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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 1.275 by root, Tue Apr 27 07:20:49 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 {
519 */ 374 */
520int 375int
521path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
522{ 377{
523 rv_vector rv; 378 rv_vector rv;
524 sint16 x, y;
525 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
526 maptile *m, *lastmap;
527 380
528 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
529 382
530 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
531 return 0; 384 return 0;
532 385
533 x = mon->x; 386 mapxy pos (mon);
534 y = mon->y;
535 m = mon->map;
536 dir = rv.direction; 387 dir = rv.direction;
537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
538 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
539 390
540 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
541 if (diff > max) 392 if (diff > max)
542 return 0; 393 return 0;
543 394
544 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
545 { 396 {
546 lastx = x; 397 mapxy lastpos = pos;
547 lasty = y;
548 lastmap = m;
549 x = lastx + freearr_x[dir];
550 y = lasty + freearr_y[dir];
551 398
552 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
553 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
554 400
555 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
556 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
557 && (m == mon->map && blocked_link (mon, m, x, y)))) 403 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
404 && blocked_link (mon, pos.m, pos.x, pos.y)))
558 { 405 {
559 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
560 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
561 */ 408 */
562 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
563 if (rv.direction != dir) 410 if (rv.direction != dir)
564 { 411 {
565 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
566 * the values so it will try again. 413 * the values so it will try again.
567 */ 414 */
568 x = lastx;
569 y = lasty;
570 m = lastmap; 415 pos = lastpos;
571 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
572 } 417 }
573 else 418 else
574 { 419 {
575 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
582 */ 427 */
583 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
584 { 429 {
585 if (i == 0) 430 if (i == 0)
586 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
587 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
588 * since the direction that the creature should move in 434 * since the direction that the creature should move in
589 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
590 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
591 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
593 * can't do that, but now finds it can move east, and 439 * can't do that, but now finds it can move east, and
594 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
595 * the last direction the creature has successfully 441 * the last direction the creature has successfully
596 * moved. 442 * moved.
597 */ 443 */
598
599 x = lastx + freearr_x[absdir (lastdir + i)];
600 y = lasty + freearr_y[absdir (lastdir + i)];
601 m = lastmap; 444 pos = lastpos;
602 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
603 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
604 continue; 448 continue;
605 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
606 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
607 continue; 453 continue;
608 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
609 continue; 456 continue;
610 457
611 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
612 break; 459 break;
613 } 460 }
461
614 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
615 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
616 */ 464 */
617 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
618 return 0; 466 return 0;
467
619 diff--; 468 diff--;
620 lastdir = dir; 469 lastdir = dir;
621 max--; 470 max--;
622 if (!firstdir) 471 if (!firstdir)
623 firstdir = dir + i; 472 firstdir = dir + i;
627 { 476 {
628 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
629 diff--; 478 diff--;
630 max--; 479 max--;
631 lastdir = dir; 480 lastdir = dir;
481
632 if (!firstdir) 482 if (!firstdir)
633 firstdir = dir; 483 firstdir = dir;
634 } 484 }
635 485
636 if (diff <= 1) 486 if (diff <= 1)
637 { 487 {
638 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
639 * headed toward player for entire distance. 489 * headed toward player for entire distance.
640 */ 490 */
641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
643 } 493 }
644 494
645 if (diff > max) 495 if (diff > max)
646 return 0; 496 return 0;
652 502
653 return firstdir; 503 return firstdir;
654} 504}
655 505
656void 506void
657give_initial_items (object *pl, treasurelist * items) 507give_initial_items (object *pl, treasurelist *items)
658{ 508{
659 object *op, *next = NULL;
660
661 if (pl->randomitems != NULL) 509 if (pl->randomitems)
662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 510 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
663 511
664 for (op = pl->inv; op; op = next) 512 for (object *next, *op = pl->inv; op; op = next)
665 { 513 {
666 next = op->below; 514 next = op->below;
667 515
668 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
669 * flag "neutral" set. Sorry but I can't think of a better way 517 * flag "neutral" set. Sorry but I can't think of a better way
670 */ 518 */
671 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
672 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
673 521
674 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
675 * by this player due to race restrictions 523 * by this player due to race restrictions
676 */ 524 */
677 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
678 { 526 {
679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 527 if ((!pl->flag [FLAG_USE_ARMOUR]
528 &&
680 (op->type == ARMOUR || op->type == BOOTS || 529 (op->type == ARMOUR || op->type == BOOTS
681 op->type == CLOAK || op->type == HELMET || 530 || op->type == CLOAK || op->type == HELMET
682 op->type == SHIELD || op->type == GLOVES || 531 || op->type == SHIELD || op->type == GLOVES
683 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || op->type == BRACERS || op->type == GIRDLE))
533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
684 { 534 {
685 op->destroy (); 535 op->destroy ();
686 continue; 536 continue;
687 } 537 }
688 } 538 }
689 539
690 /* This really needs to be better - we should really give 540 /* Here we remove duplicated skills (as duplicated spell objects have
691 * a substitute spellbook. The problem is that we don't really 541 * _very_ confusing effects for players), which could for instance be
692 * have a good idea what to replace it with (need something like 542 * generated by bad treasurelists. - elmex
693 * a first level treasurelist for each skill.)
694 * remove duplicate skills also
695 */ 543 */
696 if (op->type == SPELLBOOK || op->type == SKILL) 544 if (op->type == SKILL)
697 { 545 {
698 object *tmp;
699
700 for (tmp = op->below; tmp; tmp = tmp->below) 546 for (object *tmp = op->below; tmp; tmp = tmp->below)
701 if (tmp->type == op->type && tmp->name == op->name) 547 if (tmp->type == op->type && tmp->name == op->name)
702 break;
703
704 if (tmp)
705 { 548 {
706 op->destroy (); 549 op->destroy ();
550 LOG (llevError,
707 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
708 continue; 552 break;
709 } 553 }
710 554
711 if (op->nrof > 1) 555 if (op->nrof > 1)
712 op->nrof = 1; 556 op->nrof = 1;
713 } 557 }
714 558
715 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
716 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
718 }
719 561
720 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
721 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
722 * merged properly. 564 * merged properly.
723 */ 565 */
724 if (need_identify (op)) 566 if (op->need_identify ())
725 {
726 SET_FLAG (op, FLAG_IDENTIFIED);
727 CLEAR_FLAG (op, FLAG_CURSED);
728 CLEAR_FLAG (op, FLAG_DAMNED);
729 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
730 if (op->type == SPELL) 573 if (op->type == SPELL)
731 { 574 {
732 op->destroy (); 575 op->destroy ();
733 continue; 576 continue;
734 } 577 }
735 else if (op->type == SKILL) 578 else if (op->type == SKILL)
736 { 579 {
737 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
738 op->stats.exp = 0; 581 op->stats.exp = 0;
739 op->level = 1; 582 op->level = 1;
740 } 583 }
741 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
742 else 585 op->set_flag (FLAG_INV_LOCKED);
743 SET_FLAG (op, FLAG_INV_LOCKED);
744 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
745 587
746 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
747 link_player_skills (pl); 589 pl->contr->link_skills ();
748} 590}
749 591
750void 592void
751get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
752{ 594{
762 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
763} 605}
764 606
765/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
766static int 608static int
767roll_stat (void) 609roll_stat ()
768{ 610{
769 int a[4], i, j, k; 611 int a[4], i, j, k;
770 612
771 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
772 a[i] = (int) rndm (6) + 1; 614 a[i] = (int) rndm (6) + 1;
853static void 695static void
854start_info (object *op) 696start_info (object *op)
855{ 697{
856 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
857 699
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 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} 702}
863 703
864/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
869 */ 709 */
870void 710void
871player::chargen_race_done () 711player::chargen_race_done ()
872{ 712{
873 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
874 esrv_new_player (ob->contr, ob->weight + ob->carrying); 714 esrv_new_player (ob->contr);
875 715
876 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
877 if (tl) 717 if (tl)
878 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
879 719
880 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
881 INVOKE_PLAYER (LOGIN, ob->contr);
882 721
883 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
884 723
885 if (ob->msg) 724 if (ob->msg)
886 ob->msg = 0; 725 ob->msg = 0;
887 726
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); 727 start_info (ob);
898 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
899 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
900 link_player_skills (ob);
901 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
902 ob->update_stats (); 731 ob->update_stats ();
903 732
904 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
905 * is one for this race 734 * is one for this race
906 */ 735 */
907 if (*first_map_ext_path) 736 if (*first_map_ext_path)
908 { 737 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 738 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
924} 740}
925 741
926void 742void
936 int x = ob->x, y = ob->y; 752 int x = ob->x, y = ob->y;
937 753
938 ob->remove_statbonus (); 754 ob->remove_statbonus ();
939 ob->remove (); 755 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 756 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 757 ob->arch->copy_to (ob);
942 ob->instantiate (); 758 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 759 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 760 ob->name = ob->name_pl = name;
945 ob->x = x; 761 ob->x = x;
946 ob->y = y; 762 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 763 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 764 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 765 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 766 ob->add_statbonus ();
951 } 767 }
952 while (!allowed_class (ob)); 768 while (!allowed_class (ob));
953 769
954 update_object (ob, UP_OBJ_FACE); 770 update_object (ob, UP_OBJ_FACE);
