393 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1394 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1395 1210
1396 if (!type) 1211 if (!type)
1397 return NULL; 1212 return NULL;
1398 1213
1399 for (arrow = op->inv; arrow; arrow = arrow->below) 1214 for (arrow = op->inv; arrow; arrow = arrow->below)
1400 { 1215 {
1401 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1216 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1402 { 1217 {
1403 i = 0; 1218 i = 0;
1404 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1405 if (i > betterby) 1221 if (i > betterby)
1406 { 1222 {
1407 tmp = ntmp; 1223 tmp = ntmp;
1408 betterby = i; 1224 betterby = i;
1409 } 1225 }
1410 } 1226 }
1411 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1412 { 1228 {
1413 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1415 { 1231 {
1416 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1417 { 1233 {
1418 *better = 100; 1234 *better = 100;
1419 return arrow; 1235 return arrow;
1427 else 1243 else
1428 { 1244 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1245 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1246 {
1431 attacktype = 1 << attacknum; 1247 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1248 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1249 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1434 { 1250 {
1435 tmp = arrow; 1251 tmp = arrow;
1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1252 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1437 } 1253 }
1438 } 1254 }
1255
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1257 {
1441 tmp = arrow; 1258 tmp = arrow;
1442 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1443 } 1260 }
1261
1444 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1445 { 1263 {
1446 tmp = arrow; 1264 tmp = arrow;
1447 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1448 } 1266 }
1449 } 1267 }
1450 } 1268 }
1451 } 1269 }
1270
1452 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1453 return find_arrow (op, type); 1272 return find_arrow (op, type);
1454 1273
1455 *better = betterby; 1274 *better = betterby;
1456 return tmp; 1275 return tmp;
1460 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1461 * op = the shooter 1280 * op = the shooter
1462 * type = bow->race 1281 * type = bow->race
1463 * dir = fire direction 1282 * dir = fire direction
1464 */ 1283 */
1465object * 1284static object *
1466pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1467{ 1286{
1468 object *tmp = NULL; 1287 object *tmp = NULL;
1469 maptile *m; 1288 maptile *m;
1470 int i, mflags, found, number; 1289 int i, mflags, found, number;
1471 sint16 x, y; 1290 sint16 x, y;
1486 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1487 { 1306 {
1488 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1489 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1490 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 { 1312 {
1493 tmp = NULL; 1313 tmp = 0;
1494 break; 1314 break;
1495 } 1315 }
1496 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1316 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1497 { 1317 {
1498 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1499 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1500 */ 1320 */
1501 tmp = NULL; 1321 tmp = 0;
1502 break; 1322 break;
1503 } 1323 }
1324
1504 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1505 {
1506 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (tmp->flag [FLAG_ALIVE])
1508 {
1509 found++;
1510 break;
1511 }
1512 if (found)
1513 break; 1328 break;
1514 }
1515 } 1329 }
1516 if (tmp == NULL) 1330
1331 if (!tmp)
1517 return find_arrow (op, type); 1332 return find_arrow (op, type);
1518 1333
1519 if (tmp->head) 1334 if (tmp->head)
1520 tmp = tmp->head; 1335 tmp = tmp->head;
1521 1336
1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1562 return 0; 1377 return 0;
1563 } 1378 }
1564 1379
1565 // optimisation: move object to top so we will find it quickly again 1380 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below) 1381 splay (bow);
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1572 } 1382 }
1573 1383
1574 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1575 { 1385 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1583 { 1393 {
1584 if (op->type == PLAYER) 1394 if (op->type == PLAYER)
1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1396 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1587 else 1397 else
1588 CLEAR_FLAG (op, FLAG_READY_BOW); 1398 op->clr_flag (FLAG_READY_BOW);
1589 1399
1590 return 0; 1400 return 0;
1591 } 1401 }
1592 } 1402 }
1593 1403
1602 } 1412 }
1603 1413
1604 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1605 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1606 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1607 arrow->destroy (); 1418 arrow->destroy ();
1608 return 0; 1419 return 0;
1609 } 1420 }
1610 1421
1611 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1612 arrow = get_split_ob (arrow, 1); 1423 arrow = arrow->split ();
1613 if (!arrow) 1424 if (!arrow)
1614 { 1425 {
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1426 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1616 return 0; 1427 return 0;
1617 } 1428 }
1621 arrow->direction = dir; 1432 arrow->direction = dir;
1622 1433
1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1434 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1626 1437 arrow->custom_name = arrow->slaying;
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629 1438
1630#if 0 1439#if 0
1631 if (player *pl = op->contr) 1440 if (player *pl = op->contr)
1632 { 1441 {
1633 float speed = pl->weapon_sp; 1442 float speed = pl->weapon_sp;
1679 1488
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1492
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1494 m->insert (arrow, sx, sy, op);
1686 1495
1687 if (!arrow->destroyed ()) 1496 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1497 move_arrow (arrow);
1689
1690 if (op->type == PLAYER)
1691 {
1692 if (left->destroyed ())
1693 esrv_del_item (op->contr, left->count);
1694 else
1695 esrv_send_item (op, left);
1696 }
1697 1498
1698 return 1; 1499 return 1;
1699} 1500}
1700 1501
1701/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1703 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1704 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1705 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1706 * hence the function name. 1507 * hence the function name.
1707 */ 1508 */
1708int 1509static int
1709player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1710{ 1511{
1711 int ret = 0, wcmod = 0; 1512 int ret;
1712 1513
1713 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1714 { 1515 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1516 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1517 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1518 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1519 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1720 wcmod = -1;
1721
1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1723 } 1522 }
1724 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1725 { 1524 {
1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1526 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1527 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 } 1528 }
1730 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1530 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1532 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1533 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735 } 1534 }
1736 else 1535 else
1737 { 1536 {
1743} 1542}
1744 1543
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1747 */ 1546 */
1748void 1547static void
1749fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1750{ 1549{
1751 object *item = op->contr->ranged_ob; 1550 object *item = op->contr->ranged_ob;
1752 1551
1753 if (!item) 1552 if (!item)
1760 { 1559 {
1761 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1762 return; 1561 return;
1763 } 1562 }
1764 1563
1765 if (!op->change_weapon (item)) 1564 if (!op->apply (item))
1766 return; 1565 return;
1767 1566
1768 if (item->type == WAND) 1567 if (item->type == WAND)
1769 { 1568 {
1770 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1771 { 1570 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1571 op->contr->play_sound (sound_find ("wand_poof"));
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774 1573
1775 return; 1574 return;
1776 } 1575 }
1777 } 1576 }
1778 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1779 { 1578 {
1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1580
1581 // using the maximum of the rods charge allows at least one spell cast
1582 // for a rod or horn, this fixes some broken rods.
