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Comparing deliantra/server/server/player.C (file contents):
Revision 1.152 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.285 by root, Wed May 4 07:41:14 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <sproto.h> 31#include <sproto.h>
26#include <sounds.h> 32#include <sounds.h>
27#include <living.h> 33#include <living.h>
28#include <object.h> 34#include <object.h>
29#include <spells.h> 35#include <spells.h>
30#include <skills.h> 36#include <skills.h>
31 37
32#include <algorithm>
33#include <functional>
34
35playervec players; 38playervec players;
36
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 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 */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150 39
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
165 54
166 players.insert (this); 55 players.insert (this);
167 ob->remove (); 56 ob->remove ();
168 ob->map = 0; 57 ob->map = 0;
169 ob->activate_recursive (); 58 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 60 add_friendly_object (ob);
172} 61}
173 62
174void 63void
175player::deactivate () 64player::deactivate ()
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 80
193 players.erase (this); 81 players.erase (this);
194} 82}
195 83
196// connect the player with a specific client 84// connect the player with a specific client
206 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
207 95
208 ns->update_look = 0; 96 ns->update_look = 0;
209 ns->look_position = 0; 97 ns->look_position = 0;
210 98
211 clear_los (this); 99 clear_los ();
212 100
213 ns->reset_stats (); 101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
218 106
219 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
220 link_player_skills (ob); 108 link_skills ();
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 109
224 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
225 111
226 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
228 { 114 {
229 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
230
231 shstr_cmp dragon_ability_force ("dragon_ability_force");
232 shstr_cmp dragon_skin_force ("dragon_skin_force");
233 116
234 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
235 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
236 if (tmp->arch->archname == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
237 abil = tmp; 120 abil = tmp;
238 else if (tmp->arch->archname == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
239 skin = tmp; 122 skin = tmp;
240 123
241 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
242 } 125 }
243 126
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 128
246 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
247 130
248 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
249 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
250 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
251 135
252 for (object *op = ob->inv; op; op = op->below)
253 if (op->flag [FLAG_APPLIED])
254 switch (op->type)
255 {
256 case SKILL:
257 ob->flag [FLAG_APPLIED] = false;
258 break;
259
260 case WAND:
261 case ROD:
262 case HORN:
263 case BOW:
264 ranged_ob = op;
265 break;
266
267 case WEAPON:
268 combat_ob = op;
269 break;
270 }
271
272 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
273 ob->update_stats (); 136 ob->update_stats ();
274 137
275 ns->floorbox_update (); 138 ns->floorbox_update ();
276 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
278 141
279 activate (); 142 activate ();
280 143
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
287} 146}
288 147
289void 148void
290player::disconnect () 149player::disconnect ()
291{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
292 if (ns) 157 if (ns)
293 { 158 {
294 if (active) 159 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296 161
299 ns->reset_stats (); 164 ns->reset_stats ();
300 ns->pl = 0; 165 ns->pl = 0;
301 ns = 0; 166 ns = 0;
302 } 167 }
303 168
304 if (ob) 169 // this is important for the player scheduler to get the correct refcount
305 ob->close_container (); //TODO: client-specific 170 // when ns = 0
306 171 observe = viewpoint = ob;
307 observe = ob;
308 172
309 deactivate (); 173 deactivate ();
310} 174}
175
176//-GPL
311 177
312// the need for this function can be explained 178// the need for this function can be explained
313// by load_object not returning the object 179// by load_object not returning the object
314void 180void
315player::set_object (object *op) 181player::set_object (object *op)
316{ 182{
317 ob = observe = op; 183 ob = observe = viewpoint = op;
318 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
319 185
320 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
321 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
322 188
323 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
324} 190}
325 191
326void 192void
327player::set_observe (object *op) 193player::set_observe (object *op)
328{ 194{
329 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
330 do_los = 1; 196 do_los = 1;
331} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
332 207
333player::player () 208player::player ()
334{ 209{
335 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point. 211 * we deal with that below this point.
342 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
343 218
344 gen_sp_armour = 10; 219 gen_sp_armour = 10;
345 bowtype = bow_normal; 220 bowtype = bow_normal;
346 petmode = pet_normal; 221 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 222 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
350 do_los = 1; 224 do_los = 1;
351 225
352 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
359 disconnect (); 233 disconnect ();
360 234
361 attachable::do_destroy (); 235 attachable::do_destroy ();
362 236
363 if (ob) 237 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy (); 238 ob->destroy ();
367 }
368 239
369 ob = observe = 0; 240 ob = observe = viewpoint = 0;
370} 241}
371 242
372player::~player () 243player::~player ()
373{ 244{
374 /* Clear item stack */ 245 /* Clear item stack */
375 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
376} 275}
377 276
378/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
379 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
380 * mode. 279 * mode.
382player * 281player *
383player::create () 282player::create ()
384{ 283{
385 player *pl = new player; 284 player *pl = new player;
386 285
387 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
388 287
389 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
392 291
393 set_first_map (pl->ob); 292 set_first_map (pl->ob);
394 293
395 return pl; 294 return pl;
396}
397
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
408 for (;;)
409 {
410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418} 295}
419 296
420object * 297object *
421get_nearest_player (object *mon) 298get_nearest_player (object *mon)
422{ 299{
425 unsigned lastdist; 302 unsigned lastdist;
426 rv_vector rv; 303 rv_vector rv;
427 304
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 306 {
430 /* We should not find free objects on this friendly list, but it
431 * does periodically happen. Given that, lets deal with it.
432 * While unlikely, it is possible the next object on the friendly
433 * list is also free, so encapsulate this in a while loop.
434 */
435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
437 object *tmp = ol->ob;
438
439 /* Can't do much more other than log the fact, because the object
440 * itself will have been cleared.
441 */
442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
444 ol = ol->next;
445 remove_friendly_object (tmp);
446 if (!ol)
447 return op;
448 }
449
450 /* Remove special check for player from this. First, it looks to cause
451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
452 * complicated method of state checking would be needed in any case -
453 * as it was, a clever player could type quit, and the function would
454 * skip them over while waiting for confirmation. Remove
455 * on_same_map check, as can_detect_enemy also does this
456 */
457 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 308 continue;
459 309
460 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
461 { 311 {
523 */ 373 */
524int 374int
525path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
526{ 376{
527 rv_vector rv; 377 rv_vector rv;
528 sint16 x, y;
529 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
530 maptile *m, *lastmap;
531 379
532 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
533 381
534 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
535 return 0; 383 return 0;
536 384
537 x = mon->x; 385 mapxy pos (mon);
538 y = mon->y;
539 m = mon->map;
540 dir = rv.direction; 386 dir = rv.direction;
541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543 389
544 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
545 if (diff > max) 391 if (diff > max)
546 return 0; 392 return 0;
547 393
548 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
549 { 395 {
550 lastx = x; 396 mapxy lastpos = pos;
551 lasty = y;
552 lastmap = m;
553 x = lastx + freearr_x[dir];
554 y = lasty + freearr_y[dir];
555 397
556 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
557 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
558 399
559 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
560 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
561 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
562 { 404 {
563 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
564 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
565 */ 407 */
566 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
567 if (rv.direction != dir) 409 if (rv.direction != dir)
568 { 410 {
569 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
570 * the values so it will try again. 412 * the values so it will try again.
571 */ 413 */
572 x = lastx;
573 y = lasty;
574 m = lastmap; 414 pos = lastpos;
575 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
576 } 416 }
577 else 417 else
578 { 418 {
579 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
586 */ 426 */
587 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
588 { 428 {
589 if (i == 0) 429 if (i == 0)
590 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
591 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
592 * since the direction that the creature should move in 433 * since the direction that the creature should move in
593 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
594 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
595 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
597 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
598 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
599 * the last direction the creature has successfully 440 * the last direction the creature has successfully
600 * moved. 441 * moved.