957 ob->stats.hp = ob->stats.maxhp; 773 ob->stats.hp = ob->stats.maxhp;
958 ob->stats.sp = ob->stats.maxsp; 774 ob->stats.sp = ob->stats.maxsp;
959 ob->stats.grace = 0; 775 ob->stats.grace = 0;
960} 776}
961 777
962void 778static void
963flee_player (object *op) 779flee_player (object *op)
964{ 780{
965 int dir, diff; 781 int dir, diff;
966 rv_vector rv; 782 rv_vector rv;
967 783
968 if (op->stats.hp < 0) 784 if (op->stats.hp < 0)
969 { 785 {
970 LOG (llevDebug, "Fleeing player is dead.\n"); 786 LOG (llevDebug, "Fleeing player is dead.\n");
971 CLEAR_FLAG (op, FLAG_SCARED); 787 op->clr_flag (FLAG_SCARED);
972 return; 788 return;
973 } 789 }
974 790
975 if (op->enemy == NULL) 791 if (!op->enemy)
976 { 792 {
977 LOG (llevDebug, "Fleeing player had no enemy.\n"); 793 LOG (llevDebug, "Fleeing player had no enemy.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 794 op->clr_flag (FLAG_SCARED);
979 return; 795 return;
980 } 796 }
981 797
982 /* Seen some crashes here. Since we don't store an 798 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 { 799 {
988 CLEAR_FLAG (op, FLAG_SCARED);
989 op->enemy = NULL; 800 op->enemy = NULL;
990 return; 801 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; 802 return;
998 } 803 }
999 804
1000 get_rangevector (op, op->enemy, &rv, 0); 805 get_rangevector (op, op->enemy, &rv, 0);
1001 806
1002 dir = absdir (4 + rv.direction); 807 dir = absdir (4 + rv.direction);
1003 for (diff = 0; diff < 3; diff++) 808 for (diff = 0; diff < 3; diff++)
1004 { 809 {
1005 int m = 1 - (RANDOM () & 2); 810 int m = 1 - rndm (2) * 2;
1006 811
1007 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 812 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1008 return; 813 return;
1009 } 814 }
1010 815
1011 /* Cornered, get rid of scared */ 816 /* Cornered, get rid of scared */
1012 CLEAR_FLAG (op, FLAG_SCARED); 817 op->clr_flag (FLAG_SCARED);
1013 op->enemy = NULL; 818 op->enemy = NULL;
1014} 819}
1015 820
1016/* check_pick sees if there is stuff to be picked up/picks up stuff. 821/* 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 822 * It returns 1 if the player should keep on moving, 0 if he should
1021check_pick (object *op) 826check_pick (object *op)
1022{ 827{
1023 object *tmp, *next; 828 object *tmp, *next;
1024 int stop = 0; 829 int stop = 0;
1025 int wvratio; 830 int wvratio;
1026 char putstring[128];
1027 831
1028 /* if you're flying, you cna't pick up anything */ 832 /* if you're flying, you can't pick up anything */
1029 if (op->move_type & MOVE_FLYING) 833 if (op->move_type & MOVE_FLYING)
1030 return 1; 834 return 1;
1031 835
1032 next = op->below; 836 next = op->below;
837
838 int cnt = MAX_ITEM_PER_ACTION;
839#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1033 840
1034 /* loop while there are items on the floor that are not marked as 841 /* loop while there are items on the floor that are not marked as
1035 * destroyed */ 842 * destroyed */
1036 while (next && !next->destroyed ()) 843 while (next && !next->destroyed ())
1037 { 844 {
1038 tmp = next; 845 tmp = next;
1039 next = tmp->below; 846 next = tmp->below;
1040 847
848 if (cnt <= 0)
849 {
850 op->failmsg ("Couldn't pickup all items at once.");
851 return 0;
852 }
853
1041 if (op->destroyed ()) 854 if (op->destroyed ())
1042 return 0; 855 return 0;
1043 856
1044 if (!can_pick (op, tmp)) 857 if (!can_pick (op, tmp))
1045 continue; 858 continue;
1046 859
1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 860 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1048 { 861 {
1049 if (item_matched_string (op, tmp, op->contr->search_str)) 862 if (item_matched_string (op, tmp, op->contr->search_str))
1050 pick_up (op, tmp); 863 CHK_PICK_PICKUP;
864
1051 continue; 865 continue;
1052 } 866 }
1053 867
1054 /* high not bit set? We're using the old autopickup model */ 868 /* pickup handling */
869 if (op->contr->mode & PU_DEBUG)
870 {
871 /* some debugging code to figure out item information */
872 const char *str = tmp->name
873 ? format ("item name: %s item type: %d weight/value: %d",
874 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
875 : format ("item name: %s item type: %d weight/value: %d",
876 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
877
878 new_draw_info (NDI_UNIQUE, 0, op, str);
879 }
880
881 if (op->contr->mode & PU_INHIBIT)
882 return 1;
883
884 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
885 return 1;
886
887 /* philosophy:
888 * It's easy to grab an item type from a pile, as long as it's
889 * generic. This takes no game-time. For more detailed pickups
890 * and selections, select-items should be used. This is a
891 * grab-as-you-run type mode that's really useful for arrows for
892 * example.
893 * The drawback: right now it has no frontend, so you need to
894 * stick the bits you want into a calculator in hex mode and then
895 * convert to decimal and then 'pickup <#>
896 */
897
898 /* the first two modes are exclusive: if NOTHING we return, if
899 * STOP then we stop. All the rest are applied sequentially,
900 * meaning if any test passes, the item gets picked up. */
901
902 /* if mode is set to pick nothing up, return */
903 if (op->contr->mode == PU_NOTHING)
904 return 1;
905
906 /* if mode is set to stop when encountering objects, return */
907 /* take STOP before INHIBIT since it doesn't actually pick
908 * anything up */
909 if (op->contr->mode & PU_STOP)
910 return 0;
911
912 /* useful for going into stores and not losing your settings... */
913 /* and for battles wher you don't want to get loaded down while
914 * fighting */
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 /* prevent us from turning into auto-thieves :) */
919 if (tmp->flag [FLAG_UNPAID])
920 continue;
921
922 /* ignore known cursed objects */
923 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
924 continue;
925
926 /* all food and drink if desired */
927 /* question: don't pick up known-poisonous stuff? */
1055 if (!(op->contr->mode & PU_NEWMODE)) 928 if (op->contr->mode & PU_FOOD)
929 if (tmp->type == FOOD)
1056 { 930 {
1057 switch (op->contr->mode) 931 CHK_PICK_PICKUP;
932 continue;
933 }
934
935 if (op->contr->mode & PU_DRINK)
936 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
937 {
938 CHK_PICK_PICKUP;
939 continue;
940 }
941
942 if (op->contr->mode & PU_POTION)
943 if (tmp->type == POTION)
944 {
945 CHK_PICK_PICKUP;
946 continue;
947 }
948
949 /* spellbooks, skillscrolls and normal books/scrolls */
950 if (op->contr->mode & PU_SPELLBOOK)
951 if (tmp->type == SPELLBOOK)
952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_SKILLSCROLL)
958 if (tmp->type == SKILLSCROLL)
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 if (op->contr->mode & PU_READABLES)
965 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
970
971 /* wands/staves/rods/horns */
972 if (op->contr->mode & PU_MAGIC_DEVICE)
973 if (tmp->type == WAND
974 || tmp->type == ROD
975 || tmp->type == HORN
976 || tmp->type == POWER_CRYSTAL)
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 /* pick up all magical items */
983 if (op->contr->mode & PU_MAGICAL)
984 if (tmp->flag [FLAG_KNOWN_MAGICAL]
985 && !tmp->flag [FLAG_KNOWN_CURSED])
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_VALUABLES)
992 {
993 if (tmp->type == MONEY || tmp->type == GEM)
1058 { 994 {
1059 case 0: 995 CHK_PICK_PICKUP;
1060 return 1; /* don't pick up */ 996 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 } 997 }
1092 } 998 }
1093 else 999
1094 { /* old model */ 1000 /* rings & amulets - talismans seems to be typed AMULET */
1095 /* NEW pickup handling */
1096 if (op->contr->mode & PU_DEBUG) 1001 if (op->contr->mode & PU_JEWELS)
1002 if (tmp->type == RING
1003 || tmp->type == AMULET
1004 || tmp->type == GIRDLE
1005 || tmp->type == SKILL_TOOL)
1097 { 1006 {
1098 /* some debugging code to figure out item information */ 1007 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; 1008 continue;
1009 }
1145 1010
1146 /* ignore known cursed objects */ 1011 /* we don't forget dragon food */
1147 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1012 if (op->contr->mode & PU_FLESH)
1013 if (tmp->type == FLESH)
1014 {
1015 CHK_PICK_PICKUP;
1148 continue; 1016 continue;
1017 }
1149 1018
1150 /* all food and drink if desired */ 1019 /* bows and arrows. Bows are good for selling! */
1151 /* question: don't pick up known-poisonous stuff? */ 1020 if (op->contr->mode & PU_BOW)
1021 if (tmp->type == BOW)
1022 {
1023 CHK_PICK_PICKUP;
1024 continue;
1025 }
1026
1027 if (op->contr->mode & PU_ARROW)
1028 if (tmp->type == ARROW)
1029 {
1030 CHK_PICK_PICKUP;
1031 continue;
1032 }
1033
1034 /* all kinds of armor etc. */
1035 if (op->contr->mode & PU_ARMOUR)
1036 if (tmp->type == ARMOUR)
1037 {
1038 CHK_PICK_PICKUP;
1039 continue;
1040 }
1041
1042 if (op->contr->mode & PU_HELMET)
1043 if (tmp->type == HELMET)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 if (op->contr->mode & PU_SHIELD)
1050 if (tmp->type == SHIELD)
1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1055
1152 if (op->contr->mode & PU_FOOD) 1056 if (op->contr->mode & PU_BOOTS)
1153 if (tmp->type == FOOD) 1057 if (tmp->type == BOOTS)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_GLOVES)
1064 if (tmp->type == GLOVES || tmp->type == BRACERS)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_CLOAK)
1071 if (tmp->type == CLOAK)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1077 /* hoping to catch throwing daggers here */
1078 if (op->contr->mode & PU_MISSILEWEAPON)
1079 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 /* careful: chairs and tables are weapons! */
1086 if (op->contr->mode & PU_ALLWEAPON)
1087 {
1088 if (tmp->type == WEAPON)
1089 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1154 { 1090 {
1155 pick_up (op, tmp); 1091 CHK_PICK_PICKUP;
1156 continue; 1092 continue;
1157 } 1093 }
1094 }
1158 1095
1096 /* misc stuff that's useful */
1159 if (op->contr->mode & PU_DRINK) 1097 if (op->contr->mode & PU_KEY)
1160 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1098 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1161 { 1099 {
1162 pick_up (op, tmp); 1100 CHK_PICK_PICKUP;
1163 continue; 1101 continue;
1164 } 1102 }
1165 1103
1104 /* any of the last 4 bits set means we use the ratio for value
1105 * pickups */
1166 if (op->contr->mode & PU_POTION) 1106 if (op->contr->mode & PU_RATIO)
1167 if (tmp->type == POTION) 1107 {
1108 /* use value density to decide what else to grab */
1109 /* >=7 was >= op->contr->mode */
1110 /* >=7 is the old standard setting. Now we take the last 4 bits
1168 { 1111 */
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) 1112 wvratio = op->contr->mode & PU_RATIO;
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1113 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 { 1114 {
1213 if (tmp->type == MONEY || tmp->type == GEM) 1115#if 0
1116 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1117 if (tmp->name != NULL)
1214 { 1118 {
1215 pick_up (op, tmp); 1119 fprintf (stderr, "%s", tmp->name);
1216 continue;
1217 } 1120 }
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 1121 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1122 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1123 fprintf (stderr, ",%d] = ", tmp->type);
1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1124 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1355#endif 1125#endif
1126 CHK_PICK_PICKUP;
1356 continue; 1127 continue;
1357 }
1358 } 1128 }
1359 } /* the new pickup model */ 1129 } /* the new pickup model */
1360 } 1130 }
1361 1131
1362 return !stop; 1132 return !stop;
1133}
1134
1135/* routine for both players and monsters. We call this when
1136 * there is a possibility for our action distrubing our hiding
1137 * place or invisiblity spell. Artefact invisiblity causes
1138 * "noise" instead. If we arent invisible to begin with, we
1139 * return 0.
