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Comparing deliantra/server/server/player.C (file contents):
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC vs.
Revision 1.300 by root, Sat Sep 16 22:17:42 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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;
230 116
231 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
238 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
239 } 125 }
240 126
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 128
243 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
244 130
245 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
247 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
248 135
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 136 ob->update_stats ();
271 137
272 ns->floorbox_update (); 138 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
275 141
276 activate (); 142 activate ();
277 143
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
284} 146}
285 147
286void 148void
287player::disconnect () 149player::disconnect ()
288{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
289 if (ns) 157 if (ns)
290 { 158 {
291 if (active) 159 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293 161
296 ns->reset_stats (); 164 ns->reset_stats ();
297 ns->pl = 0; 165 ns->pl = 0;
298 ns = 0; 166 ns = 0;
299 } 167 }
300 168
301 if (ob) 169 // this is important for the player scheduler to get the correct refcount
302 ob->close_container (); //TODO: client-specific 170 // when ns = 0
303 171 observe = viewpoint = ob;
304 observe = ob;
305 172
306 deactivate (); 173 deactivate ();
307} 174}
175
176//-GPL
308 177
309// the need for this function can be explained 178// the need for this function can be explained
310// by load_object not returning the object 179// by load_object not returning the object
311void 180void
312player::set_object (object *op) 181player::set_object (object *op)
313{ 182{
314 ob = observe = op; 183 ob = observe = viewpoint = op;
315 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
316 185
317 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
318 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
319 188
320 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
321} 190}
322 191
323void 192void
324player::set_observe (object *op) 193player::set_observe (object *op)
325{ 194{
326 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
327 do_los = 1; 196 do_los = 1;
328} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
329 207
330player::player () 208player::player ()
331{ 209{
332 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point. 211 * we deal with that below this point.
339 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
340 218
341 gen_sp_armour = 10; 219 gen_sp_armour = 10;
342 bowtype = bow_normal; 220 bowtype = bow_normal;
343 petmode = pet_normal; 221 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers; 222 usekeys = containers;
346 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
347 do_los = 1; 224 do_los = 1;
348 225
349 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
357 234
358 attachable::do_destroy (); 235 attachable::do_destroy ();
359 236
360 if (ob) 237 if (ob)
361 { 238 {
362 ob->destroy_inv (false); 239 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
240 // temporarily backed out patchset 4025 to see if THIS change causes crashes
241 //ob->contr = 0;
363 ob->destroy (); 242 ob->destroy ();
364 } 243 }
365 244
366 ob = observe = 0; 245 ob = observe = viewpoint = 0;
367} 246}
368 247
369player::~player () 248player::~player ()
370{ 249{
371 /* Clear item stack */ 250 /* Clear item stack */
372 free (stack_items); 251 free (stack_items);
252}
253
254/*
255 * get_player_archetype() return next player archetype from archetype
256 * list. Not very efficient routine, but used only creating new players.
257 * Note: there MUST be at least one player archetype!
258 */
259static archetype *
260get_player_archetype (archetype *at)
261{
262 // archetypes could have been reloaded
263 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
264
265 if (!nat)
266 return at;
267
268 archvec::iterator i = archetypes.find (nat);
269
270 for (;;)
271 {
272 if (++i == archetypes.end ())
273 i = archetypes.begin ();
274 else if (*i == at)
275 cleanup ("not a single player archetype found");
276
277 if ((*i)->type == PLAYER)
278 return *i;
279 }
373} 280}
374 281
375/* Tries to add player on the connection passed in ns. 282/* Tries to add player on the connection passed in ns.
376 * All we can really get in this is some settings like host and display 283 * All we can really get in this is some settings like host and display
377 * mode. 284 * mode.
379player * 286player *
380player::create () 287player::create ()
381{ 288{
382 player *pl = new player; 289 player *pl = new player;
383 290
384 pl->set_object (arch_to_object (get_player_archetype (0))); 291 pl->set_object (get_player_archetype (0)->instance ());
385 292
386 pl->ob->roll_stats (); 293 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2; 294 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */ 295 pl->ob->run_away = 25; /* Then we panick... */
389 296
390 set_first_map (pl->ob); 297 set_first_map (pl->ob);
391 298
392 return pl; 299 return pl;
393}
394
395/*
396 * get_player_archetype() return next player archetype from archetype
397 * list. Not very efficient routine, but used only creating new players.
398 * Note: there MUST be at least one player archetype!
399 */
400archetype *
401get_player_archetype (archetype *at)
402{
403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404
405 for (;;)
406 {
407 if (++i == archetypes.end ())
408 i = archetypes.begin ();
409 else if (*i == at)
410 cleanup ("not a single player archetype found");
411
412 if ((*i)->type == PLAYER)
413 return *i;
414 }
415} 300}
416 301
417object * 302object *
418get_nearest_player (object *mon) 303get_nearest_player (object *mon)
419{ 304{
422 unsigned lastdist; 307 unsigned lastdist;
423 rv_vector rv; 308 rv_vector rv;
424 309
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 310 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 311 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 312 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 313 continue;
456 314
457 if (lastdist > rv.distance) 315 if (lastdist > rv.distance)
458 { 316 {
474#endif 332#endif
475 return op; 333 return op;
476} 334}
477 335
478/* I believe this can safely go to 2, 3 is questionable, 4 will likely 336/* I believe this can safely go to 2, 3 is questionable, 4 will likely
479 * result in a monster paths backtracking. It basically determines how large a 337 * result in a monster paths backtracking. It basically determines how large a
480 * detour a monster will take from the direction path when looking 338 * detour a monster will take from the direction path when looking
481 * for a path to the player. The values are in the amount of direction 339 * for a path to the player. The values are in the amount of direction
482 * the deviation is 340 * the deviation is
483 */ 341 */
484#define DETOUR_AMOUNT 2 342#define DETOUR_AMOUNT 2
520 */ 378 */
521int 379int
522path_to_player (object *mon, object *pl, unsigned mindiff) 380path_to_player (object *mon, object *pl, unsigned mindiff)
523{ 381{
524 rv_vector rv; 382 rv_vector rv;
525 sint16 x, y;
526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 383 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
527 maptile *m, *lastmap;
528 384
529 get_rangevector (mon, pl, &rv, 0); 385 get_rangevector (mon, pl, &rv, 0);
530 386
531 if (rv.distance < mindiff) 387 if (rv.distance < mindiff)
532 return 0; 388 return 0;
533 389
534 x = mon->x; 390 mapxy pos (mon);
535 y = mon->y;
536 m = mon->map;
537 dir = rv.direction; 391 dir = rv.direction;
538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 392 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540 394
541 /* If we can't solve it within the search distance, return now. */ 395 /* If we can't solve it within the search distance, return now. */
542 if (diff > max) 396 if (diff > max)
543 return 0; 397 return 0;
544 398
545 while (diff > 1 && max > 0) 399 while (diff > 1 && max > 0)
546 { 400 {
547 lastx = x; 401 mapxy lastpos = pos;
548 lasty = y;
549 lastmap = m;
550 x = lastx + freearr_x[dir];
551 y = lasty + freearr_y[dir];
552 402
553 mflags = get_map_flags (m, &m, x, y, &x, &y); 403 pos.move (dir);
554 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
555 404
556 /* Space is blocked - try changing direction a little */ 405 /* Space is blocked - try changing direction a little */
557 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 406 if (!pos.normalise ()
558 && (m == mon->map && blocked_link (mon, m, x, y)))) 407 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
408 && blocked_link (mon, pos.m, pos.x, pos.y)))
559 { 409 {
560 /* recalculate direction from last good location. Possible 410 /* recalculate direction from last good location. Possible
561 * we were not traversing ideal location before. 411 * we were not traversing ideal location before.
562 */ 412 */
563 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 413 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
564 if (rv.direction != dir) 414 if (rv.direction != dir)
565 { 415 {
566 /* OK - says direction should be different - lets reset the 416 /* OK - says direction should be different - lets reset the
567 * the values so it will try again. 417 * the values so it will try again.
568 */ 418 */
569 x = lastx;
570 y = lasty;
571 m = lastmap; 419 pos = lastpos;
572 dir = firstdir = rv.direction; 420 dir = firstdir = rv.direction;
573 } 421 }
574 else 422 else
575 { 423 {
576 /* direct path is blocked - try taking a side step to 424 /* direct path is blocked - try taking a side step to
577 * either the left or right. 425 * either the left or right.
578 * Note increase the values in the loop below to be 426 * Note increase the values in the loop below to be
579 * more than -1/1 respectively will mean the monster takes 427 * more than -1/1 respectively will mean the monster takes
580 * bigger detour. Have to be careful about these values getting 428 * bigger detour. Have to be careful about these values getting
581 * too big (3 or maybe 4 or higher) as the monster may just try 429 * too big (3 or maybe 4 or higher) as the monster may just try
582 * stepping back and forth 430 * stepping back and forth
583 */ 431 */
584 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 432 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585 { 433 {
586 if (i == 0) 434 if (i == 0)
587 continue; /* already did this, so skip it */ 435 continue; /* already did this, so skip it */
436
588 /* Use lastdir here - otherwise, 437 /* Use lastdir here - otherwise,
589 * since the direction that the creature should move in 438 * since the direction that the creature should move in
590 * may change, you could get infinite loops. 439 * may change, you could get infinite loops.
591 * ie, player is northwest, but monster can only 440 * ie, player is northwest, but monster can only
592 * move west, so it does that. It goes some distance, 441 * move west, so it does that. It goes some distance,
594 * can't do that, but now finds it can move east, and 443 * can't do that, but now finds it can move east, and
595 * gets back to its original point. lastdir contains 444 * gets back to its original point. lastdir contains
596 * the last direction the creature has successfully 445 * the last direction the creature has successfully
597 * moved. 446 * moved.
598 */ 447 */
599
600 x = lastx + freearr_x[absdir (lastdir + i)];
601 y = lasty + freearr_y[absdir (lastdir + i)];
602 m = lastmap; 448 pos = lastpos;
603 mflags = get_map_flags (m, &m, x, y, &x, &y); 449 pos.move (absdir (lastdir + i));
604 if (mflags & P_OUT_OF_MAP) 450
451 if (!pos.normalise ())
605 continue; 452 continue;
606 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 453
607 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 454 mapspace &ms = *pos;
455
456 if (ms.flags () & P_BLOCKSVIEW)
608 continue; 457 continue;
609 if (mflags & P_BLOCKSVIEW) 458
459 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
610 continue; 460 continue;
611 461
612 if (m == mon->map && blocked_link (mon, m, x, y)) 462 if (blocked_link (mon, pos.m, pos.x, pos.y))
613 break; 463 break;
614 } 464 }
465
615 /* go through entire loop without finding a valid 466 /* go through entire loop without finding a valid
616 * sidestep to take - thus, no valid path. 467 * sidestep to take - thus, no valid path.
617 */ 468 */
618 if (i == (DETOUR_AMOUNT + 1)) 469 if (i == DETOUR_AMOUNT + 1)
619 return 0; 470 return 0;
471
620 diff--; 472 diff--;
621 lastdir = dir; 473 lastdir = dir;
622 max--; 474 max--;
623 if (!firstdir) 475 if (!firstdir)
624 firstdir = dir + i; 476 firstdir = dir + i;
628 { 480 {
629 /* we moved towards creature, so diff is less */ 481 /* we moved towards creature, so diff is less */
630 diff--; 482 diff--;
631 max--; 483 max--;
632 lastdir = dir; 484 lastdir = dir;
485
633 if (!firstdir) 486 if (!firstdir)
634 firstdir = dir; 487 firstdir = dir;
635 } 488 }
636 489
637 if (diff <= 1) 490 if (diff <= 1)
638 { 491 {
639 /* Recalculate diff (distance) because we may not have actually 492 /* Recalculate diff (distance) because we may not have actually
640 * headed toward player for entire distance. 493 * headed toward player for entire distance.
641 */ 494 */
642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 495 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 496 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
644 } 497 }
645 498
646 if (diff > max) 499 if (diff > max)
647 return 0; 500 return 0;
653 506
654 return firstdir; 507 return firstdir;
655} 508}
656 509
657void 510void
658give_initial_items (object *pl, treasurelist * items) 511give_initial_items (object *pl, treasurelist *items)
659{ 512{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 513 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 514 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 515
665 for (op = pl->inv; op; op = next) 516 for (object *next, *op = pl->inv; op; op = next)
666 { 517 {
667 next = op->below; 518 next = op->below;
668 519
669 /* Forces get applied per default, unless they have the 520 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 521 * flag "neutral" set. Sorry but I can't think of a better way
671 */ 522 */
672 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 523 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
673 SET_FLAG (op, FLAG_APPLIED); 524 op->set_flag (FLAG_APPLIED);
674 525
675 /* we never give weapons/armour if these cannot be used 526 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 527 * by this player due to race restrictions
677 */ 528 */
678 if (pl->type == PLAYER) 529 if (pl->type == PLAYER)
679 { 530 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 531 if ((!pl->flag [FLAG_USE_ARMOUR]
532 &&
681 (op->type == ARMOUR || op->type == BOOTS || 533 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 534 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 535 || op->type == SHIELD || op->type == GLOVES
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 536 || op->type == BRACERS || op->type == GIRDLE))
537 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
685 { 538 {
686 op->destroy (); 539 op->destroy ();
687 continue; 540 continue;
688 } 541 }
689 } 542 }
690 543
691 /* This really needs to be better - we should really give 544 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 545 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 546 * generated by multiple treasurelists specifying the same skills.
