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Comparing deliantra/server/server/player.C (file contents):
Revision 1.158 by root, Mon Aug 13 15:46:45 2007 UTC vs.
Revision 1.273 by root, Sun Apr 18 05:54:18 2010 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 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
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
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
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{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
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;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
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 (); 131 ob->update_stats ();
271 132
272 ns->floorbox_update (); 133 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
275 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
276 activate (); 143 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281 144
282 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
284} 147}
285 148
286void 149void
287player::disconnect () 150player::disconnect ()
288{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
289 if (ns) 158 if (ns)
290 { 159 {
291 if (active) 160 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293 162
296 ns->reset_stats (); 165 ns->reset_stats ();
297 ns->pl = 0; 166 ns->pl = 0;
298 ns = 0; 167 ns = 0;
299 } 168 }
300 169
301 if (ob) 170 // this is important for the player scheduler to get the correct refcount
302 { 171 // when ns = 0
303 ob->close_container (); //TODO: client-specific 172 observe = viewpoint = ob;
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308 173
309 deactivate (); 174 deactivate ();
310} 175}
176
177//-GPL
311 178
312// the need for this function can be explained 179// the need for this function can be explained
313// by load_object not returning the object 180// by load_object not returning the object
314void 181void
315player::set_object (object *op) 182player::set_object (object *op)
316{ 183{
317 ob = observe = op; 184 ob = observe = viewpoint = op;
318 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
319 186
320 ob->speed = 1.0f; 187 ob->speed = 1.0f;
321 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
322 189
323 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
324} 191}
325 192
326void 193void
327player::set_observe (object *op) 194player::set_observe (object *op)
328{ 195{
329 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
330 do_los = 1; 197 do_los = 1;
331} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
332 208
333player::player () 209player::player ()
334{ 210{
335 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point. 212 * we deal with that below this point.
342 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
343 219
344 gen_sp_armour = 10; 220 gen_sp_armour = 10;
345 bowtype = bow_normal; 221 bowtype = bow_normal;
346 petmode = pet_normal; 222 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 223 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
350 do_los = 1; 225 do_los = 1;
351 226
352 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
359 disconnect (); 234 disconnect ();
360 235
361 attachable::do_destroy (); 236 attachable::do_destroy ();
362 237
363 if (ob) 238 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy (); 239 ob->destroy ();
367 }
368 240
369 ob = observe = 0; 241 ob = observe = viewpoint = 0;
370} 242}
371 243
372player::~player () 244player::~player ()
373{ 245{
374 /* Clear item stack */ 246 /* Clear item stack */
375 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
376} 276}
377 277
378/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
379 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
380 * mode. 280 * mode.
382player * 282player *
383player::create () 283player::create ()
384{ 284{
385 player *pl = new player; 285 player *pl = new player;
386 286
387 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
388 288
389 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
392 292
393 set_first_map (pl->ob); 293 set_first_map (pl->ob);
394 294
395 return pl; 295 return pl;
396}
397
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
408 for (;;)
409 {
410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418} 296}
419 297
420object * 298object *
421get_nearest_player (object *mon) 299get_nearest_player (object *mon)
422{ 300{
425 unsigned lastdist; 303 unsigned lastdist;
426 rv_vector rv; 304 rv_vector rv;
427 305
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 307 {
430 /* We should not find free objects on this friendly list, but it
431 * does periodically happen. Given that, lets deal with it.
432 * While unlikely, it is possible the next object on the friendly
433 * list is also free, so encapsulate this in a while loop.
434 */
435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
437 object *tmp = ol->ob;
438
439 /* Can't do much more other than log the fact, because the object
440 * itself will have been cleared.
441 */
442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
444 ol = ol->next;
445 remove_friendly_object (tmp);
446 if (!ol)
447 return op;
448 }
449
450 /* Remove special check for player from this. First, it looks to cause
451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
452 * complicated method of state checking would be needed in any case -
453 * as it was, a clever player could type quit, and the function would
454 * skip them over while waiting for confirmation. Remove
455 * on_same_map check, as can_detect_enemy also does this
456 */
457 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 309 continue;
459 310
460 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
461 { 312 {
523 */ 374 */
524int 375int
525path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
526{ 377{
527 rv_vector rv; 378 rv_vector rv;
528 sint16 x, y;
529 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
530 maptile *m, *lastmap;
531 380
532 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
533 382
534 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
535 return 0; 384 return 0;
536 385
537 x = mon->x; 386 mapxy pos (mon);
538 y = mon->y;
539 m = mon->map;
540 dir = rv.direction; 387 dir = rv.direction;
541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543 390
544 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
545 if (diff > max) 392 if (diff > max)
546 return 0; 393 return 0;
547 394
548 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
549 { 396 {
550 lastx = x; 397 mapxy lastpos = pos;
551 lasty = y; 398 pos.move (dir);
552 lastmap = m;
553 x = lastx + freearr_x[dir];
554 y = lasty + freearr_y[dir];
555 399
556 mflags = get_map_flags (m, &m, x, y, &x, &y); 400 MoveType blocked;
557 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); 401 bool blocksview;
402
403 if (pos.normalise ())
404 {
405 mapspace &ms = *pos;
406
407 blocksview = ms.flags () & P_BLOCKSVIEW;
408 blocked = ms.move_block;
409 }
410 else
411 {
412 blocksview = true;
413 blocked = MOVE_ALL;
414 }
558 415
559 /* Space is blocked - try changing direction a little */ 416 /* Space is blocked - try changing direction a little */
560 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 417 if ((blocksview || OB_TYPE_MOVE_BLOCK (mon, blocked))
561 && (m == mon->map && blocked_link (mon, m, x, y)))) 418 && (blocked_link (mon, pos.m, pos.x, pos.y)))
562 { 419 {
563 /* recalculate direction from last good location. Possible 420 /* recalculate direction from last good location. Possible
564 * we were not traversing ideal location before. 421 * we were not traversing ideal location before.
565 */ 422 */
566 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 423 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
567 if (rv.direction != dir) 424 if (rv.direction != dir)
568 { 425 {
569 /* OK - says direction should be different - lets reset the 426 /* OK - says direction should be different - lets reset the
570 * the values so it will try again. 427 * the values so it will try again.
571 */ 428 */
572 x = lastx;
573 y = lasty;
574 m = lastmap; 429 pos = lastpos;
575 dir = firstdir = rv.direction; 430 dir = firstdir = rv.direction;
576 } 431 }
577 else 432 else
578 { 433 {
579 /* direct path is blocked - try taking a side step to 434 /* direct path is blocked - try taking a side step to
586 */ 441 */
587 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 442 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
588 { 443 {
589 if (i == 0) 444 if (i == 0)
590 continue; /* already did this, so skip it */ 445 continue; /* already did this, so skip it */
446
591 /* Use lastdir here - otherwise, 447 /* Use lastdir here - otherwise,
592 * since the direction that the creature should move in 448 * since the direction that the creature should move in
593 * may change, you could get infinite loops. 449 * may change, you could get infinite loops.
594 * ie, player is northwest, but monster can only 450 * ie, player is northwest, but monster can only
595 * move west, so it does that. It goes some distance, 451 * move west, so it does that. It goes some distance,
597 * can't do that, but now finds it can move east, and 453 * can't do that, but now finds it can move east, and
598 * gets back to its original point. lastdir contains 454 * gets back to its original point. lastdir contains
599 * the last direction the creature has successfully 455 * the last direction the creature has successfully
600 * moved. 456 * moved.
601 */ 457 */
602
603 x = lastx + freearr_x[absdir (lastdir + i)];
604 y = lasty + freearr_y[absdir (lastdir + i)];
605 m = lastmap; 458 pos = lastpos;
606 mflags = get_map_flags (m, &m, x, y, &x, &y); 459 pos.move (absdir (lastdir + i));
607 if (mflags & P_OUT_OF_MAP) 460
461 if (!pos.normalise ())
608 continue; 462 continue;
609 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 463
610 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 464 mapspace &ms = *pos;
465
466 if (ms.flags () & P_BLOCKSVIEW)
611 continue; 467 continue;
612 if (mflags & P_BLOCKSVIEW) 468
469 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
613 continue; 470 continue;
614 471
615 if (m == mon->map && blocked_link (mon, m, x, y)) 472 if (blocked_link (mon, pos.m, pos.x, pos.y))
616 break; 473 break;
617 } 474 }
475
618 /* go through entire loop without finding a valid 476 /* go through entire loop without finding a valid
619 * sidestep to take - thus, no valid path. 477 * sidestep to take - thus, no valid path.
620 */ 478 */
621 if (i == (DETOUR_AMOUNT + 1)) 479 if (i == DETOUR_AMOUNT + 1)
622 return 0; 480 return 0;
481
623 diff--; 482 diff--;
624 lastdir = dir; 483 lastdir = dir;
625 max--; 484 max--;
626 if (!firstdir) 485 if (!firstdir)
627 firstdir = dir + i; 486 firstdir = dir + i;
631 { 490 {
632 /* we moved towards creature, so diff is less */ 491 /* we moved towards creature, so diff is less */
633 diff--; 492 diff--;
634 max--; 493 max--;
635 lastdir = dir; 494 lastdir = dir;
495
636 if (!firstdir) 496 if (!firstdir)
637 firstdir = dir; 497 firstdir = dir;
638 } 498 }
639 499
640 if (diff <= 1) 500 if (diff <= 1)
641 { 501 {
642 /* Recalculate diff (distance) because we may not have actually 502 /* Recalculate diff (distance) because we may not have actually
643 * headed toward player for entire distance. 503 * headed toward player for entire distance.
644 */ 504 */
645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 505 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 506 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
647 } 507 }
648 508
649 if (diff > max) 509 if (diff > max)
650 return 0; 510 return 0;
656 516
657 return firstdir; 517 return firstdir;
658} 518}
659 519
660void 520void
661give_initial_items (object *pl, treasurelist * items) 521give_initial_items (object *pl, treasurelist *items)
662{ 522{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL) 523 if (pl->randomitems)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 524 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667 525
668 for (op = pl->inv; op; op = next) 526 for (object *next, *op = pl->inv; op; op = next)
669 { 527 {
670 next = op->below; 528 next = op->below;
671 529
672 /* Forces get applied per default, unless they have the 530 /* Forces get applied per default, unless they have the
673 * flag "neutral" set. Sorry but I can't think of a better way 531 * flag "neutral" set. Sorry but I can't think of a better way
674 */ 532 */
675 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 533 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
676 SET_FLAG (op, FLAG_APPLIED); 534 op->set_flag (FLAG_APPLIED);
677 535
678 /* we never give weapons/armour if these cannot be used 536 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions 537 * by this player due to race restrictions
680 */ 538 */
681 if (pl->type == PLAYER) 539 if (pl->type == PLAYER)
682 { 540 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 541 if ((!pl->flag [FLAG_USE_ARMOUR]
542 &&
684 (op->type == ARMOUR || op->type == BOOTS || 543 (op->type == ARMOUR || op->type == BOOTS
685 op->type == CLOAK || op->type == HELMET || 544 || op->type == CLOAK || op->type == HELMET
686 op->type == SHIELD || op->type == GLOVES || 545 || op->type == SHIELD || op->type == GLOVES
687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 546 || op->type == BRACERS || op->type == GIRDLE))
547 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
688 { 548 {
689 op->destroy (); 549 op->destroy ();
690 continue; 550 continue;
691 } 551 }
692 } 552 }
693 553
694 /* This really needs to be better - we should really give 554 /* Here we remove duplicated skills (as duplicated spell objects have
695 * a substitute spellbook. The problem is that we don't really 555 * _very_ confusing effects for players), which could for instance be
696 * have a good idea what to replace it with (need something like 556 * generated by bad treasurelists. - elmex
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */ 557 */
700 if (op->type == SPELLBOOK || op->type == SKILL) 558 if (op->type == SKILL)
701 { 559 {
702 object *tmp;
703
704 for (tmp = op->below; tmp; tmp = tmp->below) 560 for (object *tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name) 561 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 { 562 {
710 op->destroy (); 563 op->destroy ();
564 LOG (llevError,
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 565 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
712 continue; 566 break;
713 } 567 }
714 568
715 if (op->nrof > 1) 569 if (op->nrof > 1)
716 op->nrof = 1; 570 op->nrof = 1;
717 } 571 }
718 572
719 if (op->type == SPELLBOOK && op->inv) 573 if (op->type == SPELLBOOK && op->inv)
720 { 574 op->inv->clr_flag (FLAG_STARTEQUIP);
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 575
724 /* Give starting characters identified, uncursed, and undamned 576 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be 577 * items. Just don't identify gold or silver, or it won't be
726 * merged properly. 578 * merged properly.