1140 */
1141static int
1142action_makes_visible (object *op)
1143{
1144 if (op->invisible && op->flag [FLAG_ALIVE])
1145 {
1146 if (op->flag [FLAG_MAKE_INVIS])
1147 {
1148 // artefact invisibility is permanent, but we still make noise
1149 // this is important for game-balance.
1150 if (op->contr)
1151 op->make_noise ();
1152
1153 return 0;
1154 }
1155
1156 if (op->contr && op->contr->tmp_invis == 0)
1157 return 0;
1158
1159 /* If monsters, they should become visible */
1160 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1161 {
1162 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1163 return 1;
1164 }
1165 }
1166
1167 return 0;
1363} 1168}
1364 1169
1365/* 1170/*
1366 * Find an arrow in the inventory and after that 1171 * Find an arrow in the inventory and after that
1367 * in the right type container (quiver). Pointer to the 1172 * in the right type container (quiver). Pointer to the
1368 * found object is returned. 1173 * found object is returned.
1369 */ 1174 */
1370object * 1175static object *
1371find_arrow (object *op, const char *type) 1176find_arrow (object *op, const char *type)
1372{ 1177{
1373 object *tmp = 0;
1374
1375 for (op = op->inv; op; op = op->below) 1178 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) 1179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1180 return splay (tmp);
1181
1182 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1183 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1184 if (object *arrow = find_arrow (tmp, type))
1185 {
1186 splay (tmp);
1379 return op; 1187 return arrow;
1188 }
1380 1189
1381 return tmp; 1190 return 0;
1382} 1191}
1383 1192
1384/* 1193/*
1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1194 * 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 1195 * 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 1196 * 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. 1197 * the hall. Failing that it does it's best to pick the highest plus arrow.
1389 */ 1198 */
1390object * 1199static object *
1391find_better_arrow (object *op, object *target, const char *type, int *better) 1200find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1392{ 1201{
1393 object *tmp = NULL, *arrow, *ntmp; 1202 object *tmp = NULL, *arrow, *ntmp;
1394 int attacknum, attacktype, betterby = 0, i; 1203 int attacknum, attacktype, betterby = 0, i;
1395 1204
1396 if (!type) 1205 if (!type)
1397 return NULL; 1206 return NULL;
1398 1207
1399 for (arrow = op->inv; arrow; arrow = arrow->below) 1208 for (arrow = op->inv; arrow; arrow = arrow->below)
1400 { 1209 {
1401 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1210 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1402 { 1211 {
1403 i = 0; 1212 i = 0;
1404 ntmp = find_better_arrow (arrow, target, type, &i); 1213 ntmp = find_better_arrow (arrow, target, type, &i);
1214
1405 if (i > betterby) 1215 if (i > betterby)
1406 { 1216 {
1407 tmp = ntmp; 1217 tmp = ntmp;
1408 betterby = i; 1218 betterby = i;
1409 } 1219 }
1410 } 1220 }
1411 else if (arrow->type == ARROW && arrow->race == type) 1221 else if (arrow->type == ARROW && arrow->race == type)
1412 { 1222 {
1413 /* allways prefer assasination/slaying */ 1223 /* allways prefer assasination/slaying */
1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1224 if (target->race && arrow->slaying.contains (target->race))
1415 { 1225 {
1416 if (arrow->attacktype & AT_DEATH) 1226 if (arrow->attacktype & AT_DEATH)
1417 { 1227 {
1418 *better = 100; 1228 *better = 100;
1419 return arrow; 1229 return arrow;
1427 else 1237 else
1428 { 1238 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1239 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1240 {
1431 attacktype = 1 << attacknum; 1241 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1242 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1243 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1434 { 1244 {
1435 tmp = arrow; 1245 tmp = arrow;
1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1246 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1437 } 1247 }
1438 } 1248 }
1249
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1250 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1251 {
1441 tmp = arrow; 1252 tmp = arrow;
1442 betterby = 2 + arrow->magic + arrow->stats.dam; 1253 betterby = 2 + arrow->magic + arrow->stats.dam;
1443 } 1254 }
1255
1444 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1256 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1445 { 1257 {
1446 tmp = arrow; 1258 tmp = arrow;
1447 betterby = 1 + arrow->magic + arrow->stats.dam; 1259 betterby = 1 + arrow->magic + arrow->stats.dam;
1448 } 1260 }
1449 } 1261 }
1450 } 1262 }
1451 } 1263 }
1264
1452 if (tmp == NULL && arrow == NULL) 1265 if (tmp == NULL && arrow == NULL)
1453 return find_arrow (op, type); 1266 return find_arrow (op, type);
1454 1267
1455 *better = betterby; 1268 *better = betterby;
1456 return tmp; 1269 return tmp;
1460 * find_better_arrow to find a decent arrow to use. 1273 * find_better_arrow to find a decent arrow to use.
1461 * op = the shooter 1274 * op = the shooter
1462 * type = bow->race 1275 * type = bow->race
1463 * dir = fire direction 1276 * dir = fire direction
1464 */ 1277 */
1465object * 1278static object *
1466pick_arrow_target (object *op, const char *type, int dir) 1279pick_arrow_target (object *op, shstr_cmp type, int dir)
1467{ 1280{
1468 object *tmp = NULL; 1281 object *tmp = NULL;
1469 maptile *m; 1282 maptile *m;
1470 int i, mflags, found, number; 1283 int i, mflags, found, number;
1471 sint16 x, y; 1284 sint16 x, y;
1486 for (i = 0, found = 0; i < 20; i++) 1299 for (i = 0, found = 0; i < 20; i++)
1487 { 1300 {
1488 x += freearr_x[dir]; 1301 x += freearr_x[dir];
1489 y += freearr_y[dir]; 1302 y += freearr_y[dir];
1490 mflags = get_map_flags (m, &m, x, y, &x, &y); 1303 mflags = get_map_flags (m, &m, x, y, &x, &y);
1304
1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1305 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 { 1306 {
1493 tmp = NULL; 1307 tmp = 0;
1494 break; 1308 break;
1495 } 1309 }
1496 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1310 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1497 { 1311 {
1498 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1312 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1499 * perhaps a bad assumption. 1313 * perhaps a bad assumption.