1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1781 { 1584 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1783 1586
1784 if (item->type == ROD) 1587 if (item->type == ROD)
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786 else 1589 else
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1790 } 1593 }
1791 } 1594 }
1792 1595
1793 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1794 { 1597 {
1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1598 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1599
1796 if (item->type == WAND) 1600 if (item->type == WAND)
1797 { 1601 {
1798 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
1799 { 1603 {
1800 object *tmp; 1604 object *tmp;
1801 1605
1802 if (item->arch) 1606 if (item->arch)
1803 { 1607 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 item->clr_flag (FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1609 item->face = item->arch->face;
1806 item->set_speed (0); 1610 item->set_speed (0);
1807 } 1611 }
1808 1612
1809 if ((tmp = item->in_player ())) 1613 if (object *pl = item->visible_to ())
1810 esrv_update_item (UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
1811 } 1615 }
1812 } 1616 }
1813 else if (item->type == ROD || item->type == HORN) 1617 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item); 1618 drain_rod_charge (item);
1815 } 1619 }
1816} 1620}
1817 1621
1818/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1819 */ 1623 */
1820bool 1624bool
1821fire (object *op, int dir) 1625fire (object *who, int dir)
1822{ 1626{
1823 int spellcost = 0; 1627 int spellcost = 0;
1824 1628
1825 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op))
1827 make_visible (op);
1828
1829 player *pl = op->contr; 1629 player *pl = who->contr;
1830 1630
1831 if (pl->golem) 1631 if (pl->golem)
1832 { 1632 {
1833 control_golem (op->contr->golem, dir); 1633 control_golem (who->contr->golem, dir);
1834 return false; 1634 return false;
1835 } 1635 }
1836 1636
1837 object *ob = pl->ranged_ob; 1637 object *ob = pl->ranged_ob;
1838 1638
1839 if (!ob) 1639 if (!ob)
1840 return false; 1640 return false;
1841 1641
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f) 1642 if (who->speed_left > 0.f)
1846 --op->speed_left; 1643 --who->speed_left;
1847 else 1644 else
1848 return false; 1645 return false;
1849 1646
1647 if (!who->apply (ob))
1648 return false;
1649
1650 /* check for loss of invisiblity/hide */
1651 if (action_makes_visible (who))
1652 make_visible (who);
1653
1850 switch (ob->type) 1654 switch (ob->type)
1851 { 1655 {
1852 case BOW: 1656 case BOW:
1853 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1854 break; 1658 break;
1855 1659
1856 case SPELL: 1660 case SPELL:
1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1858 break; 1662 break;
1859 1663
1860 case BUILDER: 1664 case BUILDER:
1861 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1862 break; 1666 break;
1863 1667
1864 case SKILL: 1668 case SKILL:
1865 do_skill (op, op, ob, dir, 0); 1669 do_skill (who, who, ob, dir, 0);
1866 break; 1670 break;
1867 1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1868 default: 1676 default:
1869 fire_misc_object (op, dir); 1677 fire_misc_object (who, dir);
1870 break; 1678 break;
1871 } 1679 }
1872 1680
1873 return true; 1681 return true;
1874} 1682}
1875 1683
1876/* find_key 1684static object *
1877 * We try to find a key for the door as passed. If we find a key
1878 * and successfully use it, we return the key, otherwise NULL
1879 * This function merges both normal and locked door, since the logic
1880 * for both is the same - just the specific key is different.
1881 * pl is the player,
1882 * inv is the objects inventory to searched
1883 * door is the door we are trying to match against.
1884 * This function can be called recursively to search containers.
1885 */
1886object *
1887find_key (object *pl, object *container, object *door) 1685find_key_ (object *pl, object *container, object *door)
1888{ 1686{
1889 object *tmp, *key; 1687 object *tmp, *key;
1890 1688
1891 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1892 if (!container->inv) 1690 if (!container->inv)
1895 /* First, lets try to find a key in the top level inventory */ 1693 /* First, lets try to find a key in the top level inventory */
1896 for (tmp = container->inv; tmp; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 { 1695 {
1898 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1899 break; 1697 break;
1698
1900 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1901 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1902 */ 1701 */
1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1904 break; 1703 break;
1910 * a key, return 1709 * a key, return
1911 */ 1710 */
1912 if (!tmp) 1711 if (!tmp)
1913 { 1712 {
1914 for (tmp = container->inv; tmp; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 {
1916 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1917 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1918 {
1919 if ((key = find_key (pl, tmp, door))) 1716 if ((key = find_key_ (pl, tmp, door)))
1920 return key; 1717 return key;
1921 }
1922 }
1923 1718
1924 if (!tmp) 1719 if (!tmp)
1925 return NULL; 1720 return 0;
1926 } 1721 }
1927 1722
1928 /* We get down here if we have found a key. Now if its in a container, 1723 /* We get down here if we have found a key. Now if its in a container,
1929 * see if we actually want to use it 1724 * see if we actually want to use it
1930 */ 1725 */
1931 if (pl != container) 1726 if (pl != container)
1932 { 1727 {
1933 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1934 if (!pl->contr) 1729 if (!pl->contr)
1935 return NULL; 1730 return 0;
1731
1936 /* cases where this fails: 1732 /* cases where this fails:
1937 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1938 * are not in the players inventory. 1734 * are not in the players inventory.
1939 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1940 * containers can be used. 1736 * containers can be used.
1944 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1945 * 1741 *
1946 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1947 * all the others. 1743 * all the others.
1948 */ 1744 */
1949 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1950 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !container->flag [FLAG_APPLIED]
1951 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1952 { 1748 {
1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1955 return NULL; 1751 return NULL;
1956 } 1752 }
1957 } 1753 }
1958 1754
1959 return tmp; 1755 return tmp;
1756}
1757
1758/* find_key
1759 * We try to find a key for the door as passed. If we find a key
1760 * and successfully use it, we return the key, otherwise NULL
1761 * This function merges both normal and locked door, since the logic
1762 * for both is the same - just the specific key is different.
1763 * pl is the player,
1764 * inv is the objects inventory to searched
1765 * door is the door we are trying to match against.
1766 * This function can be called recursively to search containers.
1767 */
1768object *
1769find_key (object *pl, object *container, object *door)
1770{
1771 if (door->slaying && is_match_expr (door->slaying))
1772 {
1773 // for match expressions, we try to find the key by applying the match
1774 // to the op itself, which is supposed to find the "key", instead
1775 // of searching through containers ourselves.