727 */ 579 */
728 if (need_identify (op)) 580 if (op->need_identify ())
729 {
730 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 581 {
582 op->set_flag (FLAG_IDENTIFIED);
583 op->clr_flag (FLAG_CURSED);
584 op->clr_flag (FLAG_DAMNED);
585 }
586
734 if (op->type == SPELL) 587 if (op->type == SPELL)
735 { 588 {
736 op->destroy (); 589 op->destroy ();
737 continue; 590 continue;
738 } 591 }
739 else if (op->type == SKILL) 592 else if (op->type == SKILL)
740 { 593 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 594 op->set_flag (FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 595 op->stats.exp = 0;
743 op->level = 1; 596 op->level = 1;
744 } 597 }
745 /* lock all 'normal items by default */ 598 else /* lock all 'normal items by default */
746 else 599 op->set_flag (FLAG_INV_LOCKED);
747 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 600 } /* for loop of objects in player inv */
749 601
750 /* Need to set up the skill pointers */ 602 /* Need to set up the skill pointers */
751 link_player_skills (pl); 603 pl->contr->link_skills ();
752} 604}
753 605
754void 606void
755get_party_password (object *op, partylist *party) 607get_party_password (object *op, partylist *party)
756{ 608{
766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 618 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
767} 619}
768 620
769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 621/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
770static int 622static int
771roll_stat (void) 623roll_stat ()
772{ 624{
773 int a[4], i, j, k; 625 int a[4], i, j, k;
774 626
775 for (i = 0; i < 4; i++) 627 for (i = 0; i < 4; i++)
776 a[i] = (int) rndm (6) + 1; 628 a[i] = (int) rndm (6) + 1;
857static void 709static void
858start_info (object *op) 710start_info (object *op)
859{ 711{
860 char buf[MAX_BUF]; 712 char buf[MAX_BUF];
861 713
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 714 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 715 new_draw_info (NDI_UNIQUE, 0, op, buf);
864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
866} 716}
867 717
868/* This function takes the key that is passed, and does the 718/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 719 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 720 * The function name is for historical reasons - now we have
873 */ 723 */
874void 724void
875player::chargen_race_done () 725player::chargen_race_done ()
876{ 726{
877 /* this must before then initial items are given */ 727 /* this must before then initial items are given */
878 esrv_new_player (ob->contr, ob->weight + ob->carrying); 728 esrv_new_player (ob->contr);
879 729
880 treasurelist *tl = treasurelist::find ("starting_wealth"); 730 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
881 if (tl) 731 if (tl)
882 create_treasure (tl, ob, 0, 0, 0); 732 create_treasure (tl, ob, 0, 0, 0);
883 733
884 INVOKE_PLAYER (BIRTH, ob->contr); 734 INVOKE_PLAYER (BIRTH, ob->contr);
885 INVOKE_PLAYER (LOGIN, ob->contr); 735 INVOKE_PLAYER (LOGIN, ob->contr);
887 ob->contr->ns->state = ST_PLAYING; 737 ob->contr->ns->state = ST_PLAYING;
888 738
889 if (ob->msg) 739 if (ob->msg)
890 ob->msg = 0; 740 ob->msg = 0;
891 741
892 /* We create this now because some of the unique maps will need it
893 * to save here.
894 */
895 {
896 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf);
899 }
900
901 start_info (ob); 742 start_info (ob);
902 CLEAR_FLAG (ob, FLAG_WIZ); 743 ob->clr_flag (FLAG_WIZ);
903 give_initial_items (ob, ob->randomitems); 744 give_initial_items (ob, ob->randomitems);
904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob); 745 esrv_send_inventory (ob, ob);
906 ob->update_stats (); 746 ob->update_stats ();
907 747
908 /* This moves the player to a different start map, if there 748 /* This moves the player to a different start map, if there
909 * is one for this race 749 * is one for this race
910 */ 750 */
911 if (*first_map_ext_path) 751 if (*first_map_ext_path)
912 { 752 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
913 object *tmp;
914 char mapname[MAX_BUF];
915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = ob->y;
921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else 753 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 754 LOG (llevDebug, "first_map_ext_path not set\n");
928} 755}
929 756
930void 757void
961 ob->stats.hp = ob->stats.maxhp; 788 ob->stats.hp = ob->stats.maxhp;
962 ob->stats.sp = ob->stats.maxsp; 789 ob->stats.sp = ob->stats.maxsp;
963 ob->stats.grace = 0; 790 ob->stats.grace = 0;
964} 791}
965 792
966void 793static void
967flee_player (object *op) 794flee_player (object *op)
968{ 795{
969 int dir, diff; 796 int dir, diff;
970 rv_vector rv; 797 rv_vector rv;
971 798
972 if (op->stats.hp < 0) 799 if (op->stats.hp < 0)
973 { 800 {
974 LOG (llevDebug, "Fleeing player is dead.\n"); 801 LOG (llevDebug, "Fleeing player is dead.\n");
975 CLEAR_FLAG (op, FLAG_SCARED); 802 op->clr_flag (FLAG_SCARED);
976 return; 803 return;
977 } 804 }
978 805
979 if (op->enemy == NULL) 806 if (!op->enemy)
980 { 807 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n"); 808 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
983 return; 810 return;
984 } 811 }
985 812
986 /* Seen some crashes here. Since we don't store an 813 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
987 * op->enemy_count, it is possible that something destroys the
988 * actual enemy, and the object is recycled.
989 */
990 if (op->enemy->map == NULL)
991 { 814 {
992 CLEAR_FLAG (op, FLAG_SCARED);
993 op->enemy = NULL; 815 op->enemy = NULL;
994 return; 816 op->clr_flag (FLAG_SCARED);
995 }
996
997 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 {
999 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED);
1001 return; 817 return;
1002 } 818 }
1003 819
1004 get_rangevector (op, op->enemy, &rv, 0); 820 get_rangevector (op, op->enemy, &rv, 0);
1005 821
1006 dir = absdir (4 + rv.direction); 822 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++) 823 for (diff = 0; diff < 3; diff++)
1008 { 824 {
1009 int m = 1 - (RANDOM () & 2); 825 int m = 1 - rndm (2) * 2;
1010 826
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 827 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1012 return; 828 return;
1013 } 829 }
1014 830
1015 /* Cornered, get rid of scared */ 831 /* Cornered, get rid of scared */
1016 CLEAR_FLAG (op, FLAG_SCARED); 832 op->clr_flag (FLAG_SCARED);
1017 op->enemy = NULL; 833 op->enemy = NULL;
1018} 834}
1019 835
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 836/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * It returns 1 if the player should keep on moving, 0 if he should 837 * It returns 1 if the player should keep on moving, 0 if he should
1025check_pick (object *op) 841check_pick (object *op)
1026{ 842{
1027 object *tmp, *next; 843 object *tmp, *next;
1028 int stop = 0; 844 int stop = 0;
1029 int wvratio; 845 int wvratio;
1030 char putstring[128];
1031 846
1032 /* if you're flying, you cna't pick up anything */ 847 /* if you're flying, you can't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 848 if (op->move_type & MOVE_FLYING)
1034 return 1; 849 return 1;
1035 850
1036 next = op->below; 851 next = op->below;
852
853 int cnt = MAX_ITEM_PER_ACTION;
854#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1037 855
1038 /* loop while there are items on the floor that are not marked as 856 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 857 * destroyed */
1040 while (next && !next->destroyed ()) 858 while (next && !next->destroyed ())
1041 { 859 {
1042 tmp = next; 860 tmp = next;
1043 next = tmp->below; 861 next = tmp->below;
1044 862
863 if (cnt <= 0)
864 {
865 op->failmsg ("Couldn't pickup all items at once.");
866 return 0;
867 }
868
1045 if (op->destroyed ()) 869 if (op->destroyed ())
1046 return 0; 870 return 0;
1047 871
1048 if (!can_pick (op, tmp)) 872 if (!can_pick (op, tmp))
1049 continue; 873 continue;
1050 874
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 875 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 876 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 877 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 878 CHK_PICK_PICKUP;
879
1055 continue; 880 continue;
1056 } 881 }
1057 882
1058 /* high not bit set? We're using the old autopickup model */ 883 /* pickup handling */
884 if (op->contr->mode & PU_DEBUG)
885 {
886 /* some debugging code to figure out item information */
887 const char *str = tmp->name
888 ? format ("item name: %s item type: %d weight/value: %d",
889 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
890 : format ("item name: %s item type: %d weight/value: %d",
891 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
892
893 new_draw_info (NDI_UNIQUE, 0, op, str);
894 }
895
896 if (op->contr->mode & PU_INHIBIT)
897 return 1;
898
899 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
900 return 1;
901
902 /* philosophy:
903 * It's easy to grab an item type from a pile, as long as it's
904 * generic. This takes no game-time. For more detailed pickups
905 * and selections, select-items should be used. This is a
906 * grab-as-you-run type mode that's really useful for arrows for
907 * example.