601 */ 442 */
602
603 x = lastx + freearr_x[absdir (lastdir + i)];
604 y = lasty + freearr_y[absdir (lastdir + i)];
605 m = lastmap; 443 pos = lastpos;
606 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
607 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
608 continue; 447 continue;
609 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
610 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
611 continue; 452 continue;
612 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
613 continue; 455 continue;
614 456
615 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
616 break; 458 break;
617 } 459 }
460
618 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
619 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
620 */ 463 */
621 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
622 return 0; 465 return 0;
466
623 diff--; 467 diff--;
624 lastdir = dir; 468 lastdir = dir;
625 max--; 469 max--;
626 if (!firstdir) 470 if (!firstdir)
627 firstdir = dir + i; 471 firstdir = dir + i;
631 { 475 {
632 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
633 diff--; 477 diff--;
634 max--; 478 max--;
635 lastdir = dir; 479 lastdir = dir;
480
636 if (!firstdir) 481 if (!firstdir)
637 firstdir = dir; 482 firstdir = dir;
638 } 483 }
639 484
640 if (diff <= 1) 485 if (diff <= 1)
641 { 486 {
642 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
643 * headed toward player for entire distance. 488 * headed toward player for entire distance.
644 */ 489 */
645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
647 } 492 }
648 493
649 if (diff > max) 494 if (diff > max)
650 return 0; 495 return 0;
656 501
657 return firstdir; 502 return firstdir;
658} 503}
659 504
660void 505void
661give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
662{ 507{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL) 508 if (pl->randomitems)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667 510
668 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
669 { 512 {
670 next = op->below; 513 next = op->below;
671 514
672 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
673 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
674 */ 517 */
675 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
676 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
677 520
678 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions 522 * by this player due to race restrictions
680 */ 523 */
681 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
682 { 525 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
684 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
685 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
686 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
688 { 533 {
689 op->destroy (); 534 op->destroy ();
690 continue; 535 continue;
691 } 536 }
692 } 537 }
693 538
694 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
695 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
696 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */ 542 */
700 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
701 { 544 {
702 object *tmp;
703
704 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 { 547 {
710 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
712 continue; 551 break;
713 } 552 }
714 553
715 if (op->nrof > 1) 554 if (op->nrof > 1)
716 op->nrof = 1; 555 op->nrof = 1;
717 } 556 }
718 557
719 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
720 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 560
724 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
726 * merged properly. 563 * merged properly.
727 */ 564 */
728 if (need_identify (op)) 565 if (op->need_identify ())
729 {
730 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
734 if (op->type == SPELL) 572 if (op->type == SPELL)
735 { 573 {
736 op->destroy (); 574 op->destroy ();
737 continue; 575 continue;
738 } 576 }
739 else if (op->type == SKILL) 577 else if (op->type == SKILL)
740 { 578 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 580 op->stats.exp = 0;
743 op->level = 1; 581 op->level = 1;
744 } 582 }
745 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
746 else 584 op->set_flag (FLAG_INV_LOCKED);
747 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
749 586
750 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
751 link_player_skills (pl); 588 pl->contr->link_skills ();
752} 589}
753 590
754void 591void
755get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
756{ 593{
766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
767} 604}
768 605
769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
770static int 607static int
771roll_stat (void) 608roll_stat ()
772{ 609{
773 int a[4], i, j, k; 610 int a[4], i, j, k;
774 611
775 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
776 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
777 614
778 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
779 if (a[i] < k) 616 if (a[i] < k)
780 k = a[i], j = i; 617 k = a[i], j = i;
781 618
857static void 694static void
858start_info (object *op) 695start_info (object *op)
859{ 696{
860 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
861 698
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
866} 701}
867 702
868/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
873 */ 708 */
874void 709void
875player::chargen_race_done () 710player::chargen_race_done ()
876{ 711{
877 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
878 esrv_new_player (ob->contr, ob->weight + ob->carrying); 713 esrv_new_player (ob->contr);
879 714
880 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
881 if (tl) 716 if (tl)
882 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
883 718
884 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
885 INVOKE_PLAYER (LOGIN, ob->contr);
886 720
887 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
888 722
889 if (ob->msg) 723 if (ob->msg)
890 ob->msg = 0; 724 ob->msg = 0;
891 725
892 /* We create this now because some of the unique maps will need it
893 * to save here.
894 */
895 {
896 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf);
899 }
900
901 start_info (ob); 726 start_info (ob);
902 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
903 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
906 ob->update_stats (); 730 ob->update_stats ();
907 731
908 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
909 * is one for this race 733 * is one for this race
910 */ 734 */
911 if (*first_map_ext_path) 735 if (*first_map_ext_path)
912 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
913 object *tmp;
914 char mapname[MAX_BUF];
915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = ob->y;
921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else 737 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
928} 739}
929 740
930void 741void
961 ob->stats.hp = ob->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
962 ob->stats.sp = ob->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
963 ob->stats.grace = 0; 774 ob->stats.grace = 0;
964} 775}
965 776
966void 777static void
967flee_player (object *op) 778flee_player (object *op)
968{ 779{
969 int dir, diff; 780 int dir, diff;
970 rv_vector rv; 781 rv_vector rv;
971 782
972 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
973 { 784 {
974 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
975 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
976 return; 787 return;
977 } 788 }
978 789
979 if (op->enemy == NULL) 790 if (!op->enemy)
980 { 791 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
983 return; 794 return;
984 } 795 }
985 796
986 /* Seen some crashes here. Since we don't store an 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
987 * op->enemy_count, it is possible that something destroys the
988 * actual enemy, and the object is recycled.
989 */
990 if (op->enemy->map == NULL)
991 { 798 {
992 CLEAR_FLAG (op, FLAG_SCARED);
993 op->enemy = NULL; 799 op->enemy = NULL;
994 return; 800 op->clr_flag (FLAG_SCARED);
995 }
996
997 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 {
999 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED);
1001 return; 801 return;
1002 } 802 }
1003 803
1004 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1005 805
1006 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1008 { 808 {
1009 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1010 810
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1012 return; 812 return;
1013 } 813 }
1014 814
1015 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1016 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1017 op->enemy = NULL; 817 op->enemy = NULL;
1018} 818}
1019 819
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * It returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
1025check_pick (object *op) 825check_pick (object *op)
1026{ 826{
1027 object *tmp, *next; 827 object *tmp, *next;
1028 int stop = 0; 828 int stop = 0;
1029 int wvratio; 829 int wvratio;
1030 char putstring[128];
1031 830
1032 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1034 return 1; 833 return 1;
1035 834
1036 next = op->below; 835 next = op->below;
836
837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1037 839
1038 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 841 * destroyed */
1040 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1041 { 843 {
1042 tmp = next; 844 tmp = next;
1043 next = tmp->below; 845 next = tmp->below;
1044 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1045 if (op->destroyed ()) 853 if (op->destroyed ())
1046 return 0; 854 return 0;
1047 855
1048 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1049 continue; 857 continue;
1050 858
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 860 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1055 continue; 864 continue;
1056 } 865 }
1057 866
1058 /* high not bit set? We're using the old autopickup model */ 867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1060 { 929 {
1061 switch (op->contr->mode) 930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 993 {
1063 case 0: 994 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 995 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 996 }
1096 } 997 }
1097 else 998
1098 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1101 { 1005 {
1102 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue; 1007 continue;
1008 }
1149 1009
1150 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1152 continue; 1015 continue;
1016 }
1153 1017
1154 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1156 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1089 {
1159 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1160 continue; 1091 continue;
1161 } 1092 }
1093 }
1162 1094
1095 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1098 {
1166 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1167 continue; 1100 continue;
1168 } 1101 }
1169 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1170 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1110 */
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1113 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1218 { 1117 {
1219 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1119 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name);
1354 }
1355 else 1120 else
1356 fprintf (stderr, "%s", tmp->arch->archname); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1359#endif 1124#endif
1125 CHK_PICK_PICKUP;
1360 continue; 1126 continue;
1361 }
1362 } 1127 }
1363 } /* the new pickup model */ 1128 } /* the new pickup model */
1364 } 1129 }
1365 1130
1366 return !stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1367} 1167}
1368 1168
1369/* 1169/*
1370 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1371 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1372 * found object is returned. 1172 * found object is returned.