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 547 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 548 if (op->type == SKILL)
698 { 549 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 550 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 551 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 552 {
707 op->destroy (); 553 op->destroy ();
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 554 break;
709 continue;
710 } 555 }
711 556
712 if (op->nrof > 1) 557 if (op->nrof > 1)
713 op->nrof = 1; 558 op->nrof = 1;
714 } 559 }
715 560
716 if (op->type == SPELLBOOK && op->inv) 561 if (op->type == SPELLBOOK && op->inv)
717 { 562 op->inv->clr_flag (FLAG_STARTEQUIP);
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 563
721 /* Give starting characters identified, uncursed, and undamned 564 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 565 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 566 * merged properly.
724 */ 567 */
725 if (need_identify (op)) 568 if (op->need_identify ())
726 {
727 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 569 {
570 op->set_flag (FLAG_IDENTIFIED);
571 op->clr_flag (FLAG_CURSED);
572 op->clr_flag (FLAG_DAMNED);
573 }
574
731 if (op->type == SPELL) 575 if (op->type == SPELL)
732 { 576 {
733 op->destroy (); 577 op->destroy ();
734 continue; 578 continue;
735 } 579 }
736 else if (op->type == SKILL) 580 else if (op->type == SKILL)
737 { 581 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 582 op->set_flag (FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 583 op->stats.exp = 0;
740 op->level = 1; 584 op->level = 1;
741 } 585 }
742 /* lock all 'normal items by default */ 586 else /* lock all 'normal items by default */
743 else 587 op->set_flag (FLAG_INV_LOCKED);
744 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 588 } /* for loop of objects in player inv */
746 589
747 /* Need to set up the skill pointers */ 590 /* Need to set up the skill pointers */
748 link_player_skills (pl); 591 pl->contr->link_skills ();
749} 592}
750 593
751void 594void
752get_party_password (object *op, partylist *party) 595get_party_password (object *op, partylist *party)
753{ 596{
763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 606 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764} 607}
765 608
766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 609/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int 610static int
768roll_stat (void) 611roll_stat ()
769{ 612{
770 int a[4], i, j, k; 613 int a[4], i, j, k;
771 614
772 for (i = 0; i < 4; i++) 615 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1; 616 a[i] = rndm (1, 6);
774 617
775 for (i = 0, j = 0, k = 7; i < 4; i++) 618 for (i = 0, j = 0, k = 7; i < 4; i++)
776 if (a[i] < k) 619 if (a[i] < k)
777 k = a[i], j = i; 620 k = a[i], j = i;
778 621
854static void 697static void
855start_info (object *op) 698start_info (object *op)
856{ 699{
857 char buf[MAX_BUF]; 700 char buf[MAX_BUF];
858 701
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 702 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 703 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 704}
864 705
865/* This function takes the key that is passed, and does the 706/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 707 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 708 * The function name is for historical reasons - now we have
870 */ 711 */
871void 712void
872player::chargen_race_done () 713player::chargen_race_done ()
873{ 714{
874 /* this must before then initial items are given */ 715 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 716 esrv_new_player (ob->contr);
876 717
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 718 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
878 if (tl) 719 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 720 create_treasure (tl, ob, 0, 0, 0);
880 721
881 INVOKE_PLAYER (BIRTH, ob->contr); 722 INVOKE_PLAYER (BIRTH, ob->contr);
882 INVOKE_PLAYER (LOGIN, ob->contr);
883 723
884 ob->contr->ns->state = ST_PLAYING; 724 ob->contr->ns->state = ST_PLAYING;
885 725
886 if (ob->msg) 726 if (ob->msg)
887 ob->msg = 0; 727 ob->msg = 0;
888 728
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897
898 start_info (ob); 729 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 730 ob->clr_flag (FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 731 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 732 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 733 ob->update_stats ();
904 734
905 /* This moves the player to a different start map, if there 735 /* This moves the player to a different start map, if there
906 * is one for this race 736 * is one for this race
907 */ 737 */
908 if (*first_map_ext_path) 738 if (*first_map_ext_path)
909 { 739 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else 740 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 741 LOG (llevDebug, "first_map_ext_path not set\n");
742}
743
744/*
745 * Returns true if the given player is a legal class.
746 * The function to add and remove class-bonuses to the stats doesn't
747 * check if the stat becomes negative, thus this function
748 * merely checks that all stats are 1 or more, and returns
749 * false otherwise.
750 */
751static int
752allowed_class (const object *op)
753{
754 return op->stats.Dex > 0
755 && op->stats.Str > 0
756 && op->stats.Con > 0
757 && op->stats.Int > 0
758 && op->stats.Wis > 0
759 && op->stats.Pow > 0
760 && op->stats.Cha > 0;
925} 761}
926 762
927void 763void
928player::chargen_race_next () 764player::chargen_race_next ()
929{ 765{
958 ob->stats.hp = ob->stats.maxhp; 794 ob->stats.hp = ob->stats.maxhp;
959 ob->stats.sp = ob->stats.maxsp; 795 ob->stats.sp = ob->stats.maxsp;
960 ob->stats.grace = 0; 796 ob->stats.grace = 0;
961} 797}
962 798
963void 799static void
964flee_player (object *op) 800flee_player (object *op)
965{ 801{
966 int dir, diff; 802 int dir, diff;
967 rv_vector rv; 803 rv_vector rv;
968 804
969 if (op->stats.hp < 0) 805 if (op->stats.hp < 0)
970 { 806 {
971 LOG (llevDebug, "Fleeing player is dead.\n"); 807 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 808 op->clr_flag (FLAG_SCARED);
973 return; 809 return;
974 } 810 }
975 811
976 if (op->enemy == NULL) 812 if (!op->enemy)
977 { 813 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 814 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 815 op->clr_flag (FLAG_SCARED);
980 return; 816 return;
981 } 817 }
982 818
983 /* Seen some crashes here. Since we don't store an 819 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
984 * op->enemy_count, it is possible that something destroys the
985 * actual enemy, and the object is recycled.
986 */
987 if (op->enemy->map == NULL)
988 { 820 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL; 821 op->enemy = NULL;
991 return; 822 op->clr_flag (FLAG_SCARED);
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 {
996 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 823 return;
999 } 824 }
1000 825
1001 get_rangevector (op, op->enemy, &rv, 0); 826 get_rangevector (op, op->enemy, &rv, 0);
1002 827
1003 dir = absdir (4 + rv.direction); 828 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 829 for (diff = 0; diff < 3; diff++)
1005 { 830 {
1006 int m = 1 - (RANDOM () & 2); 831 int m = 1 - rndm (2) * 2;
1007 832
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 833 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1009 return; 834 return;
1010 } 835 }
1011 836
1012 /* Cornered, get rid of scared */ 837 /* Cornered, get rid of scared */
1013 CLEAR_FLAG (op, FLAG_SCARED); 838 op->clr_flag (FLAG_SCARED);
1014 op->enemy = NULL; 839 op->enemy = NULL;
1015} 840}
1016 841
1017/* check_pick sees if there is stuff to be picked up/picks up stuff. 842/* check_pick sees if there is stuff to be picked up/picks up stuff.
1018 * It returns 1 if the player should keep on moving, 0 if he should 843 * It returns 1 if the player should keep on moving, 0 if he should
1022check_pick (object *op) 847check_pick (object *op)
1023{ 848{
1024 object *tmp, *next; 849 object *tmp, *next;
1025 int stop = 0; 850 int stop = 0;
1026 int wvratio; 851 int wvratio;
1027 char putstring[128];
1028 852
1029 /* if you're flying, you cna't pick up anything */ 853 /* if you're flying, you can't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 854 if (op->move_type & MOVE_FLYING)
1031 return 1; 855 return 1;
1032 856
1033 next = op->below; 857 next = op->below;
858
859 int cnt = MAX_ITEM_PER_ACTION;
860#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1034 861
1035 /* loop while there are items on the floor that are not marked as 862 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 863 * destroyed */
1037 while (next && !next->destroyed ()) 864 while (next && !next->destroyed ())
1038 { 865 {
1039 tmp = next; 866 tmp = next;
1040 next = tmp->below; 867 next = tmp->below;
1041 868
869 if (cnt <= 0)
870 {
871 op->failmsg ("Couldn't pickup all items at once.");
872 return 0;
873 }
874
1042 if (op->destroyed ()) 875 if (op->destroyed ())
1043 return 0; 876 return 0;
1044 877
1045 if (!can_pick (op, tmp)) 878 if (!can_pick (op, tmp))
1046 continue; 879 continue;
1047 880
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 881 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 882 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 883 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 884 CHK_PICK_PICKUP;
885
1052 continue; 886 continue;
1053 } 887 }
1054 888
1055 /* high not bit set? We're using the old autopickup model */ 889 /* pickup handling */
890 if (op->contr->mode & PU_DEBUG)
891 {
892 /* some debugging code to figure out item information */
893 const char *str = tmp->name
894 ? format ("item name: %s item type: %d weight/value: %d",
895 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
896 : format ("item name: %s item type: %d weight/value: %d",
897 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
898
899 new_draw_info (NDI_UNIQUE, 0, op, str);
900 }
901
902 if (op->contr->mode & PU_INHIBIT)
903 return 1;
904
905 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
906 return 1;
907
908 /* philosophy:
909 * It's easy to grab an item type from a pile, as long as it's
910 * generic. This takes no game-time. For more detailed pickups
911 * and selections, select-items should be used. This is a
912 * grab-as-you-run type mode that's really useful for arrows for
913 * example.
914 * The drawback: right now it has no frontend, so you need to
915 * stick the bits you want into a calculator in hex mode and then
916 * convert to decimal and then 'pickup <#>
917 */
918
919 /* the first two modes are exclusive: if NOTHING we return, if
920 * STOP then we stop. All the rest are applied sequentially,
921 * meaning if any test passes, the item gets picked up. */
922
923 /* if mode is set to pick nothing up, return */
924 if (op->contr->mode == PU_NOTHING)
925 return 1;
926
927 /* if mode is set to stop when encountering objects, return */
928 /* take STOP before INHIBIT since it doesn't actually pick
929 * anything up */
930 if (op->contr->mode & PU_STOP)
931 return 0;
932
933 /* useful for going into stores and not losing your settings... */
934 /* and for battles wher you don't want to get loaded down while
935 * fighting */
936 if (op->contr->mode & PU_INHIBIT)
937 return 1;
938
939 /* prevent us from turning into auto-thieves :) */
940 if (tmp->flag [FLAG_UNPAID])
941 continue;
942
943 /* ignore known cursed objects */
944 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
945 continue;
946
947 /* all food and drink if desired */
948 /* question: don't pick up known-poisonous stuff? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 949 if (op->contr->mode & PU_FOOD)
950 if (tmp->type == FOOD)
1057 { 951 {
1058 switch (op->contr->mode) 952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_DRINK)
957 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_POTION)
964 if (tmp->type == POTION)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* spellbooks, skillscrolls and normal books/scrolls */
971 if (op->contr->mode & PU_SPELLBOOK)
972 if (tmp->type == SPELLBOOK)
973 {
974 CHK_PICK_PICKUP;
975 continue;
976 }
977
978 if (op->contr->mode & PU_SKILLSCROLL)
979 if (tmp->type == SKILLSCROLL)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_READABLES)
986 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 /* wands/staves/rods/horns */
993 if (op->contr->mode & PU_MAGIC_DEVICE)
994 if (tmp->type == WAND
995 || tmp->type == ROD
996 || tmp->type == HORN
997 || tmp->type == POWER_CRYSTAL)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* pick up all magical items */
1004 if (op->contr->mode & PU_MAGICAL)
1005 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1006 && !tmp->flag [FLAG_KNOWN_CURSED])
1007 {
1008 CHK_PICK_PICKUP;
1009 continue;
1010 }
1011
1012 if (op->contr->mode & PU_VALUABLES)
1013 {
1014 if (tmp->type == MONEY || tmp->type == GEM)
1059 { 1015 {
1060 case 0: 1016 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 1017 continue;
1062 case 1:
1063 pick_up (op, tmp);
1064 return 1;
1065 case 2:
1066 pick_up (op, tmp);
1067 return 0;
1068 case 3:
1069 return 0; /* stop before pickup */
1070 case 4:
1071 pick_up (op, tmp);
1072 break;
1073 case 5:
1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 pick_up (op, tmp);
1080 break;
1081
1082 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp);
1085 break;
1086
1087 default:
1088 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp);
1092 } 1018 }
1093 } 1019 }
1094 else 1020
1095 { /* old model */ 1021 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1022 if (op->contr->mode & PU_JEWELS)
1023 if (tmp->type == RING
1024 || tmp->type == AMULET
1025 || tmp->type == GIRDLE
1026 || tmp->type == SKILL_TOOL)
1098 { 1027 {
1099 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 }
1109
1110 /* philosophy:
1111 * It's easy to grab an item type from a pile, as long as it's
1112 * generic. This takes no game-time. For more detailed pickups
1113 * and selections, select-items should be used. This is a
1114 * grab-as-you-run type mode that's really useful for arrows for
1115 * example.