908 * The drawback: right now it has no frontend, so you need to
909 * stick the bits you want into a calculator in hex mode and then
910 * convert to decimal and then 'pickup <#>
911 */
912
913 /* the first two modes are exclusive: if NOTHING we return, if
914 * STOP then we stop. All the rest are applied sequentially,
915 * meaning if any test passes, the item gets picked up. */
916
917 /* if mode is set to pick nothing up, return */
918 if (op->contr->mode == PU_NOTHING)
919 return 1;
920
921 /* if mode is set to stop when encountering objects, return */
922 /* take STOP before INHIBIT since it doesn't actually pick
923 * anything up */
924 if (op->contr->mode & PU_STOP)
925 return 0;
926
927 /* useful for going into stores and not losing your settings... */
928 /* and for battles wher you don't want to get loaded down while
929 * fighting */
930 if (op->contr->mode & PU_INHIBIT)
931 return 1;
932
933 /* prevent us from turning into auto-thieves :) */
934 if (tmp->flag [FLAG_UNPAID])
935 continue;
936
937 /* ignore known cursed objects */
938 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
939 continue;
940
941 /* all food and drink if desired */
942 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 943 if (op->contr->mode & PU_FOOD)
944 if (tmp->type == FOOD)
1060 { 945 {
1061 switch (op->contr->mode) 946 CHK_PICK_PICKUP;
947 continue;
948 }
949
950 if (op->contr->mode & PU_DRINK)
951 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_POTION)
958 if (tmp->type == POTION)
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 /* spellbooks, skillscrolls and normal books/scrolls */
965 if (op->contr->mode & PU_SPELLBOOK)
966 if (tmp->type == SPELLBOOK)
967 {
968 CHK_PICK_PICKUP;
969 continue;
970 }
971
972 if (op->contr->mode & PU_SKILLSCROLL)
973 if (tmp->type == SKILLSCROLL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 if (op->contr->mode & PU_READABLES)
980 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
986 /* wands/staves/rods/horns */
987 if (op->contr->mode & PU_MAGIC_DEVICE)
988 if (tmp->type == WAND
989 || tmp->type == ROD
990 || tmp->type == HORN
991 || tmp->type == POWER_CRYSTAL)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 /* pick up all magical items */
998 if (op->contr->mode & PU_MAGICAL)
999 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1000 && !tmp->flag [FLAG_KNOWN_CURSED])
1001 {
1002 CHK_PICK_PICKUP;
1003 continue;
1004 }
1005
1006 if (op->contr->mode & PU_VALUABLES)
1007 {
1008 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1009 {
1063 case 0: 1010 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1011 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 1012 }
1096 } 1013 }
1097 else 1014
1098 { /* old model */ 1015 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1016 if (op->contr->mode & PU_JEWELS)
1017 if (tmp->type == RING
1018 || tmp->type == AMULET
1019 || tmp->type == GIRDLE
1020 || tmp->type == SKILL_TOOL)
1101 { 1021 {
1102 /* some debugging code to figure out item information */ 1022 CHK_PICK_PICKUP;
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue; 1023 continue;
1024 }
1149 1025
1150 /* ignore known cursed objects */ 1026 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1027 if (op->contr->mode & PU_FLESH)
1028 if (tmp->type == FLESH)
1029 {
1030 CHK_PICK_PICKUP;
1152 continue; 1031 continue;
1032 }
1153 1033
1154 /* all food and drink if desired */ 1034 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1035 if (op->contr->mode & PU_BOW)
1036 if (tmp->type == BOW)
1037 {
1038 CHK_PICK_PICKUP;
1039 continue;
1040 }
1041
1042 if (op->contr->mode & PU_ARROW)
1043 if (tmp->type == ARROW)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 /* all kinds of armor etc. */
1050 if (op->contr->mode & PU_ARMOUR)
1051 if (tmp->type == ARMOUR)
1052 {
1053 CHK_PICK_PICKUP;
1054 continue;
1055 }
1056
1057 if (op->contr->mode & PU_HELMET)
1058 if (tmp->type == HELMET)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_SHIELD)
1065 if (tmp->type == SHIELD)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1156 if (op->contr->mode & PU_FOOD) 1071 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1072 if (tmp->type == BOOTS)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1078 if (op->contr->mode & PU_GLOVES)
1079 if (tmp->type == GLOVES || tmp->type == BRACERS)
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 if (op->contr->mode & PU_CLOAK)
1086 if (tmp->type == CLOAK)
1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1092 /* hoping to catch throwing daggers here */
1093 if (op->contr->mode & PU_MISSILEWEAPON)
1094 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1095 {
1096 CHK_PICK_PICKUP;
1097 continue;
1098 }
1099
1100 /* careful: chairs and tables are weapons! */
1101 if (op->contr->mode & PU_ALLWEAPON)
1102 {
1103 if (tmp->type == WEAPON)
1104 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1105 {
1159 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1160 continue; 1107 continue;
1161 } 1108 }
1109 }
1162 1110
1111 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1112 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1113 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1114 {
1166 pick_up (op, tmp); 1115 CHK_PICK_PICKUP;
1167 continue; 1116 continue;
1168 } 1117 }
1169 1118
1119 /* any of the last 4 bits set means we use the ratio for value
1120 * pickups */
1170 if (op->contr->mode & PU_POTION) 1121 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1122 {
1123 /* use value density to decide what else to grab */
1124 /* >=7 was >= op->contr->mode */
1125 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1126 */
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1127 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1128 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1129 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1130#if 0
1131 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1132 if (tmp->name != NULL)
1218 { 1133 {
1219 pick_up (op, tmp); 1134 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1135 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name);
1354 }
1355 else 1136 else
1356 fprintf (stderr, "%s", tmp->arch->archname); 1137 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1138 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1139 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1359#endif 1140#endif
1141 CHK_PICK_PICKUP;
1360 continue; 1142 continue;
1361 }
1362 } 1143 }
1363 } /* the new pickup model */ 1144 } /* the new pickup model */
1364 } 1145 }
1365 1146
1366 return !stop; 1147 return !stop;
1148}
1149
1150/* routine for both players and monsters. We call this when
1151 * there is a possibility for our action distrubing our hiding
1152 * place or invisiblity spell. Artefact invisiblity causes
1153 * "noise" instead. If we arent invisible to begin with, we
1154 * return 0.
1155 */
1156static int
1157action_makes_visible (object *op)
1158{
1159 if (op->invisible && op->flag [FLAG_ALIVE])
1160 {
1161 if (op->flag [FLAG_MAKE_INVIS])
1162 {
1163 // artefact invisibility is permanent, but we still make noise
1164 // this is important for game-balance.
1165 if (op->contr)
1166 op->make_noise ();
1167
1168 return 0;
1169 }
1170
1171 if (op->contr && op->contr->tmp_invis == 0)
1172 return 0;
1173
1174 /* If monsters, they should become visible */
1175 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1176 {
1177 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1178 return 1;
1179 }
1180 }
1181
1182 return 0;
1367} 1183}
1368 1184
1369/* 1185/*
1370 * Find an arrow in the inventory and after that 1186 * Find an arrow in the inventory and after that
1371 * in the right type container (quiver). Pointer to the 1187 * in the right type container (quiver). Pointer to the
1372 * found object is returned. 1188 * found object is returned.
1373 */ 1189 */
1374object * 1190static object *
1375find_arrow (object *op, const char *type) 1191find_arrow (object *op, const char *type)
1376{ 1192{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1194 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1195 return splay (tmp);
1196
1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1198 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1199 if (object *arrow = find_arrow (tmp, type))
1200 {
1201 splay (tmp);
1383 return op; 1202 return arrow;
1203 }
1384 1204
1385 return tmp; 1205 return 0;
1386} 1206}
1387 1207
1388/* 1208/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1209 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1210 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1211 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1212 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1213 */
1394object * 1214static object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1215find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1216{
1397 object *tmp = NULL, *arrow, *ntmp; 1217 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1218 int attacknum, attacktype, betterby = 0, i;
1399 1219
1400 if (!type) 1220 if (!type)
1401 return NULL; 1221 return NULL;
1402 1222
1403 for (arrow = op->inv; arrow; arrow = arrow->below) 1223 for (arrow = op->inv; arrow; arrow = arrow->below)
1404 { 1224 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1225 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1406 { 1226 {
1407 i = 0; 1227 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1228 ntmp = find_better_arrow (arrow, target, type, &i);
1229
1409 if (i > betterby) 1230 if (i > betterby)
1410 { 1231 {
1411 tmp = ntmp; 1232 tmp = ntmp;
1412 betterby = i; 1233 betterby = i;
1413 } 1234 }
1414 } 1235 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1236 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1237 {
1417 /* allways prefer assasination/slaying */ 1238 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1239 if (target->race && arrow->slaying.contains (target->race))
1419 { 1240 {
1420 if (arrow->attacktype & AT_DEATH) 1241 if (arrow->attacktype & AT_DEATH)
1421 { 1242 {
1422 *better = 100; 1243 *better = 100;
1423 return arrow; 1244 return arrow;
1438 { 1259 {
1439 tmp = arrow; 1260 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1261 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1262 }
1442 } 1263 }
1264
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1265 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1266 {
1445 tmp = arrow; 1267 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1268 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1269 }
1270
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1271 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1272 {
1450 tmp = arrow; 1273 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1274 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1275 }
1453 } 1276 }
1454 } 1277 }
1455 } 1278 }
1279
1456 if (tmp == NULL && arrow == NULL) 1280 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1281 return find_arrow (op, type);
1458 1282
1459 *better = betterby; 1283 *better = betterby;
1460 return tmp; 1284 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1288 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1289 * op = the shooter
1466 * type = bow->race 1290 * type = bow->race
1467 * dir = fire direction 1291 * dir = fire direction
1468 */ 1292 */
1469object * 1293static object *
1470pick_arrow_target (object *op, const char *type, int dir) 1294pick_arrow_target (object *op, shstr_cmp type, int dir)
1471{ 1295{
1472 object *tmp = NULL; 1296 object *tmp = NULL;
1473 maptile *m; 1297 maptile *m;
1474 int i, mflags, found, number; 1298 int i, mflags, found, number;
1475 sint16 x, y; 1299 sint16 x, y;
1490 for (i = 0, found = 0; i < 20; i++) 1314 for (i = 0, found = 0; i < 20; i++)
1491 { 1315 {
1492 x += freearr_x[dir]; 1316 x += freearr_x[dir];
1493 y += freearr_y[dir]; 1317 y += freearr_y[dir];
1494 mflags = get_map_flags (m, &m, x, y, &x, &y); 1318 mflags = get_map_flags (m, &m, x, y, &x, &y);
1319
1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1320 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 { 1321 {
1497 tmp = NULL; 1322 tmp = 0;
1498 break; 1323 break;
1499 } 1324 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1325 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 { 1326 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1327 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption. 1328 * perhaps a bad assumption.
1504 */ 1329 */
1505 tmp = NULL; 1330 tmp = 0;
1506 break; 1331 break;
1507 } 1332 }
1333
1508 if (mflags & P_IS_ALIVE) 1334 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1335 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1336 if (tmp->flag [FLAG_ALIVE])
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1517 break; 1337 break;
1518 }
1519 } 1338 }
1520 if (tmp == NULL) 1339
1340 if (!tmp)
1521 return find_arrow (op, type); 1341 return find_arrow (op, type);
1522 1342
1523 if (tmp->head) 1343 if (tmp->head)
1524 tmp = tmp->head; 1344 tmp = tmp->head;
1525 1345
1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1385 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1566 return 0; 1386 return 0;
1567 } 1387 }
1568 1388
1569 // optimisation: move object to top so we will find it quickly again 1389 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below) 1390 splay (bow);
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1576 } 1391 }
1577 1392
1578 if (!bow->race || !bow->skill) 1393 if (!bow->race || !bow->skill)
1579 { 1394 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587 { 1402 {
1588 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1404 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1405 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1591 else 1406 else
1592 CLEAR_FLAG (op, FLAG_READY_BOW); 1407 op->clr_flag (FLAG_READY_BOW);
1593 1408
1594 return 0; 1409 return 0;
1595 } 1410 }
1596 } 1411 }
1597 1412
1606 } 1421 }
1607 1422
1608 /* this should not happen, but sometimes does */ 1423 /* this should not happen, but sometimes does */
1609 if (arrow->nrof == 0) 1424 if (arrow->nrof == 0)
1610 { 1425 {
1426 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1611 arrow->destroy (); 1427 arrow->destroy ();
1612 return 0; 1428 return 0;
1613 } 1429 }
1614 1430
1615 left = arrow; /* these are arrows left to the player */ 1431 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1432 arrow = arrow->split ();
1617 if (!arrow) 1433 if (!arrow)
1618 { 1434 {
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1435 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 return 0; 1436 return 0;
1621 } 1437 }
1625 arrow->direction = dir; 1441 arrow->direction = dir;
1626 1442
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1443 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam; 1444 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype; 1445 arrow->stats.grace = arrow->attacktype;
1630 1446 arrow->custom_name = arrow->slaying;
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633 1447
1634#if 0 1448#if 0
1635 if (player *pl = op->contr) 1449 if (player *pl = op->contr)
1636 { 1450 {
1637 float speed = pl->weapon_sp; 1451 float speed = pl->weapon_sp;
1688 op->play_sound (sound_find ("fire_arrow")); 1502 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1503 m->insert (arrow, sx, sy, op);
1690 1504
1691 if (!arrow->destroyed ()) 1505 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1506 move_arrow (arrow);
1693
1694 if (op->type == PLAYER)
1695 {
1696 if (left->destroyed ())
1697 esrv_del_item (op->contr, left->count);
1698 else
1699 esrv_send_item (op, left);
1700 }
1701 1507
1702 return 1; 1508 return 1;
1703} 1509}
1704 1510
1705/* Special fire code for players - this takes into 1511/* Special fire code for players - this takes into
1707 * but monsters can't. Putting that code here 1513 * but monsters can't. Putting that code here
1708 * makes the fire_bow code much cleaner. 1514 * makes the fire_bow code much cleaner.
