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Comparing deliantra/server/server/player.C (file contents):
Revision 1.150 by root, Sun Jun 10 03:11:17 2007 UTC vs.
Revision 1.302 by root, Sun Nov 18 15:19:48 2018 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 10 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, but 14 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License along 19 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 20 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
25
26//+GPL
27
28#include <algorithm>
29#include <functional>
24 30
25#include <global.h> 31#include <global.h>
26#include <sproto.h> 32#include <sproto.h>
27#include <sounds.h> 33#include <sounds.h>
28#include <living.h> 34#include <living.h>
29#include <object.h> 35#include <object.h>
30#include <spells.h> 36#include <spells.h>
31#include <skills.h> 37#include <skills.h>
32 38
33#include <algorithm>
34#include <functional>
35
36playervec players; 39playervec players;
37
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151 40
152/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
153static void 42static void
154set_first_map (object *op) 43set_first_map (object *op)
155{ 44{
166 55
167 players.insert (this); 56 players.insert (this);
168 ob->remove (); 57 ob->remove ();
169 ob->map = 0; 58 ob->map = 0;
170 ob->activate_recursive (); 59 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY); 60 ob->clr_flag (FLAG_FRIENDLY);
172 add_friendly_object (ob); 61 add_friendly_object (ob);
173} 62}
174 63
175void 64void
176player::deactivate () 65player::deactivate ()
184 73
185 if (ob->map) 74 if (ob->map)
186 maplevel = ob->map->path; 75 maplevel = ob->map->path;
187 76
188 ob->remove (); 77 ob->remove ();
78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 79 ob->map = 0;
190 party = 0; 80 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 81
194 players.erase (this); 82 players.erase (this);
195} 83}
196 84
197// connect the player with a specific client 85// connect the player with a specific client
207 ob->close_container (); //TODO: client-specific 95 ob->close_container (); //TODO: client-specific
208 96
209 ns->update_look = 0; 97 ns->update_look = 0;
210 ns->look_position = 0; 98 ns->look_position = 0;
211 99
212 clear_los (this); 100 clear_los ();
213 101
214 ns->reset_stats (); 102 ns->reset_stats ();
215 103
216 /* make sure he's a player -- needed because of class change. */ 104 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 105 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 106 ob->race = ob->arch->race;
219 107
220 ob->carrying = sum_weight (ob); 108 ob->update_weight ();
221 link_player_skills (ob); 109 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 110
225 assign (title, ob->arch->object::name); 111 assign (title, ob->arch->object::name);
226 112
227 /* if it's a dragon player, set the correct title here */ 113 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 114 if (ob->is_dragon ())
229 { 115 {
230 object *tmp, *abil = 0, *skin = 0; 116 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");
234 117
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 119 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force) 120 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 121 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force) 122 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 123 skin = tmp;
241 124
242 set_dragon_name (ob, abil, skin); 125 set_dragon_name (ob, abil, skin);
243 } 126 }
244 127
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 129
247 esrv_new_player (this, ob->weight + ob->carrying); 130 esrv_new_player (this);
248 131
249 ob->flag [FLAG_READY_WEAPON] = false; 132 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 133 ob->flag [FLAG_READY_SKILL] = false;
134 ob->flag [FLAG_READY_RANGE] = false;
251 ob->flag [FLAG_READY_BOW] = false; 135 ob->flag [FLAG_READY_BOW] = false;
252 136
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 (); 137 ob->update_stats ();
275 138
276 ns->floorbox_update (); 139 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob); 140 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 141 esrv_add_spells (this, 0);
279 142
280 activate (); 143 activate ();
281 144
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
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
307 172 observe = viewpoint = ob;
308 observe = ob;
309 173
310 deactivate (); 174 deactivate ();
311} 175}
176
177//-GPL
312 178
313// the need for this function can be explained 179// the need for this function can be explained
314// by load_object not returning the object 180// by load_object not returning the object
315void 181void
316player::set_object (object *op) 182player::set_object (object *op)
317{ 183{
318 ob = observe = op; 184 ob = observe = viewpoint = op;
319 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
320 186
321 ob->speed = 1.0f; 187 ob->speed = 1.0f; // object still inactive, keep it that way
322 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
323 189
324 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
325} 191}
326 192
327void 193void
328player::set_observe (object *op) 194player::set_observe (object *op)
329{ 195{
330 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
331 do_los = 1; 197 do_los = 1;
332} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
333 208
334player::player () 209player::player ()
335{ 210{
336 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point. 212 * we deal with that below this point.
343 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
344 219
345 gen_sp_armour = 10; 220 gen_sp_armour = 10;
346 bowtype = bow_normal; 221 bowtype = bow_normal;
347 petmode = pet_normal; 222 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 223 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
351 do_los = 1; 225 do_los = 1;
352 226
353 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
361 235
362 attachable::do_destroy (); 236 attachable::do_destroy ();
363 237
364 if (ob) 238 if (ob)
365 { 239 {
366 ob->destroy_inv (false); 240 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
241 // temporarily backed out patchset 4025 to see if THIS change causes crashes
242 //ob->contr = 0;
367 ob->destroy (); 243 ob->destroy ();
368 } 244 }
245
246 ob = observe = viewpoint = 0;
369} 247}
370 248
371player::~player () 249player::~player ()
372{ 250{
373 /* Clear item stack */ 251 /* Clear item stack */
374 free (stack_items); 252 free (stack_items);
253}
254
255/*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260static archetype *
261get_player_archetype (archetype *at)
262{
263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
375} 281}
376 282
377/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
378 * All we can really get in this is some settings like host and display 284 * All we can really get in this is some settings like host and display
379 * mode. 285 * mode.
381player * 287player *
382player::create () 288player::create ()
383{ 289{
384 player *pl = new player; 290 player *pl = new player;
385 291
386 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
387 293
388 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
389 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
391 297
392 set_first_map (pl->ob); 298 set_first_map (pl->ob);
393 299
394 return pl; 300 return pl;
395}
396
397/*
398 * get_player_archetype() return next player archetype from archetype
399 * list. Not very efficient routine, but used only creating new players.
400 * Note: there MUST be at least one player archetype!
401 */
402archetype *
403get_player_archetype (archetype *at)
404{
405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
406
407 for (;;)
408 {
409 if (++i == archetypes.end ())
410 i = archetypes.begin ();
411 else if (*i == at)
412 cleanup ("not a single player archetype found");
413
414 if ((*i)->type == PLAYER)
415 return *i;
416 }
417} 301}
418 302
419object * 303object *
420get_nearest_player (object *mon) 304get_nearest_player (object *mon)
421{ 305{
424 unsigned lastdist; 308 unsigned lastdist;
425 rv_vector rv; 309 rv_vector rv;
426 310
427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 { 312 {
429 /* We should not find free objects on this friendly list, but it
430 * does periodically happen. Given that, lets deal with it.
431 * While unlikely, it is possible the next object on the friendly
432 * list is also free, so encapsulate this in a while loop.
433 */
434 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
435 {
436 object *tmp = ol->ob;
437
438 /* Can't do much more other than log the fact, because the object
439 * itself will have been cleared.
440 */
441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
443 ol = ol->next;
444 remove_friendly_object (tmp);
445 if (!ol)
446 return op;
447 }
448
449 /* Remove special check for player from this. First, it looks to cause
450 * some crashes (ol->ob->contr not set properly?), but secondly, a more
451 * complicated method of state checking would be needed in any case -
452 * as it was, a clever player could type quit, and the function would
453 * skip them over while waiting for confirmation. Remove
454 * on_same_map check, as can_detect_enemy also does this
455 */
456 if (!can_detect_enemy (mon, ol->ob, &rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
457 continue; 314 continue;
458 315
459 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
460 { 317 {
476#endif 333#endif
477 return op; 334 return op;
478} 335}
479 336
480/* I believe this can safely go to 2, 3 is questionable, 4 will likely 337/* I believe this can safely go to 2, 3 is questionable, 4 will likely
481 * result in a monster paths backtracking. It basically determines how large a 338 * result in a monster paths backtracking. It basically determines how large a
482 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
483 * for a path to the player. The values are in the amount of direction 340 * for a path to the player. The values are in the amount of direction
484 * the deviation is 341 * the deviation is
485 */ 342 */
486#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
522 */ 379 */
523int 380int
524path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
525{ 382{
526 rv_vector rv; 383 rv_vector rv;
527 sint16 x, y;
528 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 384 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
529 maptile *m, *lastmap;
530 385
531 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
532 387
533 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
534 return 0; 389 return 0;
535 390
536 x = mon->x; 391 mapxy pos (mon);
537 y = mon->y;
538 m = mon->map;
539 dir = rv.direction; 392 dir = rv.direction;
540 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 393 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
541 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
542 395
543 /* If we can't solve it within the search distance, return now. */ 396 /* If we can't solve it within the search distance, return now. */
544 if (diff > max) 397 if (diff > max)
545 return 0; 398 return 0;
546 399
547 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
548 { 401 {
549 lastx = x; 402 mapxy lastpos = pos;
550 lasty = y;
551 lastmap = m;
552 x = lastx + freearr_x[dir];
553 y = lasty + freearr_y[dir];
554 403
555 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
556 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
557 405
558 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
559 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
560 && (m == mon->map && blocked_link (mon, m, x, y)))) 408 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
409 && blocked_link (mon, pos.m, pos.x, pos.y)))
561 { 410 {
562 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
563 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
564 */ 413 */
565 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
566 if (rv.direction != dir) 415 if (rv.direction != dir)
567 { 416 {
568 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
569 * the values so it will try again. 418 * the values so it will try again.
570 */ 419 */
571 x = lastx;
572 y = lasty;
573 m = lastmap; 420 pos = lastpos;
574 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
575 } 422 }
576 else 423 else
577 { 424 {
578 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
579 * either the left or right. 426 * either the left or right.
580 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
581 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
582 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
583 * too big (3 or maybe 4 or higher) as the monster may just try 430 * too big (3 or maybe 4 or higher) as the monster may just try
584 * stepping back and forth 431 * stepping back and forth
585 */ 432 */
586 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
587 { 434 {
588 if (i == 0) 435 if (i == 0)
589 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
590 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
591 * since the direction that the creature should move in 439 * since the direction that the creature should move in
592 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
593 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
594 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
596 * can't do that, but now finds it can move east, and 444 * can't do that, but now finds it can move east, and
597 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
598 * the last direction the creature has successfully 446 * the last direction the creature has successfully
599 * moved. 447 * moved.
600 */ 448 */
601
602 x = lastx + freearr_x[absdir (lastdir + i)];
603 y = lasty + freearr_y[absdir (lastdir + i)];
604 m = lastmap; 449 pos = lastpos;
605 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
606 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
607 continue; 453 continue;
608 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
609 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
610 continue; 458 continue;
611 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
612 continue; 461 continue;
613 462
614 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
615 break; 464 break;
616 } 465 }
466
617 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
618 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
619 */ 469 */
620 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
621 return 0; 471 return 0;
472
622 diff--; 473 diff--;
623 lastdir = dir; 474 lastdir = dir;
624 max--; 475 max--;
625 if (!firstdir) 476 if (!firstdir)
626 firstdir = dir + i; 477 firstdir = dir + i;
630 { 481 {
631 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
632 diff--; 483 diff--;
633 max--; 484 max--;
634 lastdir = dir; 485 lastdir = dir;
486
635 if (!firstdir) 487 if (!firstdir)
636 firstdir = dir; 488 firstdir = dir;
637 } 489 }
638 490
639 if (diff <= 1) 491 if (diff <= 1)
640 { 492 {
641 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
642 * headed toward player for entire distance. 494 * headed toward player for entire distance.
