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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 1.290 by root, Mon Oct 29 23:55:55 2012 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <sproto.h> 31#include <sproto.h>
26#include <sounds.h> 32#include <sounds.h>
27#include <living.h> 33#include <living.h>
28#include <object.h> 34#include <object.h>
29#include <spells.h> 35#include <spells.h>
30#include <skills.h> 36#include <skills.h>
31 37
32#include <algorithm>
33#include <functional>
34
35playervec players; 38playervec players;
36
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150 39
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
165 54
166 players.insert (this); 55 players.insert (this);
167 ob->remove (); 56 ob->remove ();
168 ob->map = 0; 57 ob->map = 0;
169 ob->activate_recursive (); 58 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 60 add_friendly_object (ob);
172} 61}
173 62
174void 63void
175player::deactivate () 64player::deactivate ()
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 80
193 players.erase (this); 81 players.erase (this);
194} 82}
195 83
196// connect the player with a specific client 84// connect the player with a specific client
206 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
207 95
208 ns->update_look = 0; 96 ns->update_look = 0;
209 ns->look_position = 0; 97 ns->look_position = 0;
210 98
211 clear_los (this); 99 clear_los ();
212 100
213 ns->reset_stats (); 101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
218 106
219 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
220 link_player_skills (ob); 108 link_skills ();
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 109
224 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
225 111
226 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
228 { 114 {
229 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
230 116
231 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
238 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
239 } 125 }
240 126
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 128
243 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
244 130
245 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
247 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
248 135
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 136 ob->update_stats ();
271 137
272 ns->floorbox_update (); 138 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
275 141
276 activate (); 142 activate ();
277 143
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
284} 146}
285 147
286void 148void
287player::disconnect () 149player::disconnect ()
288{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
289 if (ns) 157 if (ns)
290 { 158 {
291 if (active) 159 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293 161
296 ns->reset_stats (); 164 ns->reset_stats ();
297 ns->pl = 0; 165 ns->pl = 0;
298 ns = 0; 166 ns = 0;
299 } 167 }
300 168
301 if (ob) 169 // this is important for the player scheduler to get the correct refcount
302 { 170 // when ns = 0
303 ob->close_container (); //TODO: client-specific 171 observe = viewpoint = ob;
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308 172
309 deactivate (); 173 deactivate ();
310} 174}
175
176//-GPL
311 177
312// the need for this function can be explained 178// the need for this function can be explained
313// by load_object not returning the object 179// by load_object not returning the object
314void 180void
315player::set_object (object *op) 181player::set_object (object *op)
316{ 182{
317 ob = observe = op; 183 ob = observe = viewpoint = op;
318 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
319 185
320 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
321 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
322 188
323 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
324} 190}
325 191
326void 192void
327player::set_observe (object *op) 193player::set_observe (object *op)
328{ 194{
329 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
330 do_los = 1; 196 do_los = 1;
331} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
332 207
333player::player () 208player::player ()
334{ 209{
335 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point. 211 * we deal with that below this point.
342 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
343 218
344 gen_sp_armour = 10; 219 gen_sp_armour = 10;
345 bowtype = bow_normal; 220 bowtype = bow_normal;
346 petmode = pet_normal; 221 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 222 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
350 do_los = 1; 224 do_los = 1;
351 225
352 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
359 disconnect (); 233 disconnect ();
360 234
361 attachable::do_destroy (); 235 attachable::do_destroy ();
362 236
363 if (ob) 237 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy (); 238 ob->destroy ();
367 }
368 239
369 ob = observe = 0; 240 ob = observe = viewpoint = 0;
370} 241}
371 242
372player::~player () 243player::~player ()
373{ 244{
374 /* Clear item stack */ 245 /* Clear item stack */
375 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
376} 275}
377 276
378/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
379 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
380 * mode. 279 * mode.