1373 */ 1173 */
1374object * 1174static object *
1375find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1376{ 1176{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1180
1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1183 if (object *arrow = find_arrow (tmp, type))
1184 {
1185 splay (tmp);
1383 return op; 1186 return arrow;
1187 }
1384 1188
1385 return tmp; 1189 return 0;
1386} 1190}
1387 1191
1388/* 1192/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1194 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1197 */
1394object * 1198static object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1200{
1397 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1399 1203
1400 if (!type) 1204 if (!type)
1401 return NULL; 1205 return NULL;
1402 1206
1403 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1404 { 1208 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1406 { 1210 {
1407 i = 0; 1211 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1409 if (i > betterby) 1214 if (i > betterby)
1410 { 1215 {
1411 tmp = ntmp; 1216 tmp = ntmp;
1412 betterby = i; 1217 betterby = i;
1413 } 1218 }
1414 } 1219 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1221 {
1417 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1419 { 1224 {
1420 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1421 { 1226 {
1422 *better = 100; 1227 *better = 100;
1423 return arrow; 1228 return arrow;
1438 { 1243 {
1439 tmp = arrow; 1244 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1246 }
1442 } 1247 }
1248
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1250 {
1445 tmp = arrow; 1251 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1253 }
1254
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1256 {
1450 tmp = arrow; 1257 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1259 }
1453 } 1260 }
1454 } 1261 }
1455 } 1262 }
1263
1456 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1265 return find_arrow (op, type);
1458 1266
1459 *better = betterby; 1267 *better = betterby;
1460 return tmp; 1268 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1273 * op = the shooter
1466 * type = bow->race 1274 * type = bow->race
1467 * dir = fire direction 1275 * dir = fire direction
1468 */ 1276 */
1469object * 1277static object *
1470pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1471{ 1279{
1472 object *tmp = NULL; 1280 object *tmp = NULL;
1473 maptile *m; 1281 maptile *m;
1474 int i, mflags, found, number; 1282 int i, mflags, found, number;
1475 sint16 x, y; 1283 sint16 x, y;
1490 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1491 { 1299 {
1492 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1493 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1494 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 { 1305 {
1497 tmp = NULL; 1306 tmp = 0;
1498 break; 1307 break;
1499 } 1308 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 { 1310 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1504 */ 1313 */
1505 tmp = NULL; 1314 tmp = 0;
1506 break; 1315 break;
1507 } 1316 }
1317
1508 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1517 break; 1321 break;
1518 }
1519 } 1322 }
1520 if (tmp == NULL) 1323
1324 if (!tmp)
1521 return find_arrow (op, type); 1325 return find_arrow (op, type);
1522 1326
1523 if (tmp->head) 1327 if (tmp->head)
1524 tmp = tmp->head; 1328 tmp = tmp->head;
1525 1329
1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1566 return 0; 1370 return 0;
1567 } 1371 }
1568 1372
1569 // optimisation: move object to top so we will find it quickly again 1373 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below) 1374 splay (bow);
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1576 } 1375 }
1577 1376
1578 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1579 { 1378 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587 { 1386 {
1588 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1591 else 1390 else
1592 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1593 1392
1594 return 0; 1393 return 0;
1595 } 1394 }
1596 } 1395 }
1597 1396
1606 } 1405 }
1607 1406
1608 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1609 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1610 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1611 arrow->destroy (); 1411 arrow->destroy ();
1612 return 0; 1412 return 0;
1613 } 1413 }
1614 1414
1615 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1617 if (!arrow) 1417 if (!arrow)
1618 { 1418 {
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 return 0; 1420 return 0;
1621 } 1421 }
1625 arrow->direction = dir; 1425 arrow->direction = dir;
1626 1426
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1630 1430 arrow->custom_name = arrow->slaying;
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633 1431
1634#if 0 1432#if 0
1635 if (player *pl = op->contr) 1433 if (player *pl = op->contr)
1636 { 1434 {
1637 float speed = pl->weapon_sp; 1435 float speed = pl->weapon_sp;
1647#endif 1445#endif
1648 1446
1649 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1650 1448
1651 /* update the speed */ 1449 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654 1450
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0; 1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1657 1456
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659 1458
1660 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1661 { 1460 {
1683 1482
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1685 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1687 1486
1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1690 1489
1691 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1491 move_arrow (arrow);
1693
1694 if (op->type == PLAYER)
1695 {
1696 if (left->destroyed ())
1697 esrv_del_item (op->contr, left->count);
1698 else
1699 esrv_send_item (op, left);
1700 }
1701 1492
1702 return 1; 1493 return 1;
1703} 1494}
1704 1495
1705/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1707 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1708 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1709 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1710 * hence the function name. 1501 * hence the function name.
1711 */ 1502 */
1712int 1503static int
1713player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1714{ 1505{
1715 int ret = 0, wcmod = 0; 1506 int ret;
1716 1507
1717 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1718 { 1509 {
1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1720 } 1511 }
1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 { 1513 {
1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1724 wcmod = -1;
1725
1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1727 } 1516 }
1728 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1729 { 1518 {
1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 } 1522 }
1734 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1735 { 1524 {
1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1739 } 1528 }
1740 else 1529 else
1741 { 1530 {
1747} 1536}
1748 1537
1749/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1750 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1751 */ 1540 */
1752void 1541static void
1753fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1754{ 1543{
1755 object *item = op->contr->ranged_ob; 1544 object *item = op->contr->ranged_ob;
1756 1545
1757 if (!item) 1546 if (!item)
1764 { 1553 {
1765 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1766 return; 1555 return;
1767 } 1556 }
1768 1557
1769 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1770 return; 1559 return;
1771 1560
1772 if (item->type == WAND) 1561 if (item->type == WAND)
1773 { 1562 {
1774 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1775 { 1564 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778 1567
1779 return; 1568 return;
1780 } 1569 }
1781 } 1570 }
1782 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1783 { 1572 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1785 { 1578 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1787 1580
1788 if (item->type == ROD) 1581 if (item->type == ROD)
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1790 else 1583 else
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794 } 1587 }
1795 } 1588 }
1796 1589
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1591 {
1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1800 if (item->type == WAND) 1594 if (item->type == WAND)
1801 { 1595 {
1802 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1803 { 1597 {
1804 object *tmp; 1598 object *tmp;
1805 1599
1806 if (item->arch) 1600 if (item->arch)
1807 { 1601 {
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1809 item->face = item->arch->face; 1603 item->face = item->arch->face;
1810 item->set_speed (0); 1604 item->set_speed (0);
1811 } 1605 }
1812 1606
1813 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1609 }
1816 } 1610 }
1817 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1612 drain_rod_charge (item);
1819 } 1613 }
1820} 1614}
1821 1615
1822/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1823 */ 1617 */
1824bool 1618bool
1825fire (object *op, int dir) 1619fire (object *who, int dir)
1826{ 1620{
1827 int spellcost = 0; 1621 int spellcost = 0;
1828 1622
1829 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op))
1831 make_visible (op);
1832
1833 player *pl = op->contr; 1623 player *pl = who->contr;
1834 1624
1835 if (pl->golem) 1625 if (pl->golem)
1836 { 1626 {
1837 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1838 return false; 1628 return false;
1839 } 1629 }
1840 1630
1841 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1842 1632
1843 if (!ob) 1633 if (!ob)
1844 return false; 1634 return false;
1845 1635
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1850 --op->speed_left; 1637 --who->speed_left;
1851 else 1638 else
1852 return false; 1639 return false;
1853 1640
1641 if (!who->apply (ob))
1642 return false;
1643
1644 /* check for loss of invisiblity/hide */
1645 if (action_makes_visible (who))
1646 make_visible (who);
1647
1854 switch (ob->type) 1648 switch (ob->type)
1855 { 1649 {
1856 case BOW: 1650 case BOW:
1857 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1858 break; 1652 break;
1859 1653
1860 case SPELL: 1654 case SPELL:
1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1862 break; 1656 break;
1863 1657
1864 case BUILDER: 1658 case BUILDER:
1865 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1866 break; 1660 break;
1867 1661
1868 case SKILL: 1662 case SKILL:
1869 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1870 break; 1664 break;
1871 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1872 default: 1670 default:
1873 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1874 break; 1672 break;
1875 } 1673 }
1876 1674
1877 return true; 1675 return true;
1878} 1676}
1879 1677
1880/* find_key 1678static object *
1881 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic
1884 * for both is the same - just the specific key is different.
1885 * pl is the player,
1886 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers.