643 */ 495 */
644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
646 } 498 }
647 499
648 if (diff > max) 500 if (diff > max)
649 return 0; 501 return 0;
655 507
656 return firstdir; 508 return firstdir;
657} 509}
658 510
659void 511void
660give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
661{ 513{
662 object *op, *next = NULL;
663
664 if (pl->randomitems != NULL) 514 if (pl->randomitems)
665 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
666 516
667 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
668 { 518 {
669 next = op->below; 519 next = op->below;
670 520
671 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
672 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
673 */ 523 */
674 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
675 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
676 526
677 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
678 * by this player due to race restrictions 528 * by this player due to race restrictions
679 */ 529 */
680 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
681 { 531 {
682 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
683 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
684 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
685 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 537 || op->type == BRACERS || op->type == GIRDLE))
538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
687 { 539 {
688 op->destroy (); 540 op->destroy ();
689 continue; 541 continue;
690 } 542 }
691 } 543 }
692 544
693 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
694 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
695 * have a good idea what to replace it with (need something like 547 * generated by multiple treasurelists specifying the same skills.
696 * a first level treasurelist for each skill.)
697 * remove duplicate skills also
698 */ 548 */
699 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
700 { 550 {
701 object *tmp;
702
703 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
704 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
705 break;
706
707 if (tmp)
708 { 553 {
709 op->destroy (); 554 op->destroy ();
710 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 555 break;
711 continue;
712 } 556 }
713 557
714 if (op->nrof > 1) 558 if (op->nrof > 1)
715 op->nrof = 1; 559 op->nrof = 1;
716 } 560 }
717 561
718 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
719 { 563 op->inv->clr_flag (FLAG_STARTEQUIP);
720 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
721 }
722 564
723 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
724 * items. Just don't identify gold or silver, or it won't be 566 * items. Just don't identify gold or silver, or it won't be
725 * merged properly. 567 * merged properly.
726 */ 568 */
727 if (need_identify (op)) 569 if (op->need_identify ())
728 {
729 SET_FLAG (op, FLAG_IDENTIFIED);
730 CLEAR_FLAG (op, FLAG_CURSED);
731 CLEAR_FLAG (op, FLAG_DAMNED);
732 } 570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
733 if (op->type == SPELL) 576 if (op->type == SPELL)
734 { 577 {
735 op->destroy (); 578 op->destroy ();
736 continue; 579 continue;
737 } 580 }
738 else if (op->type == SKILL) 581 else if (op->type == SKILL)
739 { 582 {
740 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
741 op->stats.exp = 0; 584 op->stats.exp = 0;
742 op->level = 1; 585 op->level = 1;
743 } 586 }
744 /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
745 else 588 op->set_flag (FLAG_INV_LOCKED);
746 SET_FLAG (op, FLAG_INV_LOCKED);
747 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
748 590
749 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
750 link_player_skills (pl); 592 pl->contr->link_skills ();
751} 593}
752 594
753void 595void
754get_party_password (object *op, partylist *party) 596get_party_password (object *op, partylist *party)
755{ 597{
765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 607 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
766} 608}
767 609
768/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 610/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
769static int 611static int
770roll_stat (void) 612roll_stat ()
771{ 613{
772 int a[4], i, j, k; 614 int a[4], i, j, k;
773 615
774 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
775 a[i] = (int) rndm (6) + 1; 617 a[i] = rndm (1, 6);
776 618
777 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
778 if (a[i] < k) 620 if (a[i] < k)
779 k = a[i], j = i; 621 k = a[i], j = i;
780 622
856static void 698static void
857start_info (object *op) 699start_info (object *op)
858{ 700{
859 char buf[MAX_BUF]; 701 char buf[MAX_BUF];
860 702
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 703 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 704 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865} 705}
866 706
867/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
872 */ 712 */
873void 713void
874player::chargen_race_done () 714player::chargen_race_done ()
875{ 715{
876 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 717 esrv_new_player (ob->contr);
878 718
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
880 if (tl) 720 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
882 722
883 INVOKE_PLAYER (BIRTH, ob->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, ob->contr);
885 724
886 ob->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
887 726
888 if (ob->msg) 727 if (ob->msg)
889 ob->msg = 0; 728 ob->msg = 0;
890 729
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 {
895 char buf[MAX_BUF];
896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
897 make_path_to_file (buf);
898 }
899
900 start_info (ob); 730 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 732 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 733 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 734 ob->update_stats ();
906 735
907 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
908 * is one for this race 737 * is one for this race
909 */ 738 */
910 if (*first_map_ext_path) 739 if (*first_map_ext_path)
911 { 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 741 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
743}
744
745/*
746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752static int
753allowed_class (const object *op)
754{
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
927} 762}
928 763
929void 764void
930player::chargen_race_next () 765player::chargen_race_next ()
931{ 766{
945 ob->instantiate (); 780 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 782 ob->name = ob->name_pl = name;
948 ob->x = x; 783 ob->x = x;
949 ob->y = y; 784 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 785 ob->set_anim_frame (2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->object::name); 787 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 788 ob->add_statbonus ();
954 } 789 }
955 while (!allowed_class (ob)); 790 while (!allowed_class (ob));
960 ob->stats.hp = ob->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0; 797 ob->stats.grace = 0;
963} 798}
964 799
965void 800static void
966flee_player (object *op) 801flee_player (object *op)
967{ 802{
968 int dir, diff; 803 int dir, diff;
969 rv_vector rv; 804 rv_vector rv;
970 805
971 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
972 { 807 {
973 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
975 return; 810 return;
976 } 811 }
977 812
978 if (op->enemy == NULL) 813 if (!op->enemy)
979 { 814 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
982 return; 817 return;
983 } 818 }
984 819
985 /* Seen some crashes here. Since we don't store an 820 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
986 * op->enemy_count, it is possible that something destroys the
987 * actual enemy, and the object is recycled.
988 */
989 if (op->enemy->map == NULL)
990 { 821 {
991 CLEAR_FLAG (op, FLAG_SCARED);
992 op->enemy = NULL; 822 op->enemy = NULL;
993 return; 823 op->clr_flag (FLAG_SCARED);
994 }
995
996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 {
998 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 824 return;
1001 } 825 }
1002 826
1003 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
1004 828
1005 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
1007 { 831 {
1008 int m = 1 - (RANDOM () & 2); 832 int m = 1 - rndm (2) * 2;
1009 833
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 834 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1011 return; 835 return;
1012 } 836 }
1013 837
1014 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1016 op->enemy = NULL; 840 op->enemy = NULL;
1017} 841}
1018 842
1019/* check_pick sees if there is stuff to be picked up/picks up stuff. 843/* check_pick sees if there is stuff to be picked up/picks up stuff.
1020 * It returns 1 if the player should keep on moving, 0 if he should 844 * It returns 1 if the player should keep on moving, 0 if he should
1024check_pick (object *op) 848check_pick (object *op)
1025{ 849{
1026 object *tmp, *next; 850 object *tmp, *next;
1027 int stop = 0; 851 int stop = 0;
1028 int wvratio; 852 int wvratio;
1029 char putstring[128];
1030 853
1031 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1032 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1033 return 1; 856 return 1;
1034 857
1035 next = op->below; 858 next = op->below;
859
860 int cnt = MAX_ITEM_PER_ACTION;
861#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1036 862
1037 /* loop while there are items on the floor that are not marked as 863 /* loop while there are items on the floor that are not marked as
1038 * destroyed */ 864 * destroyed */
1039 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1040 { 866 {
1041 tmp = next; 867 tmp = next;
1042 next = tmp->below; 868 next = tmp->below;
1043 869
870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
1044 if (op->destroyed ()) 876 if (op->destroyed ())
1045 return 0; 877 return 0;
1046 878
1047 if (!can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1048 continue; 880 continue;
1049 881
1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1051 { 883 {
1052 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1053 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1054 continue; 887 continue;
1055 } 888 }
1056 889
1057 /* high not bit set? We're using the old autopickup model */ 890 /* pickup handling */
891 if (op->contr->mode & PU_DEBUG)
892 {
893 /* some debugging code to figure out item information */
894 const char *str = tmp->name
895 ? format ("item name: %s item type: %d weight/value: %d",
896 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
897 : format ("item name: %s item type: %d weight/value: %d",
898 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
899
900 new_draw_info (NDI_UNIQUE, 0, op, str);
901 }
902
903 if (op->contr->mode & PU_INHIBIT)
904 return 1;
905
906 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
907 return 1;
908
909 /* philosophy:
910 * It's easy to grab an item type from a pile, as long as it's
911 * generic. This takes no game-time. For more detailed pickups
912 * and selections, select-items should be used. This is a
913 * grab-as-you-run type mode that's really useful for arrows for
914 * example.
915 * The drawback: right now it has no frontend, so you need to
916 * stick the bits you want into a calculator in hex mode and then
917 * convert to decimal and then 'pickup <#>
918 */
919
920 /* the first two modes are exclusive: if NOTHING we return, if
921 * STOP then we stop. All the rest are applied sequentially,
922 * meaning if any test passes, the item gets picked up. */
923
924 /* if mode is set to pick nothing up, return */
925 if (op->contr->mode == PU_NOTHING)
926 return 1;
927
928 /* if mode is set to stop when encountering objects, return */
929 /* take STOP before INHIBIT since it doesn't actually pick
930 * anything up */
931 if (op->contr->mode & PU_STOP)
932 return 0;
933
934 /* useful for going into stores and not losing your settings... */
935 /* and for battles wher you don't want to get loaded down while
936 * fighting */
937 if (op->contr->mode & PU_INHIBIT)
938 return 1;
939
940 /* prevent us from turning into auto-thieves :) */
941 if (tmp->flag [FLAG_UNPAID])
942 continue;
943
944 /* ignore known cursed objects */
945 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
946 continue;
947
948 /* all food and drink if desired */
949 /* question: don't pick up known-poisonous stuff? */
1058 if (!(op->contr->mode & PU_NEWMODE)) 950 if (op->contr->mode & PU_FOOD)
951 if (tmp->type == FOOD)
1059 { 952 {
1060 switch (op->contr->mode) 953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_DRINK)
958 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 if (op->contr->mode & PU_POTION)
965 if (tmp->type == POTION)
966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
970
971 /* spellbooks, skillscrolls and normal books/scrolls */
972 if (op->contr->mode & PU_SPELLBOOK)
973 if (tmp->type == SPELLBOOK)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 if (op->contr->mode & PU_SKILLSCROLL)
980 if (tmp->type == SKILLSCROLL)
981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
986 if (op->contr->mode & PU_READABLES)
987 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
992
993 /* wands/staves/rods/horns */
994 if (op->contr->mode & PU_MAGIC_DEVICE)
995 if (tmp->type == WAND
996 || tmp->type == ROD
997 || tmp->type == HORN
998 || tmp->type == POWER_CRYSTAL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 /* pick up all magical items */
1005 if (op->contr->mode & PU_MAGICAL)
1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1007 && !tmp->flag [FLAG_KNOWN_CURSED])
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 if (op->contr->mode & PU_VALUABLES)
1014 {
1015 if (tmp->type == MONEY || tmp->type == GEM)
1061 { 1016 {
1062 case 0: 1017 CHK_PICK_PICKUP;
1063 return 1; /* don't pick up */ 1018 continue;
1064 case 1:
1065 pick_up (op, tmp);
1066 return 1;
1067 case 2:
1068 pick_up (op, tmp);
1069 return 0;
1070 case 3:
1071 return 0; /* stop before pickup */
1072 case 4:
1073 pick_up (op, tmp);
1074 break;
1075 case 5:
1076 pick_up (op, tmp);
1077 stop = 1;
1078 break;
1079 case 6:
1080 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1081 pick_up (op, tmp);
1082 break;
1083
1084 case 7:
1085 if (tmp->type == MONEY || tmp->type == GEM)
1086 pick_up (op, tmp);
1087 break;
1088
1089 default:
1090 /* use value density */
1091 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1092 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1093 pick_up (op, tmp);
1094 } 1019 }
1095 } 1020 }
1096 else 1021
1097 { /* old model */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1098 /* NEW pickup handling */
1099 if (op->contr->mode & PU_DEBUG) 1023 if (op->contr->mode & PU_JEWELS)
1024 if (tmp->type == RING
1025 || tmp->type == AMULET
1026 || tmp->type == GIRDLE
1027 || tmp->type == SKILL_TOOL)
1100 { 1028 {
1101 /* some debugging code to figure out item information */ 1029 CHK_PICK_PICKUP;
1102 if (tmp->name != NULL)
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105 else
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108
1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1110 }
1111
1112 /* philosophy:
1113 * It's easy to grab an item type from a pile, as long as it's
1114 * generic. This takes no game-time. For more detailed pickups
1115 * and selections, select-items should be used. This is a
1116 * grab-as-you-run type mode that's really useful for arrows for
1117 * example.