1116 * The drawback: right now it has no frontend, so you need to
1117 * stick the bits you want into a calculator in hex mode and then
1118 * convert to decimal and then 'pickup <#>
1119 */
1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue; 1029 continue;
1030 }
1146 1031
1147 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1149 continue; 1037 continue;
1038 }
1150 1039
1151 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1152 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1153 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1154 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES || tmp->type == BRACERS)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1155 { 1111 {
1156 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1157 continue; 1113 continue;
1158 } 1114 }
1115 }
1159 1116
1117 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1120 {
1163 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1164 continue; 1122 continue;
1165 } 1123 }
1166 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1167 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1168 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1169 { 1132 */
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 { 1135 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1215 { 1139 {
1216 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1141 }
1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324 }
1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1346#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL)
1349 {
1350 fprintf (stderr, "%s", tmp->name);
1351 }
1352 else 1142 else
1353 fprintf (stderr, "%s", tmp->arch->archname); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1356#endif 1146#endif
1147 CHK_PICK_PICKUP;
1357 continue; 1148 continue;
1358 }
1359 } 1149 }
1360 } /* the new pickup model */ 1150 } /* the new pickup model */
1361 } 1151 }
1362 1152
1363 return !stop; 1153 return !stop;
1364} 1154}
1365 1155
1156/* routine for both players and monsters. We call this when
1157 * there is a possibility for our action distrubing our hiding
1158 * place or invisiblity spell. Artefact invisiblity causes
1159 * "noise" instead. If we arent invisible to begin with, we
1160 * return 0.
1161 */
1162static int
1163action_makes_visible (object *op)
1164{
1165 if (op->invisible && op->flag [FLAG_ALIVE])
1166 {
1167 if (op->flag [FLAG_MAKE_INVIS])
1168 {
1169 // artefact invisibility is permanent, but we still make noise
1170 // this is important for game-balance.
1171 if (op->contr)
1172 op->make_noise ();
1173
1174 return 0;
1175 }
1176
1177 if (op->contr && op->contr->tmp_invis == 0)
1178 return 0;
1179
1180 /* If monsters, they should become visible */
1181 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1182 {
1183 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1184 return 1;
1185 }
1186 }
1187
1188 return 0;
1189}
1190
1366/* 1191/*
1367 * Find an arrow in the inventory and after that 1192 * Find an arrow in the inventory and after that
1368 * in the right type container (quiver). Pointer to the 1193 * in the right type container (quiver). Pointer to the
1369 * found object is returned. 1194 * found object is returned.
1370 */ 1195 */
1371object * 1196static object *
1372find_arrow (object *op, const char *type) 1197find_arrow (object *op, const char *type)
1373{ 1198{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1199 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type) 1200 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1201 return splay (tmp);
1202
1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1204 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1205 if (object *arrow = find_arrow (tmp, type))
1206 {
1207 splay (tmp);
1380 return op; 1208 return arrow;
1209 }
1381 1210
1382 return tmp; 1211 return 0;
1383} 1212}
1384 1213
1385/* 1214/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1215 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test 1216 * against the target. A full test is not performed, simply a basic test
1388 * of resistances. The archer is making a quick guess at what he sees down 1217 * of resistances. The archer is making a quick guess at what he sees down
1389 * the hall. Failing that it does it's best to pick the highest plus arrow. 1218 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */ 1219 */
1391object * 1220static object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1221find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1222{
1394 object *tmp = NULL, *arrow, *ntmp; 1223 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1224 int attacknum, attacktype, betterby = 0, i;
1396 1225
1397 if (!type) 1226 if (!type)
1398 return NULL; 1227 return NULL;
1399 1228
1400 for (arrow = op->inv; arrow; arrow = arrow->below) 1229 for (arrow = op->inv; arrow; arrow = arrow->below)
1401 { 1230 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1231 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1403 { 1232 {
1404 i = 0; 1233 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1234 ntmp = find_better_arrow (arrow, target, type, &i);
1235
1406 if (i > betterby) 1236 if (i > betterby)
1407 { 1237 {
1408 tmp = ntmp; 1238 tmp = ntmp;
1409 betterby = i; 1239 betterby = i;
1410 } 1240 }
1411 } 1241 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1242 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1243 {
1414 /* allways prefer assasination/slaying */ 1244 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1245 if (target->race && arrow->slaying.contains (target->race))
1416 { 1246 {
1417 if (arrow->attacktype & AT_DEATH) 1247 if (arrow->attacktype & AT_DEATH)
1418 { 1248 {
1419 *better = 100; 1249 *better = 100;
1420 return arrow; 1250 return arrow;
1435 { 1265 {
1436 tmp = arrow; 1266 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1267 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1268 }
1439 } 1269 }
1270
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1271 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1272 {
1442 tmp = arrow; 1273 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1274 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1275 }
1276
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1277 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1278 {
1447 tmp = arrow; 1279 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1280 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1281 }
1450 } 1282 }
1451 } 1283 }
1452 } 1284 }
1285
1453 if (tmp == NULL && arrow == NULL) 1286 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1287 return find_arrow (op, type);
1455 1288
1456 *better = betterby; 1289 *better = betterby;
1457 return tmp; 1290 return tmp;
1461 * find_better_arrow to find a decent arrow to use. 1294 * find_better_arrow to find a decent arrow to use.
1462 * op = the shooter 1295 * op = the shooter
1463 * type = bow->race 1296 * type = bow->race
1464 * dir = fire direction 1297 * dir = fire direction
1465 */ 1298 */
1466object * 1299static object *
1467pick_arrow_target (object *op, const char *type, int dir) 1300pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1301{
1469 object *tmp = NULL; 1302 object *tmp = NULL;
1470 maptile *m; 1303 maptile *m;
1471 int i, mflags, found, number; 1304 int i, mflags, found, number;
1472 sint16 x, y; 1305 sint16 x, y;
1484 y = op->y; 1317 y = op->y;
1485 1318
1486 /* find the first target */ 1319 /* find the first target */
1487 for (i = 0, found = 0; i < 20; i++) 1320 for (i = 0, found = 0; i < 20; i++)
1488 { 1321 {
1489 x += freearr_x[dir]; 1322 x += DIRX (dir);
1490 y += freearr_y[dir]; 1323 y += DIRY (dir);
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1324 mflags = get_map_flags (m, &m, x, y, &x, &y);
1325
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1326 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1327 {
1494 tmp = NULL; 1328 tmp = 0;
1495 break; 1329 break;
1496 } 1330 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1331 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1332 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1333 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1334 * perhaps a bad assumption.
1501 */ 1335 */
1502 tmp = NULL; 1336 tmp = 0;
1503 break; 1337 break;
1504 } 1338 }
1339
1505 if (mflags & P_IS_ALIVE) 1340 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1341 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1342 if (tmp->flag [FLAG_ALIVE])
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1343 break;
1515 }
1516 } 1344 }
1517 if (tmp == NULL) 1345
1346 if (!tmp)
1518 return find_arrow (op, type); 1347 return find_arrow (op, type);
1519 1348
1520 if (tmp->head) 1349 if (tmp->head)
1521 tmp = tmp->head; 1350 tmp = tmp->head;
1522 1351
1523 return find_better_arrow (op, tmp, type, &i); 1352 return find_better_arrow (op, tmp, type, &i);
1524} 1353}
1525 1354
1526/* 1355/*
1527 * Creature fires a bow - op can be monster or player. Returns 1356 * Creature fires a bow - op can be monster or player. Returns
1528 * 1 if bow was actually fired, 0 otherwise. 1357 * 1 if bow was actually fired, 0 otherwise.
1529 * op is the object firing the bow. 1358 * op is the object firing the bow.
1530 * part is for multipart creatures - the part firing the bow. 1359 * part is for multipart creatures - the part firing the bow.
1531 * dir is the direction of fire. 1360 * dir is the direction of fire.
1532 * wc_mod is any special modifier to give (used in special player fire modes) 1361 * wc_mod is any special modifier to give (used in special player fire modes)
1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1391 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1563 return 0; 1392 return 0;
1564 } 1393 }
1565 1394
1566 // optimisation: move object to top so we will find it quickly again 1395 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below) 1396 splay (bow);
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1573 } 1397 }
1574 1398
1575 if (!bow->race || !bow->skill) 1399 if (!bow->race || !bow->skill)
1576 { 1400 {
1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1401 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1584 { 1408 {
1585 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1410 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1411 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1588 else 1412 else
1589 CLEAR_FLAG (op, FLAG_READY_BOW); 1413 op->clr_flag (FLAG_READY_BOW);
1590 1414
1591 return 0; 1415 return 0;
1592 } 1416 }
1593 } 1417 }
1594 1418
1603 } 1427 }
1604 1428
1605 /* this should not happen, but sometimes does */ 1429 /* this should not happen, but sometimes does */
1606 if (arrow->nrof == 0) 1430 if (arrow->nrof == 0)
1607 { 1431 {
1432 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1608 arrow->destroy (); 1433 arrow->destroy ();
1609 return 0; 1434 return 0;
1610 } 1435 }
1611 1436
1612 left = arrow; /* these are arrows left to the player */ 1437 left = arrow; /* these are arrows left to the player */
1613 arrow = get_split_ob (arrow, 1); 1438 arrow = arrow->split ();
1614 if (!arrow) 1439 if (!arrow)
1615 { 1440 {
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1441 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617 return 0; 1442 return 0;
1618 } 1443 }
1622 arrow->direction = dir; 1447 arrow->direction = dir;
1623 1448
1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1449 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam; 1450 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype; 1451 arrow->stats.grace = arrow->attacktype;
1627 1452 arrow->custom_name = arrow->slaying;
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630 1453
1631#if 0 1454#if 0
1632 if (player *pl = op->contr) 1455 if (player *pl = op->contr)
1633 { 1456 {
1634 float speed = pl->weapon_sp; 1457 float speed = pl->weapon_sp;
1644#endif 1467#endif
1645 1468
1646 SET_ANIMATION (arrow, arrow->direction); 1469 SET_ANIMATION (arrow, arrow->direction);
1647 1470
1648 /* update the speed */ 1471 /* update the speed */
1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650 + bow->stats.dam / 7.f;
1651 1472
1652 arrow->set_speed (max (arrow->speed, 2.f));
1653 arrow->speed_left = 0; 1473 arrow->speed_left = 0;
1474 arrow->set_speed (max (2.f,
1475 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1476 + bow->stats.dam / 7.f
1477 ));
1654 1478
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1479 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656 1480
1657 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1658 { 1482 {
1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1503 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680 1504
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1505 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 arrow->move_type = MOVE_FLY_LOW; 1506 arrow->move_type = MOVE_FLY_LOW;
1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1507 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1508 arrow->set_flag (FLAG_NO_PICK);
1684 1509
1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1510 op->play_sound (sound_find ("fire_arrow"));
1686 m->insert (arrow, sx, sy, op); 1511 m->insert (arrow, sx, sy, op);
1687 1512
1688 if (!arrow->destroyed ()) 1513 if (!arrow->destroyed ())
1689 move_arrow (arrow); 1514 move_arrow (arrow);
1690
1691 if (op->type == PLAYER)
1692 {
1693 if (left->destroyed ())
1694 esrv_del_item (op->contr, left->count);
1695 else
1696 esrv_send_item (op, left);
1697 }
1698 1515
1699 return 1; 1516 return 1;
1700} 1517}
1701 1518
1702/* Special fire code for players - this takes into 1519/* Special fire code for players - this takes into
1704 * but monsters can't. Putting that code here 1521 * but monsters can't. Putting that code here
1705 * makes the fire_bow code much cleaner. 1522 * makes the fire_bow code much cleaner.
1706 * this function should only be called if 'op' is a player, 1523 * this function should only be called if 'op' is a player,
1707 * hence the function name. 1524 * hence the function name.