1776
1777 return match_one (door->slaying, container, door, pl, pl);
1778 }
1779 else
1780 return find_key_ (pl, container, door);
1960} 1781}
1961 1782
1962/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1963 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1964 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1976 /* If we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
1977 if (key) 1798 if (key)
1978 { 1799 {
1979 object *container = key->env; 1800 object *container = key->env;
1980 1801
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1983 if (action_makes_visible (op)) 1802 if (action_makes_visible (op))
1984 make_visible (op); 1803 make_visible (op);
1985 1804
1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op); 1806 spring_trap (door->inv, op);
1988 1807
1989 if (door->type == DOOR) 1808 if (door->type == DOOR)
1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1809 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1991 else if (door->type == LOCKED_DOOR) 1810 else if (door->type == LOCKED_DOOR)
1992 { 1811 {
1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1812 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1814 }
1996 1815
1997 /* Do this after we print the message */ 1816 /* Do this after we print the message */
1998 decrease_ob (key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
1999 /* Need to update the weight the container the key was in */
2000 if (container != op)
2001 esrv_update_item (UPD_WEIGHT, op, container);
2002 1818
2003 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
2004 } 1820 }
2005 else if (door->type == LOCKED_DOOR) 1821 else if (door->type == LOCKED_DOOR)
2006 { 1822 {
2007 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1824 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1825 return 1;
2010 } 1826 }
2011 1827
2012 return 0; 1828 return 0;
2013} 1829}
2019 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2020 */ 1836 */
2021bool 1837bool
2022move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
2023{ 1839{
2024 int on_battleground; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1841 {
1842 --op->speed_left;
1843 return true;
1844 }
2025 1845
2026 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2028 1848
2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny)) 1849 if (out_of_map (op->map, nx, ny))
2032 return false; 1850 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2039 1851
2040 /* If braced, or can't move to the square, and it is not out of the 1852 /* If braced, or can't move to the square, and it is not out of the
2041 * map, attack it. Note order of if statement is important - don't 1853 * map, attack it. Note order of if statement is important - don't
2042 * want to be calling move_ob if braced, because move_ob will move the 1854 * want to be calling move_ob if braced, because move_ob will move the
2043 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2090 */ 1902 */
2091 if (op->type == PLAYER 1903 if (op->type == PLAYER
2092 && ((mon->owner && mon->owner->contr 1904 && ((mon->owner && mon->owner->contr
2093 && same_party (mon->owner->contr->party, op->contr->party)) 1905 && same_party (mon->owner->contr->party, op->contr->party))
2094 || mon->owner == op) 1906 || mon->owner == op)
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1907 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2096 { 1908 {
2097 /* If we're braced, we don't want to switch places with it */ 1909 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 1910 if (op->contr->braced)
2099 return false; 1911 return false;
2100 1912
2101 if (op->speed_left > 0.f) 1913 if (op->speed_left > 0.f)
2102 { 1914 {
2103 --op->speed_left; 1915 --op->speed_left;
2104 1916
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1917 op->play_sound (sound_find ("push_player"));
2106 push_ob (mon, dir, op); 1918 push_ob (mon, dir, op);
2107 1919
2108 if (op->contr->tmp_invis || op->hide) 1920 if (action_makes_visible (op))
2109 make_visible (op); 1921 make_visible (op);
2110 1922
2111 return true; 1923 return true;
2112 } 1924 }
2113 else 1925 else
2114 return false; 1926 return false;
2115 } 1927 }
1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
2116 1930
2117 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1934 * attack them either.
2121 */ 1935 */
2122 if ((mon->type == PLAYER || mon->enemy != op) 1936 if ((mon->type == PLAYER || mon->enemy != op)
2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1937 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2124 && ((op->contr->peaceful 1938 && ((op->contr->peaceful
2125 || (mon->type == PLAYER && mon->contr->peaceful)) 1939 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && !on_battleground)) 1940 && !on_battleground))
2127 { 1941 {
2128 if (op->speed_left > 0.f) 1942 if (op->speed_left > 0.f)
2129 { 1943 {
2130 --op->speed_left; 1944 --op->speed_left;
2131 1945
2132 if (!op->contr->braced) 1946 if (!op->contr->braced)
2133 { 1947 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1948 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2136 } 1950 }
2137 else 1951 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
2139 1953
2140 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2141 make_visible (op); 1955 make_visible (op);
2142 1956
2143 return true; 1957 return true;
2144 } 1958 }
2145 } 1959 }
2146 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
2147 * roll it if not braced. You can't roll it if you are braced. 1961 * roll it if not braced. You can't roll it if you are braced.
2148 */ 1962 */
2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1963 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2150 { 1964 {
2151 if (op->speed_left > 0.f) 1965 if (op->speed_left > 0.f)
2152 { 1966 {
2153 --op->speed_left; 1967 --op->speed_left;
2154 1968
2163 * Way it works is like this: First, it must have some hit points 1977 * Way it works is like this: First, it must have some hit points
2164 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
2165 * 1) Not a player, 2) A player, but of a different party. Note 1979 * 1) Not a player, 2) A player, but of a different party. Note
2166 * that party_number -1 is no party, so attacks can still happen. 1980 * that party_number -1 is no party, so attacks can still happen.
2167 */ 1981 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 { 1984 {
2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 { 1986 {
2173 --op->contr->weapon_sp_left; 1987 --op->contr->weapon_sp_left;
2185} 1999}
2186 2000
2187bool 2001bool
2188move_player (object *op, int dir) 2002move_player (object *op, int dir)
2189{ 2003{
2190 int pick;
2191
2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2193 return 0; 2005 return 0;
2194 2006
2195 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2196 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2197 { 2009 {
2198 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2199 return 0; 2011 return 0;
2200 } 2012 }
2201 2013
2202 /* peterm: added following line */ 2014 /* peterm: added following line */
2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (op->flag [FLAG_CONFUSED] && dir)
2204 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2205 2017
2206 op->facing = dir; 2018 op->facing = dir;
2207 2019
2208 if (op->hide) 2020 if (op->flag [FLAG_HIDDEN])
2209 do_hidden_move (op); 2021 do_hidden_move (op);
2210 2022
2211 bool retval; 2023 bool retval;
2024 int pick = 0;
2212 2025
2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2214 retval = RESULT_INT (0); 2027 retval = RESULT_INT (0);
2215 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2216 retval = fire (op, dir); 2029 retval = fire (op, dir);
2247 * players. 2060 * players.