1118 * The drawback: right now it has no frontend, so you need to
1119 * stick the bits you want into a calculator in hex mode and then
1120 * convert to decimal and then 'pickup <#>
1121 */
1122
1123 /* the first two modes are exclusive: if NOTHING we return, if
1124 * STOP then we stop. All the rest are applied sequentially,
1125 * meaning if any test passes, the item gets picked up. */
1126
1127 /* if mode is set to pick nothing up, return */
1128
1129 if (op->contr->mode & PU_NOTHING)
1130 return 1;
1131
1132 /* if mode is set to stop when encountering objects, return */
1133 /* take STOP before INHIBIT since it doesn't actually pick
1134 * anything up */
1135
1136 if (op->contr->mode & PU_STOP)
1137 return 0;
1138
1139 /* useful for going into stores and not losing your settings... */
1140 /* and for battles wher you don't want to get loaded down while
1141 * fighting */
1142 if (op->contr->mode & PU_INHIBIT)
1143 return 1;
1144
1145 /* prevent us from turning into auto-thieves :) */
1146 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1147 continue; 1030 continue;
1031 }
1148 1032
1149 /* ignore known cursed objects */ 1033 /* we don't forget dragon food */
1150 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1034 if (op->contr->mode & PU_FLESH)
1035 if (tmp->type == FLESH)
1036 {
1037 CHK_PICK_PICKUP;
1151 continue; 1038 continue;
1039 }
1152 1040
1153 /* all food and drink if desired */ 1041 /* bows and arrows. Bows are good for selling! */
1154 /* question: don't pick up known-poisonous stuff? */ 1042 if (op->contr->mode & PU_BOW)
1043 if (tmp->type == BOW)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 if (op->contr->mode & PU_ARROW)
1050 if (tmp->type == ARROW)
1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1055
1056 /* all kinds of armor etc. */
1057 if (op->contr->mode & PU_ARMOUR)
1058 if (tmp->type == ARMOUR)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_HELMET)
1065 if (tmp->type == HELMET)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1071 if (op->contr->mode & PU_SHIELD)
1072 if (tmp->type == SHIELD)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1155 if (op->contr->mode & PU_FOOD) 1078 if (op->contr->mode & PU_BOOTS)
1156 if (tmp->type == FOOD) 1079 if (tmp->type == BOOTS)
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 if (op->contr->mode & PU_GLOVES)
1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1092 if (op->contr->mode & PU_CLOAK)
1093 if (tmp->type == CLOAK)
1094 {
1095 CHK_PICK_PICKUP;
1096 continue;
1097 }
1098
1099 /* hoping to catch throwing daggers here */
1100 if (op->contr->mode & PU_MISSILEWEAPON)
1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1102 {
1103 CHK_PICK_PICKUP;
1104 continue;
1105 }
1106
1107 /* careful: chairs and tables are weapons! */
1108 if (op->contr->mode & PU_ALLWEAPON)
1109 {
1110 if (tmp->type == WEAPON)
1111 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1157 { 1112 {
1158 pick_up (op, tmp); 1113 CHK_PICK_PICKUP;
1159 continue; 1114 continue;
1160 } 1115 }
1116 }
1161 1117
1118 /* misc stuff that's useful */
1162 if (op->contr->mode & PU_DRINK) 1119 if (op->contr->mode & PU_KEY)
1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1164 { 1121 {
1165 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1166 continue; 1123 continue;
1167 } 1124 }
1168 1125
1126 /* any of the last 4 bits set means we use the ratio for value
1127 * pickups */
1169 if (op->contr->mode & PU_POTION) 1128 if (op->contr->mode & PU_RATIO)
1170 if (tmp->type == POTION) 1129 {
1130 /* use value density to decide what else to grab */
1131 /* >=7 was >= op->contr->mode */
1132 /* >=7 is the old standard setting. Now we take the last 4 bits
1171 { 1133 */
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 /* spellbooks, skillscrolls and normal books/scrolls */
1177 if (op->contr->mode & PU_SPELLBOOK)
1178 if (tmp->type == SPELLBOOK)
1179 {
1180 pick_up (op, tmp);
1181 continue;
1182 }
1183
1184 if (op->contr->mode & PU_SKILLSCROLL)
1185 if (tmp->type == SKILLSCROLL)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_READABLES)
1192 if (tmp->type == BOOK || tmp->type == SCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 /* wands/staves/rods/horns */
1199 if (op->contr->mode & PU_MAGIC_DEVICE)
1200 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* pick up all magical items */
1207 if (op->contr->mode & PU_MAGICAL) 1134 wvratio = op->contr->mode & PU_RATIO;
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1135 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_VALUABLES)
1215 { 1136 {
1216 if (tmp->type == MONEY || tmp->type == GEM) 1137#if 0
1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1139 if (tmp->name != NULL)
1217 { 1140 {
1218 pick_up (op, tmp); 1141 fprintf (stderr, "%s", tmp->name);
1219 continue;
1220 } 1142 }
1221 }
1222
1223 /* rings & amulets - talismans seems to be typed AMULET */
1224 if (op->contr->mode & PU_JEWELS)
1225 if (tmp->type == RING || tmp->type == AMULET)
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 /* we don't forget dragon food */
1232 if (op->contr->mode & PU_FLESH)
1233 if (tmp->type == FLESH)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 /* bows and arrows. Bows are good for selling! */
1240 if (op->contr->mode & PU_BOW)
1241 if (tmp->type == BOW)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 if (op->contr->mode & PU_ARROW)
1248 if (tmp->type == ARROW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 /* all kinds of armor etc. */
1255 if (op->contr->mode & PU_ARMOUR)
1256 if (tmp->type == ARMOUR)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 if (op->contr->mode & PU_HELMET)
1263 if (tmp->type == HELMET)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_SHIELD)
1270 if (tmp->type == SHIELD)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_BOOTS)
1277 if (tmp->type == BOOTS)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_GLOVES)
1284 if (tmp->type == GLOVES)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_CLOAK)
1291 if (tmp->type == CLOAK)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 /* hoping to catch throwing daggers here */
1298 if (op->contr->mode & PU_MISSILEWEAPON)
1299 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 /* careful: chairs and tables are weapons! */
1306 if (op->contr->mode & PU_ALLWEAPON)
1307 {
1308 if (tmp->type == WEAPON && tmp->name != NULL)
1309 {
1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316 }
1317
1318 if (tmp->type == WEAPON && tmp->name == NULL)
1319 {
1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325 }
1326 }
1327
1328 /* misc stuff that's useful */
1329 if (op->contr->mode & PU_KEY)
1330 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335
1336 /* any of the last 4 bits set means we use the ratio for value
1337 * pickups */
1338 if (op->contr->mode & PU_RATIO)
1339 {
1340 /* use value density to decide what else to grab */
1341 /* >=7 was >= op->contr->mode */
1342 /* >=7 is the old standard setting. Now we take the last 4 bits
1343 * and multiply them by 5, giving 0..15*5== 5..75 */
1344 wvratio = (op->contr->mode & PU_RATIO) * 5;
1345 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1346 {
1347 pick_up (op, tmp);
1348#if 0
1349 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1350 if (tmp->name != NULL)
1351 {
1352 fprintf (stderr, "%s", tmp->name);
1353 }
1354 else 1143 else
1355 fprintf (stderr, "%s", tmp->arch->archname); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1356 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1146 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1358#endif 1147#endif
1148 CHK_PICK_PICKUP;
1359 continue; 1149 continue;
1360 }
1361 } 1150 }
1362 } /* the new pickup model */ 1151 } /* the new pickup model */
1363 } 1152 }
1364 1153
1365 return !stop; 1154 return !stop;
1366} 1155}
1367 1156
1157/* routine for both players and monsters. We call this when
1158 * there is a possibility for our action distrubing our hiding
1159 * place or invisiblity spell. Artefact invisiblity causes
1160 * "noise" instead. If we arent invisible to begin with, we
1161 * return 0.
1162 */
1163static int
1164action_makes_visible (object *op)
1165{
1166 if (op->invisible && op->flag [FLAG_ALIVE])
1167 {
1168 if (op->flag [FLAG_MAKE_INVIS])
1169 {
1170 // artefact invisibility is permanent, but we still make noise
1171 // this is important for game-balance.
1172 if (op->contr)
1173 op->make_noise ();
1174
1175 return 0;
1176 }
1177
1178 if (op->contr && op->contr->tmp_invis == 0)
1179 return 0;
1180
1181 /* If monsters, they should become visible */
1182 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1183 {
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1185 return 1;
1186 }
1187 }
1188
1189 return 0;
1190}
1191
1368/* 1192/*
1369 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1370 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1371 * found object is returned. 1195 * found object is returned.
1372 */ 1196 */
1373object * 1197static object *
1374find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1375{ 1199{
1376 object *tmp = 0;
1377
1378 for (op = op->inv; op; op = op->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1380 tmp = find_arrow (op, type);
1381 else if (op->type == ARROW && op->race == type) 1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1202 return splay (tmp);
1203
1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1206 if (object *arrow = find_arrow (tmp, type))
1207 {
1208 splay (tmp);
1382 return op; 1209 return arrow;
1210 }
1383 1211
1384 return tmp; 1212 return 0;
1385} 1213}
1386 1214
1387/* 1215/*
1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1216 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1389 * against the target. A full test is not performed, simply a basic test 1217 * against the target. A full test is not performed, simply a basic test
1390 * of resistances. The archer is making a quick guess at what he sees down 1218 * of resistances. The archer is making a quick guess at what he sees down
1391 * the hall. Failing that it does it's best to pick the highest plus arrow. 1219 * the hall. Failing that it does it's best to pick the highest plus arrow.