1889 */
1890object *
1891find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1892{ 1680{
1893 object *tmp, *key; 1681 object *tmp, *key;
1894 1682
1895 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1896 if (!container->inv) 1684 if (!container->inv)
1899 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
1900 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1689 {
1902 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1691 break;
1692
1904 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1906 */ 1695 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1697 break;
1914 * a key, return 1703 * a key, return
1915 */ 1704 */
1916 if (!tmp) 1705 if (!tmp)
1917 { 1706 {
1918 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1924 return key; 1711 return key;
1925 }
1926 }
1927 1712
1928 if (!tmp) 1713 if (!tmp)
1929 return NULL; 1714 return 0;
1930 } 1715 }
1931 1716
1932 /* We get down here if we have found a key. Now if its in a container, 1717 /* We get down here if we have found a key. Now if its in a container,
1933 * see if we actually want to use it 1718 * see if we actually want to use it
1934 */ 1719 */
1935 if (pl != container) 1720 if (pl != container)
1936 { 1721 {
1937 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1938 if (!pl->contr) 1723 if (!pl->contr)
1939 return NULL; 1724 return 0;
1725
1940 /* cases where this fails: 1726 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1728 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1944 * containers can be used. 1730 * containers can be used.
1948 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1949 * 1735 *
1950 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1951 * all the others. 1737 * all the others.
1952 */ 1738 */
1953 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1742 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1745 return NULL;
1960 } 1746 }
1961 } 1747 }
1962 1748
1963 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
1964} 1775}
1965 1776
1966/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1967 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1968 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1980 /* If we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1981 if (key) 1792 if (key)
1982 { 1793 {
1983 object *container = key->env; 1794 object *container = key->env;
1984 1795
1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1987 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
1988 make_visible (op); 1797 make_visible (op);
1989 1798
1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1991 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1992 1801
1993 if (door->type == DOOR) 1802 if (door->type == DOOR)
1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1995 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
1996 { 1805 {
1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1998 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1808 }
2000 1809
2001 /* Do this after we print the message */ 1810 /* Do this after we print the message */
2002 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2003 /* Need to update the weight the container the key was in */
2004 if (container != op)
2005 esrv_update_item (UPD_WEIGHT, op, container);
2006 1812
2007 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2008 } 1814 }
2009 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2010 { 1816 {
2011 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2013 return 1; 1819 return 1;
2014 } 1820 }
2015 1821
2016 return 0; 1822 return 0;
2017} 1823}
2023 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2024 */ 1830 */
2025bool 1831bool
2026move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2027{ 1833{
2028 int on_battleground; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1835 {
1836 --op->speed_left;
1837 return true;
1838 }
2029 1839
2030 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2031 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2032 1842
2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny)) 1843 if (out_of_map (op->map, nx, ny))
2036 return false; 1844 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2043 1845
2044 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
2045 * map, attack it. Note order of if statement is important - don't 1847 * map, attack it. Note order of if statement is important - don't
2046 * want to be calling move_ob if braced, because move_ob will move the 1848 * want to be calling move_ob if braced, because move_ob will move the
2047 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2065 || mon->flag [FLAG_CAN_ROLL]) 1867 || mon->flag [FLAG_CAN_ROLL])
2066 && mon != op) 1868 && mon != op)
2067 break; 1869 break;
2068 } 1870 }
2069 1871
2070 if (!mon) /* This happens anytime the player tries to move */ 1872 /* no monster == player tries to move into a wall or so */
2071 return false; /* into a wall */ 1873 if (!mon)
1874 {
1875 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1876 if (op->move_type & ob->move_block)
1877 {
1878 if (ob->move_block == MOVE_ALL)
1879 move_into_wall (op, ob);
1880 else
1881 {
1882 if (op->contr->ns->bumpmsg)
1883 {
1884 op->play_sound (sound_find ("blocked_move"));
1885
1886 op->statusmsg (ob->invisible
1887 ? "Something blocks you."
1888 : format ("Something blocks you from entering the %s.", query_name (ob))
1889 );
1890 }
1891 }
1892
1893 break;
1894 }
1895
1896 return false;
1897 }
2072 1898
2073 mon = mon->head_ (); 1899 mon = mon->head_ ();
2074 1900
2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1901 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f) 1902 if (op->contr->weapon_sp_left > 0.f)
2094 */ 1920 */
2095 if (op->type == PLAYER 1921 if (op->type == PLAYER
2096 && ((mon->owner && mon->owner->contr 1922 && ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party)) 1923 && same_party (mon->owner->contr->party, op->contr->party))
2098 || mon->owner == op) 1924 || mon->owner == op)
2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1925 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2100 { 1926 {
2101 /* If we're braced, we don't want to switch places with it */ 1927 /* If we're braced, we don't want to switch places with it */
2102 if (op->contr->braced) 1928 if (op->contr->braced)
2103 return false; 1929 return false;
2104 1930
2105 if (op->speed_left > 0.f) 1931 if (op->speed_left > 0.f)
2106 { 1932 {
2107 --op->speed_left; 1933 --op->speed_left;
2108 1934
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1935 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 1936 push_ob (mon, dir, op);
2111 1937
2112 if (op->contr->tmp_invis || op->hide) 1938 if (action_makes_visible (op))
2113 make_visible (op); 1939 make_visible (op);
2114 1940
2115 return true; 1941 return true;
2116 } 1942 }
2117 else 1943 else
2118 return false; 1944 return false;
2119 } 1945 }
1946
1947 bool on_battleground = op_on_battleground (op, 0, 0);
2120 1948
2121 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't 1951 * someone, but put it inside this loop so that you won't
2124 * attack them either. 1952 * attack them either.
2125 */ 1953 */
2126 if ((mon->type == PLAYER || mon->enemy != op) 1954 if ((mon->type == PLAYER || mon->enemy != op)
2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1955 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2128 && ((op->contr->peaceful 1956 && ((op->contr->peaceful
2129 || (mon->type == PLAYER && mon->contr->peaceful)) 1957 || (mon->type == PLAYER && mon->contr->peaceful))
2130 && !on_battleground)) 1958 && !on_battleground))
2131 { 1959 {
2132 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
2133 { 1961 {
2134 --op->speed_left; 1962 --op->speed_left;
2135 1963
2136 if (!op->contr->braced) 1964 if (!op->contr->braced)
2137 { 1965 {
2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1966 op->play_sound (sound_find ("push_player"));
2139 push_ob (mon, dir, op); 1967 push_ob (mon, dir, op);
2140 } 1968 }
2141 else 1969 else
2142 new_draw_info (0, 0, op, "You withhold your attack"); 1970 op->statusmsg ("You withhold your attack");
2143 1971
2144 if (op->contr->tmp_invis || op->hide) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2145 make_visible (op); 1973 make_visible (op);
2146 1974
2147 return true; 1975 return true;
2148 } 1976 }
2149 } 1977 }
2150 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 1979 * roll it if not braced. You can't roll it if you are braced.
2152 */ 1980 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1981 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2154 { 1982 {
2155 if (op->speed_left > 0.f) 1983 if (op->speed_left > 0.f)
2156 { 1984 {
2157 --op->speed_left; 1985 --op->speed_left;
2158 1986
2167 * Way it works is like this: First, it must have some hit points 1995 * Way it works is like this: First, it must have some hit points
2168 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2169 * 1) Not a player, 2) A player, but of a different party. Note 1997 * 1) Not a player, 2) A player, but of a different party. Note
2170 * that party_number -1 is no party, so attacks can still happen. 1998 * that party_number -1 is no party, so attacks can still happen.
2171 */ 1999 */
2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2001 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2174 { 2002 {
2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2176 { 2004 {
2177 --op->contr->weapon_sp_left; 2005 --op->contr->weapon_sp_left;
2189} 2017}
2190 2018
2191bool 2019bool
2192move_player (object *op, int dir) 2020move_player (object *op, int dir)
2193{ 2021{
2194 int pick;
2195
2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2197 return 0; 2023 return 0;
2198 2024
2199 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2200 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2201 { 2027 {
2202 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2203 return 0; 2029 return 0;
2204 } 2030 }
2205 2031
2206 /* peterm: added following line */ 2032 /* peterm: added following line */
2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2208 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2209 2035
2210 op->facing = dir; 2036 op->facing = dir;
2211 2037
2212 if (op->hide) 2038 if (op->flag [FLAG_HIDDEN])
2213 do_hidden_move (op); 2039 do_hidden_move (op);
2214 2040
2215 bool retval; 2041 bool retval;
2042 int pick = 0;
2216 2043
2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2218 retval = RESULT_INT (0); 2045 retval = RESULT_INT (0);
2219 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2220 retval = fire (op, dir); 2047 retval = fire (op, dir);
2251 * players. 2078 * players.