382player * 281player *
383player::create () 282player::create ()
384{ 283{
385 player *pl = new player; 284 player *pl = new player;
386 285
387 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
388 287
389 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
392 291
393 set_first_map (pl->ob); 292 set_first_map (pl->ob);
394 293
395 return pl; 294 return pl;
396}
397
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
408 for (;;)
409 {
410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418} 295}
419 296
420object * 297object *
421get_nearest_player (object *mon) 298get_nearest_player (object *mon)
422{ 299{
425 unsigned lastdist; 302 unsigned lastdist;
426 rv_vector rv; 303 rv_vector rv;
427 304
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 306 {
430 /* We should not find free objects on this friendly list, but it
431 * does periodically happen. Given that, lets deal with it.
432 * While unlikely, it is possible the next object on the friendly
433 * list is also free, so encapsulate this in a while loop.
434 */
435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
437 object *tmp = ol->ob;
438
439 /* Can't do much more other than log the fact, because the object
440 * itself will have been cleared.
441 */
442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
444 ol = ol->next;
445 remove_friendly_object (tmp);
446 if (!ol)
447 return op;
448 }
449
450 /* Remove special check for player from this. First, it looks to cause
451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
452 * complicated method of state checking would be needed in any case -
453 * as it was, a clever player could type quit, and the function would
454 * skip them over while waiting for confirmation. Remove
455 * on_same_map check, as can_detect_enemy also does this
456 */
457 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 308 continue;
459 309
460 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
461 { 311 {
523 */ 373 */
524int 374int
525path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
526{ 376{
527 rv_vector rv; 377 rv_vector rv;
528 sint16 x, y;
529 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
530 maptile *m, *lastmap;
531 379
532 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
533 381
534 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
535 return 0; 383 return 0;
536 384
537 x = mon->x; 385 mapxy pos (mon);
538 y = mon->y;
539 m = mon->map;
540 dir = rv.direction; 386 dir = rv.direction;
541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543 389
544 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
545 if (diff > max) 391 if (diff > max)
546 return 0; 392 return 0;
547 393
548 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
549 { 395 {
550 lastx = x; 396 mapxy lastpos = pos;
551 lasty = y;
552 lastmap = m;
553 x = lastx + freearr_x[dir];
554 y = lasty + freearr_y[dir];
555 397
556 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
557 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
558 399
559 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
560 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
561 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
562 { 404 {
563 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
564 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
565 */ 407 */
566 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
567 if (rv.direction != dir) 409 if (rv.direction != dir)
568 { 410 {
569 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
570 * the values so it will try again. 412 * the values so it will try again.
571 */ 413 */
572 x = lastx;
573 y = lasty;
574 m = lastmap; 414 pos = lastpos;
575 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
576 } 416 }
577 else 417 else
578 { 418 {
579 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
586 */ 426 */
587 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
588 { 428 {
589 if (i == 0) 429 if (i == 0)
590 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
591 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
592 * since the direction that the creature should move in 433 * since the direction that the creature should move in
593 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
594 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
595 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
597 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
598 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
599 * the last direction the creature has successfully 440 * the last direction the creature has successfully
600 * moved. 441 * moved.
601 */ 442 */
602
603 x = lastx + freearr_x[absdir (lastdir + i)];
604 y = lasty + freearr_y[absdir (lastdir + i)];
605 m = lastmap; 443 pos = lastpos;
606 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
607 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
608 continue; 447 continue;
609 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
610 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
611 continue; 452 continue;
612 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
613 continue; 455 continue;
614 456
615 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
616 break; 458 break;
617 } 459 }
460
618 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
619 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
620 */ 463 */
621 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
622 return 0; 465 return 0;
466
623 diff--; 467 diff--;
624 lastdir = dir; 468 lastdir = dir;
625 max--; 469 max--;
626 if (!firstdir) 470 if (!firstdir)
627 firstdir = dir + i; 471 firstdir = dir + i;
631 { 475 {
632 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
633 diff--; 477 diff--;
634 max--; 478 max--;
635 lastdir = dir; 479 lastdir = dir;
480
636 if (!firstdir) 481 if (!firstdir)
637 firstdir = dir; 482 firstdir = dir;
638 } 483 }
639 484
640 if (diff <= 1) 485 if (diff <= 1)
641 { 486 {
642 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
643 * headed toward player for entire distance. 488 * headed toward player for entire distance.