2248 */ 2061 */
2249bool 2062bool
2250handle_newcs_player (object *op) 2063handle_newcs_player (object *op)
2251{ 2064{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2065 if (op->flag [FLAG_SCARED])
2253 { 2066 {
2254 if (op->speed_left > 0.f) 2067 if (op->speed_left > 0.f)
2255 { 2068 {
2256 --op->speed_left; 2069 --op->speed_left;
2257 flee_player (op); 2070 flee_player (op);
2273 return move_player (op, op->direction); 2086 return move_player (op, op->direction);
2274 2087
2275 return false; 2088 return false;
2276} 2089}
2277 2090
2278int 2091static int
2279save_life (object *op) 2092save_life (object *op)
2280{ 2093{
2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!op->flag [FLAG_LIFESAVE])
2282 return 0; 2095 return 0;
2283 2096
2284 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2286 { 2099 {
2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2100 op->play_sound (sound_find ("ob_evaporate"));
2288 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2289 2102
2290 if (op->contr)
2291 esrv_del_item (op->contr, tmp->count);
2292
2293 tmp->destroy (); 2103 tmp->destroy ();
2294 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 op->clr_flag (FLAG_LIFESAVE);
2295 2105
2296 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2297 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2298 2108
2299 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2300 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2301 2111
2302 op->update_stats (); 2112 op->update_stats ();
2303 return 1; 2113 return 1;
2304 } 2114 }
2305 2115
2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2116 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2307 CLEAR_FLAG (op, FLAG_LIFESAVE); 2117 op->clr_flag (FLAG_LIFESAVE);
2308 enter_player_savebed (op); /* bring him home. */ 2118 enter_player_savebed (op); /* bring him home. */
2309 return 0; 2119 return 0;
2310} 2120}
2311 2121
2312/* This goes throws the inventory and removes unpaid objects, and puts them 2122/* This goes throws the inventory and removes unpaid objects, and puts them
2313 * back in the map (location and map determined by values of env). This 2123 * back in the map (location and map determined by values of env). This
2314 * function will descend into containers. op is the object to start the search 2124 * function will descend into containers. op is the object to start the search
2315 * from. 2125 * from.
2316 */ 2126 */
2127static void
2128drop_unpaid_items (object *op, object *env)
2129{
2130 while (op)
2131 {
2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2133
2134 if (op->flag [FLAG_UNPAID])
2135 op->insert_at (env);
2136 else if (op->inv)
2137 drop_unpaid_items (op->inv, env);
2138
2139 op = next;
2140 }
2141}
2142
2317void 2143void
2318remove_unpaid_objects (object *op, object *env) 2144object::drop_unpaid_items ()
2319{ 2145{
2320 while (op) 2146 if (!flag [FLAG_REMOVED])
2321 { 2147 ::drop_unpaid_items (inv, this);
2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2323
2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2325 {
2326 if (env->type == PLAYER)
2327 esrv_del_item (env->contr, op->count);
2328
2329 op->insert_at (env);
2330 }
2331 else if (op->inv)
2332 remove_unpaid_objects (op->inv, env);
2333
2334 op = next;
2335 }
2336}
2337
2338/*
2339 * Returns pointer a static string containing gravestone text
2340 * Moved from apply.c to player.c - player.c is what
2341 * actually uses this function. player.c may not be quite the
2342 * best, a misc file for object actions is probably better,
2343 * but there isn't one in the server directory.
2344 */
2345char *
2346gravestone_text (object *op)
2347{
2348 static char buf2[MAX_BUF];
2349 char buf[MAX_BUF];
2350 time_t now = time (NULL);
2351
2352 strcpy (buf2, " R.I.P.\n\n");
2353 if (op->type == PLAYER)
2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2355 else
2356 sprintf (buf, "%s\n", &op->name);
2357
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360 if (op->type == PLAYER)
2361 sprintf (buf, "who was in level %d when killed\n", op->level);
2362 else
2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 {
2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 }
2373
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377
2378 return buf2;
2379} 2148}
2380 2149
2381void 2150void
2382do_some_living (object *op) 2151do_some_living (object *op)
2383{ 2152{
2400 * alternate it here for it to work correctly. 2169 * alternate it here for it to work correctly.
2401 */ 2170 */
2402 if (pticks & 2) 2171 if (pticks & 2)
2403 op->invisible--; 2172 op->invisible--;
2404 } 2173 }
2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2174 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2406 { 2175 {
2407 if (!op->invisible--) 2176 if (!op->invisible--)
2408 { 2177 {
2409 make_visible (op); 2178 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2179 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else 2205 else
2437 { 2206 {
2438 gen_grace = op->stats.maxgrace; 2207 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2208 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2440 }
2441
2442 /* Regenerate Spell Points */
2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2446 if (op->stats.sp < op->stats.maxsp)
2447 {
2448 op->stats.sp++;
2449 /* dms do not consume food */
2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 {
2452 op->stats.food--;
2453 if (op->contr->digestion < 0)
2454 op->stats.food += op->contr->digestion;
2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456 op->stats.food = last_food;
2457 }
2458 }
2459
2460 if (max_sp > 1)
2461 {
2462 over_sp = (gen_sp + 10) / rate_sp;
2463 if (over_sp > 0)
2464 {
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470 op->stats.sp--;
2471
2472 if (op->stats.sp > op->stats.maxsp)
2473 op->stats.sp = op->stats.maxsp;
2474 }
2475 op->last_sp = 0;
2476 }
2477 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 } 2209 }
2483 2210
2484 /* Regenerate Grace */ 2211 /* Regenerate Grace */
2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2212 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486 if (--op->last_grace < 0) 2213 if (--op->last_grace < 0)
2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508 } 2235 }
2509 /* wearing stuff doesn't detract from grace generation. */ 2236 /* wearing stuff doesn't detract from grace generation. */
2510 } 2237 }
2511 2238
2239 if (op->stats.food > 0)
2240 {
2512 /* Regenerate Hit Points */ 2241 /* Regenerate Spell Points */
2513 if (--op->last_heal < 0) 2242 if (!op->contr->golem && --op->last_sp < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 { 2243 {
2517 op->stats.hp++; 2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2518 /* dms do not consume food */ 2245