1709 * this function should only be called if 'op' is a player, 1515 * this function should only be called if 'op' is a player,
1710 * hence the function name. 1516 * hence the function name.
1711 */ 1517 */
1712int 1518static int
1713player_fire_bow (object *op, int dir) 1519player_fire_bow (object *op, int dir)
1714{ 1520{
1715 int ret = 0, wcmod = 0; 1521 int ret;
1716 1522
1717 if (op->contr->bowtype == bow_bestarrow) 1523 if (op->contr->bowtype == bow_bestarrow)
1718 { 1524 {
1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1720 } 1526 }
1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1527 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 { 1528 {
1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1529 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1724 wcmod = -1;
1725
1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1530 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1727 } 1531 }
1728 else if (op->contr->bowtype == bow_threewide) 1532 else if (op->contr->bowtype == bow_threewide)
1729 { 1533 {
1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1534 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1535 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1536 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 } 1537 }
1734 else if (op->contr->bowtype == bow_spreadshot) 1538 else if (op->contr->bowtype == bow_spreadshot)
1735 { 1539 {
1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1540 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1541 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1542 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1739 } 1543 }
1740 else 1544 else
1741 { 1545 {
1747} 1551}
1748 1552
1749/* Fires a misc (wand/rod/horn) object in 'dir'. 1553/* Fires a misc (wand/rod/horn) object in 'dir'.
1750 * Broken apart from 'fire' to keep it more readable. 1554 * Broken apart from 'fire' to keep it more readable.
1751 */ 1555 */
1752void 1556static void
1753fire_misc_object (object *op, int dir) 1557fire_misc_object (object *op, int dir)
1754{ 1558{
1755 object *item = op->contr->ranged_ob; 1559 object *item = op->contr->ranged_ob;
1756 1560
1757 if (!item) 1561 if (!item)
1764 { 1568 {
1765 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1569 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1766 return; 1570 return;
1767 } 1571 }
1768 1572
1769 if (!op->change_weapon (item)) 1573 if (!op->apply (item))
1770 return; 1574 return;
1771 1575
1772 if (item->type == WAND) 1576 if (item->type == WAND)
1773 { 1577 {
1774 if (item->stats.food <= 0) 1578 if (item->stats.food <= 0)
1779 return; 1583 return;
1780 } 1584 }
1781 } 1585 }
1782 else if (item->type == ROD || item->type == HORN) 1586 else if (item->type == ROD || item->type == HORN)
1783 { 1587 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1588 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1589
1590 // using the maximum of the rods charge allows at least one spell cast
1591 // for a rod or horn, this fixes some broken rods.
1592 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1785 { 1593 {
1786 op->contr->play_sound (sound_find ("wand_poof")); 1594 op->contr->play_sound (sound_find ("wand_poof"));
1787 1595
1788 if (item->type == ROD) 1596 if (item->type == ROD)
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1794 } 1602 }
1795 } 1603 }
1796 1604
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1605 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1606 {
1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1607 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1608
1800 if (item->type == WAND) 1609 if (item->type == WAND)
1801 { 1610 {
1802 if (!(--item->stats.food)) 1611 if (!(--item->stats.food))
1803 { 1612 {
1804 object *tmp; 1613 object *tmp;
1805 1614
1806 if (item->arch) 1615 if (item->arch)
1807 { 1616 {
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1617 item->clr_flag (FLAG_ANIMATE);
1809 item->face = item->arch->face; 1618 item->face = item->arch->face;
1810 item->set_speed (0); 1619 item->set_speed (0);
1811 } 1620 }
1812 1621
1813 if ((tmp = item->in_player ())) 1622 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1623 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1624 }
1816 } 1625 }
1817 else if (item->type == ROD || item->type == HORN) 1626 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1627 drain_rod_charge (item);
1819 } 1628 }
1820} 1629}
1821 1630
1822/* Received a fire command for the player - go and do it. 1631/* Received a fire command for the player - go and do it.
1823 */ 1632 */
1824bool 1633bool
1825fire (object *op, int dir) 1634fire (object *who, int dir)
1826{ 1635{
1827 int spellcost = 0; 1636 int spellcost = 0;
1828 1637
1829 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op))
1831 make_visible (op);
1832
1833 player *pl = op->contr; 1638 player *pl = who->contr;
1834 1639
1835 if (pl->golem) 1640 if (pl->golem)
1836 { 1641 {
1837 control_golem (op->contr->golem, dir); 1642 control_golem (who->contr->golem, dir);
1838 return false; 1643 return false;
1839 } 1644 }
1840 1645
1841 object *ob = pl->ranged_ob; 1646 object *ob = pl->ranged_ob;
1842 1647
1843 if (!ob) 1648 if (!ob)
1844 return false; 1649 return false;
1845 1650
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f) 1651 if (who->speed_left > 0.f)
1850 --op->speed_left; 1652 --who->speed_left;
1851 else 1653 else
1852 return false; 1654 return false;
1853 1655
1656 if (!who->apply (ob))
1657 return false;
1658
1659 /* check for loss of invisiblity/hide */
1660 if (action_makes_visible (who))
1661 make_visible (who);
1662
1854 switch (ob->type) 1663 switch (ob->type)
1855 { 1664 {
1856 case BOW: 1665 case BOW:
1857 player_fire_bow (op, dir); 1666 player_fire_bow (who, dir);
1858 break; 1667 break;
1859 1668
1860 case SPELL: 1669 case SPELL:
1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1670 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1862 break; 1671 break;
1863 1672
1864 case BUILDER: 1673 case BUILDER:
1865 apply_map_builder (op, dir); 1674 apply_map_builder (who, dir);
1866 break; 1675 break;
1867 1676
1868 case SKILL: 1677 case SKILL:
1869 do_skill (op, op, ob, dir, 0); 1678 do_skill (who, who, ob, dir, 0);
1870 break; 1679 break;
1871 1680
1681 case RANGED:
1682 do_skill (who, ob, who->chosen_skill, dir, 0);
1683 break;
1684
1872 default: 1685 default:
1873 fire_misc_object (op, dir); 1686 fire_misc_object (who, dir);
1874 break; 1687 break;
1875 } 1688 }
1876 1689
1877 return true; 1690 return true;
1878} 1691}
1879 1692
1880/* find_key 1693static object *
1881 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic
1884 * for both is the same - just the specific key is different.
1885 * pl is the player,
1886 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers.
1889 */
1890object *
1891find_key (object *pl, object *container, object *door) 1694find_key_ (object *pl, object *container, object *door)
1892{ 1695{
1893 object *tmp, *key; 1696 object *tmp, *key;
1894 1697
1895 /* Should not happen, but sanity checking is never bad */ 1698 /* Should not happen, but sanity checking is never bad */
1896 if (!container->inv) 1699 if (!container->inv)
1899 /* First, lets try to find a key in the top level inventory */ 1702 /* First, lets try to find a key in the top level inventory */
1900 for (tmp = container->inv; tmp; tmp = tmp->below) 1703 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1704 {
1902 if (door->type == DOOR && tmp->type == KEY) 1705 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1706 break;
1707
1904 /* For sanity, we should really check door type, but other stuff 1708 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1709 * (like containers) can be locked with special keys
1906 */ 1710 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1711 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1712 break;
1914 * a key, return 1718 * a key, return
1915 */ 1719 */
1916 if (!tmp) 1720 if (!tmp)
1917 { 1721 {
1918 for (tmp = container->inv; tmp; tmp = tmp->below) 1722 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */ 1723 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1724 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door))) 1725 if ((key = find_key_ (pl, tmp, door)))
1924 return key; 1726 return key;
1925 }
1926 }
1927 1727
1928 if (!tmp) 1728 if (!tmp)
1929 return NULL; 1729 return 0;
1930 } 1730 }
1931 1731
1932 /* We get down here if we have found a key. Now if its in a container, 1732 /* We get down here if we have found a key. Now if its in a container,
1933 * see if we actually want to use it 1733 * see if we actually want to use it
1934 */ 1734 */
1935 if (pl != container) 1735 if (pl != container)
1936 { 1736 {
1937 /* Only let players use keys in containers */ 1737 /* Only let players use keys in containers */
1938 if (!pl->contr) 1738 if (!pl->contr)
1939 return NULL; 1739 return 0;
1740
1940 /* cases where this fails: 1741 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1742 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1743 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1744 * If the container is not active, return now since only active
1944 * containers can be used. 1745 * containers can be used.
1948 * inv must have been an container and must have been active. 1749 * inv must have been an container and must have been active.
1949 * 1750 *
1950 * Change the color so that the message doesn't disappear with 1751 * Change the color so that the message doesn't disappear with
1951 * all the others. 1752 * all the others.
1952 */ 1753 */
1953 if (pl->contr->usekeys == key_inventory || 1754 if (pl->contr->usekeys == key_inventory
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1755 || !container->flag [FLAG_APPLIED]
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1756 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1757 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1758 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1759 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1760 return NULL;
1960 } 1761 }
1961 } 1762 }
1962 1763
1963 return tmp; 1764 return tmp;
1765}
1766
1767/* find_key
1768 * We try to find a key for the door as passed. If we find a key
1769 * and successfully use it, we return the key, otherwise NULL
1770 * This function merges both normal and locked door, since the logic
1771 * for both is the same - just the specific key is different.
1772 * pl is the player,
1773 * inv is the objects inventory to searched
1774 * door is the door we are trying to match against.
1775 * This function can be called recursively to search containers.
1776 */
1777object *
1778find_key (object *pl, object *container, object *door)
1779{
1780 if (door->slaying && is_match_expr (door->slaying))
1781 {
1782 // for match expressions, we try to find the key by applying the match
1783 // to the op itself, which is supposed to find the "key", instead
1784 // of searching through containers ourselves.
1785
1786 return match_one (door->slaying, container, door, pl, pl);
1787 }
1788 else
1789 return find_key_ (pl, container, door);
1964} 1790}
1965 1791
1966/* moved door processing out of move_player_attack. 1792/* moved door processing out of move_player_attack.
1967 * returns 1 if player has opened the door with a key 1793 * returns 1 if player has opened the door with a key
1968 * such that the caller should not do anything more, 1794 * such that the caller should not do anything more,
1990 1816
1991 if (door->type == DOOR) 1817 if (door->type == DOOR)
1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1818 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 else if (door->type == LOCKED_DOOR) 1819 else if (door->type == LOCKED_DOOR)
1994 { 1820 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1821 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1822 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1823 }
1998 1824
1999 /* Do this after we print the message */ 1825 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */ 1826 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */
2002 if (container != op)
2003 esrv_update_item (UPD_WEIGHT, op, container);
2004 1827
2005 return 1; /* Nothing more to do below */ 1828 return 1; /* Nothing more to do below */
2006 } 1829 }
2007 else if (door->type == LOCKED_DOOR) 1830 else if (door->type == LOCKED_DOOR)
2008 { 1831 {
2009 /* Might as well return now - no other way to open this */ 1832 /* Might as well return now - no other way to open this */
2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1833 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2011 return 1; 1834 return 1;
2012 } 1835 }
2013 1836
2014 return 0; 1837 return 0;
2015} 1838}
2021 * going to try and move (not fire weapons). 1844 * going to try and move (not fire weapons).