1708 */ 1525 */
1709int 1526static int
1710player_fire_bow (object *op, int dir) 1527player_fire_bow (object *op, int dir)
1711{ 1528{
1712 int ret = 0, wcmod = 0; 1529 int ret;
1713 1530
1714 if (op->contr->bowtype == bow_bestarrow) 1531 if (op->contr->bowtype == bow_bestarrow)
1715 { 1532 {
1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1533 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1717 } 1534 }
1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1535 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1719 { 1536 {
1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1537 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1721 wcmod = -1;
1722
1723 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1538 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1724 } 1539 }
1725 else if (op->contr->bowtype == bow_threewide) 1540 else if (op->contr->bowtype == bow_threewide)
1726 { 1541 {
1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1542 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1543 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
1729 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1730 } 1545 }
1731 else if (op->contr->bowtype == bow_spreadshot) 1546 else if (op->contr->bowtype == bow_spreadshot)
1732 { 1547 {
1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1548 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1549 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1550 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1736 } 1551 }
1737 else 1552 else
1738 { 1553 {
1744} 1559}
1745 1560
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1561/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1562 * Broken apart from 'fire' to keep it more readable.
1748 */ 1563 */
1749void 1564static void
1750fire_misc_object (object *op, int dir) 1565fire_misc_object (object *op, int dir)
1751{ 1566{
1752 object *item = op->contr->ranged_ob; 1567 object *item = op->contr->ranged_ob;
1753 1568
1754 if (!item) 1569 if (!item)
1761 { 1576 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1577 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1578 return;
1764 } 1579 }
1765 1580
1766 if (!op->change_weapon (item)) 1581 if (!op->apply (item))
1767 return; 1582 return;
1768 1583
1769 if (item->type == WAND) 1584 if (item->type == WAND)
1770 { 1585 {
1771 if (item->stats.food <= 0) 1586 if (item->stats.food <= 0)
1772 { 1587 {
1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1588 op->contr->play_sound (sound_find ("wand_poof"));
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775 1590
1776 return; 1591 return;
1777 } 1592 }
1778 } 1593 }
1779 else if (item->type == ROD || item->type == HORN) 1594 else if (item->type == ROD || item->type == HORN)
1780 { 1595 {
1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1596 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1597
1598 // using the maximum of the rods charge allows at least one spell cast
1599 // for a rod or horn, this fixes some broken rods.
1600 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1782 { 1601 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1602 op->contr->play_sound (sound_find ("wand_poof"));
1784 1603
1785 if (item->type == ROD) 1604 if (item->type == ROD)
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1605 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1606 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1607 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791 } 1610 }
1792 } 1611 }
1793 1612
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1613 if (cast_spell (op, item, dir, item->inv, NULL))
1795 { 1614 {
1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1615 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1616
1797 if (item->type == WAND) 1617 if (item->type == WAND)
1798 { 1618 {
1799 if (!(--item->stats.food)) 1619 if (!(--item->stats.food))
1800 { 1620 {
1801 object *tmp;
1802
1803 if (item->arch) 1621 if (item->arch)
1804 { 1622 {
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1623 item->clr_flag (FLAG_ANIMATE);
1806 item->face = item->arch->face; 1624 item->face = item->arch->face;
1807 item->set_speed (0); 1625 item->set_speed (0);
1808 } 1626 }
1809 1627
1810 if ((tmp = item->in_player ())) 1628 if (object *pl = item->visible_to ())
1811 esrv_update_item (UPD_ANIM, tmp, item); 1629 esrv_update_item (UPD_ANIM, pl, item);
1812 } 1630 }
1813 } 1631 }
1814 else if (item->type == ROD || item->type == HORN) 1632 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item); 1633 drain_rod_charge (item);
1816 } 1634 }
1817} 1635}
1818 1636
1819/* Received a fire command for the player - go and do it. 1637/* Received a fire command for the player - go and do it.
1820 */ 1638 */
1821bool 1639bool
1822fire (object *op, int dir) 1640fire (object *who, int dir)
1823{ 1641{
1824 int spellcost = 0; 1642 int spellcost = 0;
1825 1643
1826 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op))
1828 make_visible (op);
1829
1830 player *pl = op->contr; 1644 player *pl = who->contr;
1831 1645
1832 if (pl->golem) 1646 if (pl->golem)
1833 { 1647 {
1834 control_golem (op->contr->golem, dir); 1648 control_golem (who->contr->golem, dir);
1835 return false; 1649 return false;
1836 } 1650 }
1837 1651
1838 object *ob = pl->ranged_ob; 1652 object *ob = pl->ranged_ob;
1839 1653
1840 if (!ob) 1654 if (!ob)
1841 return false; 1655 return false;
1842 1656
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f) 1657 if (who->speed_left > 0.f)
1847 --op->speed_left; 1658 --who->speed_left;
1848 else 1659 else
1849 return false; 1660 return false;
1850 1661
1662 if (!who->apply (ob))
1663 return false;
1664
1665 /* check for loss of invisiblity/hide */
1666 if (action_makes_visible (who))
1667 make_visible (who);
1668
1851 switch (ob->type) 1669 switch (ob->type)
1852 { 1670 {
1853 case BOW: 1671 case BOW:
1854 player_fire_bow (op, dir); 1672 player_fire_bow (who, dir);
1855 break; 1673 break;
1856 1674
1857 case SPELL: 1675 case SPELL:
1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1676 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 break; 1677 break;
1860 1678
1861 case BUILDER: 1679 case BUILDER:
1862 apply_map_builder (op, dir); 1680 apply_map_builder (who, dir);
1863 break; 1681 break;
1864 1682
1865 case SKILL: 1683 case SKILL:
1866 do_skill (op, op, ob, dir, 0); 1684 do_skill (who, who, ob, dir, 0);
1867 break; 1685 break;
1868 1686
1687 case RANGED:
1688 do_skill (who, ob, who->chosen_skill, dir, 0);
1689 break;
1690
1869 default: 1691 default:
1870 fire_misc_object (op, dir); 1692 fire_misc_object (who, dir);
1871 break; 1693 break;
1872 } 1694 }
1873 1695
1874 return true; 1696 return true;
1875} 1697}
1876 1698
1877/* find_key 1699static object *
1878 * We try to find a key for the door as passed. If we find a key
1879 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic
1881 * for both is the same - just the specific key is different.
1882 * pl is the player,
1883 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers.
1886 */
1887object *
1888find_key (object *pl, object *container, object *door) 1700find_key_ (object *pl, object *container, object *door)
1889{ 1701{
1890 object *tmp, *key; 1702 object *tmp, *key;
1891 1703
1892 /* Should not happen, but sanity checking is never bad */ 1704 /* Should not happen, but sanity checking is never bad */
1893 if (!container->inv) 1705 if (!container->inv)
1896 /* First, lets try to find a key in the top level inventory */ 1708 /* First, lets try to find a key in the top level inventory */
1897 for (tmp = container->inv; tmp; tmp = tmp->below) 1709 for (tmp = container->inv; tmp; tmp = tmp->below)
1898 { 1710 {
1899 if (door->type == DOOR && tmp->type == KEY) 1711 if (door->type == DOOR && tmp->type == KEY)
1900 break; 1712 break;
1713
1901 /* For sanity, we should really check door type, but other stuff 1714 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1715 * (like containers) can be locked with special keys
1903 */ 1716 */
1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 break; 1718 break;
1906 } 1719 }
1911 * a key, return 1724 * a key, return
1912 */ 1725 */
1913 if (!tmp) 1726 if (!tmp)
1914 { 1727 {
1915 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 {
1917 /* No reason to search empty containers */ 1729 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1730 if (tmp->type == CONTAINER && tmp->inv)
1919 {
1920 if ((key = find_key (pl, tmp, door))) 1731 if ((key = find_key_ (pl, tmp, door)))
1921 return key; 1732 return key;
1922 }
1923 }
1924 1733
1925 if (!tmp) 1734 if (!tmp)
1926 return NULL; 1735 return 0;
1927 } 1736 }
1928 1737
1929 /* We get down here if we have found a key. Now if its in a container, 1738 /* We get down here if we have found a key. Now if its in a container,
1930 * see if we actually want to use it 1739 * see if we actually want to use it
1931 */ 1740 */
1932 if (pl != container) 1741 if (pl != container)
1933 { 1742 {
1934 /* Only let players use keys in containers */ 1743 /* Only let players use keys in containers */
1935 if (!pl->contr) 1744 if (!pl->contr)
1936 return NULL; 1745 return 0;
1746
1937 /* cases where this fails: 1747 /* cases where this fails:
1938 * If we only search the player inventory, return now since we 1748 * If we only search the player inventory, return now since we
1939 * are not in the players inventory. 1749 * are not in the players inventory.
1940 * If the container is not active, return now since only active 1750 * If the container is not active, return now since only active
1941 * containers can be used. 1751 * containers can be used.
1945 * inv must have been an container and must have been active. 1755 * inv must have been an container and must have been active.
1946 * 1756 *
1947 * Change the color so that the message doesn't disappear with 1757 * Change the color so that the message doesn't disappear with
1948 * all the others. 1758 * all the others.
1949 */ 1759 */
1950 if (pl->contr->usekeys == key_inventory || 1760 if (pl->contr->usekeys == key_inventory
1951 !QUERY_FLAG (container, FLAG_APPLIED) || 1761 || !container->flag [FLAG_APPLIED]
1952 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1953 { 1763 {
1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1764 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1956 return NULL; 1766 return NULL;
1957 } 1767 }
1958 } 1768 }
1959 1769
1960 return tmp; 1770 return tmp;
1771}
1772
1773/* find_key
1774 * We try to find a key for the door as passed. If we find a key
1775 * and successfully use it, we return the key, otherwise NULL
1776 * This function merges both normal and locked door, since the logic
1777 * for both is the same - just the specific key is different.
1778 * pl is the player,
1779 * inv is the objects inventory to searched
1780 * door is the door we are trying to match against.
1781 * This function can be called recursively to search containers.
1782 */
1783object *
1784find_key (object *pl, object *container, object *door)
1785{
1786 if (door->slaying && is_match_expr (door->slaying))
1787 {
1788 // for match expressions, we try to find the key by applying the match
1789 // to the op itself, which is supposed to find the "key", instead
1790 // of searching through containers ourselves.
1791
1792 return match_one (door->slaying, container, door, pl, pl);
1793 }
1794 else
1795 return find_key_ (pl, container, door);
1961} 1796}
1962 1797
1963/* moved door processing out of move_player_attack. 1798/* moved door processing out of move_player_attack.
1964 * returns 1 if player has opened the door with a key 1799 * returns 1 if player has opened the door with a key
1965 * such that the caller should not do anything more, 1800 * such that the caller should not do anything more,
1977 /* If we found a key, do some extra work */ 1812 /* If we found a key, do some extra work */
1978 if (key) 1813 if (key)
1979 { 1814 {
1980 object *container = key->env; 1815 object *container = key->env;
1981 1816
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1984 if (action_makes_visible (op)) 1817 if (action_makes_visible (op))
1985 make_visible (op); 1818 make_visible (op);
1986 1819
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1820 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1821 spring_trap (door->inv, op);
1989 1822
1990 if (door->type == DOOR) 1823 if (door->type == DOOR)
1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1824 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 else if (door->type == LOCKED_DOOR) 1825 else if (door->type == LOCKED_DOOR)
1993 { 1826 {
1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1827 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1995 remove_door2 (door); /* remove door without violence ;-) */ 1828 remove_door2 (door); /* remove door without violence ;-) */
1996 } 1829 }
1997 1830
1998 /* Do this after we print the message */ 1831 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1832 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */
2001 if (container != op)
2002 esrv_update_item (UPD_WEIGHT, op, container);
2003 1833
2004 return 1; /* Nothing more to do below */ 1834 return 1; /* Nothing more to do below */
2005 } 1835 }
2006 else if (door->type == LOCKED_DOOR) 1836 else if (door->type == LOCKED_DOOR)
2007 { 1837 {
2008 /* Might as well return now - no other way to open this */ 1838 /* Might as well return now - no other way to open this */
2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1839 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2010 return 1; 1840 return 1;
2011 } 1841 }
2012 1842
2013 return 0; 1843 return 0;
2014} 1844}
2020 * going to try and move (not fire weapons). 1850 * going to try and move (not fire weapons).
2021 */ 1851 */
2022bool 1852bool
2023move_player_attack (object *op, int dir) 1853move_player_attack (object *op, int dir)
2024{ 1854{
2025 int on_battleground; 1855 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1856 {
1857 --op->speed_left;
1858 return true;
1859 }
2026 1860
2027 sint16 nx = freearr_x[dir] + op->x; 1861 sint16 nx = DIRX (dir) + op->x;
2028 sint16 ny = freearr_y[dir] + op->y; 1862 sint16 ny = DIRY (dir) + op->y;
2029
2030 on_battleground = op_on_battleground (op, 0, 0);
2031 1863
2032 if (out_of_map (op->map, nx, ny)) 1864 if (out_of_map (op->map, nx, ny))
2033 return false; 1865 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2040 1866
2041 /* If braced, or can't move to the square, and it is not out of the 1867 /* If braced, or can't move to the square, and it is not out of the
2042 * map, attack it. Note order of if statement is important - don't 1868 * map, attack it. Note order of if statement is important - don't
2043 * want to be calling move_ob if braced, because move_ob will move the 1869 * want to be calling move_ob if braced, because move_ob will move the
2044 * player. This is a pretty nasty hack, because if we could 1870 * player. This is a pretty nasty hack, because if we could
2062 || mon->flag [FLAG_CAN_ROLL]) 1888 || mon->flag [FLAG_CAN_ROLL])
2063 && mon != op) 1889 && mon != op)
2064 break; 1890 break;
2065 } 1891 }
2066 1892
2067 if (!mon) /* This happens anytime the player tries to move */ 1893 /* no monster == player tries to move into a wall or so */
2068 return false; /* into a wall */ 1894 if (!mon)
1895 {
1896 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1897 if (op->move_type & ob->move_block)
1898 {
1899 if (ob->move_block == MOVE_ALL)
1900 move_into_wall (op, ob);
1901 else
1902 {
1903 if (op->contr->ns->bumpmsg)
1904 {
1905 op->play_sound (sound_find ("blocked_move"));
1906
1907 op->statusmsg (ob->invisible
1908 ? "Something blocks you."