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (op->stats.sp < op->stats.maxsp)
2520 { 2247 {
2248 op->stats.sp++;
2249
2250 /* dms do not consume food */
2251 if (!op->flag [FLAG_WIZ])
2252 {
2521 op->stats.food--; 2253 op->stats.food--;
2254
2522 if (op->contr->digestion < 0) 2255 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion; 2256 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2257 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food; 2258 op->stats.food = last_food;
2259 }
2526 } 2260 }
2527 }
2528 2261
2529 if (max_hp > 1) 2262 if (max_sp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 { 2263 {
2534 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2264 over_sp = (gen_sp + 10) / rate_sp;
2265 if (over_sp > 0)
2266 {
2267 if (op->stats.sp < op->stats.maxsp)
2268 {
2269 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2270
2271 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2272 op->stats.sp--;
2273
2274 if (op->stats.sp > op->stats.maxsp)
2275 op->stats.sp = op->stats.maxsp;
2276 }
2277
2535 op->last_heal = 0; 2278 op->last_sp = 0;
2279 }
2280 else
2281 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2536 } 2282 }
2537 else 2283 else
2284 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2285 }
2286
2287 /* Regenerate Hit Points */
2288 if (--op->last_heal < 0)
2289 {
2290 if (op->stats.hp < op->stats.maxhp)
2538 { 2291 {
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2292 op->stats.hp++;
2293
2294 /* dms do not consume food */
2295 if (!op->flag [FLAG_WIZ])
2296 {
2297 op->stats.food--;
2298
2299 if (op->contr->digestion < 0)
2300 op->stats.food += op->contr->digestion;
2301 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2302 op->stats.food = last_food;
2303 }
2540 } 2304 }
2305
2306 if (max_hp > 1)
2307 {
2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2309
2310 if (over_hp > 0)
2311 {
2312 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2313 op->last_heal = 0;
2314 }
2315 else
2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 } 2317 }
2542 else 2318 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 } 2320 }
2546 } 2321 }
2547 2322
2548 /* Digestion */ 2323 /* Digestion */
2549 if (--op->last_eat < 0) 2324 if (--op->last_eat < 0)
2550 { 2325 {
2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2326 int bonus = max (0, op->contr->digestion),
2327 penalty = max (0, -op->contr->digestion);
2552 2328
2553 if (op->contr->gen_hp > 0)
2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2329 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2555 else
2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557 2330
2558 /* dms do not consume food */ 2331 /* dms do not consume food */
2559 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!op->flag [FLAG_WIZ])
2560 op->stats.food--; 2333 op->stats.food--;
2561 } 2334 }
2562 2335
2563 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2564 { 2337 {
2565 object *tmp, *flesh = 0; 2338 object *flesh = 0;
2566 2339
2567 for (tmp = op->inv; tmp; tmp = tmp->below) 2340 for_inv_removable (op, tmp)
2568 { 2341 {
2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2342 if (tmp->flag [FLAG_UNPAID])
2343 continue;
2344
2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2570 { 2346 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2347 op->statusmsg ("You blindly grab for a bite of food. "
2572 { 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2349 op->apply (tmp);
2574 manual_apply (op, tmp, 0); 2350
2575 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2352 break;
2577 } 2353 }
2578 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2579 flesh = tmp; 2355 flesh = tmp;
2580 } /* End if paid for object */ 2356 }
2581 } /* end of for loop */
2582 2357
2583 /* If player is still starving, it means they don't have any food, so 2358 /* If player is still starving, it means they don't have any food, so
2584 * eat flesh instead. 2359 * eat flesh instead.
2585 */ 2360 */
2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 { 2362 {
2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2589 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2590 } 2366 }
2367
2368 // If player is still starving, alert him!
2369 if (op->stats.food < 0)
2370 op->failmsg ("You are starving! "
2371 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2372 }
2373
2374 if (op->stats.food < 0)
2591 } 2375 {
2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2592 2378
2593 while (op->stats.food < 0 && op->stats.hp >= 0) 2379 if (op->stats.hp < 0)
2594 op->stats.food++, op->stats.hp--; 2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2595 2385
2386 /* killer should be set here already */
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2597 kill_player (op); 2388 kill_player (op);
2598 } 2389 }
2599} 2390}
2600 2391
2601/* If the player should die (lack of hp, food, etc), we call this. 2392/* If the player should die (lack of hp, food, etc), we call this.
2604 * file. 2395 * file.
2605 */ 2396 */
2606void 2397void
2607kill_player (object *op) 2398kill_player (object *op)
2608{ 2399{
2609 char buf[MAX_BUF];
2610 int x, y; 2400 int x, y;
2611
2612 //int i;
2613 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2614
2615 /* int z;
2616 int num_stats_lose;
2617 int lost_a_stat;
2618 int lose_this_stat;
2619 int this_stat; */
2620 int will_kill_again; 2402 int will_kill_again;
2621 archetype *at; 2403 archetype *at;
2622 object *tmp; 2404 object *tmp;
2623 2405
2624 if (save_life (op)) 2406 if (save_life (op))
2625 return; 2407 return;
2626 2408
2409 dynbuf_text deathtab;
2410
2411 /* restore player */
2412 at = archetype::find (shstr_poisoning);
2413 if (object *tmp = present_arch_in_ob (at, op))
2414 {
2415 tmp->destroy ();
2416 deathtab << "Your body feels cleansed...\r";
2417 }
2418
2419 at = archetype::find (shstr_confusion);
2420 if (object *tmp = present_arch_in_ob (at, op))
2421 {
2422 tmp->destroy ();
2423 deathtab << "Your mind feels clearer...\r";
2424 }
2425
2426 cure_disease (op, 0, 0); /* remove any disease */
2427
2428 max_it (op->stats.hp , op->stats.maxhp);
2429 max_it (op->stats.sp , op->stats.maxsp);
2430 max_it (op->stats.grace, op->stats.maxgrace);
2431 max_it (op->stats.food , 200);
2432
2433 // remove all spell effects that are active
2434 // to avoid long-term effects such as word-of-recall
2435 for (object *item = op->inv; item; )
2436 {
2437 object *next = item->below;
2438
2439 if (item->type == SPELL_EFFECT && item->active)
2440 item->destroy ();
2441
2442 item = next;
2443 }
2627 2444
2628 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2445 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2629 * in cities ONLY!!! It is very important that this doesn't get abused. 2446 * in cities ONLY!!! It is very important that this doesn't get abused.