1392 */ 1220 */
1393object * 1221static object *
1394find_better_arrow (object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1395{ 1223{
1396 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1397 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1398 1226
1399 if (!type) 1227 if (!type)
1400 return NULL; 1228 return NULL;
1401 1229
1402 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1403 { 1231 {
1404 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1405 { 1233 {
1406 i = 0; 1234 i = 0;
1407 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1408 if (i > betterby) 1237 if (i > betterby)
1409 { 1238 {
1410 tmp = ntmp; 1239 tmp = ntmp;
1411 betterby = i; 1240 betterby = i;
1412 } 1241 }
1413 } 1242 }
1414 else if (arrow->type == ARROW && arrow->race == type) 1243 else if (arrow->type == ARROW && arrow->race == type)
1415 { 1244 {
1416 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1417 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1246 if (target->race && arrow->slaying.contains (target->race))
1418 { 1247 {
1419 if (arrow->attacktype & AT_DEATH) 1248 if (arrow->attacktype & AT_DEATH)
1420 { 1249 {
1421 *better = 100; 1250 *better = 100;
1422 return arrow; 1251 return arrow;
1437 { 1266 {
1438 tmp = arrow; 1267 tmp = arrow;
1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1268 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1440 } 1269 }
1441 } 1270 }
1271
1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1443 { 1273 {
1444 tmp = arrow; 1274 tmp = arrow;
1445 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1446 } 1276 }
1277
1447 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1448 { 1279 {
1449 tmp = arrow; 1280 tmp = arrow;
1450 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1451 } 1282 }
1452 } 1283 }
1453 } 1284 }
1454 } 1285 }
1286
1455 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1456 return find_arrow (op, type); 1288 return find_arrow (op, type);
1457 1289
1458 *better = betterby; 1290 *better = betterby;
1459 return tmp; 1291 return tmp;
1463 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1464 * op = the shooter 1296 * op = the shooter
1465 * type = bow->race 1297 * type = bow->race
1466 * dir = fire direction 1298 * dir = fire direction
1467 */ 1299 */
1468object * 1300static object *
1469pick_arrow_target (object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1470{ 1302{
1471 object *tmp = NULL; 1303 object *tmp = NULL;
1472 maptile *m; 1304 maptile *m;
1473 int i, mflags, found, number; 1305 int i, mflags, found, number;
1474 sint16 x, y; 1306 sint16 x, y;
1486 y = op->y; 1318 y = op->y;
1487 1319
1488 /* find the first target */ 1320 /* find the first target */
1489 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1490 { 1322 {
1491 x += freearr_x[dir]; 1323 x += DIRX (dir);
1492 y += freearr_y[dir]; 1324 y += DIRY (dir);
1493 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1494 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1495 { 1328 {
1496 tmp = NULL; 1329 tmp = 0;
1497 break; 1330 break;
1498 } 1331 }
1499 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1332 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1500 { 1333 {
1501 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1502 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1503 */ 1336 */
1504 tmp = NULL; 1337 tmp = 0;
1505 break; 1338 break;
1506 } 1339 }
1340
1507 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1508 {
1509 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1342 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1510 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1511 {
1512 found++;
1513 break;
1514 }
1515 if (found)
1516 break; 1344 break;
1517 }
1518 } 1345 }
1519 if (tmp == NULL) 1346
1347 if (!tmp)
1520 return find_arrow (op, type); 1348 return find_arrow (op, type);
1521 1349
1522 if (tmp->head) 1350 if (tmp->head)
1523 tmp = tmp->head; 1351 tmp = tmp->head;
1524 1352
1525 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1526} 1354}
1527 1355
1528/* 1356/*
1529 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1530 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1531 * op is the object firing the bow. 1359 * op is the object firing the bow.
1532 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1533 * dir is the direction of fire. 1361 * dir is the direction of fire.
1534 * wc_mod is any special modifier to give (used in special player fire modes) 1362 * wc_mod is any special modifier to give (used in special player fire modes)
1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1565 return 0; 1393 return 0;
1566 } 1394 }
1567 1395
1568 // optimisation: move object to top so we will find it quickly again 1396 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below) 1397 splay (bow);
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1575 } 1398 }
1576 1399
1577 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1578 { 1401 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1402 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1586 { 1409 {
1587 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1588 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1412 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1590 else 1413 else
1591 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1592 1415
1593 return 0; 1416 return 0;
1594 } 1417 }
1595 } 1418 }
1596 1419
1605 } 1428 }
1606 1429
1607 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1608 if (arrow->nrof == 0) 1431 if (arrow->nrof == 0)
1609 { 1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1610 arrow->destroy (); 1434 arrow->destroy ();
1611 return 0; 1435 return 0;
1612 } 1436 }
1613 1437
1614 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1615 arrow = get_split_ob (arrow, 1); 1439 arrow = arrow->split ();
1616 if (!arrow) 1440 if (!arrow)
1617 { 1441 {
1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1442 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1619 return 0; 1443 return 0;
1620 } 1444 }
1624 arrow->direction = dir; 1448 arrow->direction = dir;
1625 1449
1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1450 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam; 1451 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype; 1452 arrow->stats.grace = arrow->attacktype;
1629 1453 arrow->custom_name = arrow->slaying;
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632 1454
1633#if 0 1455#if 0
1634 if (player *pl = op->contr) 1456 if (player *pl = op->contr)
1635 { 1457 {
1636 float speed = pl->weapon_sp; 1458 float speed = pl->weapon_sp;
1643 1465
1644 op->speed_left += speed - op->speed; 1466 op->speed_left += speed - op->speed;
1645 } 1467 }
1646#endif 1468#endif
1647 1469
1648 SET_ANIMATION (arrow, arrow->direction); 1470 arrow->set_anim_frame (arrow->direction);
1649 1471
1650 /* update the speed */ 1472 /* update the speed */
1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1652 + bow->stats.dam / 7.f;
1653 1473
1654 arrow->set_speed (max (arrow->speed, 2.f));
1655 arrow->speed_left = 0; 1474 arrow->speed_left = 0;
1475 arrow->set_speed (max (2.f,
1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f
1478 ));
1656 1479
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1658 1481
1659 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1660 { 1483 {
1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1682 1505
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1684 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1686 1510
1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1688 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1689 1513
1690 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1691 move_arrow (arrow); 1515 move_arrow (arrow);
1692
1693 if (op->type == PLAYER)
1694 {
1695 if (left->destroyed ())
1696 esrv_del_item (op->contr, left->count);
1697 else
1698 esrv_send_item (op, left);
1699 }
1700 1516
1701 return 1; 1517 return 1;
1702} 1518}
1703 1519
1704/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1706 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1707 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1708 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1709 * hence the function name. 1525 * hence the function name.
1710 */ 1526 */
1711int 1527static int
1712player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1713{ 1529{
1714 int ret = 0, wcmod = 0; 1530 int ret;
1715 1531
1716 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1717 { 1533 {
1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1534 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1719 } 1535 }
1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1536 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1721 { 1537 {
1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1723 wcmod = -1;
1724
1725 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1726 } 1540 }
1727 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1728 { 1542 {
1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1732 } 1546 }
1733 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1734 { 1548 {
1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1549 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1550 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1551 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1738 } 1552 }
1739 else 1553 else
1740 { 1554 {
1746} 1560}
1747 1561
1748/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1749 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1750 */ 1564 */
1751void 1565static void
1752fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
1753{ 1567{
1754 object *item = op->contr->ranged_ob; 1568 object *item = op->contr->ranged_ob;
1755 1569
1756 if (!item) 1570 if (!item)
1763 { 1577 {
1764 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1765 return; 1579 return;
1766 } 1580 }
1767 1581
1768 if (!op->change_weapon (item)) 1582 if (!op->apply (item))
1769 return; 1583 return;
1770 1584
1771 if (item->type == WAND) 1585 if (item->type == WAND)
1772 { 1586 {
1773 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1774 { 1588 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1589 op->contr->play_sound (sound_find ("wand_poof"));
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777 1591
1778 return; 1592 return;
1779 } 1593 }
1780 } 1594 }
1781 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
1782 { 1596 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1597 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1598
1599 // using the maximum of the rods charge allows at least one spell cast
1600 // for a rod or horn, this fixes some broken rods.
1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1784 { 1602 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1786 1604
1787 if (item->type == ROD) 1605 if (item->type == ROD)
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1789 else 1607 else
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1608 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1793 } 1611 }
1794 } 1612 }
1795 1613
1796 if (cast_spell (op, item, dir, item->inv, NULL)) 1614 if (cast_spell (op, item, dir, item->inv, NULL))
1797 { 1615 {
1798 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1616 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1617
1799 if (item->type == WAND) 1618 if (item->type == WAND)
1800 { 1619 {
1801 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1802 { 1621 {
1803 object *tmp;
1804
1805 if (item->arch) 1622 if (item->arch)
1806 { 1623 {
1807 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1808 item->face = item->arch->face; 1625 item->face = item->arch->face;
1809 item->set_speed (0); 1626 item->set_speed (0);
1810 } 1627 }
1811 1628
1812 if ((tmp = item->in_player ())) 1629 if (object *pl = item->visible_to ())
1813 esrv_update_item (UPD_ANIM, tmp, item); 1630 esrv_update_item (UPD_ANIM, pl, item);
1814 } 1631 }
1815 } 1632 }
1816 else if (item->type == ROD || item->type == HORN) 1633 else if (item->type == ROD || item->type == HORN)
1817 drain_rod_charge (item); 1634 drain_rod_charge (item);
1818 } 1635 }
1819} 1636}
1820 1637
1821/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1822 */ 1639 */
1823bool 1640bool
1824fire (object *op, int dir) 1641fire (object *who, int dir)
1825{ 1642{
1826 int spellcost = 0; 1643 int spellcost = 0;
1827 1644
1828 /* check for loss of invisiblity/hide */
1829 if (action_makes_visible (op))
1830 make_visible (op);
1831
1832 player *pl = op->contr; 1645 player *pl = who->contr;
1833 1646
1834 if (pl->golem) 1647 if (pl->golem)
1835 { 1648 {
1836 control_golem (op->contr->golem, dir); 1649 control_golem (who->contr->golem, dir);
1837 return false; 1650 return false;
1838 } 1651 }
1839 1652
1840 object *ob = pl->ranged_ob; 1653 object *ob = pl->ranged_ob;
1841 1654
1842 if (!ob) 1655 if (!ob)
1843 return false; 1656 return false;
1844 1657
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f) 1658 if (who->speed_left > 0.f)
1849 --op->speed_left; 1659 --who->speed_left;
1850 else 1660 else
1851 return false; 1661 return false;
1852 1662
1663 if (!who->apply (ob))
1664 return false;
1665
1666 /* check for loss of invisiblity/hide */
1667 if (action_makes_visible (who))
1668 make_visible (who);
1669
1853 switch (ob->type) 1670 switch (ob->type)
1854 { 1671 {
1855 case BOW: 1672 case BOW:
1856 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1857 break; 1674 break;
1858 1675
1859 case SPELL: 1676 case SPELL:
1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1861 break; 1678 break;
1862 1679
1863 case BUILDER: 1680 case BUILDER:
1864 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1865 break; 1682 break;
1866 1683
1867 case SKILL: 1684 case SKILL:
1868 do_skill (op, op, ob, dir, 0); 1685 do_skill (who, who, ob, dir, 0);
1869 break; 1686 break;
1870 1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1871 default: 1692 default:
1872 fire_misc_object (op, dir); 1693 fire_misc_object (who, dir);
1873 break; 1694 break;
1874 } 1695 }
1875 1696
1876 return true; 1697 return true;
1877} 1698}
1878 1699
1879/* find_key 1700static object *
1880 * We try to find a key for the door as passed. If we find a key
1881 * and successfully use it, we return the key, otherwise NULL
1882 * This function merges both normal and locked door, since the logic
1883 * for both is the same - just the specific key is different.