1909 : format ("Something blocks you from entering the %s.", query_name (ob))
1910 );
1911 }
1912 }
1913
1914 break;
1915 }
1916
1917 return false;
1918 }
2069 1919
2070 mon = mon->head_ (); 1920 mon = mon->head_ ();
2071 1921
2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1922 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f) 1923 if (op->contr->weapon_sp_left > 0.f)
2091 */ 1941 */
2092 if (op->type == PLAYER 1942 if (op->type == PLAYER
2093 && ((mon->owner && mon->owner->contr 1943 && ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) 1944 && same_party (mon->owner->contr->party, op->contr->party))
2095 || mon->owner == op) 1945 || mon->owner == op)
2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1946 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2097 { 1947 {
2098 /* If we're braced, we don't want to switch places with it */ 1948 /* If we're braced, we don't want to switch places with it */
2099 if (op->contr->braced) 1949 if (op->contr->braced)
2100 return false; 1950 return false;
2101 1951
2102 if (op->speed_left > 0.f) 1952 if (op->speed_left > 0.f)
2103 { 1953 {
2104 --op->speed_left; 1954 --op->speed_left;
2105 1955
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1956 op->play_sound (sound_find ("push_player"));
2107 push_ob (mon, dir, op); 1957 push_ob (mon, dir, op);
2108 1958
2109 if (op->contr->tmp_invis || op->hide) 1959 if (action_makes_visible (op))
2110 make_visible (op); 1960 make_visible (op);
2111 1961
2112 return true; 1962 return true;
2113 } 1963 }
2114 else 1964 else
2115 return false; 1965 return false;
2116 } 1966 }
1967
1968 bool on_battleground = op_on_battleground (op, 0, 0);
2117 1969
2118 /* in certain circumstances, you shouldn't attack friendly 1970 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 1971 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 1972 * someone, but put it inside this loop so that you won't
2121 * attack them either. 1973 * attack them either.
2122 */ 1974 */
2123 if ((mon->type == PLAYER || mon->enemy != op) 1975 if ((mon->type == PLAYER || mon->enemy != op)
2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1976 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2125 && ((op->contr->peaceful 1977 && ((op->contr->peaceful
2126 || (mon->type == PLAYER && mon->contr->peaceful)) 1978 || (mon->type == PLAYER && mon->contr->peaceful))
2127 && !on_battleground)) 1979 && !on_battleground))
2128 { 1980 {
2129 if (op->speed_left > 0.f) 1981 if (op->speed_left > 0.f)
2130 { 1982 {
2131 --op->speed_left; 1983 --op->speed_left;
2132 1984
2133 if (!op->contr->braced) 1985 if (!op->contr->braced)
2134 { 1986 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1987 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 1988 push_ob (mon, dir, op);
2137 } 1989 }
2138 else 1990 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 1991 op->statusmsg ("You withhold your attack");
2140 1992
2141 if (op->contr->tmp_invis || op->hide) 1993 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2142 make_visible (op); 1994 make_visible (op);
2143 1995
2144 return true; 1996 return true;
2145 } 1997 }
2146 } 1998 }
2147 /* If the object is a boulder or other rollable object, then 1999 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced. 2000 * roll it if not braced. You can't roll it if you are braced.
2149 */ 2001 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2002 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2151 { 2003 {
2152 if (op->speed_left > 0.f) 2004 if (op->speed_left > 0.f)
2153 { 2005 {
2154 --op->speed_left; 2006 --op->speed_left;
2155 2007
2164 * Way it works is like this: First, it must have some hit points 2016 * Way it works is like this: First, it must have some hit points
2165 * and be living. Then, it must be one of the following: 2017 * and be living. Then, it must be one of the following:
2166 * 1) Not a player, 2) A player, but of a different party. Note 2018 * 1) Not a player, 2) A player, but of a different party. Note
2167 * that party_number -1 is no party, so attacks can still happen. 2019 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2020 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2021 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2022 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2171 { 2023 {
2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2024 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2173 { 2025 {
2174 --op->contr->weapon_sp_left; 2026 --op->contr->weapon_sp_left;
2186} 2038}
2187 2039
2188bool 2040bool
2189move_player (object *op, int dir) 2041move_player (object *op, int dir)
2190{ 2042{
2191 int pick;
2192
2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2043 if (!op->map || op->map->state != MAP_ACTIVE)
2194 return 0; 2044 return 0;
2195 2045
2196 /* Sanity check: make sure dir is valid */ 2046 /* Sanity check: make sure dir is valid */
2197 if ((dir < 0) || (dir >= 9)) 2047 if (dir < 0 || dir > 8)
2198 { 2048 {
2199 LOG (llevError, "move_player: invalid direction %d\n", dir); 2049 LOG (llevError, "move_player: invalid direction %d\n", dir);
2200 return 0; 2050 return 0;
2201 } 2051 }
2202 2052
2203 /* peterm: added following line */ 2053 /* peterm: added following line */
2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2054 if (op->flag [FLAG_CONFUSED] && dir)
2205 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2055 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2206 2056
2207 op->facing = dir; 2057 op->facing = dir;
2208 2058
2209 if (op->hide) 2059 if (op->flag [FLAG_HIDDEN])
2210 do_hidden_move (op); 2060 do_hidden_move (op);
2211 2061
2212 bool retval; 2062 bool retval;
2063 int pick = 0;
2213 2064
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2065 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 retval = RESULT_INT (0); 2066 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2067 else if (op->contr->fire_on)
2217 retval = fire (op, dir); 2068 retval = fire (op, dir);
2248 * players. 2099 * players.
2249 */ 2100 */
2250bool 2101bool
2251handle_newcs_player (object *op) 2102handle_newcs_player (object *op)
2252{ 2103{
2253 if (QUERY_FLAG (op, FLAG_SCARED)) 2104 if (op->flag [FLAG_SCARED])
2254 { 2105 {
2255 if (op->speed_left > 0.f) 2106 if (op->speed_left > 0.f)
2256 { 2107 {
2257 --op->speed_left; 2108 --op->speed_left;
2258 flee_player (op); 2109 flee_player (op);
2274 return move_player (op, op->direction); 2125 return move_player (op, op->direction);
2275 2126
2276 return false; 2127 return false;
2277} 2128}
2278 2129
2279int 2130static int
2280save_life (object *op) 2131save_life (object *op)
2281{ 2132{
2282 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2133 if (!op->flag [FLAG_LIFESAVE])
2283 return 0; 2134 return 0;
2284 2135
2285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2136 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2137 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2287 { 2138 {
2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2139 op->play_sound (sound_find ("ob_evaporate"));
2289 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2140 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290 2141
2291 if (op->contr)
2292 esrv_del_item (op->contr, tmp->count);
2293
2294 tmp->destroy (); 2142 tmp->destroy ();
2295 CLEAR_FLAG (op, FLAG_LIFESAVE); 2143 op->clr_flag (FLAG_LIFESAVE);
2296 2144
2297 if (op->stats.hp < 0) 2145 if (op->stats.hp < 0)
2298 op->stats.hp = op->stats.maxhp; 2146 op->stats.hp = op->stats.maxhp;
2299 2147
2300 if (op->stats.food < 0) 2148 if (op->stats.food < 0)
2301 op->stats.food = 999; 2149 op->stats.food = MAX_FOOD;
2302 2150
2303 op->update_stats (); 2151 op->update_stats ();
2304 return 1; 2152 return 1;
2305 } 2153 }
2306 2154
2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2155 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2308 CLEAR_FLAG (op, FLAG_LIFESAVE); 2156 op->clr_flag (FLAG_LIFESAVE);
2309 enter_player_savebed (op); /* bring him home. */ 2157 enter_player_savebed (op); /* bring him home. */
2310 return 0; 2158 return 0;
2311} 2159}
2312 2160
2313/* This goes throws the inventory and removes unpaid objects, and puts them 2161/* This goes throws the inventory and removes unpaid objects, and puts them
2314 * back in the map (location and map determined by values of env). This 2162 * back in the map (location and map determined by values of env). This
2315 * function will descend into containers. op is the object to start the search 2163 * function will descend into containers. op is the object to start the search
2316 * from. 2164 * from.
2317 */ 2165 */
2166static void
2167drop_unpaid_items (object *op, object *env)
2168{
2169 while (op)
2170 {
2171 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2172
2173 if (op->flag [FLAG_UNPAID])
2174 op->insert_at (env);
2175 else if (op->inv)
2176 drop_unpaid_items (op->inv, env);
2177
2178 op = next;
2179 }
2180}
2181
2318void 2182void
2319remove_unpaid_objects (object *op, object *env) 2183object::drop_unpaid_items ()
2320{ 2184{
2321 while (op) 2185 if (!flag [FLAG_REMOVED])
2322 { 2186 ::drop_unpaid_items (inv, this);
2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2324
2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2326 {
2327 if (env->type == PLAYER)
2328 esrv_del_item (env->contr, op->count);
2329
2330 op->insert_at (env);
2331 }
2332 else if (op->inv)
2333 remove_unpaid_objects (op->inv, env);
2334
2335 op = next;
2336 }
2337}
2338
2339/*
2340 * Returns pointer a static string containing gravestone text
2341 * Moved from apply.c to player.c - player.c is what
2342 * actually uses this function. player.c may not be quite the
2343 * best, a misc file for object actions is probably better,
2344 * but there isn't one in the server directory.
2345 */
2346char *
2347gravestone_text (object *op)
2348{
2349 static char buf2[MAX_BUF];
2350 char buf[MAX_BUF];
2351 time_t now = time (NULL);
2352
2353 strcpy (buf2, " R.I.P.\n\n");
2354 if (op->type == PLAYER)
2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2356 else
2357 sprintf (buf, "%s\n", &op->name);
2358
2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2360 strcat (buf2, buf);
2361 if (op->type == PLAYER)
2362 sprintf (buf, "who was in level %d when killed\n", op->level);
2363 else
2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365
2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367 strcat (buf2, buf);
2368 if (op->type == PLAYER)
2369 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 }
2374
2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378
2379 return buf2;
2380} 2187}
2381 2188
2382void 2189void
2383do_some_living (object *op) 2190do_some_living (object *op)
2384{ 2191{
2385 int last_food = op->stats.food; 2192 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2193 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace;
2388 int i;
2389 int rate_hp = 1200; 2194 int rate_hp = 1200;
2390 int rate_sp = 2500; 2195 int rate_sp = 2500;
2391 int rate_grace = 2000; 2196 int rate_grace = 2000;
2392 const int max_hp = 1; 2197 const int max_hp = 1;
2393 const int max_sp = 1; 2198 const int max_sp = 1;
2394 const int max_grace = 1; 2199 const int max_grace = 1;
2395 2200
2201#if 0
2396 if (op->contr->hidden) 2202 if (op->contr->hidden)
2397 { 2203 {
2398 op->invisible = 1000; 2204 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible 2205 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to 2206 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly. 2207 * alternate it here for it to work correctly.