1500 */ 1314 */
1501 tmp = NULL; 1315 tmp = 0;
1502 break; 1316 break;
1503 } 1317 }
1318
1504 if (mflags & P_IS_ALIVE) 1319 if (mflags & P_IS_ALIVE)
1505 {
1506 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1320 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1507 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1321 if (tmp->flag [FLAG_ALIVE])
1508 {
1509 found++;
1510 break;
1511 }
1512 if (found)
1513 break; 1322 break;
1514 }
1515 } 1323 }
1516 if (tmp == NULL) 1324
1325 if (!tmp)
1517 return find_arrow (op, type); 1326 return find_arrow (op, type);
1518 1327
1519 if (tmp->head) 1328 if (tmp->head)
1520 tmp = tmp->head; 1329 tmp = tmp->head;
1521 1330
1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1370 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1562 return 0; 1371 return 0;
1563 } 1372 }
1564 1373
1565 // optimisation: move object to top so we will find it quickly again 1374 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below) 1375 splay (bow);
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1572 } 1376 }
1573 1377
1574 if (!bow->race || !bow->skill) 1378 if (!bow->race || !bow->skill)
1575 { 1379 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1380 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1583 { 1387 {
1584 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1389 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 */ 1390 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1587 else 1391 else
1588 CLEAR_FLAG (op, FLAG_READY_BOW); 1392 op->clr_flag (FLAG_READY_BOW);
1589 1393
1590 return 0; 1394 return 0;
1591 } 1395 }
1592 } 1396 }
1593 1397
1602 } 1406 }
1603 1407
1604 /* this should not happen, but sometimes does */ 1408 /* this should not happen, but sometimes does */
1605 if (arrow->nrof == 0) 1409 if (arrow->nrof == 0)
1606 { 1410 {
1411 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1607 arrow->destroy (); 1412 arrow->destroy ();
1608 return 0; 1413 return 0;
1609 } 1414 }
1610 1415
1611 left = arrow; /* these are arrows left to the player */ 1416 left = arrow; /* these are arrows left to the player */
1612 arrow = get_split_ob (arrow, 1); 1417 arrow = arrow->split ();
1613 if (!arrow) 1418 if (!arrow)
1614 { 1419 {
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1616 return 0; 1421 return 0;
1617 } 1422 }
1621 arrow->direction = dir; 1426 arrow->direction = dir;
1622 1427
1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1428 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam; 1429 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype; 1430 arrow->stats.grace = arrow->attacktype;
1626 1431 arrow->custom_name = arrow->slaying;
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629 1432
1630#if 0 1433#if 0
1631 if (player *pl = op->contr) 1434 if (player *pl = op->contr)
1632 { 1435 {
1633 float speed = pl->weapon_sp; 1436 float speed = pl->weapon_sp;
1679 1482
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1486
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1686 1489
1687 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1491 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 1492
1698 return 1; 1493 return 1;
1699} 1494}
1700 1495
1701/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1703 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1704 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1705 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1706 * hence the function name. 1501 * hence the function name.
1707 */ 1502 */
1708int 1503static int
1709player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1710{ 1505{
1711 int ret = 0, wcmod = 0; 1506 int ret;
1712 1507
1713 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1714 { 1509 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1511 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1513 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 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); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1723 } 1516 }
1724 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1725 { 1518 {
1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 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)]); 1520 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)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 } 1522 }
1730 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1524 {
1732 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);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1526 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); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735 } 1528 }
1736 else 1529 else
1737 { 1530 {
1743} 1536}
1744 1537
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1747 */ 1540 */
1748void 1541static void
1749fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1750{ 1543{
1751 object *item = op->contr->ranged_ob; 1544 object *item = op->contr->ranged_ob;
1752 1545
1753 if (!item) 1546 if (!item)
1760 { 1553 {
1761 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1762 return; 1555 return;
1763 } 1556 }
1764 1557
1765 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1766 return; 1559 return;
1767 1560
1768 if (item->type == WAND) 1561 if (item->type == WAND)
1769 { 1562 {
1770 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1771 { 1564 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 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)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774 1567
1775 return; 1568 return;
1776 } 1569 }
1777 } 1570 }
1778 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1779 { 1572 {
1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1781 { 1578 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1783 1580
1784 if (item->type == ROD) 1581 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)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786 else 1583 else
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1790 } 1587 }
1791 } 1588 }
1792 1589
1793 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1794 { 1591 {
1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1796 if (item->type == WAND) 1594 if (item->type == WAND)
1797 { 1595 {
1798 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1799 { 1597 {
1800 object *tmp; 1598 object *tmp;
1801 1599
1802 if (item->arch) 1600 if (item->arch)
1803 { 1601 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1806 item->set_speed (0); 1604 item->set_speed (0);
1807 } 1605 }
1808 1606
1809 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1810 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1811 } 1609 }
1812 } 1610 }
1813 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item); 1612 drain_rod_charge (item);
1815 } 1613 }
1816} 1614}
1817 1615
1818/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1819 */ 1617 */
1820bool 1618bool
1821fire (object *op, int dir) 1619fire (object *who, int dir)
1822{ 1620{
1823 int spellcost = 0; 1621 int spellcost = 0;
1824 1622
1825 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op))
1827 make_visible (op);
1828
1829 player *pl = op->contr; 1623 player *pl = who->contr;
1830 1624
1831 if (pl->golem) 1625 if (pl->golem)
1832 { 1626 {
1833 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1834 return false; 1628 return false;
1835 } 1629 }
1836 1630
1837 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1838 1632
1839 if (!ob) 1633 if (!ob)
1840 return false; 1634 return false;
1841 1635
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1846 --op->speed_left; 1637 --who->speed_left;
1847 else 1638 else
1848 return false; 1639 return false;
1849 1640
1641 if (!who->apply (ob))
1642 return false;
1643
1644 /* check for loss of invisiblity/hide */
1645 if (action_makes_visible (who))
1646 make_visible (who);
1647
1850 switch (ob->type) 1648 switch (ob->type)
1851 { 1649 {
1852 case BOW: 1650 case BOW:
1853 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1854 break; 1652 break;
1855 1653
1856 case SPELL: 1654 case SPELL:
1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1858 break; 1656 break;
1859 1657
1860 case BUILDER: 1658 case BUILDER:
1861 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1862 break; 1660 break;
1863 1661
1864 case SKILL: 1662 case SKILL:
1865 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1866 break; 1664 break;
1867 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1868 default: 1670 default:
1869 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1870 break; 1672 break;
1871 } 1673 }
1872 1674
1873 return true; 1675 return true;
1874} 1676}
1875 1677
1876/* find_key 1678static 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) 1679find_key_ (object *pl, object *container, object *door)
1888{ 1680{
1889 object *tmp, *key; 1681 object *tmp, *key;
1890 1682
1891 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1892 if (!container->inv) 1684 if (!container->inv)
1895 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
1896 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 { 1689 {
1898 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1899 break; 1691 break;
1692
1900 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1901 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1902 */ 1695 */
1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1904 break; 1697 break;
1910 * a key, return 1703 * a key, return
1911 */ 1704 */
1912 if (!tmp) 1705 if (!tmp)
1913 { 1706 {
1914 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 {
1916 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1917 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1918 {
1919 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1920 return key; 1711 return key;
1921 }
1922 }
1923 1712
1924 if (!tmp) 1713 if (!tmp)
1925 return NULL; 1714 return 0;
1926 } 1715 }
1927 1716
1928 /* We get down here if we have found a key. Now if its in a container, 1717 /* 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 1718 * see if we actually want to use it
1930 */ 1719 */
1931 if (pl != container) 1720 if (pl != container)
1932 { 1721 {
1933 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1934 if (!pl->contr) 1723 if (!pl->contr)
1935 return NULL; 1724 return 0;
1725
1936 /* cases where this fails: 1726 /* cases where this fails:
1937 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1938 * are not in the players inventory. 1728 * are not in the players inventory.
1939 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1940 * containers can be used. 1730 * containers can be used.
1944 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1945 * 1735 *
1946 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1947 * all the others. 1737 * all the others.
1948 */ 1738 */
1949 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1950 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1951 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1952 { 1742 {
1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 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)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1955 return NULL; 1745 return NULL;
1956 } 1746 }
1957 } 1747 }
1958 1748
1959 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
1960} 1775}
1961 1776
1962/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1963 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1964 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1976 /* If we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1977 if (key) 1792 if (key)
1978 { 1793 {
1979 object *container = key->env; 1794 object *container = key->env;
1980 1795
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1983 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
1984 make_visible (op); 1797 make_visible (op);
1985 1798
1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1988 1801
1989 if (door->type == DOOR) 1802 if (door->type == DOOR)
1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1991 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
1992 { 1805 {
1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1808 }
1996 1809
1997 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1998 decrease_ob (key); /* Use up one of the keys */ 1811 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 1812
2003 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2004 } 1814 }
2005 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2006 { 1816 {
2007 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1819 return 1;
2010 } 1820 }
2011 1821
2012 return 0; 1822 return 0;
2013} 1823}
2019 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2020 */ 1830 */
2021bool 1831bool
2022move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2023{ 1833{
2024 int on_battleground; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1835 {
1836 --op->speed_left;
1837 return true;
1838 }
2025 1839
2026 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2028 1842
2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny)) 1843 if (out_of_map (op->map, nx, ny))
2032 return false; 1844 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 1845
2040 /* If braced, or can't move to the square, and it is not out of the 1846 /* 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 1847 * 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 1848 * 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 1849 * player. This is a pretty nasty hack, because if we could
2090 */ 1896 */
2091 if (op->type == PLAYER 1897 if (op->type == PLAYER
2092 && ((mon->owner && mon->owner->contr 1898 && ((mon->owner && mon->owner->contr
2093 && same_party (mon->owner->contr->party, op->contr->party)) 1899 && same_party (mon->owner->contr->party, op->contr->party))
2094 || mon->owner == op) 1900 || mon->owner == op)
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2096 { 1902 {
2097 /* If we're braced, we don't want to switch places with it */ 1903 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 1904 if (op->contr->braced)
2099 return false; 1905 return false;
2100 1906
2101 if (op->speed_left > 0.f) 1907 if (op->speed_left > 0.f)
2102 { 1908 {
2103 --op->speed_left; 1909 --op->speed_left;
2104 1910
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1911 op->play_sound (sound_find ("push_player"));
2106 push_ob (mon, dir, op); 1912 push_ob (mon, dir, op);
2107 1913
2108 if (op->contr->tmp_invis || op->hide) 1914 if (action_makes_visible (op))
2109 make_visible (op); 1915 make_visible (op);
2110 1916
2111 return true; 1917 return true;
2112 } 1918 }
2113 else 1919 else
2114 return false; 1920 return false;
2115 } 1921 }
1922
1923 bool on_battleground = op_on_battleground (op, 0, 0);
2116 1924
2117 /* in certain circumstances, you shouldn't attack friendly 1925 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1927 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1928 * attack them either.