2252 */ 2079 */
2253bool 2080bool
2254handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2255{ 2082{
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2083 if (op->flag [FLAG_SCARED])
2257 { 2084 {
2258 if (op->speed_left > 0.f) 2085 if (op->speed_left > 0.f)
2259 { 2086 {
2260 --op->speed_left; 2087 --op->speed_left;
2261 flee_player (op); 2088 flee_player (op);
2277 return move_player (op, op->direction); 2104 return move_player (op, op->direction);
2278 2105
2279 return false; 2106 return false;
2280} 2107}
2281 2108
2282int 2109static int
2283save_life (object *op) 2110save_life (object *op)
2284{ 2111{
2285 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2112 if (!op->flag [FLAG_LIFESAVE])
2286 return 0; 2113 return 0;
2287 2114
2288 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2290 { 2117 {
2291 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2118 op->play_sound (sound_find ("ob_evaporate"));
2292 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2119 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2293 2120
2294 if (op->contr)
2295 esrv_del_item (op->contr, tmp->count);
2296
2297 tmp->destroy (); 2121 tmp->destroy ();
2298 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2299 2123
2300 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2301 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2302 2126
2303 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2304 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2305 2129
2306 op->update_stats (); 2130 op->update_stats ();
2307 return 1; 2131 return 1;
2308 } 2132 }
2309 2133
2310 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2312 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2137 return 0;
2314} 2138}
2315 2139
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2140/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2141 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2142 * function will descend into containers. op is the object to start the search
2319 * from. 2143 * from.
2320 */ 2144 */
2145static void
2146drop_unpaid_items (object *op, object *env)
2147{
2148 while (op)
2149 {
2150 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2151
2152 if (op->flag [FLAG_UNPAID])
2153 op->insert_at (env);
2154 else if (op->inv)
2155 drop_unpaid_items (op->inv, env);
2156
2157 op = next;
2158 }
2159}
2160
2321void 2161void
2322remove_unpaid_objects (object *op, object *env) 2162object::drop_unpaid_items ()
2323{ 2163{
2324 while (op) 2164 if (!flag [FLAG_REMOVED])
2325 { 2165 ::drop_unpaid_items (inv, this);
2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327
2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2329 {
2330 if (env->type == PLAYER)
2331 esrv_del_item (env->contr, op->count);
2332
2333 op->insert_at (env);
2334 }
2335 else if (op->inv)
2336 remove_unpaid_objects (op->inv, env);
2337
2338 op = next;
2339 }
2340}
2341
2342/*
2343 * Returns pointer a static string containing gravestone text
2344 * Moved from apply.c to player.c - player.c is what
2345 * actually uses this function. player.c may not be quite the
2346 * best, a misc file for object actions is probably better,
2347 * but there isn't one in the server directory.
2348 */
2349char *
2350gravestone_text (object *op)
2351{
2352 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF];
2354 time_t now = time (NULL);
2355
2356 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else
2360 sprintf (buf, "%s\n", &op->name);
2361
2362 strncat (buf2, " ", 20 - strlen (buf) / 2);
2363 strcat (buf2, buf);
2364 if (op->type == PLAYER)
2365 sprintf (buf, "who was in level %d when killed\n", op->level);
2366 else
2367 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2368
2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf);
2371 if (op->type == PLAYER)
2372 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 }
2377
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381
2382 return buf2;
2383} 2166}
2384 2167
2385void 2168void
2386do_some_living (object *op) 2169do_some_living (object *op)
2387{ 2170{
2388 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2389 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2390 int over_hp, over_sp, over_grace;
2391 int i; 2173 int i;
2392 int rate_hp = 1200; 2174 int rate_hp = 1200;
2393 int rate_sp = 2500; 2175 int rate_sp = 2500;
2394 int rate_grace = 2000; 2176 int rate_grace = 2000;
2395 const int max_hp = 1; 2177 const int max_hp = 1;
2404 * alternate it here for it to work correctly. 2186 * alternate it here for it to work correctly.
2405 */ 2187 */
2406 if (pticks & 2) 2188 if (pticks & 2)
2407 op->invisible--; 2189 op->invisible--;
2408 } 2190 }
2409 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2410 { 2192 {
2411 if (!op->invisible--) 2193 if (!op->invisible--)
2412 { 2194 {
2413 make_visible (op); 2195 make_visible (op);
2414 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2441 { 2223 {
2442 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2444 } 2226 }
2445 2227
2446 /* Regenerate Spell Points */ 2228 /* Regenerate Grace */
2447 if (!op->contr->golem && --op->last_sp < 0) 2229 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2230 if (--op->last_grace < 0)
2448 { 2231 {
2449 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2450 if (op->stats.sp < op->stats.maxsp) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2233 op->stats.grace++; /* no penalty in food for regaining grace */
2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2237 if (max_grace > 1)
2451 { 2238 {
2452 op->stats.sp++; 2239 int over_grace = temp / rate_grace;
2453 /* dms do not consume food */ 2240
2454 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (over_grace > 0)
2455 { 2242 {
2456 op->stats.food--; 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2457 if (op->contr->digestion < 0) 2244 op->last_grace = 0;
2458 op->stats.food += op->contr->digestion;
2459 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2460 op->stats.food = last_food;
2461 } 2245 }
2246 else
2247 op->last_grace = rate_grace / temp;
2462 } 2248 }
2249 else
2250 op->last_grace = rate_grace / temp;
2463 2251
2464 if (max_sp > 1) 2252 /* wearing stuff doesn't detract from grace generation. */
2253 }
2254
2255 if (op->stats.food > 0)
2256 {
2257 /* Regenerate Spell Points */
2258 if (!op->contr->golem && --op->last_sp < 0)
2465 { 2259 {
2466 over_sp = (gen_sp + 10) / rate_sp; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2467 if (over_sp > 0) 2261
2262 if (op->stats.sp < op->stats.maxsp)
2468 { 2263 {
2469 if (op->stats.sp < op->stats.maxsp) 2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!op->flag [FLAG_WIZ])
2470 { 2268 {
2471 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2472
2473 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2474 op->stats.sp--; 2269 op->stats.food--;
2475 2270
2476 if (op->stats.sp > op->stats.maxsp) 2271 if (op->contr->digestion < 0)
2272 op->stats.food += op->contr->digestion;
2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.sp = op->stats.maxsp; 2274 op->stats.food = last_food;
2478 } 2275 }
2276 }
2277
2278 if (max_sp > 1)
2279 {
2280 int over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2479 op->last_sp = 0; 2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2480 } 2298 }
2481 else 2299 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 } 2301 }
2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 }
2487 2302
2488 /* Regenerate Grace */ 2303 /* Regenerate Hit Points */
2489 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2490 if (--op->last_grace < 0) 2304 if (--op->last_heal < 0)
2491 {
2492 if (op->stats.grace < op->stats.maxgrace / 2)
2493 op->stats.grace++; /* no penalty in food for regaining grace */
2494
2495 if (max_grace > 1)
2496 { 2305 {
2497 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2306 if (op->stats.hp < op->stats.maxhp)
2498 if (over_grace > 0)
2499 { 2307 {
2500 op->stats.sp += over_grace 2308 op->stats.hp++;
2501 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2309
2310 /* dms do not consume food */
2311 if (!op->flag [FLAG_WIZ])
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2320 }
2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2324 if (max_hp > 1)
2325 {
2326 int over_hp = temp / rate_hp;
2327
2328 if (over_hp > 0)
2329 {
2330 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2502 op->last_grace = 0; 2331 op->last_heal = 0;
2332 }
2333 else
2334 op->last_heal = rate_hp / temp;
2503 } 2335 }
2504 else 2336 else
2505 {
2506 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2507 }
2508 }
2509 else
2510 {
2511 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 }
2513 /* wearing stuff doesn't detract from grace generation. */
2514 }
2515
2516 /* Regenerate Hit Points */
2517 if (--op->last_heal < 0)
2518 {
2519 if (op->stats.hp < op->stats.maxhp)
2520 {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 {
2525 op->stats.food--;
2526 if (op->contr->digestion < 0)
2527 op->stats.food += op->contr->digestion;
2528 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food = last_food;
2530 }
2531 }
2532
2533 if (max_hp > 1)
2534 {
2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2536 if (over_hp > 0)
2537 {
2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2539 op->last_heal = 0; 2337 op->last_heal = rate_hp / temp;
2540 }
2541 else
2542 {
2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 }
2545 }
2546 else
2547 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2549 } 2338 }
2550 } 2339 }
2551 2340
2552 /* Digestion */ 2341 /* Digestion */
2553 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2554 { 2343 {
2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2344 int bonus = max (0, op->contr->digestion),
2345 penalty = max (0, -op->contr->digestion);
2556 2346
2557 if (op->contr->gen_hp > 0)
2558 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2347 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2559 else
2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 2348
2562 /* dms do not consume food */ 2349 /* dms do not consume food */
2563 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2564 op->stats.food--; 2351 op->stats.food--;
2565 } 2352 }
2566 2353
2567 if (op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 { 2355 {
2569 object *tmp, *flesh = 0; 2356 object *flesh = 0;
2570 2357
2571 for (tmp = op->inv; tmp; tmp = tmp->below) 2358 for_inv_removable (op, tmp)
2572 { 2359 {
2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2360 if (tmp->flag [FLAG_UNPAID])
2361 continue;
2362
2363 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2574 { 2364 {
2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2365 op->statusmsg ("You blindly grab for a bite of food. "
2576 { 2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2577 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2367 op->apply (tmp);
2578 manual_apply (op, tmp, 0); 2368
2579 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2580 break; 2370 break;
2581 } 2371 }
2582 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2583 flesh = tmp; 2373 flesh = tmp;
2584 } /* End if paid for object */ 2374 }
2585 } /* end of for loop */
2586 2375
2587 /* If player is still starving, it means they don't have any food, so 2376 /* If player is still starving, it means they don't have any food, so
2588 * eat flesh instead. 2377 * eat flesh instead.