2402 */ 2208 */
2403 if (pticks & 2) 2209 if (server_tick & 2)
2404 op->invisible--; 2210 op->invisible--;
2405 } 2211 }
2212 else
2213#endif
2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2214 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2407 { 2215 {
2408 if (!op->invisible--) 2216 if (!op->invisible--)
2409 { 2217 {
2410 make_visible (op); 2218 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2219 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2438 { 2246 {
2439 gen_grace = op->stats.maxgrace; 2247 gen_grace = op->stats.maxgrace;
2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2248 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2441 } 2249 }
2442 2250
2443 /* Regenerate Spell Points */ 2251 /* Regenerate Grace */
2444 if (!op->contr->golem && --op->last_sp < 0) 2252 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2253 if (--op->last_grace < 0)
2445 { 2254 {
2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2447 if (op->stats.sp < op->stats.maxsp) 2255 if (op->stats.grace < op->stats.maxgrace / 2)
2256 op->stats.grace++; /* no penalty in food for regaining grace */
2257
2258 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2259
2260 if (max_grace > 1)
2448 { 2261 {
2449 op->stats.sp++; 2262 int over_grace = temp / rate_grace;
2450 /* dms do not consume food */ 2263
2451 if (!QUERY_FLAG (op, FLAG_WIZ)) 2264 if (over_grace > 0)
2452 { 2265 {
2453 op->stats.food--; 2266 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2454 if (op->contr->digestion < 0) 2267 op->last_grace = 0;
2455 op->stats.food += op->contr->digestion;
2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2457 op->stats.food = last_food;
2458 } 2268 }
2269 else
2270 op->last_grace = rate_grace / temp;
2459 } 2271 }
2272 else
2273 op->last_grace = rate_grace / temp;
2460 2274
2461 if (max_sp > 1) 2275 /* wearing stuff doesn't detract from grace generation. */
2276 }
2277
2278 if (op->stats.food > 0)
2279 {
2280 /* Regenerate Spell Points */
2281 if (!op->contr->golem && --op->last_sp < 0)
2462 { 2282 {
2463 over_sp = (gen_sp + 10) / rate_sp; 2283 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2464 if (over_sp > 0) 2284
2285 if (op->stats.sp < op->stats.maxsp)
2465 { 2286 {
2466 if (op->stats.sp < op->stats.maxsp) 2287 op->stats.sp++;
2288
2289 /* dms do not consume food */
2290 if (!op->flag [FLAG_WIZ])
2467 { 2291 {
2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2471 op->stats.sp--; 2292 op->stats.food--;
2472 2293
2473 if (op->stats.sp > op->stats.maxsp) 2294 if (op->contr->digestion < 0)
2295 op->stats.food += op->contr->digestion;
2296 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 op->stats.sp = op->stats.maxsp; 2297 op->stats.food = last_food;
2475 } 2298 }
2299 }
2300
2301 if (max_sp > 1)
2302 {
2303 int over_sp = (gen_sp + 10) / rate_sp;
2304 if (over_sp > 0)
2305 {
2306 if (op->stats.sp < op->stats.maxsp)
2307 {
2308 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2309
2310 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2311 op->stats.sp--;
2312
2313 if (op->stats.sp > op->stats.maxsp)
2314 op->stats.sp = op->stats.maxsp;
2315 }
2316
2476 op->last_sp = 0; 2317 op->last_sp = 0;
2318 }
2319 else
2320 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2321 }
2478 else 2322 else
2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2323 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2480 } 2324 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 }
2484 2325
2485 /* Regenerate Grace */ 2326 /* Regenerate Hit Points */
2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2487 if (--op->last_grace < 0) 2327 if (--op->last_heal < 0)
2488 {
2489 if (op->stats.grace < op->stats.maxgrace / 2)
2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2492 if (max_grace > 1)
2493 { 2328 {
2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2329 if (op->stats.hp < op->stats.maxhp)
2495 if (over_grace > 0)
2496 { 2330 {
2497 op->stats.sp += over_grace 2331 op->stats.hp++;
2498 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2332
2333 /* dms do not consume food */
2334 if (!op->flag [FLAG_WIZ])
2335 {
2336 op->stats.food--;
2337
2338 if (op->contr->digestion < 0)
2339 op->stats.food += op->contr->digestion;
2340 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2341 op->stats.food = last_food;
2342 }
2343 }
2344
2345 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2346
2347 if (max_hp > 1)
2348 {
2349 int over_hp = temp / rate_hp;
2350
2351 if (over_hp > 0)
2352 {
2353 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2499 op->last_grace = 0; 2354 op->last_heal = 0;
2355 }
2356 else
2357 op->last_heal = rate_hp / temp;
2500 } 2358 }
2501 else 2359 else
2502 {
2503 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2504 }
2505 }
2506 else
2507 {
2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509 }
2510 /* wearing stuff doesn't detract from grace generation. */
2511 }
2512
2513 /* Regenerate Hit Points */
2514 if (--op->last_heal < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 {
2518 op->stats.hp++;
2519 /* dms do not consume food */
2520 if (!QUERY_FLAG (op, FLAG_WIZ))
2521 {
2522 op->stats.food--;
2523 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food;
2527 }
2528 }
2529
2530 if (max_hp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2536 op->last_heal = 0; 2360 op->last_heal = rate_hp / temp;
2537 }
2538 else
2539 {
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 }
2542 }
2543 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 } 2361 }
2547 } 2362 }
2548 2363
2549 /* Digestion */ 2364 /* Digestion */
2550 if (--op->last_eat < 0) 2365 if (--op->last_eat < 0)
2551 { 2366 {
2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2367 int bonus = max (0, op->contr->digestion),
2368 penalty = max (0, -op->contr->digestion);
2553 2369
2554 if (op->contr->gen_hp > 0)
2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2370 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2556 else
2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558 2371
2559 /* dms do not consume food */ 2372 /* dms do not consume food */
2560 if (!QUERY_FLAG (op, FLAG_WIZ)) 2373 if (!op->flag [FLAG_WIZ])
2561 op->stats.food--; 2374 op->stats.food--;
2562 } 2375 }
2563 2376
2564 if (op->stats.food < 0 && op->stats.hp >= 0) 2377 if (op->stats.food < 0 && op->stats.hp >= 0)
2565 { 2378 {
2566 object *tmp, *flesh = 0; 2379 object *flesh = 0;
2567 2380
2568 for (tmp = op->inv; tmp; tmp = tmp->below) 2381 for_inv_removable (op, tmp)
2569 { 2382 {
2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2383 if (tmp->flag [FLAG_UNPAID])
2384 continue;
2385
2386 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 { 2387 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2388 op->statusmsg ("You blindly grab for a bite of food. "
2573 { 2389 "H<To prevent you from starving, you ate some random item from your backpack.>");
2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2390 op->apply (tmp);
2575 manual_apply (op, tmp, 0); 2391
2576 if (op->stats.food >= 0 || op->stats.hp < 0) 2392 if (op->stats.food >= 0 || op->stats.hp < 0)
2577 break; 2393 break;
2578 } 2394 }
2579 else if (tmp->type == FLESH) 2395 else if (tmp->type == FLESH)
2580 flesh = tmp; 2396 flesh = tmp;
2581 } /* End if paid for object */ 2397 }
2582 } /* end of for loop */
2583 2398
2584 /* If player is still starving, it means they don't have any food, so 2399 /* If player is still starving, it means they don't have any food, so
2585 * eat flesh instead. 2400 * eat flesh instead.
2586 */ 2401 */
2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2402 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2588 { 2403 {
2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2404 op->statusmsg ("You blindly grab for a bite of food. "
2405 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 manual_apply (op, flesh, 0); 2406 op->apply (flesh);
2591 } 2407 }
2408
2409 // If player is still starving, alert him!
2410 if (op->stats.food < 0)
2411 op->failmsg ("You are starving! "
2412 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2413 }
2414
2415 if (op->stats.food < 0)
2592 } 2416 {
2417 op->stats.hp += op->stats.food;
2418 op->stats.food = 0;
2593 2419
2594 while (op->stats.food < 0 && op->stats.hp >= 0) 2420 if (op->stats.hp < 0)
2595 op->stats.food++, op->stats.hp--; 2421 {
2422 op->contr->killer = archetype::get ("killer_starvation");
2423 op->contr->killer->destroy ();
2424 }
2425 }
2596 2426
2427 /* killer should be set here already */
2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2428 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2598 kill_player (op); 2429 kill_player (op);
2599 } 2430 }
2600} 2431}
2601 2432
2602/* If the player should die (lack of hp, food, etc), we call this. 2433/* If the player should die (lack of hp, food, etc), we call this.
2605 * file. 2436 * file.
2606 */ 2437 */
2607void 2438void
2608kill_player (object *op) 2439kill_player (object *op)
2609{ 2440{
2610 char buf[MAX_BUF];
2611 int x, y; 2441 int x, y;
2612
2613 //int i;
2614 maptile *map; /* this is for resurrection */ 2442 maptile *map; /* this is for resurrection */
2615
2616 /* int z;
2617 int num_stats_lose;
2618 int lost_a_stat;
2619 int lose_this_stat;
2620 int this_stat; */
2621 int will_kill_again; 2443 int will_kill_again;
2622 archetype *at; 2444 archetype *at;
2623 object *tmp; 2445 object *tmp;
2624 2446
2625 if (save_life (op)) 2447 if (save_life (op))
2626 return; 2448 return;
2627 2449
2450 dynbuf_text deathtab;
2451
2452 /* restore player */
2453 at = archetype::find (shstr_poisoning);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your body feels cleansed...\r";
2458 }
2459
2460 at = archetype::find (shstr_confusion);
2461 if (object *tmp = present_arch_in_ob (at, op))
2462 {
2463 tmp->destroy ();
2464 deathtab << "Your mind feels clearer...\r";
2465 }
2466
2467 cure_disease (op, 0, 0); /* remove any disease */
2468
2469 max_it (op->stats.hp , op->stats.maxhp);
2470 max_it (op->stats.sp , op->stats.maxsp);
2471 max_it (op->stats.grace, op->stats.maxgrace);
2472 max_it (op->stats.food , 200);
2473
2474 // remove all spell effects that are active
2475 // to avoid long-term effects such as word-of-recall
2476 for (object *item = op->inv; item; )
2477 {
2478 object *next = item->below;
2479
2480 if (item->type == SPELL_EFFECT && item->active)
2481 item->destroy ();
2482
2483 item = next;
2484 }
2628 2485
2629 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2486 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2630 * in cities ONLY!!! It is very important that this doesn't get abused. 2487 * in cities ONLY!!! It is very important that this doesn't get abused.
2631 * Look at op_on_battleground() for more info --AndreasV 2488 * Look at op_on_battleground() for more info --AndreasV
2632 */ 2489 */
2633 if (op_on_battleground (op, &x, &y)) 2490 if (op_on_battleground (op, &x, &y))
2634 { 2491 {
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2492 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2636 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2637
2638 /* restore player */
2639 at = archetype::find ("poisoning");
2640 if (object *tmp = present_arch_in_ob (at, op))
2641 {
2642 tmp->destroy ();
2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2644 }
2645
2646 at = archetype::find ("confusion");
2647 if (object *tmp = present_arch_in_ob (at, op))
2648 {
2649 tmp->destroy ();
2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2651 }
2652
2653 cure_disease (op, 0); /* remove any disease */
2654 op->stats.hp = op->stats.maxhp;
2655 if (op->stats.food <= 0)
2656 op->stats.food = 999;
2657 2493
2658 /* create a bodypart-trophy to make the winner happy */ 2494 /* create a bodypart-trophy to make the winner happy */
2659 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2495 object *tmp = archetype::find (shstr_finger)->instance ();
2660 { 2496
2661 sprintf (buf, "%s's finger", &op->name); 2497 tmp->name = format ("%s's finger" , &op->name);
2662 tmp->name = buf; 2498 tmp->name_pl = format ("%s's fingers", &op->name);
2663 sprintf (buf, " This finger has been cut off %s\n" 2499 tmp->msg = format (
2664 " the %s, when he was defeated at\n level %d by %s.\n", 2500 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2501 &op->name, op->contr->title,
2666 tmp->msg = buf; 2502 (int)op->level,
2503 op->contr->killer_name ()
2504 );
2667 tmp->value = 0, tmp->type = 0; 2505 tmp->value = 0, tmp->type = 0;
2668 tmp->materialname = "organics"; 2506 tmp->material = name_to_material (shstr_organic);
2669 tmp->insert_at (op, tmp); 2507 tmp->insert_at (op, tmp);
2670 }
2671 2508
2672 /* teleport defeated player to new destination */ 2509 /* teleport defeated player to new destination */
2673 transfer_ob (op, x, y, 0, NULL); 2510 transfer_ob (op, x, y, 0, NULL);
2674 op->contr->braced = 0; 2511 op->contr->braced = 0;
2512
2513 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2675 return; 2514 return;
2676 } 2515 }
2677 2516
2517 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2518 deathtab << "T<YOU HAVE DIED>\n\n";
2519
2678 INVOKE_PLAYER (DEATH, op->contr); 2520 INVOKE_PLAYER (DEATH, op->contr);
2679 2521
2680 command_kill_pets (op, 0); 2522 command_kill_pets (op, 0);
2681 2523
2682 if (op->stats.food < 0) 2524 op->contr->play_sound (sound_find ("player_dies"));
2683 {
2684 sprintf (buf, "%s starved to death.", &op->name);
2685 strcpy (op->contr->killer, "starvation");
2686 }
2687 else
2688 sprintf (buf, "%s died.", &op->name);
2689
2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2691 2525
2692 /* save the map location for corpse, gravestone */ 2526 /* save the map location for corpse, gravestone */
2693 x = op->x; 2527 x = op->x;
2694 y = op->y; 2528 y = op->y;
2695 map = op->map; 2529 map = op->map;
2723 2557
2724 lost_a_stat = 0; 2558 lost_a_stat = 0;
2725 2559
2726 for (z = 0; z < num_stats_lose; z++) 2560 for (z = 0; z < num_stats_lose; z++)
2727 { 2561 {
2728 i = RANDOM () % NUM_STATS; 2562 i = rndm (NUM_STATS);
2729 2563
2730 if (settings.stat_loss_on_death) 2564 if (settings.stat_loss_on_death)
2731 { 2565 {
2732 /* Pick a random stat and take a point off it. Tell the player 2566 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost. 2567 * what he lost.