2022 */ 1845 */
2023bool 1846bool
2024move_player_attack (object *op, int dir) 1847move_player_attack (object *op, int dir)
2025{ 1848{
2026 int on_battleground; 1849 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1850 {
1851 --op->speed_left;
1852 return true;
1853 }
2027 1854
2028 sint16 nx = freearr_x[dir] + op->x; 1855 sint16 nx = freearr_x[dir] + op->x;
2029 sint16 ny = freearr_y[dir] + op->y; 1856 sint16 ny = freearr_y[dir] + op->y;
2030 1857
2031 on_battleground = op_on_battleground (op, 0, 0);
2032
2033 if (out_of_map (op->map, nx, ny)) 1858 if (out_of_map (op->map, nx, ny))
2034 return false; 1859 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2041 1860
2042 /* If braced, or can't move to the square, and it is not out of the 1861 /* If braced, or can't move to the square, and it is not out of the
2043 * map, attack it. Note order of if statement is important - don't 1862 * map, attack it. Note order of if statement is important - don't
2044 * want to be calling move_ob if braced, because move_ob will move the 1863 * want to be calling move_ob if braced, because move_ob will move the
2045 * player. This is a pretty nasty hack, because if we could 1864 * player. This is a pretty nasty hack, because if we could
2092 */ 1911 */
2093 if (op->type == PLAYER 1912 if (op->type == PLAYER
2094 && ((mon->owner && mon->owner->contr 1913 && ((mon->owner && mon->owner->contr
2095 && same_party (mon->owner->contr->party, op->contr->party)) 1914 && same_party (mon->owner->contr->party, op->contr->party))
2096 || mon->owner == op) 1915 || mon->owner == op)
2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1916 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2098 { 1917 {
2099 /* If we're braced, we don't want to switch places with it */ 1918 /* If we're braced, we don't want to switch places with it */
2100 if (op->contr->braced) 1919 if (op->contr->braced)
2101 return false; 1920 return false;
2102 1921
2105 --op->speed_left; 1924 --op->speed_left;
2106 1925
2107 op->play_sound (sound_find ("push_player")); 1926 op->play_sound (sound_find ("push_player"));
2108 push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2109 1928
2110 if (op->contr->tmp_invis || op->hide) 1929 if (action_makes_visible (op))
2111 make_visible (op); 1930 make_visible (op);
2112 1931
2113 return true; 1932 return true;
2114 } 1933 }
2115 else 1934 else
2116 return false; 1935 return false;
2117 } 1936 }
1937
1938 bool on_battleground = op_on_battleground (op, 0, 0);
2118 1939
2119 /* in certain circumstances, you shouldn't attack friendly 1940 /* in certain circumstances, you shouldn't attack friendly
2120 * creatures. Note that if you are braced, you can't push 1941 * creatures. Note that if you are braced, you can't push
2121 * someone, but put it inside this loop so that you won't 1942 * someone, but put it inside this loop so that you won't
2122 * attack them either. 1943 * attack them either.
2123 */ 1944 */
2124 if ((mon->type == PLAYER || mon->enemy != op) 1945 if ((mon->type == PLAYER || mon->enemy != op)
2125 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1946 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2126 && ((op->contr->peaceful 1947 && ((op->contr->peaceful
2127 || (mon->type == PLAYER && mon->contr->peaceful)) 1948 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && !on_battleground)) 1949 && !on_battleground))
2129 { 1950 {
2130 if (op->speed_left > 0.f) 1951 if (op->speed_left > 0.f)
2135 { 1956 {
2136 op->play_sound (sound_find ("push_player")); 1957 op->play_sound (sound_find ("push_player"));
2137 push_ob (mon, dir, op); 1958 push_ob (mon, dir, op);
2138 } 1959 }
2139 else 1960 else
2140 new_draw_info (0, 0, op, "You withhold your attack"); 1961 op->statusmsg ("You withhold your attack");
2141 1962
2142 if (op->contr->tmp_invis || op->hide) 1963 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2143 make_visible (op); 1964 make_visible (op);
2144 1965
2145 return true; 1966 return true;
2146 } 1967 }
2147 } 1968 }
2148 /* If the object is a boulder or other rollable object, then 1969 /* If the object is a boulder or other rollable object, then
2149 * roll it if not braced. You can't roll it if you are braced. 1970 * roll it if not braced. You can't roll it if you are braced.
2150 */ 1971 */
2151 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1972 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2152 { 1973 {
2153 if (op->speed_left > 0.f) 1974 if (op->speed_left > 0.f)
2154 { 1975 {
2155 --op->speed_left; 1976 --op->speed_left;
2156 1977
2165 * Way it works is like this: First, it must have some hit points 1986 * Way it works is like this: First, it must have some hit points
2166 * and be living. Then, it must be one of the following: 1987 * and be living. Then, it must be one of the following:
2167 * 1) Not a player, 2) A player, but of a different party. Note 1988 * 1) Not a player, 2) A player, but of a different party. Note
2168 * that party_number -1 is no party, so attacks can still happen. 1989 * that party_number -1 is no party, so attacks can still happen.
2169 */ 1990 */
2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1991 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1992 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2172 { 1993 {
2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1994 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2174 { 1995 {
2175 --op->contr->weapon_sp_left; 1996 --op->contr->weapon_sp_left;
2187} 2008}
2188 2009
2189bool 2010bool
2190move_player (object *op, int dir) 2011move_player (object *op, int dir)
2191{ 2012{
2192 int pick;
2193
2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2013 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2195 return 0; 2014 return 0;
2196 2015
2197 /* Sanity check: make sure dir is valid */ 2016 /* Sanity check: make sure dir is valid */
2198 if ((dir < 0) || (dir >= 9)) 2017 if (dir < 0 || dir > 8)
2199 { 2018 {
2200 LOG (llevError, "move_player: invalid direction %d\n", dir); 2019 LOG (llevError, "move_player: invalid direction %d\n", dir);
2201 return 0; 2020 return 0;
2202 } 2021 }
2203 2022
2204 /* peterm: added following line */ 2023 /* peterm: added following line */
2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2024 if (op->flag [FLAG_CONFUSED] && dir)
2206 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2025 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2207 2026
2208 op->facing = dir; 2027 op->facing = dir;
2209 2028
2210 if (op->hide) 2029 if (op->flag [FLAG_HIDDEN])
2211 do_hidden_move (op); 2030 do_hidden_move (op);
2212 2031
2213 bool retval; 2032 bool retval;
2033 int pick = 0;
2214 2034
2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2035 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2216 retval = RESULT_INT (0); 2036 retval = RESULT_INT (0);
2217 else if (op->contr->fire_on) 2037 else if (op->contr->fire_on)
2218 retval = fire (op, dir); 2038 retval = fire (op, dir);
2249 * players. 2069 * players.
2250 */ 2070 */
2251bool 2071bool
2252handle_newcs_player (object *op) 2072handle_newcs_player (object *op)
2253{ 2073{
2254 if (QUERY_FLAG (op, FLAG_SCARED)) 2074 if (op->flag [FLAG_SCARED])
2255 { 2075 {
2256 if (op->speed_left > 0.f) 2076 if (op->speed_left > 0.f)
2257 { 2077 {
2258 --op->speed_left; 2078 --op->speed_left;
2259 flee_player (op); 2079 flee_player (op);
2275 return move_player (op, op->direction); 2095 return move_player (op, op->direction);
2276 2096
2277 return false; 2097 return false;
2278} 2098}
2279 2099
2280int 2100static int
2281save_life (object *op) 2101save_life (object *op)
2282{ 2102{
2283 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2103 if (!op->flag [FLAG_LIFESAVE])
2284 return 0; 2104 return 0;
2285 2105
2286 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2107 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2288 { 2108 {
2289 op->play_sound (sound_find ("ob_evaporate")); 2109 op->play_sound (sound_find ("ob_evaporate"));
2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2110 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2291 2111
2292 if (op->contr)
2293 esrv_del_item (op->contr, tmp->count);
2294
2295 tmp->destroy (); 2112 tmp->destroy ();
2296 CLEAR_FLAG (op, FLAG_LIFESAVE); 2113 op->clr_flag (FLAG_LIFESAVE);
2297 2114
2298 if (op->stats.hp < 0) 2115 if (op->stats.hp < 0)
2299 op->stats.hp = op->stats.maxhp; 2116 op->stats.hp = op->stats.maxhp;
2300 2117
2301 if (op->stats.food < 0) 2118 if (op->stats.food < 0)
2302 op->stats.food = 999; 2119 op->stats.food = MAX_FOOD;
2303 2120
2304 op->update_stats (); 2121 op->update_stats ();
2305 return 1; 2122 return 1;
2306 } 2123 }
2307 2124
2308 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2125 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2309 CLEAR_FLAG (op, FLAG_LIFESAVE); 2126 op->clr_flag (FLAG_LIFESAVE);
2310 enter_player_savebed (op); /* bring him home. */ 2127 enter_player_savebed (op); /* bring him home. */
2311 return 0; 2128 return 0;
2312} 2129}
2313 2130
2314/* This goes throws the inventory and removes unpaid objects, and puts them 2131/* This goes throws the inventory and removes unpaid objects, and puts them
2315 * back in the map (location and map determined by values of env). This 2132 * back in the map (location and map determined by values of env). This
2316 * function will descend into containers. op is the object to start the search 2133 * function will descend into containers. op is the object to start the search
2317 * from. 2134 * from.
2318 */ 2135 */
2319static void 2136static void
2320drop_unpaid_items (object *op, object *env) 2137drop_unpaid_items (object *op, object *env)
2321{ 2138{
2322 while (op) 2139 while (op)
2323 { 2140 {
2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2141 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2325 2142
2326 if (QUERY_FLAG (op, FLAG_UNPAID)) 2143 if (op->flag [FLAG_UNPAID])
2327 {
2328 if (env->type == PLAYER)
2329 esrv_del_item (env->contr, op->count);
2330
2331 op->insert_at (env); 2144 op->insert_at (env);
2332 }
2333 else if (op->inv) 2145 else if (op->inv)
2334 drop_unpaid_items (op->inv, env); 2146 drop_unpaid_items (op->inv, env);
2335 2147
2336 op = next; 2148 op = next;
2337 } 2149 }
2340void 2152void
2341object::drop_unpaid_items () 2153object::drop_unpaid_items ()
2342{ 2154{
2343 if (!flag [FLAG_REMOVED]) 2155 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this); 2156 ::drop_unpaid_items (inv, this);
2345}
2346
2347/*
2348 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory.
2353 */
2354char *
2355gravestone_text (object *op)
2356{
2357 static char buf2[MAX_BUF];
2358 char buf[MAX_BUF];
2359 time_t now = time (NULL);
2360
2361 strcpy (buf2, " R.I.P.\n\n");
2362 if (op->type == PLAYER)
2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2364 else
2365 sprintf (buf, "%s\n", &op->name);
2366
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369 if (op->type == PLAYER)
2370 sprintf (buf, "who was in level %d when killed\n", op->level);
2371 else
2372 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2373
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 {
2378 sprintf (buf, "by %s.\n\n", op->contr->killer);
2379 strncat (buf2, " ", 21 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 }
2382
2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386
2387 return buf2;
2388} 2157}
2389 2158
2390void 2159void
2391do_some_living (object *op) 2160do_some_living (object *op)
2392{ 2161{
2409 * alternate it here for it to work correctly. 2178 * alternate it here for it to work correctly.