2630 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2631 */ 2448 */
2632 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2633 { 2450 {
2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2451 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2636
2637 /* restore player */
2638 at = archetype::find ("poisoning");
2639 if (object *tmp = present_arch_in_ob (at, op))
2640 {
2641 tmp->destroy ();
2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2643 }
2644
2645 at = archetype::find ("confusion");
2646 if (object *tmp = present_arch_in_ob (at, op))
2647 {
2648 tmp->destroy ();
2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2650 }
2651
2652 cure_disease (op, 0); /* remove any disease */
2653 op->stats.hp = op->stats.maxhp;
2654 if (op->stats.food <= 0)
2655 op->stats.food = 999;
2656 2452
2657 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2658 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2659 { 2455
2660 sprintf (buf, "%s's finger", &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2661 tmp->name = buf; 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2662 sprintf (buf, " This finger has been cut off %s\n" 2458 tmp->msg = format (
2663 " the %s, when he was defeated at\n level %d by %s.\n", 2459 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2460 &op->name, op->contr->title,
2665 tmp->msg = buf; 2461 (int)op->level,
2462 op->contr->killer_name ()
2463 );
2666 tmp->value = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2667 tmp->materialname = "organics"; 2465 tmp->material = name_to_material (shstr_organic);
2668 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2669 }
2670 2467
2671 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2672 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2673 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2674 return; 2473 return;
2675 } 2474 }
2676 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2677 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2678 2480
2679 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2680 2482
2681 if (op->stats.food < 0) 2483 op->contr->play_sound (sound_find ("player_dies"));
2682 {
2683 sprintf (buf, "%s starved to death.", &op->name);
2684 strcpy (op->contr->killer, "starvation");
2685 }
2686 else
2687 sprintf (buf, "%s died.", &op->name);
2688
2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2690 2484
2691 /* save the map location for corpse, gravestone */ 2485 /* save the map location for corpse, gravestone */
2692 x = op->x; 2486 x = op->x;
2693 y = op->y; 2487 y = op->y;
2694 map = op->map; 2488 map = op->map;
2722 2516
2723 lost_a_stat = 0; 2517 lost_a_stat = 0;
2724 2518
2725 for (z = 0; z < num_stats_lose; z++) 2519 for (z = 0; z < num_stats_lose; z++)
2726 { 2520 {
2727 i = RANDOM () % NUM_STATS; 2521 i = rndm (NUM_STATS);
2728 2522
2729 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
2730 { 2524 {
2731 /* Pick a random stat and take a point off it. Tell the player 2525 /* Pick a random stat and take a point off it. Tell the player
2732 * what he lost. 2526 * what he lost.
2739 lost_a_stat = 1; 2533 lost_a_stat = 1;
2740 } 2534 }
2741 else 2535 else
2742 { 2536 {
2743 /* deplete a stat */ 2537 /* deplete a stat */
2744 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2745 object *dep; 2539 object *dep;
2746 2540
2747 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2748 if (!dep) 2542 if (!dep)
2749 { 2543 {
2750 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2751 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2752 } 2546 }
2753 lose_this_stat = 1; 2547 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2755 { 2549 {
2783 } 2577 }
2784 } 2578 }
2785 2579
2786 if (lose_this_stat) 2580 if (lose_this_stat)
2787 { 2581 {
2788 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2789 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a 2586 * and should be roughly the same, so it shouldn't make a
2793 * difference. 2587 * difference.
2794 */ 2588 */
2795 if (this_stat >= -50) 2589 if (this_stat >= -50)
2796 { 2590 {
2797 change_attr_value (&(dep->stats), i, -1); 2591 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG (dep, FLAG_APPLIED); 2592 dep->set_flag (FLAG_APPLIED);
2799 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2593 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 op->update_stats (); 2594 op->update_stats ();
2801 lost_a_stat = 1; 2595 lost_a_stat = 1;
2802 } 2596 }
2803 } 2597 }
2804 } 2598 }
2805 } 2599 }
2600
2806 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2602 if (!lost_a_stat)
2808 { 2603 {
2809 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2811 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2812 2607
2813 if (god && (strcmp (god, "none"))) 2608 if (god != shstr_none)
2814 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2815 else 2610 else
2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2611 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2817 } 2612 }
2818#else 2613#else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2614 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2820#endif 2615#endif
2821 2616
2822 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2823 * exp loss on the stone. 2618 * exp loss on the stone.
2824 */ 2619 */
2825 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2826 sprintf (buf, "%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2827 tmp->name = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2828 sprintf (buf, "%s's gravestones", &op->name); 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2829 tmp->name_pl = buf; 2624 &op->name, op->contr->title, op->contr->killer_name ());
2830 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);
2831 tmp->msg = buf;
2832 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2627
2835 /**************************************/ 2628 /**************************************/
2836 /* */ 2629 /* */
2837 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */
2840 /* */ 2631 /* */
2841 /**************************************/ 2632 /**************************************/
2842 2633
2843 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */
2845 at = archetype::find ("poisoning");
2846 tmp = present_arch_in_ob (at, op);
2847
2848 if (tmp)
2849 {
2850 tmp->destroy ();
2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 }
2853
2854 at = archetype::find ("confusion");
2855 tmp = present_arch_in_ob (at, op);
2856 if (tmp)
2857 {
2858 tmp->destroy ();
2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 }
2861
2862 cure_disease (op, 0); /* remove any disease */
2863
2864 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2865 apply_death_exp_penalty (op); 2635 apply_death_exp_penalty (op);
2866 if (op->stats.food < 100)
2867 op->stats.food = 900;
2868 op->stats.hp = op->stats.maxhp;
2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2871 2636
2872 /* 2637 /*
2873 * Check to see if the player has any unpaid items. If so, remove them 2638 * Check to see if the player has any unpaid items. If so, remove them
2874 * and put them back in the map. 2639 * and put them back in the map.
2875 */ 2640 */
2876 remove_unpaid_objects (op->inv, op); 2641 op->drop_unpaid_items ();
2877 2642
2878 /****************************************/ 2643 /****************************************/
2879 /* */ 2644 /* */
2880 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2881 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2903 2668
2904 force = get_archetype (FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
2905 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
2906 force->speed = 0.1f; 2671 force->speed = 0.1f;
2907 force->speed_left = -5.f; 2672 force->speed_left = -5.f;
2908 SET_FLAG (force, FLAG_APPLIED); 2673 force->set_flag (FLAG_APPLIED);
2909 for (at = 0; at < NROFATTACKS; at++) 2674 for (at = 0; at < NROFATTACKS; at++)
2910 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2911 force->resist[at] = 100; 2676 force->resist[at] = 100;
2912 2677
2913 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2914 op->update_stats (); 2679 op->update_stats ();
2915
2916 } 2680 }
2917 2681
2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2919} 2683}
2920 2684
2921void 2685static void
2922loot_object (object *op) 2686loot_object (object *op)
2923{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2924 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2925 2689
2926 op->close_container (); /* close open sack first */ 2690 op->close_container (); /* close open sack first */
2936 tmp->x = op->x, tmp->y = op->y; 2700 tmp->x = op->x, tmp->y = op->y;
2937 2701
2938 if (tmp->type == CONTAINER) 2702 if (tmp->type == CONTAINER)
2939 loot_object (tmp); /* empty container to ground */ 2703 loot_object (tmp); /* empty container to ground */
2940 2704
2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2705 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2942 { 2706 {
2943 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
2944 { 2708 {
2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
2946 tmp2->destroy ();
2947 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2948 } 2711 }
2949 else 2712 else
2950 tmp->destroy (); 2713 tmp->destroy ();
2951 } 2714 }
2958 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2959 * what needs to be fixed. Refresh windows and fix speed if anything 2722 * what needs to be fixed. Refresh windows and fix speed if anything
2960 * was changed. 2723 * was changed.