644 */ 489 */
645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
647 } 492 }
648 493
649 if (diff > max) 494 if (diff > max)
650 return 0; 495 return 0;
656 501
657 return firstdir; 502 return firstdir;
658} 503}
659 504
660void 505void
661give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
662{ 507{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL) 508 if (pl->randomitems)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667 510
668 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
669 { 512 {
670 next = op->below; 513 next = op->below;
671 514
672 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
673 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
674 */ 517 */
675 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
676 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
677 520
678 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions 522 * by this player due to race restrictions
680 */ 523 */
681 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
682 { 525 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
684 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
685 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
686 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
688 { 533 {
689 op->destroy (); 534 op->destroy ();
690 continue; 535 continue;
691 } 536 }
692 } 537 }
693 538
694 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
695 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
696 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */ 542 */
700 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
701 { 544 {
702 object *tmp;
703
704 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 { 547 {
710 op->destroy (); 548 op->destroy ();
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
712 continue;
713 } 550 }
714 551
715 if (op->nrof > 1) 552 if (op->nrof > 1)
716 op->nrof = 1; 553 op->nrof = 1;
717 } 554 }
718 555
719 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
720 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 558
724 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
726 * merged properly. 561 * merged properly.
727 */ 562 */
728 if (need_identify (op)) 563 if (op->need_identify ())
729 {
730 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
734 if (op->type == SPELL) 570 if (op->type == SPELL)
735 { 571 {
736 op->destroy (); 572 op->destroy ();
737 continue; 573 continue;
738 } 574 }
739 else if (op->type == SKILL) 575 else if (op->type == SKILL)
740 { 576 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 578 op->stats.exp = 0;
743 op->level = 1; 579 op->level = 1;
744 } 580 }
745 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
746 else 582 op->set_flag (FLAG_INV_LOCKED);
747 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
749 584
750 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
751 link_player_skills (pl); 586 pl->contr->link_skills ();
752} 587}
753 588
754void 589void
755get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
756{ 591{
766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
767} 602}
768 603
769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
770static int 605static int
771roll_stat (void) 606roll_stat ()
772{ 607{
773 int a[4], i, j, k; 608 int a[4], i, j, k;
774 609
775 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
776 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
777 612
778 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
779 if (a[i] < k) 614 if (a[i] < k)
780 k = a[i], j = i; 615 k = a[i], j = i;
781 616
857static void 692static void
858start_info (object *op) 693start_info (object *op)
859{ 694{
860 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
861 696
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 698 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} 699}
867 700
868/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
873 */ 706 */
874void 707void
875player::chargen_race_done () 708player::chargen_race_done ()
876{ 709{
877 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
878 esrv_new_player (ob->contr, ob->weight + ob->carrying); 711 esrv_new_player (ob->contr);
879 712
880 treasurelist *tl = treasurelist::find ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
881 if (tl) 714 if (tl)
882 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
883 716
884 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
885 INVOKE_PLAYER (LOGIN, ob->contr);
886 718
887 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
888 720
889 if (ob->msg) 721 if (ob->msg)
890 ob->msg = 0; 722 ob->msg = 0;
891 723
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); 724 start_info (ob);
902 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
903 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
906 ob->update_stats (); 728 ob->update_stats ();
907 729