2121 */ 1929 */
2122 if ((mon->type == PLAYER || mon->enemy != op) 1930 if ((mon->type == PLAYER || mon->enemy != op)
2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2124 && ((op->contr->peaceful 1932 && ((op->contr->peaceful
2125 || (mon->type == PLAYER && mon->contr->peaceful)) 1933 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && !on_battleground)) 1934 && !on_battleground))
2127 { 1935 {
2128 if (op->speed_left > 0.f) 1936 if (op->speed_left > 0.f)
2129 { 1937 {
2130 --op->speed_left; 1938 --op->speed_left;
2131 1939
2132 if (!op->contr->braced) 1940 if (!op->contr->braced)
2133 { 1941 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1942 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 1943 push_ob (mon, dir, op);
2136 } 1944 }
2137 else 1945 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 1946 op->statusmsg ("You withhold your attack");
2139 1947
2140 if (op->contr->tmp_invis || op->hide) 1948 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2141 make_visible (op); 1949 make_visible (op);
2142 1950
2143 return true; 1951 return true;
2144 } 1952 }
2145 } 1953 }
2146 /* If the object is a boulder or other rollable object, then 1954 /* 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. 1955 * roll it if not braced. You can't roll it if you are braced.
2148 */ 1956 */
2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2150 { 1958 {
2151 if (op->speed_left > 0.f) 1959 if (op->speed_left > 0.f)
2152 { 1960 {
2153 --op->speed_left; 1961 --op->speed_left;
2154 1962
2163 * Way it works is like this: First, it must have some hit points 1971 * 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: 1972 * 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 1973 * 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. 1974 * that party_number -1 is no party, so attacks can still happen.
2167 */ 1975 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 { 1978 {
2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 { 1980 {
2173 --op->contr->weapon_sp_left; 1981 --op->contr->weapon_sp_left;
2185} 1993}
2186 1994
2187bool 1995bool
2188move_player (object *op, int dir) 1996move_player (object *op, int dir)
2189{ 1997{
2190 int pick;
2191
2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2193 return 0; 1999 return 0;
2194 2000
2195 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
2196 if ((dir < 0) || (dir >= 9)) 2002 if (dir < 0 || dir > 8)
2197 { 2003 {
2198 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2199 return 0; 2005 return 0;
2200 } 2006 }
2201 2007
2202 /* peterm: added following line */ 2008 /* peterm: added following line */
2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
2204 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2205 2011
2206 op->facing = dir; 2012 op->facing = dir;
2207 2013
2208 if (op->hide) 2014 if (op->flag [FLAG_HIDDEN])
2209 do_hidden_move (op); 2015 do_hidden_move (op);
2210 2016
2211 bool retval; 2017 bool retval;
2018 int pick = 0;
2212 2019
2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2214 retval = RESULT_INT (0); 2021 retval = RESULT_INT (0);
2215 else if (op->contr->fire_on) 2022 else if (op->contr->fire_on)
2216 retval = fire (op, dir); 2023 retval = fire (op, dir);
2247 * players. 2054 * players.
2248 */ 2055 */
2249bool 2056bool
2250handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2251{ 2058{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2059 if (op->flag [FLAG_SCARED])
2253 { 2060 {
2254 if (op->speed_left > 0.f) 2061 if (op->speed_left > 0.f)
2255 { 2062 {
2256 --op->speed_left; 2063 --op->speed_left;
2257 flee_player (op); 2064 flee_player (op);
2273 return move_player (op, op->direction); 2080 return move_player (op, op->direction);
2274 2081
2275 return false; 2082 return false;
2276} 2083}
2277 2084
2278int 2085static int
2279save_life (object *op) 2086save_life (object *op)
2280{ 2087{
2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2088 if (!op->flag [FLAG_LIFESAVE])
2282 return 0; 2089 return 0;
2283 2090
2284 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2286 { 2093 {
2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2094 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)); 2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2289 2096
2290 if (op->contr)
2291 esrv_del_item (op->contr, tmp->count);
2292
2293 tmp->destroy (); 2097 tmp->destroy ();
2294 CLEAR_FLAG (op, FLAG_LIFESAVE); 2098 op->clr_flag (FLAG_LIFESAVE);
2295 2099
2296 if (op->stats.hp < 0) 2100 if (op->stats.hp < 0)
2297 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2298 2102
2299 if (op->stats.food < 0) 2103 if (op->stats.food < 0)
2300 op->stats.food = 999; 2104 op->stats.food = MAX_FOOD;
2301 2105
2302 op->update_stats (); 2106 op->update_stats ();
2303 return 1; 2107 return 1;
2304 } 2108 }
2305 2109
2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2307 CLEAR_FLAG (op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2308 enter_player_savebed (op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2309 return 0; 2113 return 0;
2310} 2114}
2311 2115
2312/* This goes throws the inventory and removes unpaid objects, and puts them 2116/* 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 2117 * 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 2118 * function will descend into containers. op is the object to start the search
2315 * from. 2119 * from.
2316 */ 2120 */
2121static void
2122drop_unpaid_items (object *op, object *env)
2123{
2124 while (op)
2125 {
2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2127
2128 if (op->flag [FLAG_UNPAID])
2129 op->insert_at (env);
2130 else if (op->inv)
2131 drop_unpaid_items (op->inv, env);
2132
2133 op = next;
2134 }
2135}
2136
2317void 2137void
2318remove_unpaid_objects (object *op, object *env) 2138object::drop_unpaid_items ()
2319{ 2139{
2320 while (op) 2140 if (!flag [FLAG_REMOVED])
2321 { 2141 ::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} 2142}
2380 2143
2381void 2144void
2382do_some_living (object *op) 2145do_some_living (object *op)
2383{ 2146{
2400 * alternate it here for it to work correctly. 2163 * alternate it here for it to work correctly.
2401 */ 2164 */
2402 if (pticks & 2) 2165 if (pticks & 2)
2403 op->invisible--; 2166 op->invisible--;
2404 } 2167 }
2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2168 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2406 { 2169 {
2407 if (!op->invisible--) 2170 if (!op->invisible--)
2408 { 2171 {
2409 make_visible (op); 2172 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2173 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2198 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else 2199 else
2437 { 2200 {
2438 gen_grace = op->stats.maxgrace; 2201 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2202 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 } 2203 }
2483 2204
2484 /* Regenerate Grace */ 2205 /* Regenerate Grace */
2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2206 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486 if (--op->last_grace < 0) 2207 if (--op->last_grace < 0)
2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2228 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508 } 2229 }
2509 /* wearing stuff doesn't detract from grace generation. */ 2230 /* wearing stuff doesn't detract from grace generation. */
2510 } 2231 }
2511 2232
2233 if (op->stats.food > 0)
2234 {
2512 /* Regenerate Hit Points */ 2235 /* Regenerate Spell Points */
2513 if (--op->last_heal < 0) 2236 if (!op->contr->golem && --op->last_sp < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 { 2237 {
2517 op->stats.hp++; 2238 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2518 /* dms do not consume food */ 2239
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2240 if (op->stats.sp < op->stats.maxsp)
2520 { 2241 {
2242 op->stats.sp++;
2243
2244 /* dms do not consume food */
2245 if (!op->flag [FLAG_WIZ])
2246 {
2521 op->stats.food--; 2247 op->stats.food--;
2248
2522 if (op->contr->digestion < 0) 2249 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion; 2250 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2251 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food; 2252 op->stats.food = last_food;
2253 }
2526 } 2254 }
2527 }
2528 2255
2529 if (max_hp > 1) 2256 if (max_sp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 { 2257 {
2534 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2258 over_sp = (gen_sp + 10) / rate_sp;
2259 if (over_sp > 0)
2260 {
2261 if (op->stats.sp < op->stats.maxsp)
2262 {
2263 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2264
2265 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2266 op->stats.sp--;
2267
2268 if (op->stats.sp > op->stats.maxsp)
2269 op->stats.sp = op->stats.maxsp;
2270 }
2271
2535 op->last_heal = 0; 2272 op->last_sp = 0;
2273 }
2274 else
2275 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2536 } 2276 }
2537 else 2277 else
2278 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2279 }
2280
2281 /* Regenerate Hit Points */
2282 if (--op->last_heal < 0)
2283 {
2284 if (op->stats.hp < op->stats.maxhp)
2538 { 2285 {
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2286 op->stats.hp++;
2287
2288 /* dms do not consume food */
2289 if (!op->flag [FLAG_WIZ])
2290 {
2291 op->stats.food--;
2292
2293 if (op->contr->digestion < 0)
2294 op->stats.food += op->contr->digestion;
2295 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2296 op->stats.food = last_food;
2297 }
2540 } 2298 }
2299
2300 if (max_hp > 1)
2301 {
2302 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2303
2304 if (over_hp > 0)
2305 {
2306 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2307 op->last_heal = 0;
2308 }
2309 else
2310 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 } 2311 }
2542 else 2312 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 } 2314 }
2546 } 2315 }
2547 2316
2548 /* Digestion */ 2317 /* Digestion */
2549 if (--op->last_eat < 0) 2318 if (--op->last_eat < 0)
2550 { 2319 {
2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2320 int bonus = max (0, op->contr->digestion),
2321 penalty = max (0, -op->contr->digestion);
2552 2322
2553 if (op->contr->gen_hp > 0)
2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2323 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 2324
2558 /* dms do not consume food */ 2325 /* dms do not consume food */
2559 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2560 op->stats.food--; 2327 op->stats.food--;
2561 } 2328 }
2562 2329
2563 if (op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2564 { 2331 {
2565 object *tmp, *flesh = 0; 2332 object *flesh = 0;
2566 2333
2567 for (tmp = op->inv; tmp; tmp = tmp->below) 2334 for_inv_removable (op, tmp)
2568 { 2335 {
2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2336 if (tmp->flag [FLAG_UNPAID])
2337 continue;
2338
2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2570 { 2340 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2341 op->statusmsg ("You blindly grab for a bite of food. "
2572 { 2342 "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."); 2343 op->apply (tmp);
2574 manual_apply (op, tmp, 0); 2344
2575 if (op->stats.food >= 0 || op->stats.hp < 0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2346 break;
2577 } 2347 }
2578 else if (tmp->type == FLESH) 2348 else if (tmp->type == FLESH)
2579 flesh = tmp; 2349 flesh = tmp;
2580 } /* End if paid for object */ 2350 }
2581 } /* end of for loop */
2582 2351
2583 /* If player is still starving, it means they don't have any food, so 2352 /* If player is still starving, it means they don't have any food, so
2584 * eat flesh instead. 2353 * eat flesh instead.