2961 */ 2724 */
2962void 2725void
2963fix_weight (void) 2726fix_weight ()
2964{ 2727{
2965 for_all_players (pl) 2728 for_all_players (pl)
2966 { 2729 {
2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2730 sint32 old = pl->ob->carrying;
2968 2731
2969 if (old == sum) 2732 pl->ob->update_weight ();
2970 continue; 2733
2734 if (old != pl->ob->carrying)
2735 {
2971 pl->ob->update_stats (); 2736 pl->ob->update_stats ();
2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2737 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2738 }
2973 } 2739 }
2974} 2740}
2975 2741
2976void 2742void
2977fix_luck (void) 2743fix_luck ()
2978{ 2744{
2979 for_all_players (pl) 2745 for_all_players (pl)
2980 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
2981 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
2982} 2748}
3019} 2785}
3020 2786
3021void 2787void
3022make_visible (object *op) 2788make_visible (object *op)
3023{ 2789{
3024 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3025 op->invisible = 0; 2791 op->invisible = 0;
2792
3026 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3027 { 2794 {
3028 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3029 op->contr->invis_race = 0; 2796 op->contr->invis_race = 0;
3030 } 2797 }
3033} 2800}
3034 2801
3035int 2802int
3036is_true_undead (object *op) 2803is_true_undead (object *op)
3037{ 2804{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2805 if (op->arch->flag [FLAG_UNDEAD])
3039 return 1; 2806 return 1;
3040 2807
3041 return 0; 2808 return 0;
3042} 2809}
3043 2810
3044/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3045 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3046 * indicate greater hideability. 2813 * indicate greater hideability.
3047 */ 2814 */
3048
3049int 2815int
3050hideability (object *ob) 2816hideability (object *ob)
3051{ 2817{
3052 int i, level = 0, mflag; 2818 int i, level = 0, mflag;
3053 sint16 x, y; 2819 sint16 x, y;
3054 2820
3055 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3056 return 0; 2822 return 0;
3057 2823
3058 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3059 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3060 2826
3061 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3062 * If you carry a light on a non-dark map, its not 2828 * If you carry a light on a non-dark map, its not
3063 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3064 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3065 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3066 2832
3067 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3068 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2834 for (i = 0, x = ob->x, y = ob->y;
2835 i <= SIZEOFFREE1;
2836 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3069 { 2837 {
3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3071 if (mflag & P_OUT_OF_MAP) 2839 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue; 2840 continue;
3074 } 2841
3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3076 level += 2; 2843 level += 2;
3077 else /* open terrain! */ 2844 else /* open terrain! */
3078 level -= 1; 2845 level -= 1;
3079 } 2846 }
3090 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3091 */ 2858 */
3092void 2859void
3093do_hidden_move (object *op) 2860do_hidden_move (object *op)
3094{ 2861{
3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2862 int hide = 0;
3096 object *skop;
3097 2863
3098 if (!op || !op->map) 2864 if (!op || !op->map)
3099 return; 2865 return;
3100 2866
3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2867 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2868 int num = random_roll (0, 19, op, PREFER_LOW);
3102 2869
3103 /* its *extremely* hard to run and sneak/hide at the same time! */ 2870 /* its *extremely* hard to run and sneak/hide at the same time! */
3104 if (op->type == PLAYER && op->contr->run_on) 2871 if (op->type == PLAYER && op->contr->run_on)
3105 if (!skop || num >= skop->level) 2872 if (!skop || num >= skop->level)
3106 { 2873 {
3116 num -= hide; 2883 num -= hide;
3117 2884
3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119 { 2886 {
3120 make_visible (op); 2887 make_visible (op);
2888
3121 if (op->type == PLAYER) 2889 if (op->type == PLAYER)
3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3123 } 2891 }
3124 else if (op->type == PLAYER && skop) 2892 else if (op->type == PLAYER && skop)
3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2893 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 2908
3141 if (who->type == PLAYER) 2909 if (who->type == PLAYER)
3142 player = 1; 2910 player = 1;
3143 2911
3144 else 2912 else
3145 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2913 friendly = who->flag [FLAG_FRIENDLY];
3146 2914
3147 /* search adjacent squares */ 2915 /* search adjacent squares */
3148 for (i = 1; i < 9; i++) 2916 for (i = 1; i < 9; i++)
3149 { 2917 {
3150 x = who->x + freearr_x[i]; 2918 x = who->x + freearr_x[i];
3159 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2927 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3160 continue; 2928 continue;
3161 2929
3162 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2930 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3163 { 2931 {
3164 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2932 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3165 return 1; 2933 return 1;
3166 else if (tmp->type == PLAYER) 2934 else if (tmp->type == PLAYER)
3167 { 2935 {
3168 /*don't let a hidden DM prevent you from hiding */ 2936 /*don't let a hidden DM prevent you from hiding */
3169 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2937 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3170 return 1; 2938 return 1;
3171 } 2939 }
3172 } 2940 }
3173 } 2941 }
3174 return 0; 2942 return 0;
3178 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3179 * but we dont worry if the object isnt the top one in 2947 * but we dont worry if the object isnt the top one in
3180 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3181 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3182 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3183 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3184 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3185 * imply the way your head, or body is facing? Its possible 2953 * imply the way your head, or body is facing? It's possible
3186 * for them to differ. Sigh, this fctn could get a bit more complex. 2954 * for them to differ. Sigh, this fctn could get a bit more complex.
3187 * -b.t. 2955 * -b.t.
3188 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3189 */ 2957 */
3190
3191int 2958int
3192player_can_view (object *pl, object *op) 2959player_can_view (object *pl, object *op)
3193{ 2960{
3194 rv_vector rv; 2961 rv_vector rv;
3195 int dx, dy; 2962 int dx, dy;
3207 2974
3208 get_rangevector (pl, op, &rv, 0x1); 2975 get_rangevector (pl, op, &rv, 0x1);
3209 2976
3210 /* starting with the 'head' part, lets loop 2977 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any 2978 * through the object and find if it has any
3212 * part that is in the los array but isnt on 2979 * part that is in the los array but isn't on
3213 * a blocked los square. 2980 * a blocked los square.
3214 * we use the archetype to figure out offsets. 2981 * we use the archetype to figure out offsets.
3215 */ 2982 */
3216 while (op) 2983 while (op)
3217 { 2984 {
3218 dx = rv.distance_x + op->arch->clone.x; 2985 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 2986 dy = rv.distance_y + op->arch->y;
3220 2987
3221 /* only the viewable area the player sees is updated by LOS 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3222 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values.