908 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
909 * is one for this race 731 * is one for this race
910 */ 732 */
911 if (*first_map_ext_path) 733 if (*first_map_ext_path)
912 { 734 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 735 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
928} 737}
929 738
930void 739void
961 ob->stats.hp = ob->stats.maxhp; 770 ob->stats.hp = ob->stats.maxhp;
962 ob->stats.sp = ob->stats.maxsp; 771 ob->stats.sp = ob->stats.maxsp;
963 ob->stats.grace = 0; 772 ob->stats.grace = 0;
964} 773}
965 774
966void 775static void
967flee_player (object *op) 776flee_player (object *op)
968{ 777{
969 int dir, diff; 778 int dir, diff;
970 rv_vector rv; 779 rv_vector rv;
971 780
972 if (op->stats.hp < 0) 781 if (op->stats.hp < 0)
973 { 782 {
974 LOG (llevDebug, "Fleeing player is dead.\n"); 783 LOG (llevDebug, "Fleeing player is dead.\n");
975 CLEAR_FLAG (op, FLAG_SCARED); 784 op->clr_flag (FLAG_SCARED);
976 return; 785 return;
977 } 786 }
978 787
979 if (op->enemy == NULL) 788 if (!op->enemy)
980 { 789 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n"); 790 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED); 791 op->clr_flag (FLAG_SCARED);
983 return; 792 return;
984 } 793 }
985 794
986 /* Seen some crashes here. Since we don't store an 795 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 { 796 {
992 CLEAR_FLAG (op, FLAG_SCARED);
993 op->enemy = NULL; 797 op->enemy = NULL;
994 return; 798 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; 799 return;
1002 } 800 }
1003 801
1004 get_rangevector (op, op->enemy, &rv, 0); 802 get_rangevector (op, op->enemy, &rv, 0);
1005 803
1006 dir = absdir (4 + rv.direction); 804 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++) 805 for (diff = 0; diff < 3; diff++)
1008 { 806 {
1009 int m = 1 - (RANDOM () & 2); 807 int m = 1 - rndm (2) * 2;
1010 808
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 809 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1012 return; 810 return;
1013 } 811 }
1014 812
1015 /* Cornered, get rid of scared */ 813 /* Cornered, get rid of scared */
1016 CLEAR_FLAG (op, FLAG_SCARED); 814 op->clr_flag (FLAG_SCARED);
1017 op->enemy = NULL; 815 op->enemy = NULL;
1018} 816}
1019 817
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 818/* 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 819 * It returns 1 if the player should keep on moving, 0 if he should
1025check_pick (object *op) 823check_pick (object *op)
1026{ 824{
1027 object *tmp, *next; 825 object *tmp, *next;
1028 int stop = 0; 826 int stop = 0;
1029 int wvratio; 827 int wvratio;
1030 char putstring[128];
1031 828
1032 /* if you're flying, you cna't pick up anything */ 829 /* if you're flying, you can't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 830 if (op->move_type & MOVE_FLYING)
1034 return 1; 831 return 1;
1035 832
1036 next = op->below; 833 next = op->below;
834
835 int cnt = MAX_ITEM_PER_ACTION;
836#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1037 837
1038 /* loop while there are items on the floor that are not marked as 838 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 839 * destroyed */
1040 while (next && !next->destroyed ()) 840 while (next && !next->destroyed ())
1041 { 841 {
1042 tmp = next; 842 tmp = next;
1043 next = tmp->below; 843 next = tmp->below;
1044 844
845 if (cnt <= 0)
846 {
847 op->failmsg ("Couldn't pickup all items at once.");
848 return 0;
849 }
850
1045 if (op->destroyed ()) 851 if (op->destroyed ())
1046 return 0; 852 return 0;
1047 853
1048 if (!can_pick (op, tmp)) 854 if (!can_pick (op, tmp))
1049 continue; 855 continue;
1050 856
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 857 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 858 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 859 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 860 CHK_PICK_PICKUP;
861
1055 continue; 862 continue;
1056 } 863 }
1057 864
1058 /* high not bit set? We're using the old autopickup model */ 865 /* pickup handling */
866 if (op->contr->mode & PU_DEBUG)
867 {
868 /* some debugging code to figure out item information */
869 const char *str = tmp->name
870 ? format ("item name: %s item type: %d weight/value: %d",
871 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
872 : format ("item name: %s item type: %d weight/value: %d",
873 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
874
875 new_draw_info (NDI_UNIQUE, 0, op, str);
876 }
877
878 if (op->contr->mode & PU_INHIBIT)
879 return 1;
880
881 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
882 return 1;
883
884 /* philosophy:
885 * It's easy to grab an item type from a pile, as long as it's
886 * generic. This takes no game-time. For more detailed pickups
887 * and selections, select-items should be used. This is a
888 * grab-as-you-run type mode that's really useful for arrows for
889 * example.