1884 * pl is the player,
1885 * inv is the objects inventory to searched
1886 * door is the door we are trying to match against.
1887 * This function can be called recursively to search containers.
1888 */
1889object *
1890find_key (object *pl, object *container, object *door) 1701find_key_ (object *pl, object *container, object *door)
1891{ 1702{
1892 object *tmp, *key; 1703 object *tmp, *key;
1893 1704
1894 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
1895 if (!container->inv) 1706 if (!container->inv)
1898 /* First, lets try to find a key in the top level inventory */ 1709 /* First, lets try to find a key in the top level inventory */
1899 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 { 1711 {
1901 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1902 break; 1713 break;
1714
1903 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1905 */ 1717 */
1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 break; 1719 break;
1908 } 1720 }
1913 * a key, return 1725 * a key, return
1914 */ 1726 */
1915 if (!tmp) 1727 if (!tmp)
1916 { 1728 {
1917 for (tmp = container->inv; tmp; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 {
1919 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
1920 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
1921 {
1922 if ((key = find_key (pl, tmp, door))) 1732 if ((key = find_key_ (pl, tmp, door)))
1923 return key; 1733 return key;
1924 }
1925 }
1926 1734
1927 if (!tmp) 1735 if (!tmp)
1928 return NULL; 1736 return 0;
1929 } 1737 }
1930 1738
1931 /* We get down here if we have found a key. Now if its in a container, 1739 /* We get down here if we have found a key. Now if its in a container,
1932 * see if we actually want to use it 1740 * see if we actually want to use it
1933 */ 1741 */
1934 if (pl != container) 1742 if (pl != container)
1935 { 1743 {
1936 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
1937 if (!pl->contr) 1745 if (!pl->contr)
1938 return NULL; 1746 return 0;
1747
1939 /* cases where this fails: 1748 /* cases where this fails:
1940 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
1941 * are not in the players inventory. 1750 * are not in the players inventory.
1942 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
1943 * containers can be used. 1752 * containers can be used.
1947 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
1948 * 1757 *
1949 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1950 * all the others. 1759 * all the others.
1951 */ 1760 */
1952 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
1953 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
1954 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1955 { 1764 {
1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1766 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1958 return NULL; 1767 return NULL;
1959 } 1768 }
1960 } 1769 }
1961 1770
1962 return tmp; 1771 return tmp;
1772}
1773
1774/* find_key
1775 * We try to find a key for the door as passed. If we find a key
1776 * and successfully use it, we return the key, otherwise NULL
1777 * This function merges both normal and locked door, since the logic
1778 * for both is the same - just the specific key is different.
1779 * pl is the player,
1780 * inv is the objects inventory to searched
1781 * door is the door we are trying to match against.
1782 * This function can be called recursively to search containers.
1783 */
1784object *
1785find_key (object *pl, object *container, object *door)
1786{
1787 if (door->slaying && is_match_expr (door->slaying))
1788 {
1789 // for match expressions, we try to find the key by applying the match
1790 // to the op itself, which is supposed to find the "key", instead
1791 // of searching through containers ourselves.
1792
1793 return match_one (door->slaying, container, door, pl, pl);
1794 }
1795 else
1796 return find_key_ (pl, container, door);
1963} 1797}
1964 1798
1965/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1966 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1967 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1979 /* If we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
1980 if (key) 1814 if (key)
1981 { 1815 {
1982 object *container = key->env; 1816 object *container = key->env;
1983 1817
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1986 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
1987 make_visible (op); 1819 make_visible (op);
1988 1820
1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op); 1822 spring_trap (door->inv, op);
1991 1823
1992 if (door->type == DOOR) 1824 if (door->type == DOOR)
1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1825 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
1995 { 1827 {
1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1828 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2 (door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1830 }
1999 1831
2000 /* Do this after we print the message */ 1832 /* Do this after we print the message */
2001 decrease_ob (key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */
2003 if (container != op)
2004 esrv_update_item (UPD_WEIGHT, op, container);
2005 1834
2006 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
2007 } 1836 }
2008 else if (door->type == LOCKED_DOOR) 1837 else if (door->type == LOCKED_DOOR)
2009 { 1838 {
2010 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1840 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2012 return 1; 1841 return 1;
2013 } 1842 }
2014 1843
2015 return 0; 1844 return 0;
2016} 1845}
2022 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2023 */ 1852 */
2024bool 1853bool
2025move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
2026{ 1855{
2027 int on_battleground; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1857 {
1858 --op->speed_left;
1859 return true;
1860 }
2028 1861
2029 sint16 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2030 sint16 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2031
2032 on_battleground = op_on_battleground (op, 0, 0);
2033 1864
2034 if (out_of_map (op->map, nx, ny)) 1865 if (out_of_map (op->map, nx, ny))
2035 return false; 1866 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2042 1867
2043 /* If braced, or can't move to the square, and it is not out of the 1868 /* If braced, or can't move to the square, and it is not out of the
2044 * map, attack it. Note order of if statement is important - don't 1869 * map, attack it. Note order of if statement is important - don't
2045 * want to be calling move_ob if braced, because move_ob will move the 1870 * want to be calling move_ob if braced, because move_ob will move the
2046 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2064 || mon->flag [FLAG_CAN_ROLL]) 1889 || mon->flag [FLAG_CAN_ROLL])
2065 && mon != op) 1890 && mon != op)
2066 break; 1891 break;
2067 } 1892 }
2068 1893
2069 if (!mon) /* This happens anytime the player tries to move */ 1894 /* no monster == player tries to move into a wall or so */
2070 return false; /* into a wall */ 1895 if (!mon)
1896 {
1897 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1898 if (op->move_type & ob->move_block)
1899 {
1900 if (ob->move_block == MOVE_ALL)
1901 move_into_wall (op, ob);
1902 else
1903 {
1904 if (op->contr->ns->bumpmsg)
1905 {
1906 op->play_sound (sound_find ("blocked_move"));
1907
1908 op->statusmsg (ob->invisible
1909 ? "Something blocks you."
1910 : format ("Something blocks you from entering the %s.", query_name (ob))
1911 );
1912 }
1913 }
1914
1915 break;
1916 }
1917
1918 return false;
1919 }
2071 1920
2072 mon = mon->head_ (); 1921 mon = mon->head_ ();
2073 1922
2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1923 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f) 1924 if (op->contr->weapon_sp_left > 0.f)
2093 */ 1942 */
2094 if (op->type == PLAYER 1943 if (op->type == PLAYER
2095 && ((mon->owner && mon->owner->contr 1944 && ((mon->owner && mon->owner->contr
2096 && same_party (mon->owner->contr->party, op->contr->party)) 1945 && same_party (mon->owner->contr->party, op->contr->party))
2097 || mon->owner == op) 1946 || mon->owner == op)
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2099 { 1948 {
2100 /* If we're braced, we don't want to switch places with it */ 1949 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced) 1950 if (op->contr->braced)
2102 return false; 1951 return false;
2103 1952
2104 if (op->speed_left > 0.f) 1953 if (op->speed_left > 0.f)
2105 { 1954 {
2106 --op->speed_left; 1955 --op->speed_left;
2107 1956
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1957 op->play_sound (sound_find ("push_player"));
2109 push_ob (mon, dir, op); 1958 push_ob (mon, dir, op);
2110 1959
2111 if (op->contr->tmp_invis || op->hide) 1960 if (action_makes_visible (op))
2112 make_visible (op); 1961 make_visible (op);
2113 1962
2114 return true; 1963 return true;
2115 } 1964 }
2116 else 1965 else
2117 return false; 1966 return false;
2118 } 1967 }
1968
1969 bool on_battleground = op_on_battleground (op, 0, 0);
2119 1970
2120 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2121 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2122 * someone, but put it inside this loop so that you won't 1973 * someone, but put it inside this loop so that you won't
2123 * attack them either. 1974 * attack them either.
2124 */ 1975 */
2125 if ((mon->type == PLAYER || mon->enemy != op) 1976 if ((mon->type == PLAYER || mon->enemy != op)
2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1977 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2127 && ((op->contr->peaceful 1978 && ((op->contr->peaceful
2128 || (mon->type == PLAYER && mon->contr->peaceful)) 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2129 && !on_battleground)) 1980 && !on_battleground))
2130 { 1981 {
2131 if (op->speed_left > 0.f) 1982 if (op->speed_left > 0.f)
2132 { 1983 {
2133 --op->speed_left; 1984 --op->speed_left;
2134 1985
2135 if (!op->contr->braced) 1986 if (!op->contr->braced)
2136 { 1987 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1988 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 1989 push_ob (mon, dir, op);
2139 } 1990 }
2140 else 1991 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 1992 op->statusmsg ("You withhold your attack");
2142 1993
2143 if (op->contr->tmp_invis || op->hide) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2144 make_visible (op); 1995 make_visible (op);
2145 1996
2146 return true; 1997 return true;
2147 } 1998 }
2148 } 1999 }
2149 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2150 * roll it if not braced. You can't roll it if you are braced. 2001 * roll it if not braced. You can't roll it if you are braced.
2151 */ 2002 */
2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2153 { 2004 {
2154 if (op->speed_left > 0.f) 2005 if (op->speed_left > 0.f)
2155 { 2006 {
2156 --op->speed_left; 2007 --op->speed_left;
2157 2008
2166 * Way it works is like this: First, it must have some hit points 2017 * Way it works is like this: First, it must have some hit points
2167 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2168 * 1) Not a player, 2) A player, but of a different party. Note 2019 * 1) Not a player, 2) A player, but of a different party. Note
2169 * that party_number -1 is no party, so attacks can still happen. 2020 * that party_number -1 is no party, so attacks can still happen.
2170 */ 2021 */
2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2023 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2173 { 2024 {
2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2175 { 2026 {
2176 --op->contr->weapon_sp_left; 2027 --op->contr->weapon_sp_left;
2188} 2039}
2189 2040
2190bool 2041bool
2191move_player (object *op, int dir) 2042move_player (object *op, int dir)
2192{ 2043{
2193 int pick;
2194
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2196 return 0; 2045 return 0;
2197 2046
2198 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2200 { 2049 {
2201 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2202 return 0; 2051 return 0;
2203 } 2052 }
2204 2053
2205 /* peterm: added following line */ 2054 /* peterm: added following line */
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208 2057
2209 op->facing = dir; 2058 op->facing = dir;
2210 2059
2211 if (op->hide) 2060 if (op->flag [FLAG_HIDDEN])
2212 do_hidden_move (op); 2061 do_hidden_move (op);
2213 2062
2214 bool retval; 2063 bool retval;
2064 int pick = 0;
2215 2065
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 retval = RESULT_INT (0); 2067 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2219 retval = fire (op, dir); 2069 retval = fire (op, dir);
2250 * players. 2100 * players.