2410 */ 2179 */
2411 if (pticks & 2) 2180 if (pticks & 2)
2412 op->invisible--; 2181 op->invisible--;
2413 } 2182 }
2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2183 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2415 { 2184 {
2416 if (!op->invisible--) 2185 if (!op->invisible--)
2417 { 2186 {
2418 make_visible (op); 2187 make_visible (op);
2419 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2188 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2213 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2445 else 2214 else
2446 { 2215 {
2447 gen_grace = op->stats.maxgrace; 2216 gen_grace = op->stats.maxgrace;
2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2217 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2449 }
2450
2451 /* Regenerate Spell Points */
2452 if (!op->contr->golem && --op->last_sp < 0)
2453 {
2454 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2455 if (op->stats.sp < op->stats.maxsp)
2456 {
2457 op->stats.sp++;
2458 /* dms do not consume food */
2459 if (!QUERY_FLAG (op, FLAG_WIZ))
2460 {
2461 op->stats.food--;
2462 if (op->contr->digestion < 0)
2463 op->stats.food += op->contr->digestion;
2464 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2465 op->stats.food = last_food;
2466 }
2467 }
2468
2469 if (max_sp > 1)
2470 {
2471 over_sp = (gen_sp + 10) / rate_sp;
2472 if (over_sp > 0)
2473 {
2474 if (op->stats.sp < op->stats.maxsp)
2475 {
2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2478 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2479 op->stats.sp--;
2480
2481 if (op->stats.sp > op->stats.maxsp)
2482 op->stats.sp = op->stats.maxsp;
2483 }
2484 op->last_sp = 0;
2485 }
2486 else
2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 } 2218 }
2492 2219
2493 /* Regenerate Grace */ 2220 /* Regenerate Grace */
2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2221 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2495 if (--op->last_grace < 0) 2222 if (--op->last_grace < 0)
2516 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2243 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2517 } 2244 }
2518 /* wearing stuff doesn't detract from grace generation. */ 2245 /* wearing stuff doesn't detract from grace generation. */
2519 } 2246 }
2520 2247
2248 if (op->stats.food > 0)
2249 {
2521 /* Regenerate Hit Points */ 2250 /* Regenerate Spell Points */
2522 if (--op->last_heal < 0) 2251 if (!op->contr->golem && --op->last_sp < 0)
2523 {
2524 if (op->stats.hp < op->stats.maxhp)
2525 { 2252 {
2526 op->stats.hp++; 2253 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2527 /* dms do not consume food */ 2254
2528 if (!QUERY_FLAG (op, FLAG_WIZ)) 2255 if (op->stats.sp < op->stats.maxsp)
2529 { 2256 {
2257 op->stats.sp++;
2258
2259 /* dms do not consume food */
2260 if (!op->flag [FLAG_WIZ])
2261 {
2530 op->stats.food--; 2262 op->stats.food--;
2263
2531 if (op->contr->digestion < 0) 2264 if (op->contr->digestion < 0)
2532 op->stats.food += op->contr->digestion; 2265 op->stats.food += op->contr->digestion;
2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2266 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534 op->stats.food = last_food; 2267 op->stats.food = last_food;
2268 }
2535 } 2269 }
2536 }
2537 2270
2538 if (max_hp > 1) 2271 if (max_sp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541 if (over_hp > 0)
2542 { 2272 {
2543 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2273 over_sp = (gen_sp + 10) / rate_sp;
2274 if (over_sp > 0)
2275 {
2276 if (op->stats.sp < op->stats.maxsp)
2277 {
2278 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2279
2280 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2281 op->stats.sp--;
2282
2283 if (op->stats.sp > op->stats.maxsp)
2284 op->stats.sp = op->stats.maxsp;
2285 }
2286
2544 op->last_heal = 0; 2287 op->last_sp = 0;
2288 }
2289 else
2290 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2545 } 2291 }
2546 else 2292 else
2293 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2294 }
2295
2296 /* Regenerate Hit Points */
2297 if (--op->last_heal < 0)
2298 {
2299 if (op->stats.hp < op->stats.maxhp)
2547 { 2300 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2301 op->stats.hp++;
2302
2303 /* dms do not consume food */
2304 if (!op->flag [FLAG_WIZ])
2305 {
2306 op->stats.food--;
2307
2308 if (op->contr->digestion < 0)
2309 op->stats.food += op->contr->digestion;
2310 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2311 op->stats.food = last_food;
2312 }
2549 } 2313 }
2314
2315 if (max_hp > 1)
2316 {
2317 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2318
2319 if (over_hp > 0)
2320 {
2321 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2322 op->last_heal = 0;
2323 }
2324 else
2325 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2550 } 2326 }
2551 else 2327 else
2552 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2328 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554 } 2329 }
2555 } 2330 }
2556 2331
2557 /* Digestion */ 2332 /* Digestion */
2558 if (--op->last_eat < 0) 2333 if (--op->last_eat < 0)
2561 penalty = max (0, -op->contr->digestion); 2336 penalty = max (0, -op->contr->digestion);
2562 2337
2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2338 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2564 2339
2565 /* dms do not consume food */ 2340 /* dms do not consume food */
2566 if (!QUERY_FLAG (op, FLAG_WIZ)) 2341 if (!op->flag [FLAG_WIZ])
2567 op->stats.food--; 2342 op->stats.food--;
2568 } 2343 }
2569 2344
2570 if (op->stats.food < 0 && op->stats.hp >= 0) 2345 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 { 2346 {
2572 object *tmp, *flesh = 0; 2347 object *flesh = 0;
2573 2348
2574 for (tmp = op->inv; tmp; tmp = tmp->below) 2349 for_inv_removable (op, tmp)
2575 { 2350 {
2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2351 if (tmp->flag [FLAG_UNPAID])
2352 continue;
2353
2354 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 { 2355 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2356 op->statusmsg ("You blindly grab for a bite of food. "
2579 { 2357 "H<To prevent you from starving, you ate some random item from your backpack.>");
2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2358 op->apply (tmp);
2581 manual_apply (op, tmp, 0); 2359
2582 if (op->stats.food >= 0 || op->stats.hp < 0) 2360 if (op->stats.food >= 0 || op->stats.hp < 0)
2583 break; 2361 break;
2584 } 2362 }
2585 else if (tmp->type == FLESH) 2363 else if (tmp->type == FLESH)
2586 flesh = tmp; 2364 flesh = tmp;
2587 } /* End if paid for object */ 2365 }
2588 } /* end of for loop */
2589 2366
2590 /* If player is still starving, it means they don't have any food, so 2367 /* If player is still starving, it means they don't have any food, so
2591 * eat flesh instead. 2368 * eat flesh instead.
2592 */ 2369 */
2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2370 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 { 2371 {
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2372 op->statusmsg ("You blindly grab for a bite of food. "
2373 "H<To prevent you from starving, you ate some random item from your backpack.>");
2596 manual_apply (op, flesh, 0); 2374 op->apply (flesh);
2597 } 2375 }
2376
2377 // If player is still starving, alert him!
2378 if (op->stats.food < 0)
2379 op->failmsg ("You are starving! "
2380 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2381 }
2382
2383 if (op->stats.food < 0)
2598 } 2384 {
2385 op->stats.hp += op->stats.food;
2386 op->stats.food = 0;
2599 2387
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2388 if (op->stats.hp < 0)
2601 op->stats.food++, op->stats.hp--; 2389 {
2390 op->contr->killer = archetype::get ("killer_starvation");
2391 op->contr->killer->destroy ();
2392 }
2393 }
2602 2394
2395 /* killer should be set here already */
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2396 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2604 kill_player (op); 2397 kill_player (op);
2605 } 2398 }
2606} 2399}
2607 2400
2608/* If the player should die (lack of hp, food, etc), we call this. 2401/* If the player should die (lack of hp, food, etc), we call this.
2611 * file. 2404 * file.
2612 */ 2405 */
2613void 2406void
2614kill_player (object *op) 2407kill_player (object *op)
2615{ 2408{
2616 char buf[MAX_BUF];
2617 int x, y; 2409 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2410 maptile *map; /* this is for resurrection */
2621
2622 /* int z;
2623 int num_stats_lose;
2624 int lost_a_stat;
2625 int lose_this_stat;
2626 int this_stat; */
2627 int will_kill_again; 2411 int will_kill_again;
2628 archetype *at; 2412 archetype *at;
2629 object *tmp; 2413 object *tmp;
2630 2414
2631 if (save_life (op)) 2415 if (save_life (op))
2632 return; 2416 return;
2417
2418 dynbuf_text deathtab;
2419
2420 /* restore player */
2421 at = archetype::find (shstr_poisoning);
2422 if (object *tmp = present_arch_in_ob (at, op))
2423 {
2424 tmp->destroy ();
2425 deathtab << "Your body feels cleansed...\r";
2426 }
2427
2428 at = archetype::find (shstr_confusion);
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your mind feels clearer...\r";
2433 }
2434
2435 cure_disease (op, 0, 0); /* remove any disease */
2436
2437 max_it (op->stats.hp , op->stats.maxhp);
2438 max_it (op->stats.sp , op->stats.maxsp);
2439 max_it (op->stats.grace, op->stats.maxgrace);
2440 max_it (op->stats.food , 200);
2441
2442 // remove all spell effects that are active
2443 // to avoid long-term effects such as word-of-recall
2444 for (object *item = op->inv; item; )
2445 {
2446 object *next = item->below;
2447
2448 if (item->type == SPELL_EFFECT && item->active)
2449 item->destroy ();
2450
2451 item = next;
2452 }
2633 2453
2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2454 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2635 * in cities ONLY!!! It is very important that this doesn't get abused. 2455 * in cities ONLY!!! It is very important that this doesn't get abused.
2636 * Look at op_on_battleground() for more info --AndreasV 2456 * Look at op_on_battleground() for more info --AndreasV
2637 */ 2457 */
2638 if (op_on_battleground (op, &x, &y)) 2458 if (op_on_battleground (op, &x, &y))
2639 { 2459 {
2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2460 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2642
2643 /* restore player */
2644 at = archetype::find ("poisoning");
2645 if (object *tmp = present_arch_in_ob (at, op))
2646 {
2647 tmp->destroy ();
2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2649 }
2650
2651 at = archetype::find ("confusion");
2652 if (object *tmp = present_arch_in_ob (at, op))
2653 {
2654 tmp->destroy ();
2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2656 }
2657
2658 cure_disease (op, 0); /* remove any disease */
2659 op->stats.hp = op->stats.maxhp;
2660 if (op->stats.food <= 0)
2661 op->stats.food = 999;
2662 2461
2663 /* create a bodypart-trophy to make the winner happy */ 2462 /* create a bodypart-trophy to make the winner happy */
2664 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2463 object *tmp = archetype::find (shstr_finger)->instance ();
2665 { 2464
2666 sprintf (buf, "%s's finger", &op->name); 2465 tmp->name = format ("%s's finger" , &op->name);
2667 tmp->name = buf; 2466 tmp->name_pl = format ("%s's fingers", &op->name);
2668 sprintf (buf, " This finger has been cut off %s\n" 2467 tmp->msg = format (
2669 " the %s, when he was defeated at\n level %d by %s.\n", 2468 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2469 &op->name, op->contr->title,
2671 tmp->msg = buf; 2470 (int)op->level,
2471 op->contr->killer_name ()
2472 );
2672 tmp->value = 0, tmp->type = 0; 2473 tmp->value = 0, tmp->type = 0;
2673 tmp->materialname = "organics"; 2474 tmp->material = name_to_material (shstr_organic);
2674 tmp->insert_at (op, tmp); 2475 tmp->insert_at (op, tmp);
2675 }
2676 2476
2677 /* teleport defeated player to new destination */ 2477 /* teleport defeated player to new destination */
2678 transfer_ob (op, x, y, 0, NULL); 2478 transfer_ob (op, x, y, 0, NULL);
2679 op->contr->braced = 0; 2479 op->contr->braced = 0;
2480
2481 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2680 return; 2482 return;
2681 } 2483 }
2682 2484
2485 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2486 deathtab << "T<YOU HAVE DIED>\n\n";
2487
2683 INVOKE_PLAYER (DEATH, op->contr); 2488 INVOKE_PLAYER (DEATH, op->contr);
2684 2489
2685 command_kill_pets (op, 0); 2490 command_kill_pets (op, 0);
2686
2687 if (op->stats.food < 0)
2688 {
2689 sprintf (buf, "%s starved to death.", &op->name);
2690 strcpy (op->contr->killer, "starvation");
2691 }
2692 else
2693 sprintf (buf, "%s died.", &op->name);
2694 2491
2695 op->contr->play_sound (sound_find ("player_dies")); 2492 op->contr->play_sound (sound_find ("player_dies"));
2696 2493
2697 /* save the map location for corpse, gravestone */ 2494 /* save the map location for corpse, gravestone */
2698 x = op->x; 2495 x = op->x;
2728 2525
2729 lost_a_stat = 0; 2526 lost_a_stat = 0;
2730 2527
2731 for (z = 0; z < num_stats_lose; z++) 2528 for (z = 0; z < num_stats_lose; z++)
2732 { 2529 {
2733 i = RANDOM () % NUM_STATS; 2530 i = rndm (NUM_STATS);
2734 2531
2735 if (settings.stat_loss_on_death) 2532 if (settings.stat_loss_on_death)
2736 { 2533 {
2737 /* Pick a random stat and take a point off it. Tell the player 2534 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost. 2535 * what he lost.