2585 */ 2354 */
2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 { 2356 {
2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2357 op->statusmsg ("You blindly grab for a bite of food. "
2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2589 manual_apply (op, flesh, 0); 2359 op->apply (flesh);
2590 } 2360 }
2361
2362 // If player is still starving, alert him!
2363 if (op->stats.food < 0)
2364 op->failmsg ("You are starving! "
2365 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2366 }
2367
2368 if (op->stats.food < 0)
2591 } 2369 {
2370 op->stats.hp += op->stats.food;
2371 op->stats.food = 0;
2592 2372
2593 while (op->stats.food < 0 && op->stats.hp >= 0) 2373 if (op->stats.hp < 0)
2594 op->stats.food++, op->stats.hp--; 2374 {
2375 op->contr->killer = archetype::get ("killer_starvation");
2376 op->contr->killer->destroy ();
2377 }
2378 }
2595 2379
2380 /* killer should be set here already */
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2597 kill_player (op); 2382 kill_player (op);
2598 } 2383 }
2599} 2384}
2600 2385
2601/* If the player should die (lack of hp, food, etc), we call this. 2386/* If the player should die (lack of hp, food, etc), we call this.
2604 * file. 2389 * file.
2605 */ 2390 */
2606void 2391void
2607kill_player (object *op) 2392kill_player (object *op)
2608{ 2393{
2609 char buf[MAX_BUF];
2610 int x, y; 2394 int x, y;
2611
2612 //int i;
2613 maptile *map; /* this is for resurrection */ 2395 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; 2396 int will_kill_again;
2621 archetype *at; 2397 archetype *at;
2622 object *tmp; 2398 object *tmp;
2623 2399
2624 if (save_life (op)) 2400 if (save_life (op))
2625 return; 2401 return;
2626 2402
2403 dynbuf_text deathtab;
2404
2405 /* restore player */
2406 at = archetype::find (shstr_poisoning);
2407 if (object *tmp = present_arch_in_ob (at, op))
2408 {
2409 tmp->destroy ();
2410 deathtab << "Your body feels cleansed...\r";
2411 }
2412
2413 at = archetype::find (shstr_confusion);
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your mind feels clearer...\r";
2418 }
2419
2420 cure_disease (op, 0, 0); /* remove any disease */
2421
2422 max_it (op->stats.hp , op->stats.maxhp);
2423 max_it (op->stats.sp , op->stats.maxsp);
2424 max_it (op->stats.grace, op->stats.maxgrace);
2425 max_it (op->stats.food , 200);
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2627 2438
2628 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* 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. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2630 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2631 */ 2442 */
2632 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2633 { 2444 {
2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2445 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 2446
2657 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2658 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2659 { 2449
2660 sprintf (buf, "%s's finger", &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2661 tmp->name = buf; 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2662 sprintf (buf, " This finger has been cut off %s\n" 2452 tmp->msg = format (
2663 " the %s, when he was defeated at\n level %d by %s.\n", 2453 "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); 2454 &op->name, op->contr->title,
2665 tmp->msg = buf; 2455 (int)op->level,
2456 op->contr->killer_name ()
2457 );
2666 tmp->value = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2667 tmp->materialname = "organics"; 2459 tmp->material = name_to_material (shstr_organic);
2668 tmp->insert_at (op, tmp); 2460 tmp->insert_at (op, tmp);
2669 }
2670 2461
2671 /* teleport defeated player to new destination */ 2462 /* teleport defeated player to new destination */
2672 transfer_ob (op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2673 op->contr->braced = 0; 2464 op->contr->braced = 0;
2465
2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2674 return; 2467 return;
2675 } 2468 }
2676 2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2472
2677 INVOKE_PLAYER (DEATH, op->contr); 2473 INVOKE_PLAYER (DEATH, op->contr);
2678 2474
2679 command_kill_pets (op, 0); 2475 command_kill_pets (op, 0);
2680 2476
2681 if (op->stats.food < 0) 2477 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 2478
2691 /* save the map location for corpse, gravestone */ 2479 /* save the map location for corpse, gravestone */
2692 x = op->x; 2480 x = op->x;
2693 y = op->y; 2481 y = op->y;
2694 map = op->map; 2482 map = op->map;
2722 2510
2723 lost_a_stat = 0; 2511 lost_a_stat = 0;
2724 2512
2725 for (z = 0; z < num_stats_lose; z++) 2513 for (z = 0; z < num_stats_lose; z++)
2726 { 2514 {
2727 i = RANDOM () % NUM_STATS; 2515 i = rndm (NUM_STATS);
2728 2516
2729 if (settings.stat_loss_on_death) 2517 if (settings.stat_loss_on_death)
2730 { 2518 {
2731 /* Pick a random stat and take a point off it. Tell the player 2519 /* Pick a random stat and take a point off it. Tell the player
2732 * what he lost. 2520 * what he lost.
2739 lost_a_stat = 1; 2527 lost_a_stat = 1;
2740 } 2528 }
2741 else 2529 else
2742 { 2530 {
2743 /* deplete a stat */ 2531 /* deplete a stat */
2744 archetype *deparch = archetype::find ("depletion"); 2532 archetype *deparch = archetype::find (shstr_depletion);
2745 object *dep; 2533 object *dep;
2746 2534
2747 dep = present_arch_in_ob (deparch, op); 2535 dep = present_arch_in_ob (deparch, op);
2748 if (!dep) 2536 if (!dep)
2749 { 2537 {
2750 dep = arch_to_object (deparch); 2538 dep = deparch->instance ();
2751 insert_ob_in_ob (dep, op); 2539 insert_ob_in_ob (dep, op);
2752 } 2540 }
2753 lose_this_stat = 1; 2541 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss) 2542 if (settings.balanced_stat_loss)
2755 { 2543 {
2783 } 2571 }
2784 } 2572 }
2785 2573
2786 if (lose_this_stat) 2574 if (lose_this_stat)
2787 { 2575 {
2788 this_stat = get_attr_value (&(dep->stats), i); 2576 this_stat = get_attr_value (&dep->stats, i);
2789 /* We could try to do something clever like find another 2577 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if 2578 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low 2579 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a 2580 * and should be roughly the same, so it shouldn't make a
2793 * difference. 2581 * difference.
2794 */ 2582 */
2795 if (this_stat >= -50) 2583 if (this_stat >= -50)
2796 { 2584 {
2797 change_attr_value (&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG (dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2799 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 op->update_stats (); 2588 op->update_stats ();
2801 lost_a_stat = 1; 2589 lost_a_stat = 1;
2802 } 2590 }
2803 } 2591 }
2804 } 2592 }
2805 } 2593 }
2594
2806 /* If no stat lost, tell the player. */ 2595 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2596 if (!lost_a_stat)
2808 { 2597 {
2809 /* determine_god() seems to not work sometimes... why is this? 2598 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2599 Should I be using something else? GD */
2811 const char *god = determine_god (op); 2600 shstr_tmp god = determine_god (op);
2812 2601
2813 if (god && (strcmp (god, "none"))) 2602 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); 2603 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2815 else 2604 else
2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2605 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2817 } 2606 }
2818#else 2607#else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2608 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2820#endif 2609#endif
2821 2610
2822 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2823 * exp loss on the stone. 2612 * exp loss on the stone.
2824 */ 2613 */
2825 tmp = arch_to_object (archetype::find ("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2826 sprintf (buf, "%s's gravestone", &op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
2827 tmp->name = buf; 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2828 sprintf (buf, "%s's gravestones", &op->name); 2617 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2829 tmp->name_pl = buf; 2618 &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; 2619 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL, 0); 2620 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2621
2835 /**************************************/ 2622 /**************************************/
2836 /* */ 2623 /* */
2837 /* Subtract the experience points, */ 2624 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */
2840 /* */ 2625 /* */
2841 /**************************************/ 2626 /**************************************/
2842 2627
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)); */ 2628 /*add_exp(op, (op->stats.exp * -0.20)); */
2865 apply_death_exp_penalty (op); 2629 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 2630
2872 /* 2631 /*
2873 * Check to see if the player has any unpaid items. If so, remove them 2632 * Check to see if the player has any unpaid items. If so, remove them
2874 * and put them back in the map. 2633 * and put them back in the map.