2589 */ 2378 */
2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2591 { 2380 {
2592 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2381 op->statusmsg ("You blindly grab for a bite of food. "
2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2593 manual_apply (op, flesh, 0); 2383 op->apply (flesh);
2594 } 2384 }
2385
2386 // If player is still starving, alert him!
2387 if (op->stats.food < 0)
2388 op->failmsg ("You are starving! "
2389 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2390 }
2391
2392 if (op->stats.food < 0)
2595 } 2393 {
2394 op->stats.hp += op->stats.food;
2395 op->stats.food = 0;
2596 2396
2597 while (op->stats.food < 0 && op->stats.hp >= 0) 2397 if (op->stats.hp < 0)
2598 op->stats.food++, op->stats.hp--; 2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2401 }
2402 }
2599 2403
2404 /* killer should be set here already */
2600 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2601 kill_player (op); 2406 kill_player (op);
2602 } 2407 }
2603} 2408}
2604 2409
2605/* If the player should die (lack of hp, food, etc), we call this. 2410/* If the player should die (lack of hp, food, etc), we call this.
2608 * file. 2413 * file.
2609 */ 2414 */
2610void 2415void
2611kill_player (object *op) 2416kill_player (object *op)
2612{ 2417{
2613 char buf[MAX_BUF];
2614 int x, y; 2418 int x, y;
2615
2616 //int i;
2617 maptile *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2618
2619 /* int z;
2620 int num_stats_lose;
2621 int lost_a_stat;
2622 int lose_this_stat;
2623 int this_stat; */
2624 int will_kill_again; 2420 int will_kill_again;
2625 archetype *at; 2421 archetype *at;
2626 object *tmp; 2422 object *tmp;
2627 2423
2628 if (save_life (op)) 2424 if (save_life (op))
2629 return; 2425 return;
2630 2426
2427 dynbuf_text deathtab;
2428
2429 /* restore player */
2430 at = archetype::find (shstr_poisoning);
2431 if (object *tmp = present_arch_in_ob (at, op))
2432 {
2433 tmp->destroy ();
2434 deathtab << "Your body feels cleansed...\r";
2435 }
2436
2437 at = archetype::find (shstr_confusion);
2438 if (object *tmp = present_arch_in_ob (at, op))
2439 {
2440 tmp->destroy ();
2441 deathtab << "Your mind feels clearer...\r";
2442 }
2443
2444 cure_disease (op, 0, 0); /* remove any disease */
2445
2446 max_it (op->stats.hp , op->stats.maxhp);
2447 max_it (op->stats.sp , op->stats.maxsp);
2448 max_it (op->stats.grace, op->stats.maxgrace);
2449 max_it (op->stats.food , 200);
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2631 2462
2632 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2633 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2634 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2635 */ 2466 */
2636 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2637 { 2468 {
2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2639 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2640
2641 /* restore player */
2642 at = archetype::find ("poisoning");
2643 if (object *tmp = present_arch_in_ob (at, op))
2644 {
2645 tmp->destroy ();
2646 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2647 }
2648
2649 at = archetype::find ("confusion");
2650 if (object *tmp = present_arch_in_ob (at, op))
2651 {
2652 tmp->destroy ();
2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2654 }
2655
2656 cure_disease (op, 0); /* remove any disease */
2657 op->stats.hp = op->stats.maxhp;
2658 if (op->stats.food <= 0)
2659 op->stats.food = 999;
2660 2470
2661 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2662 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2663 { 2473
2664 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2665 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2666 sprintf (buf, " This finger has been cut off %s\n" 2476 tmp->msg = format (
2667 " the %s, when he was defeated at\n level %d by %s.\n", 2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2478 &op->name, op->contr->title,
2669 tmp->msg = buf; 2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
2670 tmp->value = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2671 tmp->materialname = "organics"; 2483 tmp->material = name_to_material (shstr_organic);
2672 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2673 }
2674 2485
2675 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2676 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2677 op->contr->braced = 0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2678 return; 2491 return;
2679 } 2492 }
2680 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2681 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2682 2498
2683 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2684 2500
2685 if (op->stats.food < 0) 2501 op->contr->play_sound (sound_find ("player_dies"));
2686 {
2687 sprintf (buf, "%s starved to death.", &op->name);
2688 strcpy (op->contr->killer, "starvation");
2689 }
2690 else
2691 sprintf (buf, "%s died.", &op->name);
2692
2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2694 2502
2695 /* save the map location for corpse, gravestone */ 2503 /* save the map location for corpse, gravestone */
2696 x = op->x; 2504 x = op->x;
2697 y = op->y; 2505 y = op->y;
2698 map = op->map; 2506 map = op->map;
2726 2534
2727 lost_a_stat = 0; 2535 lost_a_stat = 0;
2728 2536
2729 for (z = 0; z < num_stats_lose; z++) 2537 for (z = 0; z < num_stats_lose; z++)
2730 { 2538 {
2731 i = RANDOM () % NUM_STATS; 2539 i = rndm (NUM_STATS);
2732 2540
2733 if (settings.stat_loss_on_death) 2541 if (settings.stat_loss_on_death)
2734 { 2542 {
2735 /* Pick a random stat and take a point off it. Tell the player 2543 /* Pick a random stat and take a point off it. Tell the player
2736 * what he lost. 2544 * what he lost.
2743 lost_a_stat = 1; 2551 lost_a_stat = 1;
2744 } 2552 }
2745 else 2553 else
2746 { 2554 {
2747 /* deplete a stat */ 2555 /* deplete a stat */
2748 archetype *deparch = archetype::find ("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2749 object *dep; 2557 object *dep;
2750 2558
2751 dep = present_arch_in_ob (deparch, op); 2559 dep = present_arch_in_ob (deparch, op);
2752 if (!dep) 2560 if (!dep)
2753 { 2561 {
2754 dep = arch_to_object (deparch); 2562 dep = deparch->instance ();
2755 insert_ob_in_ob (dep, op); 2563 insert_ob_in_ob (dep, op);
2756 } 2564 }
2757 lose_this_stat = 1; 2565 lose_this_stat = 1;
2758 if (settings.balanced_stat_loss) 2566 if (settings.balanced_stat_loss)
2759 { 2567 {
2787 } 2595 }
2788 } 2596 }
2789 2597
2790 if (lose_this_stat) 2598 if (lose_this_stat)
2791 { 2599 {
2792 this_stat = get_attr_value (&(dep->stats), i); 2600 this_stat = get_attr_value (&dep->stats, i);
2793 /* We could try to do something clever like find another 2601 /* We could try to do something clever like find another
2794 * stat to reduce if this fails. But chances are, if 2602 * stat to reduce if this fails. But chances are, if
2795 * stats have been depleted to -50, all are pretty low 2603 * stats have been depleted to -50, all are pretty low
2796 * and should be roughly the same, so it shouldn't make a 2604 * and should be roughly the same, so it shouldn't make a
2797 * difference. 2605 * difference.