2745 lost_a_stat = 1; 2542 lost_a_stat = 1;
2746 } 2543 }
2747 else 2544 else
2748 { 2545 {
2749 /* deplete a stat */ 2546 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion"); 2547 archetype *deparch = archetype::find (shstr_depletion);
2751 object *dep; 2548 object *dep;
2752 2549
2753 dep = present_arch_in_ob (deparch, op); 2550 dep = present_arch_in_ob (deparch, op);
2754 if (!dep) 2551 if (!dep)
2755 { 2552 {
2756 dep = arch_to_object (deparch); 2553 dep = deparch->instance ();
2757 insert_ob_in_ob (dep, op); 2554 insert_ob_in_ob (dep, op);
2758 } 2555 }
2759 lose_this_stat = 1; 2556 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss) 2557 if (settings.balanced_stat_loss)
2761 { 2558 {
2789 } 2586 }
2790 } 2587 }
2791 2588
2792 if (lose_this_stat) 2589 if (lose_this_stat)
2793 { 2590 {
2794 this_stat = get_attr_value (&(dep->stats), i); 2591 this_stat = get_attr_value (&dep->stats, i);
2795 /* We could try to do something clever like find another 2592 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if 2593 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low 2594 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a 2595 * and should be roughly the same, so it shouldn't make a
2799 * difference. 2596 * difference.
2800 */ 2597 */
2801 if (this_stat >= -50) 2598 if (this_stat >= -50)
2802 { 2599 {
2803 change_attr_value (&(dep->stats), i, -1); 2600 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED); 2601 dep->set_flag (FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2602 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats (); 2603 op->update_stats ();
2807 lost_a_stat = 1; 2604 lost_a_stat = 1;
2808 } 2605 }
2809 } 2606 }
2810 } 2607 }
2811 } 2608 }
2609
2812 /* If no stat lost, tell the player. */ 2610 /* If no stat lost, tell the player. */
2813 if (!lost_a_stat) 2611 if (!lost_a_stat)
2814 { 2612 {
2815 /* determine_god() seems to not work sometimes... why is this? 2613 /* determine_god() seems to not work sometimes... why is this?
2816 Should I be using something else? GD */ 2614 Should I be using something else? GD */
2817 const char *god = determine_god (op); 2615 shstr_tmp god = determine_god (op);
2818 2616
2819 if (god && (strcmp (god, "none"))) 2617 if (god != shstr_none)
2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2618 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2821 else 2619 else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2620 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2823 } 2621 }
2824#else 2622#else
2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2623 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2826#endif 2624#endif
2827 2625
2828 /* Put a gravestone up where the character 'almost' died. List the 2626 /* Put a gravestone up where the character 'almost' died. List the
2829 * exp loss on the stone. 2627 * exp loss on the stone.
2830 */ 2628 */
2831 tmp = arch_to_object (archetype::find ("gravestone")); 2629 tmp = archetype::find (shstr_gravestone)->instance ();
2832 sprintf (buf, "%s's gravestone", &op->name); 2630 tmp->name = format ("%s's gravestone", &op->name);
2833 tmp->name = buf; 2631 tmp->name_pl = format ("%s's gravestones", &op->name);
2834 sprintf (buf, "%s's gravestones", &op->name); 2632 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2835 tmp->name_pl = buf; 2633 &op->name, op->contr->title, op->contr->killer_name ());
2836 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);
2837 tmp->msg = buf;
2838 tmp->x = op->x, tmp->y = op->y; 2634 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL, 0); 2635 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2636
2841 /**************************************/ 2637 /**************************************/
2842 /* */ 2638 /* */
2843 /* Subtract the experience points, */ 2639 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2640 /* */
2847 /**************************************/ 2641 /**************************************/
2848 2642
2849 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */
2851 at = archetype::find ("poisoning");
2852 tmp = present_arch_in_ob (at, op);
2853
2854 if (tmp)
2855 {
2856 tmp->destroy ();
2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2858 }
2859
2860 at = archetype::find ("confusion");
2861 tmp = present_arch_in_ob (at, op);
2862 if (tmp)
2863 {
2864 tmp->destroy ();
2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2866 }
2867
2868 cure_disease (op, 0); /* remove any disease */
2869
2870 /*add_exp(op, (op->stats.exp * -0.20)); */ 2643 /*add_exp(op, (op->stats.exp * -0.20)); */
2871 apply_death_exp_penalty (op); 2644 apply_death_exp_penalty (op);
2872 if (op->stats.food < 100)
2873 op->stats.food = 900;
2874 op->stats.hp = op->stats.maxhp;
2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2877 2645
2878 /* 2646 /*
2879 * Check to see if the player has any unpaid items. If so, remove them 2647 * Check to see if the player has any unpaid items. If so, remove them
2880 * and put them back in the map. 2648 * and put them back in the map.
2881 */ 2649 */
2909 2677
2910 force = get_archetype (FORCE_NAME); 2678 force = get_archetype (FORCE_NAME);
2911 /* 50 ticks should be enough time for the spell to abate */ 2679 /* 50 ticks should be enough time for the spell to abate */
2912 force->speed = 0.1f; 2680 force->speed = 0.1f;
2913 force->speed_left = -5.f; 2681 force->speed_left = -5.f;
2914 SET_FLAG (force, FLAG_APPLIED); 2682 force->set_flag (FLAG_APPLIED);
2915 for (at = 0; at < NROFATTACKS; at++) 2683 for (at = 0; at < NROFATTACKS; at++)
2916 if (will_kill_again & (1 << at)) 2684 if (will_kill_again & (1 << at))
2917 force->resist[at] = 100; 2685 force->resist[at] = 100;
2918 2686
2919 insert_ob_in_ob (force, op); 2687 insert_ob_in_ob (force, op);
2920 op->update_stats (); 2688 op->update_stats ();
2921
2922 } 2689 }
2923 2690
2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2691 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2925} 2692}
2926 2693
2927void 2694static void
2928loot_object (object *op) 2695loot_object (object *op)
2929{ /* Grab and destroy some treasure */ 2696{ /* Grab and destroy some treasure */
2930 object *tmp, *tmp2, *next; 2697 object *tmp, *tmp2, *next;
2931 2698
2932 op->close_container (); /* close open sack first */ 2699 op->close_container (); /* close open sack first */
2942 tmp->x = op->x, tmp->y = op->y; 2709 tmp->x = op->x, tmp->y = op->y;
2943 2710
2944 if (tmp->type == CONTAINER) 2711 if (tmp->type == CONTAINER)
2945 loot_object (tmp); /* empty container to ground */ 2712 loot_object (tmp); /* empty container to ground */
2946 2713
2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2714 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2948 { 2715 {
2949 if (tmp->nrof > 1) 2716 if (tmp->nrof > 1)
2950 { 2717 {
2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2718 tmp->decrease (rndm (1, tmp->nrof - 1));
2952 tmp2->destroy ();
2953 insert_ob_in_map (tmp, op->map, NULL, 0); 2719 insert_ob_in_map (tmp, op->map, NULL, 0);
2954 } 2720 }
2955 else 2721 else
2956 tmp->destroy (); 2722 tmp->destroy ();
2957 } 2723 }
2964 * fix_weight(): Check recursively the weight of all players, and fix 2730 * fix_weight(): Check recursively the weight of all players, and fix
2965 * what needs to be fixed. Refresh windows and fix speed if anything 2731 * what needs to be fixed. Refresh windows and fix speed if anything
2966 * was changed. 2732 * was changed.
2967 */ 2733 */
2968void 2734void
2969fix_weight (void) 2735fix_weight ()
2970{ 2736{
2971 for_all_players (pl) 2737 for_all_players (pl)
2972 { 2738 {
2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2739 sint32 old = pl->ob->carrying;
2974 2740
2975 if (old == sum) 2741 pl->ob->update_weight ();
2976 continue; 2742
2743 if (old != pl->ob->carrying)
2744 {
2977 pl->ob->update_stats (); 2745 pl->ob->update_stats ();
2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2746 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2747 }
2979 } 2748 }
2980} 2749}
2981 2750
2982void 2751void
2983fix_luck (void) 2752fix_luck ()
2984{ 2753{
2985 for_all_players (pl) 2754 for_all_players (pl)
2986 if (!pl->ob->contr->ns->state) 2755 if (!pl->ob->contr->ns->state)
2987 pl->ob->change_luck (0); 2756 pl->ob->change_luck (0);
2988} 2757}
3025} 2794}
3026 2795
3027void 2796void
3028make_visible (object *op) 2797make_visible (object *op)
3029{ 2798{
3030 op->hide = 0; 2799 op->flag [FLAG_HIDDEN] = 0;
3031 op->invisible = 0; 2800 op->invisible = 0;
2801
3032 if (op->type == PLAYER) 2802 if (op->type == PLAYER)
3033 { 2803 {
3034 op->contr->tmp_invis = 0; 2804 op->contr->tmp_invis = 0;
3035 op->contr->invis_race = 0; 2805 op->contr->invis_race = 0;
3036 } 2806 }
3039} 2809}
3040 2810
3041int 2811int
3042is_true_undead (object *op) 2812is_true_undead (object *op)
3043{ 2813{
3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2814 if (op->arch->flag [FLAG_UNDEAD])
3045 return 1; 2815 return 1;
3046 2816
3047 return 0; 2817 return 0;
3048} 2818}
3049 2819
3050/* look at the surrounding terrain to determine 2820/* look at the surrounding terrain to determine
3051 * the hideability of this object. Positive levels 2821 * the hideability of this object. Positive levels
3052 * indicate greater hideability. 2822 * indicate greater hideability.
3053 */ 2823 */
3054
3055int 2824int
3056hideability (object *ob) 2825hideability (object *ob)
3057{ 2826{
3058 int i, level = 0, mflag; 2827 int i, level = 0, mflag;
3059 sint16 x, y; 2828 sint16 x, y;
3060 2829
3061 if (!ob || !ob->map) 2830 if (!ob || !ob->map)
3062 return 0; 2831 return 0;
3063 2832
3064 /* so, on normal lighted maps, its hard to hide */ 2833 /* so, on normal lighted maps, its hard to hide */
3065 level = ob->map->darkness - 2; 2834 level = ob->map->darklevel () - 2;
3066 2835
3067 /* this also picks up whether the object is glowing. 2836 /* this also picks up whether the object is glowing.