2740 lost_a_stat = 1; 2574 lost_a_stat = 1;
2741 } 2575 }
2742 else 2576 else
2743 { 2577 {
2744 /* deplete a stat */ 2578 /* deplete a stat */
2745 archetype *deparch = archetype::find ("depletion"); 2579 archetype *deparch = archetype::find (shstr_depletion);
2746 object *dep; 2580 object *dep;
2747 2581
2748 dep = present_arch_in_ob (deparch, op); 2582 dep = present_arch_in_ob (deparch, op);
2749 if (!dep) 2583 if (!dep)
2750 { 2584 {
2751 dep = arch_to_object (deparch); 2585 dep = deparch->instance ();
2752 insert_ob_in_ob (dep, op); 2586 insert_ob_in_ob (dep, op);
2753 } 2587 }
2754 lose_this_stat = 1; 2588 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) 2589 if (settings.balanced_stat_loss)
2756 { 2590 {
2768 2602
2769 /* There is a maximum depletion total per level. */ 2603 /* There is a maximum depletion total per level. */
2770 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2604 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2771 { 2605 {
2772 lose_this_stat = 0; 2606 lose_this_stat = 0;
2773 /* Take loss chance vs keep chance to see if we 2607 /* Take loss chance vs keep chance to see if we
2774 retain the stat. */ 2608 retain the stat. */
2775 } 2609 }
2776 else 2610 else
2777 { 2611 {
2778 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2612 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2784 } 2618 }
2785 } 2619 }
2786 2620
2787 if (lose_this_stat) 2621 if (lose_this_stat)
2788 { 2622 {
2789 this_stat = get_attr_value (&(dep->stats), i); 2623 this_stat = get_attr_value (&dep->stats, i);
2790 /* We could try to do something clever like find another 2624 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2625 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2626 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2627 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2628 * difference.
2795 */ 2629 */
2796 if (this_stat >= -50) 2630 if (this_stat >= -50)
2797 { 2631 {
2798 change_attr_value (&(dep->stats), i, -1); 2632 change_attr_value (&(dep->stats), i, -1);
2799 SET_FLAG (dep, FLAG_APPLIED); 2633 dep->set_flag (FLAG_APPLIED);
2800 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2634 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2801 op->update_stats (); 2635 op->update_stats ();
2802 lost_a_stat = 1; 2636 lost_a_stat = 1;
2803 } 2637 }
2804 } 2638 }
2805 } 2639 }
2806 } 2640 }
2641
2807 /* If no stat lost, tell the player. */ 2642 /* If no stat lost, tell the player. */
2808 if (!lost_a_stat) 2643 if (!lost_a_stat)
2809 { 2644 {
2810 /* determine_god() seems to not work sometimes... why is this? 2645 /* determine_god() seems to not work sometimes... why is this?
2811 Should I be using something else? GD */ 2646 Should I be using something else? GD */
2812 const char *god = determine_god (op); 2647 shstr_tmp god = determine_god (op);
2813 2648
2814 if (god && (strcmp (god, "none"))) 2649 if (god != shstr_none)
2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2650 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2816 else 2651 else
2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2652 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2818 } 2653 }
2819#else 2654#else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2655 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2821#endif 2656#endif
2822 2657
2823 /* Put a gravestone up where the character 'almost' died. List the 2658 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2659 * exp loss on the stone.
2825 */ 2660 */
2826 tmp = arch_to_object (archetype::find ("gravestone")); 2661 tmp = archetype::find (shstr_gravestone)->instance ();
2827 sprintf (buf, "%s's gravestone", &op->name); 2662 tmp->name = format ("%s's gravestone", &op->name);
2828 tmp->name = buf; 2663 tmp->name_pl = format ("%s's gravestones", &op->name);
2829 sprintf (buf, "%s's gravestones", &op->name); 2664 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2830 tmp->name_pl = buf; 2665 &op->name, op->contr->title, op->contr->killer_name ());
2831 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);
2832 tmp->msg = buf;
2833 tmp->x = op->x, tmp->y = op->y; 2666 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL, 0); 2667 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2668
2836 /**************************************/ 2669 /**************************************/
2837 /* */ 2670 /* */
2838 /* Subtract the experience points, */ 2671 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2672 /* */
2842 /**************************************/ 2673 /**************************************/
2843 2674
2844 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */
2846 at = archetype::find ("poisoning");
2847 tmp = present_arch_in_ob (at, op);
2848
2849 if (tmp)
2850 {
2851 tmp->destroy ();
2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2853 }
2854
2855 at = archetype::find ("confusion");
2856 tmp = present_arch_in_ob (at, op);
2857 if (tmp)
2858 {
2859 tmp->destroy ();
2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2861 }
2862
2863 cure_disease (op, 0); /* remove any disease */
2864
2865 /*add_exp(op, (op->stats.exp * -0.20)); */ 2675 /*add_exp(op, (op->stats.exp * -0.20)); */
2866 apply_death_exp_penalty (op); 2676 apply_death_exp_penalty (op);
2867 if (op->stats.food < 100)
2868 op->stats.food = 900;
2869 op->stats.hp = op->stats.maxhp;
2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2872 2677
2873 /* 2678 /*
2874 * Check to see if the player has any unpaid items. If so, remove them 2679 * Check to see if the player has any unpaid items. If so, remove them
2875 * and put them back in the map. 2680 * and put them back in the map.
2876 */ 2681 */
2877 remove_unpaid_objects (op->inv, op); 2682 op->drop_unpaid_items ();
2878 2683
2879 /****************************************/ 2684 /****************************************/
2880 /* */ 2685 /* */
2881 /* Move player to his current respawn- */ 2686 /* Move player to his current respawn- */
2882 /* position (usually last savebed) */ 2687 /* position (usually last savebed) */
2900 if (will_kill_again) 2705 if (will_kill_again)
2901 { 2706 {
2902 object *force; 2707 object *force;
2903 int at; 2708 int at;
2904 2709
2905 force = get_archetype (FORCE_NAME); 2710 force = archetype::get (FORCE_NAME);
2906 /* 50 ticks should be enough time for the spell to abate */ 2711 /* 50 ticks should be enough time for the spell to abate */
2907 force->speed = 0.1f;
2908 force->speed_left = -5.f; 2712 force->speed_left = -5.f;
2909 SET_FLAG (force, FLAG_APPLIED); 2713 force->set_speed (0.1f);
2714 force->set_flag (FLAG_APPLIED);
2715
2910 for (at = 0; at < NROFATTACKS; at++) 2716 for (at = 0; at < NROFATTACKS; at++)
2911 if (will_kill_again & (1 << at)) 2717 if (will_kill_again & (1 << at))
2912 force->resist[at] = 100; 2718 force->resist[at] = 100;
2913 2719
2914 insert_ob_in_ob (force, op); 2720 insert_ob_in_ob (force, op);
2915 op->update_stats (); 2721 op->update_stats ();
2916
2917 } 2722 }
2918 2723
2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2724 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2920} 2725}
2921 2726
2922void 2727static void
2923loot_object (object *op) 2728loot_object (object *op)
2924{ /* Grab and destroy some treasure */ 2729{ /* Grab and destroy some treasure */
2925 object *tmp, *tmp2, *next; 2730 object *tmp, *next;
2926 2731
2927 op->close_container (); /* close open sack first */ 2732 op->close_container (); /* close open sack first */
2928 2733
2929 for (tmp = op->inv; tmp; tmp = next) 2734 for (tmp = op->inv; tmp; tmp = next)
2930 { 2735 {
2937 tmp->x = op->x, tmp->y = op->y; 2742 tmp->x = op->x, tmp->y = op->y;
2938 2743
2939 if (tmp->type == CONTAINER) 2744 if (tmp->type == CONTAINER)
2940 loot_object (tmp); /* empty container to ground */ 2745 loot_object (tmp); /* empty container to ground */
2941 2746
2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2747 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2943 { 2748 {
2944 if (tmp->nrof > 1) 2749 if (tmp->nrof > 1)
2945 { 2750 {
2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2751 tmp->decrease (rndm (1, tmp->nrof - 1));
2947 tmp2->destroy ();
2948 insert_ob_in_map (tmp, op->map, NULL, 0); 2752 insert_ob_in_map (tmp, op->map, NULL, 0);
2949 } 2753 }
2950 else 2754 else
2951 tmp->destroy (); 2755 tmp->destroy ();
2952 } 2756 }
2959 * fix_weight(): Check recursively the weight of all players, and fix 2763 * fix_weight(): Check recursively the weight of all players, and fix
2960 * what needs to be fixed. Refresh windows and fix speed if anything 2764 * what needs to be fixed. Refresh windows and fix speed if anything
2961 * was changed. 2765 * was changed.
2962 */ 2766 */
2963void 2767void
2964fix_weight (void) 2768fix_weight ()
2965{ 2769{
2966 for_all_players (pl) 2770 for_all_players (pl)
2967 { 2771 {
2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2772 weight_t old = pl->ob->carrying;
2969 2773
2970 if (old == sum) 2774 pl->ob->update_weight ();
2971 continue; 2775
2776 if (old != pl->ob->carrying)
2777 {
2972 pl->ob->update_stats (); 2778 pl->ob->update_stats ();
2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2779 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2780 }
2974 } 2781 }
2975} 2782}
2976 2783
2977void 2784void
2978fix_luck (void) 2785fix_luck ()
2979{ 2786{
2980 for_all_players (pl) 2787 for_all_players (pl)
2981 if (!pl->ob->contr->ns->state) 2788 if (!pl->ob->contr->ns->state)
2982 pl->ob->change_luck (0); 2789 pl->ob->change_luck (0);
2983} 2790}
3020} 2827}
3021 2828
3022void 2829void
3023make_visible (object *op) 2830make_visible (object *op)
3024{ 2831{
3025 op->hide = 0; 2832 op->flag [FLAG_HIDDEN] = 0;
3026 op->invisible = 0; 2833 op->invisible = 0;
2834
3027 if (op->type == PLAYER) 2835 if (op->type == PLAYER)
3028 { 2836 {
3029 op->contr->tmp_invis = 0; 2837 op->contr->tmp_invis = 0;
3030 op->contr->invis_race = 0; 2838 op->contr->invis_race = 0;
3031 } 2839 }
3034} 2842}
3035 2843
3036int 2844int
3037is_true_undead (object *op) 2845is_true_undead (object *op)
3038{ 2846{
3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2847 if (op->arch->flag [FLAG_UNDEAD])
3040 return 1; 2848 return 1;
3041 2849
3042 return 0; 2850 return 0;
3043} 2851}
3044 2852
3045/* look at the surrounding terrain to determine 2853/* look at the surrounding terrain to determine
3046 * the hideability of this object. Positive levels 2854 * the hideability of this object. Positive levels
3047 * indicate greater hideability. 2855 * indicate greater hideability.
3048 */ 2856 */
3049
3050int 2857int
3051hideability (object *ob) 2858hideability (object *ob)
3052{ 2859{
3053 int i, level = 0, mflag; 2860 int i, level = 0, mflag;
3054 sint16 x, y; 2861 sint16 x, y;
3055 2862
3056 if (!ob || !ob->map) 2863 if (!ob || !ob->map)
3057 return 0; 2864 return 0;
3058 2865
3059 /* so, on normal lighted maps, its hard to hide */ 2866 /* so, on normal lighted maps, its hard to hide */
3060 level = ob->map->darkness - 2; 2867 level = ob->map->darklevel () - 2;
3061 2868
3062 /* this also picks up whether the object is glowing. 2869 /* this also picks up whether the object is glowing.
3063 * If you carry a light on a non-dark map, its not 2870 * If you carry a light on a non-dark map, its not
3064 * as bad as carrying a light on a pitch dark map */ 2871 * as bad as carrying a light on a pitch dark map */
3065 if (has_carried_lights (ob)) 2872 if (ob->has_carried_lights ())
3066 level = -(10 + (2 * ob->map->darkness)); 2873 level = -(10 + (2 * ob->map->darklevel ()));
3067 2874
3068 /* scan through all nearby squares for terrain to hide in */ 2875 /* scan through all nearby squares for terrain to hide in */
3069 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2876 for (i = 0, x = ob->x, y = ob->y;
2877 i <= SIZEOFFREE1;
2878 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
3070 { 2879 {
3071 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2880 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3072 if (mflag & P_OUT_OF_MAP) 2881 if (mflag & P_OUT_OF_MAP)
3073 {
3074 continue; 2882 continue;
3075 } 2883
3076 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2884 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3077 level += 2; 2885 level += 2;
3078 else /* open terrain! */ 2886 else /* open terrain! */
3079 level -= 1; 2887 level -= 1;
3080 } 2888 }
3091 * spot (surrounded by clear terrain in broad daylight). -b.t. 2899 * spot (surrounded by clear terrain in broad daylight). -b.t.