2251 */ 2101 */
2252bool 2102bool
2253handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2254{ 2104{
2255 if (QUERY_FLAG (op, FLAG_SCARED)) 2105 if (op->flag [FLAG_SCARED])
2256 { 2106 {
2257 if (op->speed_left > 0.f) 2107 if (op->speed_left > 0.f)
2258 { 2108 {
2259 --op->speed_left; 2109 --op->speed_left;
2260 flee_player (op); 2110 flee_player (op);
2276 return move_player (op, op->direction); 2126 return move_player (op, op->direction);
2277 2127
2278 return false; 2128 return false;
2279} 2129}
2280 2130
2281int 2131static int
2282save_life (object *op) 2132save_life (object *op)
2283{ 2133{
2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2134 if (!op->flag [FLAG_LIFESAVE])
2285 return 0; 2135 return 0;
2286 2136
2287 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2289 { 2139 {
2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2140 op->play_sound (sound_find ("ob_evaporate"));
2291 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2141 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292 2142
2293 if (op->contr)
2294 esrv_del_item (op->contr, tmp->count);
2295
2296 tmp->destroy (); 2143 tmp->destroy ();
2297 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2298 2145
2299 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2300 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2301 2148
2302 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2303 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2304 2151
2305 op->update_stats (); 2152 op->update_stats ();
2306 return 1; 2153 return 1;
2307 } 2154 }
2308 2155
2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2310 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2311 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2312 return 0; 2159 return 0;
2313} 2160}
2314 2161
2315/* This goes throws the inventory and removes unpaid objects, and puts them 2162/* This goes throws the inventory and removes unpaid objects, and puts them
2316 * back in the map (location and map determined by values of env). This 2163 * back in the map (location and map determined by values of env). This
2317 * function will descend into containers. op is the object to start the search 2164 * function will descend into containers. op is the object to start the search
2318 * from. 2165 * from.
2319 */ 2166 */
2167static void
2168drop_unpaid_items (object *op, object *env)
2169{
2170 while (op)
2171 {
2172 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2173
2174 if (op->flag [FLAG_UNPAID])
2175 op->insert_at (env);
2176 else if (op->inv)
2177 drop_unpaid_items (op->inv, env);
2178
2179 op = next;
2180 }
2181}
2182
2320void 2183void
2321remove_unpaid_objects (object *op, object *env) 2184object::drop_unpaid_items ()
2322{ 2185{
2323 while (op) 2186 if (!flag [FLAG_REMOVED])
2324 { 2187 ::drop_unpaid_items (inv, this);
2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2326
2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2328 {
2329 if (env->type == PLAYER)
2330 esrv_del_item (env->contr, op->count);
2331
2332 op->insert_at (env);
2333 }
2334 else if (op->inv)
2335 remove_unpaid_objects (op->inv, env);
2336
2337 op = next;
2338 }
2339}
2340
2341/*
2342 * Returns pointer a static string containing gravestone text
2343 * Moved from apply.c to player.c - player.c is what
2344 * actually uses this function. player.c may not be quite the
2345 * best, a misc file for object actions is probably better,
2346 * but there isn't one in the server directory.
2347 */
2348char *
2349gravestone_text (object *op)
2350{
2351 static char buf2[MAX_BUF];
2352 char buf[MAX_BUF];
2353 time_t now = time (NULL);
2354
2355 strcpy (buf2, " R.I.P.\n\n");
2356 if (op->type == PLAYER)
2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2358 else
2359 sprintf (buf, "%s\n", &op->name);
2360
2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf);
2363 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367
2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2369 strcat (buf2, buf);
2370 if (op->type == PLAYER)
2371 {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf);
2375 }
2376
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf);
2380
2381 return buf2;
2382} 2188}
2383 2189
2384void 2190void
2385do_some_living (object *op) 2191do_some_living (object *op)
2386{ 2192{
2387 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace;
2390 int i;
2391 int rate_hp = 1200; 2195 int rate_hp = 1200;
2392 int rate_sp = 2500; 2196 int rate_sp = 2500;
2393 int rate_grace = 2000; 2197 int rate_grace = 2000;
2394 const int max_hp = 1; 2198 const int max_hp = 1;
2395 const int max_sp = 1; 2199 const int max_sp = 1;
2396 const int max_grace = 1; 2200 const int max_grace = 1;
2397 2201
2202#if 0
2398 if (op->contr->hidden) 2203 if (op->contr->hidden)
2399 { 2204 {
2400 op->invisible = 1000; 2205 op->invisible = 1000;
2401 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2402 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2403 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2404 */ 2209 */
2405 if (pticks & 2) 2210 if (server_tick & 2)
2406 op->invisible--; 2211 op->invisible--;
2407 } 2212 }
2213 else
2214#endif
2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2409 { 2216 {
2410 if (!op->invisible--) 2217 if (!op->invisible--)
2411 { 2218 {
2412 make_visible (op); 2219 make_visible (op);
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 { 2247 {
2441 gen_grace = op->stats.maxgrace; 2248 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2443 } 2250 }
2444 2251
2445 /* Regenerate Spell Points */ 2252 /* Regenerate Grace */
2446 if (!op->contr->golem && --op->last_sp < 0) 2253 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2254 if (--op->last_grace < 0)
2447 { 2255 {
2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2449 if (op->stats.sp < op->stats.maxsp) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2257 op->stats.grace++; /* no penalty in food for regaining grace */
2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2261 if (max_grace > 1)
2450 { 2262 {
2451 op->stats.sp++; 2263 int over_grace = temp / rate_grace;
2452 /* dms do not consume food */ 2264
2453 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (over_grace > 0)
2454 { 2266 {
2455 op->stats.food--; 2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2456 if (op->contr->digestion < 0) 2268 op->last_grace = 0;
2457 op->stats.food += op->contr->digestion;
2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2459 op->stats.food = last_food;
2460 } 2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2461 } 2272 }
2273 else
2274 op->last_grace = rate_grace / temp;
2462 2275
2463 if (max_sp > 1) 2276 /* wearing stuff doesn't detract from grace generation. */
2277 }
2278
2279 if (op->stats.food > 0)
2280 {
2281 /* Regenerate Spell Points */
2282 if (!op->contr->golem && --op->last_sp < 0)
2464 { 2283 {
2465 over_sp = (gen_sp + 10) / rate_sp; 2284 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2466 if (over_sp > 0) 2285
2286 if (op->stats.sp < op->stats.maxsp)
2467 { 2287 {
2468 if (op->stats.sp < op->stats.maxsp) 2288 op->stats.sp++;
2289
2290 /* dms do not consume food */
2291 if (!op->flag [FLAG_WIZ])
2469 { 2292 {
2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2473 op->stats.sp--; 2293 op->stats.food--;
2474 2294
2475 if (op->stats.sp > op->stats.maxsp) 2295 if (op->contr->digestion < 0)
2296 op->stats.food += op->contr->digestion;
2297 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.sp = op->stats.maxsp; 2298 op->stats.food = last_food;
2477 } 2299 }
2300 }
2301
2302 if (max_sp > 1)
2303 {
2304 int over_sp = (gen_sp + 10) / rate_sp;
2305 if (over_sp > 0)
2306 {
2307 if (op->stats.sp < op->stats.maxsp)
2308 {
2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2310
2311 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2312 op->stats.sp--;
2313
2314 if (op->stats.sp > op->stats.maxsp)
2315 op->stats.sp = op->stats.maxsp;
2316 }
2317
2478 op->last_sp = 0; 2318 op->last_sp = 0;
2319 }
2320 else
2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 } 2322 }
2480 else 2323 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2324 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 } 2325 }
2483 else
2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 }
2486 2326
2487 /* Regenerate Grace */ 2327 /* Regenerate Hit Points */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0) 2328 if (--op->last_heal < 0)
2490 {
2491 if (op->stats.grace < op->stats.maxgrace / 2)
2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2494 if (max_grace > 1)
2495 { 2329 {
2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2330 if (op->stats.hp < op->stats.maxhp)
2497 if (over_grace > 0)
2498 { 2331 {
2499 op->stats.sp += over_grace 2332 op->stats.hp++;
2500 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2333
2334 /* dms do not consume food */
2335 if (!op->flag [FLAG_WIZ])
2336 {
2337 op->stats.food--;
2338
2339 if (op->contr->digestion < 0)
2340 op->stats.food += op->contr->digestion;
2341 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2342 op->stats.food = last_food;
2343 }
2344 }
2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2348 if (max_hp > 1)
2349 {
2350 int over_hp = temp / rate_hp;
2351
2352 if (over_hp > 0)
2353 {
2354 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2501 op->last_grace = 0; 2355 op->last_heal = 0;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2502 } 2359 }
2503 else 2360 else
2504 {
2505 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2506 }
2507 }
2508 else
2509 {
2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 }
2512 /* wearing stuff doesn't detract from grace generation. */
2513 }
2514
2515 /* Regenerate Hit Points */
2516 if (--op->last_heal < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 {
2520 op->stats.hp++;
2521 /* dms do not consume food */
2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 {
2524 op->stats.food--;
2525 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food;
2529 }
2530 }
2531
2532 if (max_hp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2538 op->last_heal = 0; 2361 op->last_heal = rate_hp / temp;
2539 }
2540 else
2541 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2543 }
2544 }
2545 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2362 }
2549 } 2363 }
2550 2364
2551 /* Digestion */ 2365 /* Digestion */
2552 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2553 { 2367 {
2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2368 int bonus = max (0, op->contr->digestion),
2369 penalty = max (0, -op->contr->digestion);
2555 2370
2556 if (op->contr->gen_hp > 0)
2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2371 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2558 else
2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560 2372
2561 /* dms do not consume food */ 2373 /* dms do not consume food */
2562 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2563 op->stats.food--; 2375 op->stats.food--;
2564 } 2376 }
2565 2377
2566 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 { 2379 {
2568 object *tmp, *flesh = 0; 2380 object *flesh = 0;
2569 2381
2570 for (tmp = op->inv; tmp; tmp = tmp->below) 2382 for_inv_removable (op, tmp)
2571 { 2383 {
2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2384 if (tmp->flag [FLAG_UNPAID])
2385 continue;
2386
2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 { 2388 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2389 op->statusmsg ("You blindly grab for a bite of food. "
2575 { 2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2391 op->apply (tmp);
2577 manual_apply (op, tmp, 0); 2392
2578 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2579 break; 2394 break;
2580 } 2395 }
2581 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2582 flesh = tmp; 2397 flesh = tmp;
2583 } /* End if paid for object */ 2398 }
2584 } /* end of for loop */
2585 2399
2586 /* If player is still starving, it means they don't have any food, so 2400 /* If player is still starving, it means they don't have any food, so
2587 * eat flesh instead. 2401 * eat flesh instead.
2588 */ 2402 */
2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2590 { 2404 {
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2405 op->statusmsg ("You blindly grab for a bite of food. "
2406 "H<To prevent you from starving, you ate some random item from your backpack.>");
2592 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2593 } 2408 }
2409
2410 // If player is still starving, alert him!