3068 * If you carry a light on a non-dark map, its not 2837 * If you carry a light on a non-dark map, its not
3069 * as bad as carrying a light on a pitch dark map */ 2838 * as bad as carrying a light on a pitch dark map */
3070 if (has_carried_lights (ob)) 2839 if (ob->has_carried_lights ())
3071 level = -(10 + (2 * ob->map->darkness)); 2840 level = -(10 + (2 * ob->map->darklevel ()));
3072 2841
3073 /* scan through all nearby squares for terrain to hide in */ 2842 /* scan through all nearby squares for terrain to hide in */
3074 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2843 for (i = 0, x = ob->x, y = ob->y;
2844 i <= SIZEOFFREE1;
2845 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3075 { 2846 {
3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2847 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3077 if (mflag & P_OUT_OF_MAP) 2848 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue; 2849 continue;
3080 } 2850
3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2851 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3082 level += 2; 2852 level += 2;
3083 else /* open terrain! */ 2853 else /* open terrain! */
3084 level -= 1; 2854 level -= 1;
3085 } 2855 }
3096 * spot (surrounded by clear terrain in broad daylight). -b.t. 2866 * spot (surrounded by clear terrain in broad daylight). -b.t.
3097 */ 2867 */
3098void 2868void
3099do_hidden_move (object *op) 2869do_hidden_move (object *op)
3100{ 2870{
3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2871 int hide = 0;
3102 object *skop;
3103 2872
3104 if (!op || !op->map) 2873 if (!op || !op->map)
3105 return; 2874 return;
3106 2875
3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2876 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2877 int num = random_roll (0, 19, op, PREFER_LOW);
3108 2878
3109 /* its *extremely* hard to run and sneak/hide at the same time! */ 2879 /* its *extremely* hard to run and sneak/hide at the same time! */
3110 if (op->type == PLAYER && op->contr->run_on) 2880 if (op->type == PLAYER && op->contr->run_on)
3111 if (!skop || num >= skop->level) 2881 if (!skop || num >= skop->level)
3112 { 2882 {
3122 num -= hide; 2892 num -= hide;
3123 2893
3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2894 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125 { 2895 {
3126 make_visible (op); 2896 make_visible (op);
2897
3127 if (op->type == PLAYER) 2898 if (op->type == PLAYER)
3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2899 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3129 } 2900 }
3130 else if (op->type == PLAYER && skop) 2901 else if (op->type == PLAYER && skop)
3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2902 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3146 2917
3147 if (who->type == PLAYER) 2918 if (who->type == PLAYER)
3148 player = 1; 2919 player = 1;
3149 2920
3150 else 2921 else
3151 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2922 friendly = who->flag [FLAG_FRIENDLY];
3152 2923
3153 /* search adjacent squares */ 2924 /* search adjacent squares */
3154 for (i = 1; i < 9; i++) 2925 for (i = 1; i < 9; i++)
3155 { 2926 {
3156 x = who->x + freearr_x[i]; 2927 x = who->x + freearr_x[i];
3165 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2936 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3166 continue; 2937 continue;
3167 2938
3168 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2939 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3169 { 2940 {
3170 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2941 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3171 return 1; 2942 return 1;
3172 else if (tmp->type == PLAYER) 2943 else if (tmp->type == PLAYER)
3173 { 2944 {
3174 /*don't let a hidden DM prevent you from hiding */ 2945 /*don't let a hidden DM prevent you from hiding */
3175 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2946 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3176 return 1; 2947 return 1;
3177 } 2948 }
3178 } 2949 }
3179 } 2950 }
3180 return 0; 2951 return 0;
3184 * object op. This function works fine for monsters, 2955 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 2956 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 2957 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2958 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2959 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2960 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2961 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2962 * imply the way your head, or body is facing? It's possible
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 2963 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 2964 * -b.t.
3194 * This function is now map tiling safe. 2965 * This function is now map tiling safe.
3195 */ 2966 */
3196
3197int 2967int
3198player_can_view (object *pl, object *op) 2968player_can_view (object *pl, object *op)
3199{ 2969{
3200 rv_vector rv; 2970 rv_vector rv;
3201 int dx, dy; 2971 int dx, dy;
3213 2983
3214 get_rangevector (pl, op, &rv, 0x1); 2984 get_rangevector (pl, op, &rv, 0x1);
3215 2985
3216 /* starting with the 'head' part, lets loop 2986 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any 2987 * through the object and find if it has any
3218 * part that is in the los array but isnt on 2988 * part that is in the los array but isn't on
3219 * a blocked los square. 2989 * a blocked los square.
3220 * we use the archetype to figure out offsets. 2990 * we use the archetype to figure out offsets.
3221 */ 2991 */
3222 while (op) 2992 while (op)
3223 { 2993 {
3224 dx = rv.distance_x + op->arch->x; 2994 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->y; 2995 dy = rv.distance_y + op->arch->y;
3226 2996
3227 /* only the viewable area the player sees is updated by LOS 2997 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3228 * code, so we need to restrict ourselves to that range of values
3229 * for any meaningful values.
3230 */
3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3234 return 1; 2998 return 1;
2999
3235 op = op->more; 3000 op = op->more;
3236 } 3001 }
3237 return 0;
3238}
3239 3002
3240/* routine for both players and monsters. We call this when
3241 * there is a possibility for our action distrubing our hiding
3242 * place or invisiblity spell. Artefact invisiblity is not
3243 * effected by this. If we arent invisible to begin with, we
3244 * return 0.
3245 */
3246int
3247action_makes_visible (object *op)
3248{
3249
3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 {
3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3253 return 0;
3254
3255 if (op->contr && op->contr->tmp_invis == 0)
3256 return 0;
3257
3258 /* If monsters, they should become visible */
3259 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3260 {
3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3262 return 1;
3263 }
3264 }
3265 return 0; 3003 return 0;
3266} 3004}
3267 3005
3268/* op_on_battleground - checks if the given object op (usually 3006/* op_on_battleground - checks if the given object op (usually
3269 * a player) is standing on a valid battleground-tile, 3007 * a player) is standing on a valid battleground-tile,
3274 * Default is to do the same as before, so only people wanting to have different points need worry about this 3012 * Default is to do the same as before, so only people wanting to have different points need worry about this
3275 */ 3013 */
3276int 3014int
3277op_on_battleground (object *op, int *x, int *y) 3015op_on_battleground (object *op, int *x, int *y)
3278{ 3016{
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3017 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3018 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3019 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3020 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3021 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3022 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3023 for (object *tmp = op->below; tmp; tmp = tmp->below)
3288 { 3024 {
3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3025 if (tmp->flag [FLAG_IS_FLOOR])
3290 { 3026 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3027 if (tmp->flag [FLAG_NO_PICK]
3292 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3028 && tmp->type == BATTLEGROUND
3029 && tmp->name == shstr_battleground
3030 && EXIT_X (tmp) && EXIT_Y (tmp))
3293 { 3031 {
3294 /*before we assign the exit, check if this is a teambattle */ 3032 /* before we assign the exit, check if this is a teambattle */
3295 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3033 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 {
3297 object *invtmp;
3298
3299 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3034 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3035 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3300 { 3036 {
3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3302 {
3303 if (x != NULL && y != NULL) 3037 if (x && y)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3038 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3039
3305 return 1; 3040 return 1;
3306 }
3307 } 3041 }
3308 } 3042
3309 if (x != NULL && y != NULL) 3043 if (x && y)
3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3044 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3045
3311 return 1; 3046 return 1;
3312 } 3047 }
3313 } 3048 }
3314 } 3049 }
3050
3315 /* If we got here, did not find a battleground */ 3051 /* If we got here, did not find a battleground */
3316 return 0; 3052 return 0;
3317} 3053}
3318 3054
3319/* 3055/*
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3071 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0; 3072 int i = 0, j = 0;
3337 3073
3338 /* get the appropriate treasurelist */ 3074 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3075 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find ("dragon_ability_fire"); 3076 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3077 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find ("dragon_ability_cold"); 3078 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3079 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find ("dragon_ability_elec"); 3080 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3081 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find ("dragon_ability_poison"); 3082 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3083
3348 if (trlist == NULL || who->type != PLAYER) 3084 if (trlist == NULL || who->type != PLAYER)
3349 return; 3085 return;
3350 3086
3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3087 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3448 else 3184 else
3449 j = 1; 3185 j = 1;
3450 strcat (buf, spellpathnames[i]); 3186 strcat (buf, spellpathnames[i]);
3451 } 3187 }
3452 } 3188 }
3189
3453 strcat (buf, "."); 3190 strcat (buf, ".");
3454 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3191 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3192 }
3456 3193
3457 /* evtl. adding flags: */ 3194 /* evtl. adding flags: */
3458 if (QUERY_FLAG (item, FLAG_XRAYS)) 3195 if (item->flag [FLAG_XRAYS])
3459 SET_FLAG (skin, FLAG_XRAYS); 3196 skin->set_flag (FLAG_XRAYS);
3460 if (QUERY_FLAG (item, FLAG_STEALTH)) 3197 if (item->flag [FLAG_STEALTH])
3461 SET_FLAG (skin, FLAG_STEALTH); 3198 skin->set_flag (FLAG_STEALTH);
3462 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3199 if (item->flag [FLAG_SEE_IN_DARK])
3463 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3200 skin->set_flag (FLAG_SEE_IN_DARK);
3464 3201
3465 /* print message if there is one */ 3202 /* print message if there is one */
3466 if (item->msg != NULL) 3203 if (item->msg != NULL)
3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3204 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3468 } 3205 }
3469 else 3206 else
3470 { 3207 {
3471 /* generate misc. treasure */ 3208 /* generate misc. treasure */
3472 tmp = arch_to_object (tr->item); 3209 tmp = tr->item->instance ();
3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3210 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3474 tmp = insert_ob_in_ob (tmp, who); 3211 who->insert (tmp);
3475 if (who->type == PLAYER)
3476 esrv_send_item (who, tmp);
3477 } 3212 }
3478} 3213}
3479 3214
3480/** 3215//-GPL
3481 * Unready an object for a player. This function does nothing if the object was
3482 * not readied.
3483 */
3484void
3485player_unready_range_ob (player *pl, object *ob)
3486{
3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3489
3490 if (pl->combat_ob == ob)
3491 pl->combat_ob = 0;
3492
3493 if (pl->ranged_ob == ob)
3494 pl->ranged_ob = 0;
3495}
3496 3216
3497sint8 3217sint8
3498player::visibility_at (maptile *map, int x, int y) const 3218player::darkness_at (maptile *map, int x, int y) const
3499{ 3219{
3500 if (!ns) 3220 if (!ns)
3501 return 0; 3221 return LOS_BLOCKED;
3502 3222
3503 int dx, dy; 3223 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3224 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3225 return LOS_BLOCKED;
3226
3227 x += dx - ns->current_x;
3228 y += dy - ns->current_y;
3229
3230 return blocked_los (x, y);
3231}
3232
3233void
3234player::infobox (const char *title, const char *msg, int color)
3235{
3236 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3237}
3238
3239void
3240player::statusmsg (const char *msg, int color)
3241{
3242 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3243}
3244
3245void
3246player::failmsg (const char *msg, int color)
3247{
3248 play_sound (sound_find ("generic_failure"));
3249 statusmsg (msg, color);
3250}
3251
3252void
3253object::failmsgf (const char *format, ...)
3254{
3255 if (!contr)
3505 return 0; 3256 return;
3506 3257
3507 x += dx - ns->current_x + ns->mapx / 2; 3258 va_list ap;
3508 y += dy - ns->current_y + ns->mapy / 2; 3259 va_start (ap, format);
3509 3260 contr->failmsg (vformat (format, ap));
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3261 va_end (ap);
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514} 3262}
3263
3264void
3265player::failmsgf (const char *format, ...)
3266{
3267 va_list ap;
3268 va_start (ap, format);
3269 failmsg (vformat (format, ap));
3270 va_end (ap);
3271}
3272

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