890 * The drawback: right now it has no frontend, so you need to
891 * stick the bits you want into a calculator in hex mode and then
892 * convert to decimal and then 'pickup <#>
893 */
894
895 /* the first two modes are exclusive: if NOTHING we return, if
896 * STOP then we stop. All the rest are applied sequentially,
897 * meaning if any test passes, the item gets picked up. */
898
899 /* if mode is set to pick nothing up, return */
900 if (op->contr->mode == PU_NOTHING)
901 return 1;
902
903 /* if mode is set to stop when encountering objects, return */
904 /* take STOP before INHIBIT since it doesn't actually pick
905 * anything up */
906 if (op->contr->mode & PU_STOP)
907 return 0;
908
909 /* useful for going into stores and not losing your settings... */
910 /* and for battles wher you don't want to get loaded down while
911 * fighting */
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 /* prevent us from turning into auto-thieves :) */
916 if (tmp->flag [FLAG_UNPAID])
917 continue;
918
919 /* ignore known cursed objects */
920 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
921 continue;
922
923 /* all food and drink if desired */
924 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 925 if (op->contr->mode & PU_FOOD)
926 if (tmp->type == FOOD)
1060 { 927 {
1061 switch (op->contr->mode) 928 CHK_PICK_PICKUP;
929 continue;
930 }
931
932 if (op->contr->mode & PU_DRINK)
933 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
934 {
935 CHK_PICK_PICKUP;
936 continue;
937 }
938
939 if (op->contr->mode & PU_POTION)
940 if (tmp->type == POTION)
941 {
942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 /* spellbooks, skillscrolls and normal books/scrolls */
947 if (op->contr->mode & PU_SPELLBOOK)
948 if (tmp->type == SPELLBOOK)
949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_SKILLSCROLL)
955 if (tmp->type == SKILLSCROLL)
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_READABLES)
962 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* wands/staves/rods/horns */
969 if (op->contr->mode & PU_MAGIC_DEVICE)
970 if (tmp->type == WAND
971 || tmp->type == ROD
972 || tmp->type == HORN
973 || tmp->type == POWER_CRYSTAL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 /* pick up all magical items */
980 if (op->contr->mode & PU_MAGICAL)
981 if (tmp->flag [FLAG_KNOWN_MAGICAL]
982 && !tmp->flag [FLAG_KNOWN_CURSED])
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_VALUABLES)
989 {
990 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 991 {
1063 case 0: 992 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 993 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 } 994 }
1096 } 995 }
1097 else 996
1098 { /* old model */ 997 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 998 if (op->contr->mode & PU_JEWELS)
999 if (tmp->type == RING
1000 || tmp->type == AMULET
1001 || tmp->type == GIRDLE
1002 || tmp->type == SKILL_TOOL)
1101 { 1003 {
1102 /* some debugging code to figure out item information */ 1004 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; 1005 continue;
1006 }
1149 1007
1150 /* ignore known cursed objects */ 1008 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1009 if (op->contr->mode & PU_FLESH)
1010 if (tmp->type == FLESH)
1011 {
1012 CHK_PICK_PICKUP;
1152 continue; 1013 continue;
1014 }
1153 1015
1154 /* all food and drink if desired */ 1016 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1017 if (op->contr->mode & PU_BOW)
1018 if (tmp->type == BOW)
1019 {
1020 CHK_PICK_PICKUP;
1021 continue;
1022 }
1023
1024 if (op->contr->mode & PU_ARROW)
1025 if (tmp->type == ARROW)
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 /* all kinds of armor etc. */
1032 if (op->contr->mode & PU_ARMOUR)
1033 if (tmp->type == ARMOUR)
1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1039 if (op->contr->mode & PU_HELMET)
1040 if (tmp->type == HELMET)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_SHIELD)
1047 if (tmp->type == SHIELD)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1156 if (op->contr->mode & PU_FOOD) 1053 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1054 if (tmp->type == BOOTS)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_GLOVES)
1061 if (tmp->type == GLOVES || tmp->type == BRACERS)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_CLOAK)
1068 if (tmp->type == CLOAK)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* hoping to catch throwing daggers here */
1075 if (op->contr->mode & PU_MISSILEWEAPON)
1076 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 /* careful: chairs and tables are weapons! */
1083 if (op->contr->mode & PU_ALLWEAPON)
1084 {
1085 if (tmp->type == WEAPON)
1086 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1087 {
1159 pick_up (op, tmp); 1088 CHK_PICK_PICKUP;
1160 continue; 1089 continue;
1161 } 1090 }
1091 }
1162 1092
1093 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1094 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1095 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1096 {