2411 if (op->stats.food < 0)
2412 op->failmsg ("You are starving! "
2413 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2414 }
2415
2416 if (op->stats.food < 0)
2594 } 2417 {
2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2595 2420
2596 while (op->stats.food < 0 && op->stats.hp >= 0) 2421 if (op->stats.hp < 0)
2597 op->stats.food++, op->stats.hp--; 2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2598 2427
2428 /* killer should be set here already */
2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2600 kill_player (op); 2430 kill_player (op);
2601 } 2431 }
2602} 2432}
2603 2433
2604/* If the player should die (lack of hp, food, etc), we call this. 2434/* If the player should die (lack of hp, food, etc), we call this.
2607 * file. 2437 * file.
2608 */ 2438 */
2609void 2439void
2610kill_player (object *op) 2440kill_player (object *op)
2611{ 2441{
2612 char buf[MAX_BUF];
2613 int x, y; 2442 int x, y;
2614
2615 //int i;
2616 maptile *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2617
2618 /* int z;
2619 int num_stats_lose;
2620 int lost_a_stat;
2621 int lose_this_stat;
2622 int this_stat; */
2623 int will_kill_again; 2444 int will_kill_again;
2624 archetype *at; 2445 archetype *at;
2625 object *tmp; 2446 object *tmp;
2626 2447
2627 if (save_life (op)) 2448 if (save_life (op))
2628 return; 2449 return;
2629 2450
2451 dynbuf_text deathtab;
2452
2453 /* restore player */
2454 at = archetype::find (shstr_poisoning);
2455 if (object *tmp = present_arch_in_ob (at, op))
2456 {
2457 tmp->destroy ();
2458 deathtab << "Your body feels cleansed...\r";
2459 }
2460
2461 at = archetype::find (shstr_confusion);
2462 if (object *tmp = present_arch_in_ob (at, op))
2463 {
2464 tmp->destroy ();
2465 deathtab << "Your mind feels clearer...\r";
2466 }
2467
2468 cure_disease (op, 0, 0); /* remove any disease */
2469
2470 max_it (op->stats.hp , op->stats.maxhp);
2471 max_it (op->stats.sp , op->stats.maxsp);
2472 max_it (op->stats.grace, op->stats.maxgrace);
2473 max_it (op->stats.food , 200);
2474
2475 // remove all spell effects that are active
2476 // to avoid long-term effects such as word-of-recall
2477 for (object *item = op->inv; item; )
2478 {
2479 object *next = item->below;
2480
2481 if (item->type == SPELL_EFFECT && item->active)
2482 item->destroy ();
2483
2484 item = next;
2485 }
2630 2486
2631 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2487 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2632 * in cities ONLY!!! It is very important that this doesn't get abused. 2488 * in cities ONLY!!! It is very important that this doesn't get abused.
2633 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2634 */ 2490 */
2635 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2636 { 2492 {
2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2493 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2639
2640 /* restore player */
2641 at = archetype::find ("poisoning");
2642 if (object *tmp = present_arch_in_ob (at, op))
2643 {
2644 tmp->destroy ();
2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2646 }
2647
2648 at = archetype::find ("confusion");
2649 if (object *tmp = present_arch_in_ob (at, op))
2650 {
2651 tmp->destroy ();
2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2653 }
2654
2655 cure_disease (op, 0); /* remove any disease */
2656 op->stats.hp = op->stats.maxhp;
2657 if (op->stats.food <= 0)
2658 op->stats.food = 999;
2659 2494
2660 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2661 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2662 { 2497
2663 sprintf (buf, "%s's finger", &op->name); 2498 tmp->name = format ("%s's finger" , &op->name);
2664 tmp->name = buf; 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2665 sprintf (buf, " This finger has been cut off %s\n" 2500 tmp->msg = format (
2666 " the %s, when he was defeated at\n level %d by %s.\n", 2501 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2502 &op->name, op->contr->title,
2668 tmp->msg = buf; 2503 (int)op->level,
2504 op->contr->killer_name ()
2505 );
2669 tmp->value = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2670 tmp->materialname = "organics"; 2507 tmp->material = name_to_material (shstr_organic);
2671 tmp->insert_at (op, tmp); 2508 tmp->insert_at (op, tmp);
2672 }
2673 2509
2674 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2675 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2676 op->contr->braced = 0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2677 return; 2515 return;
2678 } 2516 }
2679 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2680 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2681 2522
2682 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2683 2524
2684 if (op->stats.food < 0) 2525 op->contr->play_sound (sound_find ("player_dies"));
2685 {
2686 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy (op->contr->killer, "starvation");
2688 }
2689 else
2690 sprintf (buf, "%s died.", &op->name);
2691
2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2693 2526
2694 /* save the map location for corpse, gravestone */ 2527 /* save the map location for corpse, gravestone */
2695 x = op->x; 2528 x = op->x;
2696 y = op->y; 2529 y = op->y;
2697 map = op->map; 2530 map = op->map;
2725 2558
2726 lost_a_stat = 0; 2559 lost_a_stat = 0;
2727 2560
2728 for (z = 0; z < num_stats_lose; z++) 2561 for (z = 0; z < num_stats_lose; z++)
2729 { 2562 {
2730 i = RANDOM () % NUM_STATS; 2563 i = rndm (NUM_STATS);
2731 2564
2732 if (settings.stat_loss_on_death) 2565 if (settings.stat_loss_on_death)
2733 { 2566 {
2734 /* Pick a random stat and take a point off it. Tell the player 2567 /* Pick a random stat and take a point off it. Tell the player
2735 * what he lost. 2568 * what he lost.
2742 lost_a_stat = 1; 2575 lost_a_stat = 1;
2743 } 2576 }
2744 else 2577 else
2745 { 2578 {
2746 /* deplete a stat */ 2579 /* deplete a stat */
2747 archetype *deparch = archetype::find ("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2581 object *dep;
2749 2582
2750 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2751 if (!dep) 2584 if (!dep)
2752 { 2585 {
2753 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2754 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2755 } 2588 }
2756 lose_this_stat = 1; 2589 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2758 { 2591 {
2770 2603
2771 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2773 { 2606 {
2774 lose_this_stat = 0; 2607 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */ 2609 retain the stat. */
2777 } 2610 }
2778 else 2611 else
2779 { 2612 {
2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2786 } 2619 }
2787 } 2620 }
2788 2621
2789 if (lose_this_stat) 2622 if (lose_this_stat)
2790 { 2623 {
2791 this_stat = get_attr_value (&(dep->stats), i); 2624 this_stat = get_attr_value (&dep->stats, i);
2792 /* We could try to do something clever like find another 2625 /* We could try to do something clever like find another
2793 * stat to reduce if this fails. But chances are, if 2626 * stat to reduce if this fails. But chances are, if
2794 * stats have been depleted to -50, all are pretty low 2627 * stats have been depleted to -50, all are pretty low
2795 * and should be roughly the same, so it shouldn't make a 2628 * and should be roughly the same, so it shouldn't make a
2796 * difference. 2629 * difference.
2797 */ 2630 */
2798 if (this_stat >= -50) 2631 if (this_stat >= -50)
2799 { 2632 {
2800 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2801 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2802 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2803 op->update_stats (); 2636 op->update_stats ();
2804 lost_a_stat = 1; 2637 lost_a_stat = 1;
2805 } 2638 }
2806 } 2639 }
2807 } 2640 }
2808 } 2641 }
2642
2809 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
2810 if (!lost_a_stat) 2644 if (!lost_a_stat)
2811 { 2645 {
2812 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
2813 Should I be using something else? GD */ 2647 Should I be using something else? GD */
2814 const char *god = determine_god (op); 2648 shstr_tmp god = determine_god (op);
2815 2649
2816 if (god && (strcmp (god, "none"))) 2650 if (god != shstr_none)
2817 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2651 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2818 else 2652 else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2653 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2820 } 2654 }
2821#else 2655#else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2656 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2823#endif 2657#endif
2824 2658
2825 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2826 * exp loss on the stone. 2660 * exp loss on the stone.
2827 */ 2661 */
2828 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2829 sprintf (buf, "%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2830 tmp->name = buf; 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2831 sprintf (buf, "%s's gravestones", &op->name); 2665 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2832 tmp->name_pl = buf; 2666 &op->name, op->contr->title, op->contr->killer_name ());
2833 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);
2834 tmp->msg = buf;
2835 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2836 insert_ob_in_map (tmp, op->map, NULL, 0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2837 2669
2838 /**************************************/ 2670 /**************************************/
2839 /* */ 2671 /* */
2840 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2841 /* if we died cause of food, give us */
2842 /* food, and reset HP's... */
2843 /* */ 2673 /* */
2844 /**************************************/ 2674 /**************************************/
2845 2675
2846 /* remove any poisoning and confusion the character may be suffering. */
2847 /* restore player */
2848 at = archetype::find ("poisoning");
2849 tmp = present_arch_in_ob (at, op);
2850
2851 if (tmp)
2852 {
2853 tmp->destroy ();
2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2855 }
2856
2857 at = archetype::find ("confusion");
2858 tmp = present_arch_in_ob (at, op);
2859 if (tmp)
2860 {
2861 tmp->destroy ();
2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2863 }
2864
2865 cure_disease (op, 0); /* remove any disease */
2866
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty (op); 2677 apply_death_exp_penalty (op);
2869 if (op->stats.food < 100)
2870 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2678
2875 /* 2679 /*
2876 * Check to see if the player has any unpaid items. If so, remove them 2680 * Check to see if the player has any unpaid items. If so, remove them
2877 * and put them back in the map. 2681 * and put them back in the map.
2878 */ 2682 */
2879 remove_unpaid_objects (op->inv, op); 2683 op->drop_unpaid_items ();
2880 2684
2881 /****************************************/ 2685 /****************************************/
2882 /* */ 2686 /* */
2883 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
2884 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
2902 if (will_kill_again) 2706 if (will_kill_again)
2903 { 2707 {
2904 object *force; 2708 object *force;
2905 int at; 2709 int at;
2906 2710
2907 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2908 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2909 force->speed = 0.1f;
2910 force->speed_left = -5.f; 2713 force->speed_left = -5.f;
2911 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2912 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
2913 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2914 force->resist[at] = 100; 2719 force->resist[at] = 100;
2915 2720
2916 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
2917 op->update_stats (); 2722 op->update_stats ();
2918
2919 } 2723 }
2920 2724
2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2922} 2726}
2923 2727
2924void 2728static void
2925loot_object (object *op) 2729loot_object (object *op)
2926{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2927 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2928 2732
2929 op->close_container (); /* close open sack first */ 2733 op->close_container (); /* close open sack first */
2930 2734
2931 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2932 { 2736 {
2939 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2940 2744
2941 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
2942 loot_object (tmp); /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
2943 2747
2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2945 { 2749 {
2946 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
2947 { 2751 {
2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2949 tmp2->destroy ();
2950 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2951 } 2754 }
2952 else 2755 else
2953 tmp->destroy (); 2756 tmp->destroy ();
2954 } 2757 }
2961 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
2962 * what needs to be fixed. Refresh windows and fix speed if anything 2765 * what needs to be fixed. Refresh windows and fix speed if anything
2963 * was changed. 2766 * was changed.