2875 */ 2634 */
2876 remove_unpaid_objects (op->inv, op); 2635 op->drop_unpaid_items ();
2877 2636
2878 /****************************************/ 2637 /****************************************/
2879 /* */ 2638 /* */
2880 /* Move player to his current respawn- */ 2639 /* Move player to his current respawn- */
2881 /* position (usually last savebed) */ 2640 /* position (usually last savebed) */
2903 2662
2904 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2905 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2906 force->speed = 0.1f; 2665 force->speed = 0.1f;
2907 force->speed_left = -5.f; 2666 force->speed_left = -5.f;
2908 SET_FLAG (force, FLAG_APPLIED); 2667 force->set_flag (FLAG_APPLIED);
2909 for (at = 0; at < NROFATTACKS; at++) 2668 for (at = 0; at < NROFATTACKS; at++)
2910 if (will_kill_again & (1 << at)) 2669 if (will_kill_again & (1 << at))
2911 force->resist[at] = 100; 2670 force->resist[at] = 100;
2912 2671
2913 insert_ob_in_ob (force, op); 2672 insert_ob_in_ob (force, op);
2914 op->update_stats (); 2673 op->update_stats ();
2915
2916 } 2674 }
2917 2675
2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2676 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2919} 2677}
2920 2678
2921void 2679static void
2922loot_object (object *op) 2680loot_object (object *op)
2923{ /* Grab and destroy some treasure */ 2681{ /* Grab and destroy some treasure */
2924 object *tmp, *tmp2, *next; 2682 object *tmp, *tmp2, *next;
2925 2683
2926 op->close_container (); /* close open sack first */ 2684 op->close_container (); /* close open sack first */
2936 tmp->x = op->x, tmp->y = op->y; 2694 tmp->x = op->x, tmp->y = op->y;
2937 2695
2938 if (tmp->type == CONTAINER) 2696 if (tmp->type == CONTAINER)
2939 loot_object (tmp); /* empty container to ground */ 2697 loot_object (tmp); /* empty container to ground */
2940 2698
2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2699 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2942 { 2700 {
2943 if (tmp->nrof > 1) 2701 if (tmp->nrof > 1)
2944 { 2702 {
2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2703 tmp->decrease (rndm (1, tmp->nrof - 1));
2946 tmp2->destroy ();
2947 insert_ob_in_map (tmp, op->map, NULL, 0); 2704 insert_ob_in_map (tmp, op->map, NULL, 0);
2948 } 2705 }
2949 else 2706 else
2950 tmp->destroy (); 2707 tmp->destroy ();
2951 } 2708 }
2958 * fix_weight(): Check recursively the weight of all players, and fix 2715 * fix_weight(): Check recursively the weight of all players, and fix
2959 * what needs to be fixed. Refresh windows and fix speed if anything 2716 * what needs to be fixed. Refresh windows and fix speed if anything
2960 * was changed. 2717 * was changed.
2961 */ 2718 */
2962void 2719void
2963fix_weight (void) 2720fix_weight ()
2964{ 2721{
2965 for_all_players (pl) 2722 for_all_players (pl)
2966 { 2723 {
2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2724 sint32 old = pl->ob->carrying;
2968 2725
2969 if (old == sum) 2726 pl->ob->update_weight ();
2970 continue; 2727
2728 if (old != pl->ob->carrying)
2729 {
2971 pl->ob->update_stats (); 2730 pl->ob->update_stats ();
2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2731 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2732 }
2973 } 2733 }
2974} 2734}
2975 2735
2976void 2736void
2977fix_luck (void) 2737fix_luck ()
2978{ 2738{
2979 for_all_players (pl) 2739 for_all_players (pl)
2980 if (!pl->ob->contr->ns->state) 2740 if (!pl->ob->contr->ns->state)
2981 pl->ob->change_luck (0); 2741 pl->ob->change_luck (0);
2982} 2742}
3019} 2779}
3020 2780
3021void 2781void
3022make_visible (object *op) 2782make_visible (object *op)
3023{ 2783{
3024 op->hide = 0; 2784 op->flag [FLAG_HIDDEN] = 0;
3025 op->invisible = 0; 2785 op->invisible = 0;
2786
3026 if (op->type == PLAYER) 2787 if (op->type == PLAYER)
3027 { 2788 {
3028 op->contr->tmp_invis = 0; 2789 op->contr->tmp_invis = 0;
3029 op->contr->invis_race = 0; 2790 op->contr->invis_race = 0;
3030 } 2791 }
3033} 2794}
3034 2795
3035int 2796int
3036is_true_undead (object *op) 2797is_true_undead (object *op)
3037{ 2798{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2799 if (op->arch->flag [FLAG_UNDEAD])
3039 return 1; 2800 return 1;
3040 2801
3041 return 0; 2802 return 0;
3042} 2803}
3043 2804
3044/* look at the surrounding terrain to determine 2805/* look at the surrounding terrain to determine
3045 * the hideability of this object. Positive levels 2806 * the hideability of this object. Positive levels
3046 * indicate greater hideability. 2807 * indicate greater hideability.
3047 */ 2808 */
3048
3049int 2809int
3050hideability (object *ob) 2810hideability (object *ob)
3051{ 2811{
3052 int i, level = 0, mflag; 2812 int i, level = 0, mflag;
3053 sint16 x, y; 2813 sint16 x, y;
3054 2814
3055 if (!ob || !ob->map) 2815 if (!ob || !ob->map)
3056 return 0; 2816 return 0;
3057 2817
3058 /* so, on normal lighted maps, its hard to hide */ 2818 /* so, on normal lighted maps, its hard to hide */
3059 level = ob->map->darkness - 2; 2819 level = ob->map->darklevel () - 2;
3060 2820
3061 /* this also picks up whether the object is glowing. 2821 /* this also picks up whether the object is glowing.
3062 * If you carry a light on a non-dark map, its not 2822 * If you carry a light on a non-dark map, its not
3063 * as bad as carrying a light on a pitch dark map */ 2823 * as bad as carrying a light on a pitch dark map */
3064 if (has_carried_lights (ob)) 2824 if (ob->has_carried_lights ())
3065 level = -(10 + (2 * ob->map->darkness)); 2825 level = -(10 + (2 * ob->map->darklevel ()));
3066 2826
3067 /* scan through all nearby squares for terrain to hide in */ 2827 /* 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]) 2828 for (i = 0, x = ob->x, y = ob->y;
2829 i <= SIZEOFFREE1;
2830 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3069 { 2831 {
3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2832 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3071 if (mflag & P_OUT_OF_MAP) 2833 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue; 2834 continue;
3074 } 2835
3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2836 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3076 level += 2; 2837 level += 2;
3077 else /* open terrain! */ 2838 else /* open terrain! */
3078 level -= 1; 2839 level -= 1;
3079 } 2840 }
3090 * spot (surrounded by clear terrain in broad daylight). -b.t. 2851 * spot (surrounded by clear terrain in broad daylight). -b.t.
3091 */ 2852 */
3092void 2853void
3093do_hidden_move (object *op) 2854do_hidden_move (object *op)
3094{ 2855{
3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2856 int hide = 0;
3096 object *skop;
3097 2857
3098 if (!op || !op->map) 2858 if (!op || !op->map)
3099 return; 2859 return;
3100 2860
3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2861 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2862 int num = random_roll (0, 19, op, PREFER_LOW);
3102 2863
3103 /* its *extremely* hard to run and sneak/hide at the same time! */ 2864 /* its *extremely* hard to run and sneak/hide at the same time! */
3104 if (op->type == PLAYER && op->contr->run_on) 2865 if (op->type == PLAYER && op->contr->run_on)
3105 if (!skop || num >= skop->level) 2866 if (!skop || num >= skop->level)
3106 { 2867 {
3116 num -= hide; 2877 num -= hide;
3117 2878
3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2879 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119 { 2880 {
3120 make_visible (op); 2881 make_visible (op);
2882
3121 if (op->type == PLAYER) 2883 if (op->type == PLAYER)
3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3123 } 2885 }
3124 else if (op->type == PLAYER && skop) 2886 else if (op->type == PLAYER && skop)
3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2887 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 2902
3141 if (who->type == PLAYER) 2903 if (who->type == PLAYER)
3142 player = 1; 2904 player = 1;
3143 2905
3144 else 2906 else
3145 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2907 friendly = who->flag [FLAG_FRIENDLY];
3146 2908
3147 /* search adjacent squares */ 2909 /* search adjacent squares */
3148 for (i = 1; i < 9; i++) 2910 for (i = 1; i < 9; i++)
3149 { 2911 {
3150 x = who->x + freearr_x[i]; 2912 x = who->x + freearr_x[i];
3159 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2921 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3160 continue; 2922 continue;
3161 2923
3162 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2924 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3163 { 2925 {
3164 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2926 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3165 return 1; 2927 return 1;
3166 else if (tmp->type == PLAYER) 2928 else if (tmp->type == PLAYER)
3167 { 2929 {
3168 /*don't let a hidden DM prevent you from hiding */ 2930 /*don't let a hidden DM prevent you from hiding */
3169 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2931 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3170 return 1; 2932 return 1;
3171 } 2933 }
3172 } 2934 }
3173 } 2935 }
3174 return 0; 2936 return 0;
3178 * object op. This function works fine for monsters, 2940 * object op. This function works fine for monsters,
3179 * but we dont worry if the object isnt the top one in 2941 * but we dont worry if the object isnt the top one in
3180 * a pile (say a coin under a table would return "viewable" 2942 * a pile (say a coin under a table would return "viewable"
3181 * by this routine). Another question, should we be 2943 * by this routine). Another question, should we be
3182 * concerned with the direction the player is looking 2944 * concerned with the direction the player is looking
3183 * in? Realistically, most of use cant see stuff behind 2945 * in? Realistically, most of us can't see stuff behind
3184 * our backs...on the other hand, does the "facing" direction 2946 * our backs...on the other hand, does the "facing" direction
3185 * imply the way your head, or body is facing? Its possible 2947 * 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. 2948 * for them to differ. Sigh, this fctn could get a bit more complex.