3224 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 return 1; 2989 return 1;
2990
3229 op = op->more; 2991 op = op->more;
3230 } 2992 }
3231 return 0;
3232}
3233 2993
3234/* routine for both players and monsters. We call this when
3235 * there is a possibility for our action distrubing our hiding
3236 * place or invisiblity spell. Artefact invisiblity is not
3237 * effected by this. If we arent invisible to begin with, we
3238 * return 0.
3239 */
3240int
3241action_makes_visible (object *op)
3242{
3243
3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 {
3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3247 return 0;
3248
3249 if (op->contr && op->contr->tmp_invis == 0)
3250 return 0;
3251
3252 /* If monsters, they should become visible */
3253 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3254 {
3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3256 return 1;
3257 }
3258 }
3259 return 0; 2994 return 0;
3260} 2995}
3261 2996
3262/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3263 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3268 * Default is to do the same as before, so only people wanting to have different points need worry about this 3003 * Default is to do the same as before, so only people wanting to have different points need worry about this
3269 */ 3004 */
3270int 3005int
3271op_on_battleground (object *op, int *x, int *y) 3006op_on_battleground (object *op, int *x, int *y)
3272{ 3007{
3273 object *tmp;
3274
3275 /* A battleground-tile needs the following attributes to be valid: 3008 /* A battleground-tile needs the following attributes to be valid:
3276 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3009 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3279 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3280 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3282 { 3015 {
3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3016 if (tmp->flag [FLAG_IS_FLOOR])
3284 { 3017 {
3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (tmp->flag [FLAG_NO_PICK]
3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3019 && tmp->type == BATTLEGROUND
3020 && tmp->name == shstr_battleground
3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3287 { 3022 {
3288 /*before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3289 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3290 {
3291 object *invtmp;
3292
3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3294 { 3027 {
3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3296 {
3297 if (x != NULL && y != NULL) 3028 if (x && y)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3299 return 1; 3031 return 1;
3300 }
3301 } 3032 }
3302 } 3033
3303 if (x != NULL && y != NULL) 3034 if (x && y)
3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3305 return 1; 3037 return 1;
3306 } 3038 }
3307 } 3039 }
3308 } 3040 }
3041
3309 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3310 return 0; 3043 return 0;
3311} 3044}
3312 3045
3313/* 3046/*
3329 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3330 int i = 0, j = 0; 3063 int i = 0, j = 0;
3331 3064
3332 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3333 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3334 trlist = treasurelist::find ("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3335 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3336 trlist = treasurelist::find ("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3337 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3338 trlist = treasurelist::find ("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3339 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3340 trlist = treasurelist::find ("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3341 3074
3342 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3343 return; 3076 return;
3344 3077
3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3078 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3082 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350 return; 3083 return;
3351 } 3084 }
3352 3085
3353 /* everything seems okay - now bring on the gift: */ 3086 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3087 item = tr->item;
3355 3088
3356 if (item->type == SPELL) 3089 if (item->type == SPELL)
3357 { 3090 {
3358 if (check_spell_known (who, item->name)) 3091 if (check_spell_known (who, item->name))
3359 return; 3092 return;
3418 { 3151 {
3419 /* forces in the treasurelist can alter the player's stats */ 3152 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3153 object *skin;
3421 3154
3422 /* first get the dragon skin force */ 3155 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3156 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ; 3157 ;
3426 3158
3427 if (!skin) 3159 if (!skin)
3428 return; 3160 return;
3429 3161
3443 else 3175 else
3444 j = 1; 3176 j = 1;
3445 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3446 } 3178 }
3447 } 3179 }
3180
3448 strcat (buf, "."); 3181 strcat (buf, ".");
3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3450 } 3183 }
3451 3184
3452 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3453 if (QUERY_FLAG (item, FLAG_XRAYS)) 3186 if (item->flag [FLAG_XRAYS])
3454 SET_FLAG (skin, FLAG_XRAYS); 3187 skin->set_flag (FLAG_XRAYS);
3455 if (QUERY_FLAG (item, FLAG_STEALTH)) 3188 if (item->flag [FLAG_STEALTH])
3456 SET_FLAG (skin, FLAG_STEALTH); 3189 skin->set_flag (FLAG_STEALTH);
3457 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3190 if (item->flag [FLAG_SEE_IN_DARK])
3458 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3191 skin->set_flag (FLAG_SEE_IN_DARK);
3459 3192
3460 /* print message if there is one */ 3193 /* print message if there is one */
3461 if (item->msg != NULL) 3194 if (item->msg != NULL)
3462 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463 } 3196 }
3464 else 3197 else
3465 { 3198 {
3466 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3201 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3469 tmp = insert_ob_in_ob (tmp, who); 3202 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3203 }
3473} 3204}
3474 3205
3475/** 3206//-GPL
3476 * Unready an object for a player. This function does nothing if the object was
3477 * not readied.
3478 */
3479void
3480player_unready_range_ob (player *pl, object *ob)
3481{
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3484
3485 if (pl->combat_ob == ob)
3486 pl->combat_ob = 0;
3487
3488 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0;
3490}
3491 3207
3492sint8 3208sint8
3493player::visibility_at (maptile *map, int x, int y) const 3209player::darkness_at (maptile *map, int x, int y) const
3494{ 3210{
3495 if (!ns) 3211 if (!ns)
3496 return 0; 3212 return LOS_BLOCKED;
3497 3213
3498 int dx, dy; 3214 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3216 return LOS_BLOCKED;
3217
3218 x += dx - ns->current_x;
3219 y += dy - ns->current_y;
3220
3221 return blocked_los (x, y);
3222}
3223
3224void
3225player::infobox (const char *title, const char *msg, int color)
3226{
3227 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3228}
3229
3230void
3231player::statusmsg (const char *msg, int color)
3232{
3233 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3234}
3235
3236void
3237player::failmsg (const char *msg, int color)
3238{
3239 play_sound (sound_find ("generic_failure"));
3240 statusmsg (msg, color);
3241}
3242
3243void
3244object::failmsgf (const char *format, ...)
3245{
3246 if (!contr)
3500 return 0; 3247 return;
3501 3248
3502 x += dx - ns->current_x + ns->mapx / 2; 3249 va_list ap;
3503 y += dy - ns->current_y + ns->mapy / 2; 3250 va_start (ap, format);
3504 3251 contr->failmsg (vformat (format, ap));
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3252 va_end (ap);
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509} 3253}
3254
3255void
3256player::failmsgf (const char *format, ...)
3257{
3258 va_list ap;
3259 va_start (ap, format);
3260 failmsg (vformat (format, ap));
3261 va_end (ap);
3262}
3263

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