2798 */ 2606 */
2799 if (this_stat >= -50) 2607 if (this_stat >= -50)
2800 { 2608 {
2801 change_attr_value (&(dep->stats), i, -1); 2609 change_attr_value (&(dep->stats), i, -1);
2802 SET_FLAG (dep, FLAG_APPLIED); 2610 dep->set_flag (FLAG_APPLIED);
2803 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2804 op->update_stats (); 2612 op->update_stats ();
2805 lost_a_stat = 1; 2613 lost_a_stat = 1;
2806 } 2614 }
2807 } 2615 }
2808 } 2616 }
2809 } 2617 }
2618
2810 /* If no stat lost, tell the player. */ 2619 /* If no stat lost, tell the player. */
2811 if (!lost_a_stat) 2620 if (!lost_a_stat)
2812 { 2621 {
2813 /* determine_god() seems to not work sometimes... why is this? 2622 /* determine_god() seems to not work sometimes... why is this?
2814 Should I be using something else? GD */ 2623 Should I be using something else? GD */
2815 const char *god = determine_god (op); 2624 shstr_tmp god = determine_god (op);
2816 2625
2817 if (god && (strcmp (god, "none"))) 2626 if (god != shstr_none)
2818 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2627 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2819 else 2628 else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2629 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2821 } 2630 }
2822#else 2631#else
2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2632 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2824#endif 2633#endif
2825 2634
2826 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2827 * exp loss on the stone. 2636 * exp loss on the stone.
2828 */ 2637 */
2829 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2830 sprintf (buf, "%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
2831 tmp->name = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2832 sprintf (buf, "%s's gravestones", &op->name); 2641 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2833 tmp->name_pl = buf; 2642 &op->name, op->contr->title, op->contr->killer_name ());
2834 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);
2835 tmp->msg = buf;
2836 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2837 insert_ob_in_map (tmp, op->map, NULL, 0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
2838 2645
2839 /**************************************/ 2646 /**************************************/
2840 /* */ 2647 /* */
2841 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
2842 /* if we died cause of food, give us */
2843 /* food, and reset HP's... */
2844 /* */ 2649 /* */
2845 /**************************************/ 2650 /**************************************/
2846 2651
2847 /* remove any poisoning and confusion the character may be suffering. */
2848 /* restore player */
2849 at = archetype::find ("poisoning");
2850 tmp = present_arch_in_ob (at, op);
2851
2852 if (tmp)
2853 {
2854 tmp->destroy ();
2855 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2856 }
2857
2858 at = archetype::find ("confusion");
2859 tmp = present_arch_in_ob (at, op);
2860 if (tmp)
2861 {
2862 tmp->destroy ();
2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2864 }
2865
2866 cure_disease (op, 0); /* remove any disease */
2867
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty (op); 2653 apply_death_exp_penalty (op);
2870 if (op->stats.food < 100)
2871 op->stats.food = 900;
2872 op->stats.hp = op->stats.maxhp;
2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2875 2654
2876 /* 2655 /*
2877 * Check to see if the player has any unpaid items. If so, remove them 2656 * Check to see if the player has any unpaid items. If so, remove them
2878 * and put them back in the map. 2657 * and put them back in the map.
2879 */ 2658 */
2880 remove_unpaid_objects (op->inv, op); 2659 op->drop_unpaid_items ();
2881 2660
2882 /****************************************/ 2661 /****************************************/
2883 /* */ 2662 /* */
2884 /* Move player to his current respawn- */ 2663 /* Move player to his current respawn- */
2885 /* position (usually last savebed) */ 2664 /* position (usually last savebed) */
2903 if (will_kill_again) 2682 if (will_kill_again)
2904 { 2683 {
2905 object *force; 2684 object *force;
2906 int at; 2685 int at;
2907 2686
2908 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2909 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2910 force->speed = 0.1f;
2911 force->speed_left = -5.f; 2689 force->speed_left = -5.f;
2912 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
2913 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2914 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2915 force->resist[at] = 100; 2695 force->resist[at] = 100;
2916 2696
2917 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2918 op->update_stats (); 2698 op->update_stats ();
2919
2920 } 2699 }
2921 2700
2922 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2923} 2702}
2924 2703
2925void 2704static void
2926loot_object (object *op) 2705loot_object (object *op)
2927{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2928 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
2929 2708
2930 op->close_container (); /* close open sack first */ 2709 op->close_container (); /* close open sack first */
2940 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2941 2720
2942 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
2943 loot_object (tmp); /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
2944 2723
2945 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2724 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2946 { 2725 {
2947 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2948 { 2727 {
2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2950 tmp2->destroy ();
2951 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2952 } 2730 }
2953 else 2731 else
2954 tmp->destroy (); 2732 tmp->destroy ();
2955 } 2733 }
2962 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
2963 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
2964 * was changed. 2742 * was changed.
2965 */ 2743 */
2966void 2744void
2967fix_weight (void) 2745fix_weight ()
2968{ 2746{
2969 for_all_players (pl) 2747 for_all_players (pl)
2970 { 2748 {
2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
2972 2750
2973 if (old == sum) 2751 pl->ob->update_weight ();
2974 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
2975 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
2976 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
2977 } 2758 }
2978} 2759}
2979 2760
2980void 2761void
2981fix_luck (void) 2762fix_luck ()
2982{ 2763{
2983 for_all_players (pl) 2764 for_all_players (pl)
2984 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
2985 pl->ob->change_luck (0); 2766 pl->ob->change_luck (0);
2986} 2767}
3023} 2804}
3024 2805
3025void 2806void
3026make_visible (object *op) 2807make_visible (object *op)
3027{ 2808{
3028 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3029 op->invisible = 0; 2810 op->invisible = 0;
2811
3030 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3031 { 2813 {
3032 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3033 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3034 } 2816 }
3037} 2819}
3038 2820
3039int 2821int
3040is_true_undead (object *op) 2822is_true_undead (object *op)
3041{ 2823{
3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2824 if (op->arch->flag [FLAG_UNDEAD])
3043 return 1; 2825 return 1;
3044 2826
3045 return 0; 2827 return 0;
3046} 2828}
3047 2829
3048/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3049 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3050 * indicate greater hideability. 2832 * indicate greater hideability.
3051 */ 2833 */
3052
3053int 2834int
3054hideability (object *ob) 2835hideability (object *ob)
3055{ 2836{
3056 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3057 sint16 x, y; 2838 sint16 x, y;
3058 2839
3059 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3060 return 0; 2841 return 0;
3061 2842
3062 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3063 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3064 2845
3065 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3066 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3067 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3068 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3069 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3070 2851
3071 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3072 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3073 { 2856 {
3074 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3075 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3076 {
3077 continue; 2859 continue;
3078 } 2860
3079 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3080 level += 2; 2862 level += 2;
3081 else /* open terrain! */ 2863 else /* open terrain! */
3082 level -= 1; 2864 level -= 1;
3083 } 2865 }
3094 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3095 */ 2877 */
3096void 2878void
3097do_hidden_move (object *op) 2879do_hidden_move (object *op)
3098{ 2880{
3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3100 object *skop;
3101 2882
3102 if (!op || !op->map) 2883 if (!op || !op->map)
3103 return; 2884 return;
3104 2885
3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3106 2888
3107 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3108 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3109 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3110 { 2892 {
3120 num -= hide; 2902 num -= hide;
3121 2903
3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3123 { 2905 {
3124 make_visible (op); 2906 make_visible (op);
2907
3125 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3126 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3127 } 2910 }
3128 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3129 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3144 2927
3145 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
3146 player = 1; 2929 player = 1;
3147 2930
3148 else 2931 else
3149 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
3150 2933
3151 /* search adjacent squares */ 2934 /* search adjacent squares */
3152 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
3153 { 2936 {
3154 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
3163 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3164 continue; 2947 continue;
3165 2948
3166 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3167 { 2950 {
3168 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2951 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3169 return 1; 2952 return 1;
3170 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3171 { 2954 {
3172 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
3173 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3174 return 1; 2957 return 1;
3175 } 2958 }
3176 } 2959 }
3177 } 2960 }
3178 return 0; 2961 return 0;
3182 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3183 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3184 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3185 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3186 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3187 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3188 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3189 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3190 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3191 * -b.t. 2974 * -b.t.