3187 * -b.t. 2949 * -b.t.
3188 * This function is now map tiling safe. 2950 * This function is now map tiling safe.
3189 */ 2951 */
3190
3191int 2952int
3192player_can_view (object *pl, object *op) 2953player_can_view (object *pl, object *op)
3193{ 2954{
3194 rv_vector rv; 2955 rv_vector rv;
3195 int dx, dy; 2956 int dx, dy;
3207 2968
3208 get_rangevector (pl, op, &rv, 0x1); 2969 get_rangevector (pl, op, &rv, 0x1);
3209 2970
3210 /* starting with the 'head' part, lets loop 2971 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any 2972 * through the object and find if it has any
3212 * part that is in the los array but isnt on 2973 * part that is in the los array but isn't on
3213 * a blocked los square. 2974 * a blocked los square.
3214 * we use the archetype to figure out offsets. 2975 * we use the archetype to figure out offsets.
3215 */ 2976 */
3216 while (op) 2977 while (op)
3217 { 2978 {
3218 dx = rv.distance_x + op->arch->clone.x; 2979 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 2980 dy = rv.distance_y + op->arch->y;
3220 2981
3221 /* only the viewable area the player sees is updated by LOS 2982 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; 2983 return 1;
2984
3229 op = op->more; 2985 op = op->more;
3230 } 2986 }
3231 return 0;
3232}
3233 2987
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; 2988 return 0;
3260} 2989}
3261 2990
3262/* op_on_battleground - checks if the given object op (usually 2991/* op_on_battleground - checks if the given object op (usually
3263 * a player) is standing on a valid battleground-tile, 2992 * 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 2997 * Default is to do the same as before, so only people wanting to have different points need worry about this
3269 */ 2998 */
3270int 2999int
3271op_on_battleground (object *op, int *x, int *y) 3000op_on_battleground (object *op, int *x, int *y)
3272{ 3001{
3273 object *tmp;
3274
3275 /* A battleground-tile needs the following attributes to be valid: 3002 /* 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), 3003 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3004 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278 * and the exit-coordinates sp/hp must both be > 0. 3005 * and the exit-coordinates sp/hp must both be > 0.
3279 * => The intention here is to prevent abuse of the battleground- 3006 * => The intention here is to prevent abuse of the battleground-
3280 * feature (like pickable or hidden battleground tiles). */ 3007 * feature (like pickable or hidden battleground tiles). */
3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3008 for (object *tmp = op->below; tmp; tmp = tmp->below)
3282 { 3009 {
3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (tmp->flag [FLAG_IS_FLOOR])
3284 { 3011 {
3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3012 if (tmp->flag [FLAG_NO_PICK]
3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3013 && tmp->type == BATTLEGROUND
3014 && tmp->name == shstr_battleground
3015 && EXIT_X (tmp) && EXIT_Y (tmp))
3287 { 3016 {
3288 /*before we assign the exit, check if this is a teambattle */ 3017 /* before we assign the exit, check if this is a teambattle */
3289 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3018 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) 3019 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3020 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3294 { 3021 {
3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3296 {
3297 if (x != NULL && y != NULL) 3022 if (x && y)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3023 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3024
3299 return 1; 3025 return 1;
3300 }
3301 } 3026 }
3302 } 3027
3303 if (x != NULL && y != NULL) 3028 if (x && y)
3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3029 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3030
3305 return 1; 3031 return 1;
3306 } 3032 }
3307 } 3033 }
3308 } 3034 }
3035
3309 /* If we got here, did not find a battleground */ 3036 /* If we got here, did not find a battleground */
3310 return 0; 3037 return 0;
3311} 3038}
3312 3039
3313/* 3040/*
3329 char buf[MAX_BUF]; /* tmp. string buffer */ 3056 char buf[MAX_BUF]; /* tmp. string buffer */
3330 int i = 0, j = 0; 3057 int i = 0, j = 0;
3331 3058
3332 /* get the appropriate treasurelist */ 3059 /* get the appropriate treasurelist */
3333 if (atnr == ATNR_FIRE) 3060 if (atnr == ATNR_FIRE)
3334 trlist = treasurelist::find ("dragon_ability_fire"); 3061 trlist = treasurelist::find (shstr_dragon_ability_fire);
3335 else if (atnr == ATNR_COLD) 3062 else if (atnr == ATNR_COLD)
3336 trlist = treasurelist::find ("dragon_ability_cold"); 3063 trlist = treasurelist::find (shstr_dragon_ability_cold);
3337 else if (atnr == ATNR_ELECTRICITY) 3064 else if (atnr == ATNR_ELECTRICITY)
3338 trlist = treasurelist::find ("dragon_ability_elec"); 3065 trlist = treasurelist::find (shstr_dragon_ability_elec);
3339 else if (atnr == ATNR_POISON) 3066 else if (atnr == ATNR_POISON)
3340 trlist = treasurelist::find ("dragon_ability_poison"); 3067 trlist = treasurelist::find (shstr_dragon_ability_poison);
3341 3068
3342 if (trlist == NULL || who->type != PLAYER) 3069 if (trlist == NULL || who->type != PLAYER)
3343 return; 3070 return;
3344 3071
3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3072 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]); */ 3076 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350 return; 3077 return;
3351 } 3078 }
3352 3079
3353 /* everything seems okay - now bring on the gift: */ 3080 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3081 item = tr->item;
3355 3082
3356 if (item->type == SPELL) 3083 if (item->type == SPELL)
3357 { 3084 {
3358 if (check_spell_known (who, item->name)) 3085 if (check_spell_known (who, item->name))
3359 return; 3086 return;
3418 { 3145 {
3419 /* forces in the treasurelist can alter the player's stats */ 3146 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3147 object *skin;
3421 3148
3422 /* first get the dragon skin force */ 3149 /* 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) 3150 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ; 3151 ;
3426 3152
3427 if (!skin) 3153 if (!skin)
3428 return; 3154 return;
3429 3155
3443 else 3169 else
3444 j = 1; 3170 j = 1;
3445 strcat (buf, spellpathnames[i]); 3171 strcat (buf, spellpathnames[i]);
3446 } 3172 }
3447 } 3173 }
3174
3448 strcat (buf, "."); 3175 strcat (buf, ".");
3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3176 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3450 } 3177 }
3451 3178
3452 /* evtl. adding flags: */ 3179 /* evtl. adding flags: */
3453 if (QUERY_FLAG (item, FLAG_XRAYS)) 3180 if (item->flag [FLAG_XRAYS])
3454 SET_FLAG (skin, FLAG_XRAYS); 3181 skin->set_flag (FLAG_XRAYS);
3455 if (QUERY_FLAG (item, FLAG_STEALTH)) 3182 if (item->flag [FLAG_STEALTH])
3456 SET_FLAG (skin, FLAG_STEALTH); 3183 skin->set_flag (FLAG_STEALTH);
3457 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3184 if (item->flag [FLAG_SEE_IN_DARK])
3458 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3185 skin->set_flag (FLAG_SEE_IN_DARK);
3459 3186
3460 /* print message if there is one */ 3187 /* print message if there is one */
3461 if (item->msg != NULL) 3188 if (item->msg != NULL)
3462 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3189 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463 } 3190 }
3464 else 3191 else
3465 { 3192 {
3466 /* generate misc. treasure */ 3193 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3194 tmp = tr->item->instance ();
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3195 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); 3196 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3197 }
3473} 3198}
3474 3199
3475/** 3200//-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 3201
3492sint8 3202sint8
3493player::visibility_at (maptile *map, int x, int y) const 3203player::darkness_at (maptile *map, int x, int y) const
3494{ 3204{
3495 if (!ns) 3205 if (!ns)
3496 return 0; 3206 return LOS_BLOCKED;
3497 3207
3498 int dx, dy; 3208 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3209 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3210 return LOS_BLOCKED;
3211
3212 x += dx - ns->current_x;
3213 y += dy - ns->current_y;
3214
3215 return blocked_los (x, y);
3216}
3217
3218void
3219player::infobox (const char *title, const char *msg, int color)
3220{
3221 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3222}
3223
3224void
3225player::statusmsg (const char *msg, int color)
3226{
3227 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3228}
3229
3230void
3231player::failmsg (const char *msg, int color)
3232{
3233 play_sound (sound_find ("generic_failure"));
3234 statusmsg (msg, color);
3235}
3236
3237void
3238object::failmsgf (const char *format, ...)
3239{
3240 if (!contr)
3500 return 0; 3241 return;
3501 3242
3502 x += dx - ns->current_x + ns->mapx / 2; 3243 va_list ap;
3503 y += dy - ns->current_y + ns->mapy / 2; 3244 va_start (ap, format);
3504 3245 contr->failmsg (vformat (format, ap));
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3246 va_end (ap);
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509} 3247}
3248
3249void
3250player::failmsgf (const char *format, ...)
3251{
3252 va_list ap;
3253 va_start (ap, format);
3254 failmsg (vformat (format, ap));
3255 va_end (ap);
3256}
3257

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