2964 */ 2767 */
2965void 2768void
2966fix_weight (void) 2769fix_weight ()
2967{ 2770{
2968 for_all_players (pl) 2771 for_all_players (pl)
2969 { 2772 {
2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2773 weight_t old = pl->ob->carrying;
2971 2774
2972 if (old == sum) 2775 pl->ob->update_weight ();
2973 continue; 2776
2777 if (old != pl->ob->carrying)
2778 {
2974 pl->ob->update_stats (); 2779 pl->ob->update_stats ();
2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2780 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2781 }
2976 } 2782 }
2977} 2783}
2978 2784
2979void 2785void
2980fix_luck (void) 2786fix_luck ()
2981{ 2787{
2982 for_all_players (pl) 2788 for_all_players (pl)
2983 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
2984 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
2985} 2791}
3022} 2828}
3023 2829
3024void 2830void
3025make_visible (object *op) 2831make_visible (object *op)
3026{ 2832{
3027 op->hide = 0; 2833 op->flag [FLAG_HIDDEN] = 0;
3028 op->invisible = 0; 2834 op->invisible = 0;
2835
3029 if (op->type == PLAYER) 2836 if (op->type == PLAYER)
3030 { 2837 {
3031 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3032 op->contr->invis_race = 0; 2839 op->contr->invis_race = 0;
3033 } 2840 }
3036} 2843}
3037 2844
3038int 2845int
3039is_true_undead (object *op) 2846is_true_undead (object *op)
3040{ 2847{
3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2848 if (op->arch->flag [FLAG_UNDEAD])
3042 return 1; 2849 return 1;
3043 2850
3044 return 0; 2851 return 0;
3045} 2852}
3046 2853
3047/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3048 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3049 * indicate greater hideability. 2856 * indicate greater hideability.
3050 */ 2857 */
3051
3052int 2858int
3053hideability (object *ob) 2859hideability (object *ob)
3054{ 2860{
3055 int i, level = 0, mflag; 2861 int i, level = 0, mflag;
3056 sint16 x, y; 2862 sint16 x, y;
3057 2863
3058 if (!ob || !ob->map) 2864 if (!ob || !ob->map)
3059 return 0; 2865 return 0;
3060 2866
3061 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3062 level = ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3063 2869
3064 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3065 * If you carry a light on a non-dark map, its not 2871 * If you carry a light on a non-dark map, its not
3066 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3067 if (has_carried_lights (ob)) 2873 if (ob->has_carried_lights ())
3068 level = -(10 + (2 * ob->map->darkness)); 2874 level = -(10 + (2 * ob->map->darklevel ()));
3069 2875
3070 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3071 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2877 for (i = 0, x = ob->x, y = ob->y;
2878 i <= SIZEOFFREE1;
2879 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
3072 { 2880 {
3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3074 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
3075 {
3076 continue; 2883 continue;
3077 } 2884
3078 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3079 level += 2; 2886 level += 2;
3080 else /* open terrain! */ 2887 else /* open terrain! */
3081 level -= 1; 2888 level -= 1;
3082 } 2889 }
3093 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3094 */ 2901 */
3095void 2902void
3096do_hidden_move (object *op) 2903do_hidden_move (object *op)
3097{ 2904{
3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2905 int hide = 0;
3099 object *skop;
3100 2906
3101 if (!op || !op->map) 2907 if (!op || !op->map)
3102 return; 2908 return;
3103 2909
3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2910 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2911 int num = random_roll (0, 19, op, PREFER_LOW);
3105 2912
3106 /* its *extremely* hard to run and sneak/hide at the same time! */ 2913 /* its *extremely* hard to run and sneak/hide at the same time! */
3107 if (op->type == PLAYER && op->contr->run_on) 2914 if (op->type == PLAYER && op->contr->run_on)
3108 if (!skop || num >= skop->level) 2915 if (!skop || num >= skop->level)
3109 { 2916 {
3119 num -= hide; 2926 num -= hide;
3120 2927
3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3122 { 2929 {
3123 make_visible (op); 2930 make_visible (op);
2931
3124 if (op->type == PLAYER) 2932 if (op->type == PLAYER)
3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2933 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3126 } 2934 }
3127 else if (op->type == PLAYER && skop) 2935 else if (op->type == PLAYER && skop)
3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2936 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3143 2951
3144 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3145 player = 1; 2953 player = 1;
3146 2954
3147 else 2955 else
3148 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3149 2957
3150 /* search adjacent squares */ 2958 /* search adjacent squares */
3151 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3152 { 2960 {
3153 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3154 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3155 m = who->map; 2963 m = who->map;
3156 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3157 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3158 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3159 */ 2967 */
3162 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2970 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 continue; 2971 continue;
3164 2972
3165 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2973 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3166 { 2974 {
3167 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2975 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3168 return 1; 2976 return 1;
3169 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3170 {
3171 /*don't let a hidden DM prevent you from hiding */
3172 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3173 return 1; 2978 return 1;
3174 }
3175 } 2979 }
3176 } 2980 }
3177 return 0; 2981 return 0;
3178} 2982}
3179 2983
3180/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3181 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3182 * but we dont worry if the object isnt the top one in 2986 * but we dont worry if the object isnt the top one in
3183 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3186 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3187 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? Its possible 2992 * imply the way your head, or body is facing? It's possible
3189 * for them to differ. Sigh, this fctn could get a bit more complex. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t. 2994 * -b.t.
3191 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3192 */ 2996 */
3193
3194int 2997int
3195player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3196{ 2999{
3197 rv_vector rv; 3000 rv_vector rv;
3198 int dx, dy; 3001 int dx, dy;
3210 3013
3211 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3212 3015
3213 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any 3017 * through the object and find if it has any
3215 * part that is in the los array but isnt on 3018 * part that is in the los array but isn't on
3216 * a blocked los square. 3019 * a blocked los square.
3217 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3218 */ 3021 */
3219 while (op) 3022 while (op)
3220 { 3023 {
3221 dx = rv.distance_x + op->arch->x; 3024 dx = rv.distance_x + op->arch->x;
3222 dy = rv.distance_y + op->arch->y; 3025 dy = rv.distance_y + op->arch->y;
3223 3026
3224 /* only the viewable area the player sees is updated by LOS 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3225 * code, so we need to restrict ourselves to that range of values
3226 * for any meaningful values.
3227 */
3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3231 return 1; 3028 return 1;
3029
3232 op = op->more; 3030 op = op->more;
3233 } 3031 }
3234 return 0;
3235}
3236 3032
3237/* routine for both players and monsters. We call this when
3238 * there is a possibility for our action distrubing our hiding
3239 * place or invisiblity spell. Artefact invisiblity is not
3240 * effected by this. If we arent invisible to begin with, we
3241 * return 0.
3242 */
3243int
3244action_makes_visible (object *op)
3245{
3246
3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 {
3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3250 return 0;
3251
3252 if (op->contr && op->contr->tmp_invis == 0)
3253 return 0;
3254
3255 /* If monsters, they should become visible */
3256 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3257 {
3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3259 return 1;
3260 }
3261 }
3262 return 0; 3033 return 0;
3263} 3034}
3264 3035
3265/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3266 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3271 * Default is to do the same as before, so only people wanting to have different points need worry about this 3042 * Default is to do the same as before, so only people wanting to have different points need worry about this
3272 */ 3043 */
3273int 3044int
3274op_on_battleground (object *op, int *x, int *y) 3045op_on_battleground (object *op, int *x, int *y)
3275{ 3046{
3276 object *tmp;
3277
3278 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3279 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3048 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3281 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3282 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3283 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3285 { 3054 {
3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3287 { 3056 {
3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3057 if (tmp->flag [FLAG_NO_PICK]
3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3058 && tmp->type == BATTLEGROUND
3059 && tmp->name == shstr_battleground
3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3290 { 3061 {
3291 /*before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3293 {
3294 object *invtmp;
3295
3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 { 3066 {
3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3299 {
3300 if (x != NULL && y != NULL) 3067 if (x && y)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3302 return 1; 3070 return 1;
3303 }
3304 } 3071 }
3305 } 3072
3306 if (x != NULL && y != NULL) 3073 if (x && y)
3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3308 return 1; 3076 return 1;
3309 } 3077 }
3310 } 3078 }
3311 } 3079 }
3080
3312 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3313 return 0; 3082 return 0;
3314} 3083}
3315 3084
3316/* 3085/*
3332 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3333 int i = 0, j = 0; 3102 int i = 0, j = 0;
3334 3103
3335 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3336 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3337 trlist = treasurelist::find ("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3338 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3339 trlist = treasurelist::find ("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3340 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3341 trlist = treasurelist::find ("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3342 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3343 trlist = treasurelist::find ("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3344 3113
3345 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3346 return; 3115 return;
3347 3116
3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3117 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3421 { 3190 {
3422 /* forces in the treasurelist can alter the player's stats */ 3191 /* forces in the treasurelist can alter the player's stats */
3423 object *skin; 3192 object *skin;
3424 3193
3425 /* first get the dragon skin force */ 3194 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3195 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3428 ; 3196 ;
3429 3197
3430 if (!skin) 3198 if (!skin)
3431 return; 3199 return;
3432 3200
3446 else 3214 else
3447 j = 1; 3215 j = 1;
3448 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3449 } 3217 }
3450 } 3218 }
3219
3451 strcat (buf, "."); 3220 strcat (buf, ".");
3452 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3453 } 3222 }
3454 3223
3455 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3456 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3457 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3458 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3459 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3460 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3461 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3462 3231
3463 /* print message if there is one */ 3232 /* print message if there is one */
3464 if (item->msg != NULL) 3233 if (item->msg != NULL)
3465 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3466 } 3235 }
3467 else 3236 else
3468 { 3237 {
3469 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3470 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3471 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3240 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3472 tmp = insert_ob_in_ob (tmp, who); 3241 who->insert (tmp);
3473 if (who->type == PLAYER)
3474 esrv_send_item (who, tmp);
3475 } 3242 }
3476} 3243}
3477 3244
3478/** 3245//-GPL
3479 * Unready an object for a player. This function does nothing if the object was
3480 * not readied.
3481 */
3482void
3483player_unready_range_ob (player *pl, object *ob)
3484{
3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3487
3488 if (pl->combat_ob == ob)
3489 pl->combat_ob = 0;
3490
3491 if (pl->ranged_ob == ob)
3492 pl->ranged_ob = 0;
3493}
3494 3246
3495sint8 3247sint8
3496player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3497{ 3249{
3498 if (!ns) 3250 if (!ns)
3499 return 0; 3251 return LOS_BLOCKED;
3500 3252
3501 int dx, dy; 3253 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3255 return LOS_BLOCKED;
3256
3257 x += dx - ns->current_x;
3258 y += dy - ns->current_y;
3259
3260 return blocked_los (x, y);
3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281
3282void
3283object::failmsgf (const char *format, ...)
3284{
3285 if (!contr)
3503 return 0; 3286 return;
3504 3287
3505 x += dx - ns->current_x + ns->mapx / 2; 3288 va_list ap;
3506 y += dy - ns->current_y + ns->mapy / 2; 3289 va_start (ap, format);
3507 3290 contr->failmsg (vformat (format, ap));
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3291 va_end (ap);
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512} 3292}
3293
3294void
3295player::failmsgf (const char *format, ...)
3296{
3297 va_list ap;
3298 va_start (ap, format);
3299 failmsg (vformat (format, ap));
3300 va_end (ap);
3301}
3302

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