3092 */ 2900 */
3093void 2901void
3094do_hidden_move (object *op) 2902do_hidden_move (object *op)
3095{ 2903{
3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2904 int hide = 0;
3097 object *skop;
3098 2905
3099 if (!op || !op->map) 2906 if (!op || !op->map)
3100 return; 2907 return;
3101 2908
3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2909 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2910 int num = random_roll (0, 19, op, PREFER_LOW);
3103 2911
3104 /* its *extremely* hard to run and sneak/hide at the same time! */ 2912 /* its *extremely* hard to run and sneak/hide at the same time! */
3105 if (op->type == PLAYER && op->contr->run_on) 2913 if (op->type == PLAYER && op->contr->run_on)
3106 if (!skop || num >= skop->level) 2914 if (!skop || num >= skop->level)
3107 { 2915 {
3117 num -= hide; 2925 num -= hide;
3118 2926
3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2927 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3120 { 2928 {
3121 make_visible (op); 2929 make_visible (op);
2930
3122 if (op->type == PLAYER) 2931 if (op->type == PLAYER)
3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2932 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3124 } 2933 }
3125 else if (op->type == PLAYER && skop) 2934 else if (op->type == PLAYER && skop)
3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2935 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3141 2950
3142 if (who->type == PLAYER) 2951 if (who->type == PLAYER)
3143 player = 1; 2952 player = 1;
3144 2953
3145 else 2954 else
3146 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2955 friendly = who->flag [FLAG_FRIENDLY];
3147 2956
3148 /* search adjacent squares */ 2957 /* search adjacent squares */
3149 for (i = 1; i < 9; i++) 2958 for (i = 1; i < 9; i++)
3150 { 2959 {
3151 x = who->x + freearr_x[i]; 2960 x = who->x + DIRX (i);
3152 y = who->y + freearr_y[i]; 2961 y = who->y + DIRY (i);
3153 m = who->map; 2962 m = who->map;
3154 mflags = get_map_flags (m, &m, x, y, &x, &y); 2963 mflags = get_map_flags (m, &m, x, y, &x, &y);
3155 /* space must be blocked if there is a monster. If not 2964 /* space must be blocked if there is a monster. If not
3156 * blocked, don't need to check this space. 2965 * blocked, don't need to check this space.
3157 */ 2966 */
3160 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2969 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3161 continue; 2970 continue;
3162 2971
3163 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2972 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3164 { 2973 {
3165 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2974 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3166 return 1; 2975 return 1;
3167 else if (tmp->type == PLAYER) 2976 else if (tmp->type == PLAYER)
3168 {
3169 /*don't let a hidden DM prevent you from hiding */
3170 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 2977 return 1;
3172 }
3173 } 2978 }
3174 } 2979 }
3175 return 0; 2980 return 0;
3176} 2981}
3177 2982
3178/* check the player los field for viewability of the 2983/* check the player los field for viewability of the
3179 * object op. This function works fine for monsters, 2984 * object op. This function works fine for monsters,
3180 * but we dont worry if the object isnt the top one in 2985 * but we dont worry if the object isnt the top one in
3181 * a pile (say a coin under a table would return "viewable" 2986 * a pile (say a coin under a table would return "viewable"
3182 * by this routine). Another question, should we be 2987 * by this routine). Another question, should we be
3183 * concerned with the direction the player is looking 2988 * concerned with the direction the player is looking
3184 * in? Realistically, most of use cant see stuff behind 2989 * in? Realistically, most of us can't see stuff behind
3185 * our backs...on the other hand, does the "facing" direction 2990 * our backs...on the other hand, does the "facing" direction
3186 * imply the way your head, or body is facing? Its possible 2991 * imply the way your head, or body is facing? It's possible
3187 * for them to differ. Sigh, this fctn could get a bit more complex. 2992 * for them to differ. Sigh, this fctn could get a bit more complex.
3188 * -b.t. 2993 * -b.t.
3189 * This function is now map tiling safe. 2994 * This function is now map tiling safe.
3190 */ 2995 */
3191
3192int 2996int
3193player_can_view (object *pl, object *op) 2997player_can_view (object *pl, object *op)
3194{ 2998{
3195 rv_vector rv; 2999 rv_vector rv;
3196 int dx, dy; 3000 int dx, dy;
3208 3012
3209 get_rangevector (pl, op, &rv, 0x1); 3013 get_rangevector (pl, op, &rv, 0x1);
3210 3014
3211 /* starting with the 'head' part, lets loop 3015 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any 3016 * through the object and find if it has any
3213 * part that is in the los array but isnt on 3017 * part that is in the los array but isn't on
3214 * a blocked los square. 3018 * a blocked los square.
3215 * we use the archetype to figure out offsets. 3019 * we use the archetype to figure out offsets.
3216 */ 3020 */
3217 while (op) 3021 while (op)
3218 { 3022 {
3219 dx = rv.distance_x + op->arch->x; 3023 dx = rv.distance_x + op->arch->x;
3220 dy = rv.distance_y + op->arch->y; 3024 dy = rv.distance_y + op->arch->y;
3221 3025
3222 /* only the viewable area the player sees is updated by LOS 3026 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3223 * code, so we need to restrict ourselves to that range of values
3224 * for any meaningful values.
3225 */
3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3229 return 1; 3027 return 1;
3028
3230 op = op->more; 3029 op = op->more;
3231 } 3030 }
3232 return 0;
3233}
3234 3031
3235/* routine for both players and monsters. We call this when
3236 * there is a possibility for our action distrubing our hiding
3237 * place or invisiblity spell. Artefact invisiblity is not
3238 * effected by this. If we arent invisible to begin with, we
3239 * return 0.
3240 */
3241int
3242action_makes_visible (object *op)
3243{
3244
3245 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246 {
3247 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3248 return 0;
3249
3250 if (op->contr && op->contr->tmp_invis == 0)
3251 return 0;
3252
3253 /* If monsters, they should become visible */
3254 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3255 {
3256 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3257 return 1;
3258 }
3259 }
3260 return 0; 3032 return 0;
3261} 3033}
3262 3034
3263/* op_on_battleground - checks if the given object op (usually 3035/* op_on_battleground - checks if the given object op (usually
3264 * a player) is standing on a valid battleground-tile, 3036 * a player) is standing on a valid battleground-tile,
3269 * Default is to do the same as before, so only people wanting to have different points need worry about this 3041 * Default is to do the same as before, so only people wanting to have different points need worry about this
3270 */ 3042 */
3271int 3043int
3272op_on_battleground (object *op, int *x, int *y) 3044op_on_battleground (object *op, int *x, int *y)
3273{ 3045{
3274 object *tmp;
3275
3276 /* A battleground-tile needs the following attributes to be valid: 3046 /* A battleground-tile needs the following attributes to be valid:
3277 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3047 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3048 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3279 * and the exit-coordinates sp/hp must both be > 0. 3049 * and the exit-coordinates sp/hp must both be > 0.
3280 * => The intention here is to prevent abuse of the battleground- 3050 * => The intention here is to prevent abuse of the battleground-
3281 * feature (like pickable or hidden battleground tiles). */ 3051 * feature (like pickable or hidden battleground tiles). */
3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3052 for (object *tmp = op->below; tmp; tmp = tmp->below)
3283 { 3053 {
3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3054 if (tmp->flag [FLAG_IS_FLOOR])
3285 { 3055 {
3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3056 if (tmp->flag [FLAG_NO_PICK]
3287 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3057 && tmp->type == BATTLEGROUND
3058 && tmp->name == shstr_battleground
3059 && EXIT_X (tmp) && EXIT_Y (tmp))
3288 { 3060 {
3289 /*before we assign the exit, check if this is a teambattle */ 3061 /* before we assign the exit, check if this is a teambattle */
3290 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3062 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3291 {
3292 object *invtmp;
3293
3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3063 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3064 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3295 { 3065 {
3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3297 {
3298 if (x != NULL && y != NULL) 3066 if (x && y)
3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3067 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3068
3300 return 1; 3069 return 1;
3301 }
3302 } 3070 }
3303 } 3071
3304 if (x != NULL && y != NULL) 3072 if (x && y)
3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3073 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3074
3306 return 1; 3075 return 1;
3307 } 3076 }
3308 } 3077 }
3309 } 3078 }
3079
3310 /* If we got here, did not find a battleground */ 3080 /* If we got here, did not find a battleground */
3311 return 0; 3081 return 0;
3312} 3082}
3313 3083
3314/* 3084/*
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3100 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i = 0, j = 0; 3101 int i = 0, j = 0;
3332 3102
3333 /* get the appropriate treasurelist */ 3103 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3104 if (atnr == ATNR_FIRE)
3335 trlist = treasurelist::find ("dragon_ability_fire"); 3105 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3106 else if (atnr == ATNR_COLD)
3337 trlist = treasurelist::find ("dragon_ability_cold"); 3107 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3108 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = treasurelist::find ("dragon_ability_elec"); 3109 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3110 else if (atnr == ATNR_POISON)
3341 trlist = treasurelist::find ("dragon_ability_poison"); 3111 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3112
3343 if (trlist == NULL || who->type != PLAYER) 3113 if (trlist == NULL || who->type != PLAYER)
3344 return; 3114 return;
3345 3115
3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3116 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3443 else 3213 else
3444 j = 1; 3214 j = 1;
3445 strcat (buf, spellpathnames[i]); 3215 strcat (buf, spellpathnames[i]);
3446 } 3216 }
3447 } 3217 }
3218
3448 strcat (buf, "."); 3219 strcat (buf, ".");
3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3450 } 3221 }
3451 3222
3452 /* evtl. adding flags: */ 3223 /* evtl. adding flags: */
3453 if (QUERY_FLAG (item, FLAG_XRAYS)) 3224 if (item->flag [FLAG_XRAYS])
3454 SET_FLAG (skin, FLAG_XRAYS); 3225 skin->set_flag (FLAG_XRAYS);
3455 if (QUERY_FLAG (item, FLAG_STEALTH)) 3226 if (item->flag [FLAG_STEALTH])
3456 SET_FLAG (skin, FLAG_STEALTH); 3227 skin->set_flag (FLAG_STEALTH);
3457 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3228 if (item->flag [FLAG_SEE_IN_DARK])
3458 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3229 skin->set_flag (FLAG_SEE_IN_DARK);
3459 3230
3460 /* print message if there is one */ 3231 /* print message if there is one */
3461 if (item->msg != NULL) 3232 if (item->msg != NULL)
3462 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3233 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463 } 3234 }
3464 else 3235 else
3465 { 3236 {
3466 /* generate misc. treasure */ 3237 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3238 tmp = tr->item->instance ();
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3239 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3469 tmp = insert_ob_in_ob (tmp, who); 3240 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3241 }
3473} 3242}
3474 3243
3475/** 3244//-GPL
3476 * Unready an object for a player. This function does nothing if the object was
3477 * not readied.
3478 */
3479void
3480player_unready_range_ob (player *pl, object *ob)
3481{
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3484
3485 if (pl->combat_ob == ob)
3486 pl->combat_ob = 0;
3487
3488 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0;
3490}
3491 3245
3492sint8 3246sint8
3493player::visibility_at (maptile *map, int x, int y) const 3247player::darkness_at (maptile *map, int x, int y) const
3494{ 3248{
3495 if (!ns) 3249 if (!ns)
3496 return 0; 3250 return LOS_BLOCKED;
3497 3251
3498 int dx, dy; 3252 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3253 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3254 return LOS_BLOCKED;
3255
3256 x += dx - ns->current_x;
3257 y += dy - ns->current_y;
3258
3259 return blocked_los (x, y);
3260}
3261
3262void
3263player::infobox (const char *title, const char *msg, int color)
3264{
3265 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3266}
3267
3268void
3269player::statusmsg (const char *msg, int color)
3270{
3271 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3272}
3273
3274void
3275player::failmsg (const char *msg, int color)
3276{
3277 play_sound (sound_find ("generic_failure"));
3278 statusmsg (msg, color);
3279}
3280
3281void
3282object::failmsgf (const char *format, ...)
3283{
3284 if (!contr)
3500 return 0; 3285 return;
3501 3286
3502 x += dx - ns->current_x + ns->mapx / 2; 3287 va_list ap;
3503 y += dy - ns->current_y + ns->mapy / 2; 3288 va_start (ap, format);
3504 3289 contr->failmsg (vformat (format, ap));
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3290 va_end (ap);
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509} 3291}
3292
3293void
3294player::failmsgf (const char *format, ...)
3295{
3296 va_list ap;
3297 va_start (ap, format);
3298 failmsg (vformat (format, ap));
3299 va_end (ap);
3300}
3301

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