3192 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3193 */ 2976 */
3194
3195int 2977int
3196player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3197{ 2979{
3198 rv_vector rv; 2980 rv_vector rv;
3199 int dx, dy; 2981 int dx, dy;
3211 2993
3212 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3213 2995
3214 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3215 * through the object and find if it has any 2997 * through the object and find if it has any
3216 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3217 * a blocked los square. 2999 * a blocked los square.
3218 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3219 */ 3001 */
3220 while (op) 3002 while (op)
3221 { 3003 {
3222 dx = rv.distance_x + op->arch->x; 3004 dx = rv.distance_x + op->arch->x;
3223 dy = rv.distance_y + op->arch->y; 3005 dy = rv.distance_y + op->arch->y;
3224 3006
3225 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3226 * code, so we need to restrict ourselves to that range of values
3227 * for any meaningful values.
3228 */
3229 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3230 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3231 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3232 return 1; 3008 return 1;
3009
3233 op = op->more; 3010 op = op->more;
3234 } 3011 }
3235 return 0;
3236}
3237 3012
3238/* routine for both players and monsters. We call this when
3239 * there is a possibility for our action distrubing our hiding
3240 * place or invisiblity spell. Artefact invisiblity is not
3241 * effected by this. If we arent invisible to begin with, we
3242 * return 0.
3243 */
3244int
3245action_makes_visible (object *op)
3246{
3247
3248 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3249 {
3250 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3251 return 0;
3252
3253 if (op->contr && op->contr->tmp_invis == 0)
3254 return 0;
3255
3256 /* If monsters, they should become visible */
3257 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3258 {
3259 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3260 return 1;
3261 }
3262 }
3263 return 0; 3013 return 0;
3264} 3014}
3265 3015
3266/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3267 * a player) is standing on a valid battleground-tile, 3017 * a player) is standing on a valid battleground-tile,
3272 * Default is to do the same as before, so only people wanting to have different points need worry about this 3022 * Default is to do the same as before, so only people wanting to have different points need worry about this
3273 */ 3023 */
3274int 3024int
3275op_on_battleground (object *op, int *x, int *y) 3025op_on_battleground (object *op, int *x, int *y)
3276{ 3026{
3277 object *tmp;
3278
3279 /* A battleground-tile needs the following attributes to be valid: 3027 /* A battleground-tile needs the following attributes to be valid:
3280 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3028 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3281 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3029 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3282 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3283 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3284 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3285 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3286 { 3034 {
3287 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3288 { 3036 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3037 if (tmp->flag [FLAG_NO_PICK]
3290 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3038 && tmp->type == BATTLEGROUND
3039 && tmp->name == shstr_battleground
3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3291 { 3041 {
3292 /*before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3293 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3043 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3294 {
3295 object *invtmp;
3296
3297 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3044 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3045 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3298 { 3046 {
3299 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3300 {
3301 if (x != NULL && y != NULL) 3047 if (x && y)
3302 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3049
3303 return 1; 3050 return 1;
3304 }
3305 } 3051 }
3306 } 3052
3307 if (x != NULL && y != NULL) 3053 if (x && y)
3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3055
3309 return 1; 3056 return 1;
3310 } 3057 }
3311 } 3058 }
3312 } 3059 }
3060
3313 /* If we got here, did not find a battleground */ 3061 /* If we got here, did not find a battleground */
3314 return 0; 3062 return 0;
3315} 3063}
3316 3064
3317/* 3065/*
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3081 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i = 0, j = 0; 3082 int i = 0, j = 0;
3335 3083
3336 /* get the appropriate treasurelist */ 3084 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3085 if (atnr == ATNR_FIRE)
3338 trlist = treasurelist::find ("dragon_ability_fire"); 3086 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3087 else if (atnr == ATNR_COLD)
3340 trlist = treasurelist::find ("dragon_ability_cold"); 3088 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3089 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = treasurelist::find ("dragon_ability_elec"); 3090 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3091 else if (atnr == ATNR_POISON)
3344 trlist = treasurelist::find ("dragon_ability_poison"); 3092 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3093
3346 if (trlist == NULL || who->type != PLAYER) 3094 if (trlist == NULL || who->type != PLAYER)
3347 return; 3095 return;
3348 3096
3349 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3097 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3422 { 3170 {
3423 /* forces in the treasurelist can alter the player's stats */ 3171 /* forces in the treasurelist can alter the player's stats */
3424 object *skin; 3172 object *skin;
3425 3173
3426 /* first get the dragon skin force */ 3174 /* first get the dragon skin force */
3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3175 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3429 ; 3176 ;
3430 3177
3431 if (!skin) 3178 if (!skin)
3432 return; 3179 return;
3433 3180
3447 else 3194 else
3448 j = 1; 3195 j = 1;
3449 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3450 } 3197 }
3451 } 3198 }
3199
3452 strcat (buf, "."); 3200 strcat (buf, ".");
3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3454 } 3202 }
3455 3203
3456 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3457 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3458 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3459 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3460 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3461 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3462 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3463 3211
3464 /* print message if there is one */ 3212 /* print message if there is one */
3465 if (item->msg != NULL) 3213 if (item->msg != NULL)
3466 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3467 } 3215 }
3468 else 3216 else
3469 { 3217 {
3470 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3472 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3220 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3473 tmp = insert_ob_in_ob (tmp, who); 3221 who->insert (tmp);
3474 if (who->type == PLAYER)
3475 esrv_send_item (who, tmp);
3476 } 3222 }
3477} 3223}
3478 3224
3479/** 3225//-GPL
3480 * Unready an object for a player. This function does nothing if the object was
3481 * not readied.
3482 */
3483void
3484player_unready_range_ob (player *pl, object *ob)
3485{
3486 if (pl->ob->current_weapon == ob)
3487 pl->ob->current_weapon = 0;
3488
3489 if (pl->combat_ob == ob)
3490 pl->combat_ob = 0;
3491
3492 if (pl->ranged_ob == ob)
3493 pl->ranged_ob = 0;
3494}
3495 3226
3496sint8 3227sint8
3497player::visibility_at (maptile *map, int x, int y) const 3228player::darkness_at (maptile *map, int x, int y) const
3498{ 3229{
3499 if (!ns) 3230 if (!ns)
3500 return 0; 3231 return LOS_BLOCKED;
3501 3232
3502 int dx, dy; 3233 int dx, dy;
3503 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3234 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3235 return LOS_BLOCKED;
3236
3237 x += dx - ns->current_x;
3238 y += dy - ns->current_y;
3239
3240 return blocked_los (x, y);
3241}
3242
3243void
3244player::infobox (const char *title, const char *msg, int color)
3245{
3246 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3247}
3248
3249void
3250player::statusmsg (const char *msg, int color)
3251{
3252 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3253}
3254
3255void
3256player::failmsg (const char *msg, int color)
3257{
3258 play_sound (sound_find ("generic_failure"));
3259 statusmsg (msg, color);
3260}
3261
3262void
3263object::failmsgf (const char *format, ...)
3264{
3265 if (!contr)
3504 return 0; 3266 return;
3505 3267
3506 x += dx - ns->current_x + ns->mapx / 2; 3268 va_list ap;
3507 y += dy - ns->current_y + ns->mapy / 2; 3269 va_start (ap, format);
3508 3270 contr->failmsg (vformat (format, ap));
3509 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3271 va_end (ap);
3510 return 0;
3511
3512 return 100 - blocked_los [x][y];
3513} 3272}
3273
3274void
3275player::failmsgf (const char *format, ...)
3276{
3277 va_list ap;
3278 va_start (ap, format);
3279 failmsg (vformat (format, ap));
3280 va_end (ap);
3281}
3282

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