1166 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1167 continue; 1098 continue;
1168 } 1099 }
1169 1100
1101 /* any of the last 4 bits set means we use the ratio for value
1102 * pickups */
1170 if (op->contr->mode & PU_POTION) 1103 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1104 {
1105 /* use value density to decide what else to grab */
1106 /* >=7 was >= op->contr->mode */
1107 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1108 */
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) 1109 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1110 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 { 1111 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1112#if 0
1113 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1114 if (tmp->name != NULL)
1218 { 1115 {
1219 pick_up (op, tmp); 1116 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1117 }
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 1118 else
1356 fprintf (stderr, "%s", tmp->arch->archname); 1119 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1120 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1121 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1359#endif 1122#endif
1123 CHK_PICK_PICKUP;
1360 continue; 1124 continue;
1361 }
1362 } 1125 }
1363 } /* the new pickup model */ 1126 } /* the new pickup model */
1364 } 1127 }
1365 1128
1366 return !stop; 1129 return !stop;
1130}
1131
1132/* routine for both players and monsters. We call this when
1133 * there is a possibility for our action distrubing our hiding
1134 * place or invisiblity spell. Artefact invisiblity causes
1135 * "noise" instead. If we arent invisible to begin with, we
1136 * return 0.
1137 */
1138static int
1139action_makes_visible (object *op)
1140{
1141 if (op->invisible && op->flag [FLAG_ALIVE])
1142 {
1143 if (op->flag [FLAG_MAKE_INVIS])
1144 {
1145 // artefact invisibility is permanent, but we still make noise
1146 // this is important for game-balance.
1147 if (op->contr)
1148 op->make_noise ();
1149
1150 return 0;
1151 }
1152
1153 if (op->contr && op->contr->tmp_invis == 0)
1154 return 0;
1155
1156 /* If monsters, they should become visible */
1157 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1158 {
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1160 return 1;
1161 }
1162 }
1163
1164 return 0;
1367} 1165}
1368 1166
1369/* 1167/*
1370 * Find an arrow in the inventory and after that 1168 * Find an arrow in the inventory and after that
1371 * in the right type container (quiver). Pointer to the 1169 * in the right type container (quiver). Pointer to the
1372 * found object is returned. 1170 * found object is returned.
1373 */ 1171 */
1374object * 1172static object *
1375find_arrow (object *op, const char *type) 1173find_arrow (object *op, const char *type)
1376{ 1174{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1175 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) 1176 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1177 return splay (tmp);
1178
1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1180 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1181 if (object *arrow = find_arrow (tmp, type))
1182 {
1183 splay (tmp);
1383 return op; 1184 return arrow;
1185 }
1384 1186
1385 return tmp; 1187 return 0;
1386} 1188}
1387 1189
1388/* 1190/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1191 * 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 1192 * 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 1193 * 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. 1194 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1195 */
1394object * 1196static object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1197find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1198{
1397 object *tmp = NULL, *arrow, *ntmp; 1199 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1200 int attacknum, attacktype, betterby = 0, i;
1399 1201
1400 if (!type) 1202 if (!type)
1401 return NULL; 1203 return NULL;
1402 1204
1403 for (arrow = op->inv; arrow; arrow = arrow->below) 1205 for (arrow = op->inv; arrow; arrow = arrow->below)
1404 { 1206 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1207 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1406 { 1208 {
1407 i = 0; 1209 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1210 ntmp = find_better_arrow (arrow, target, type, &i);
1211
1409 if (i > betterby) 1212 if (i > betterby)
1410 { 1213 {
1411 tmp = ntmp; 1214 tmp = ntmp;
1412 betterby = i; 1215 betterby = i;
1413 } 1216 }
1414 } 1217 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1218 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1219 {
1417 /* allways prefer assasination/slaying */ 1220 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1221 if (target->race && arrow->slaying.contains (target->race))
1419 { 1222 {
1420 if (arrow->attacktype & AT_DEATH) 1223 if (arrow->attacktype & AT_DEATH)
1421 { 1224 {
1422 *better = 100; 1225 *better = 100;
1423 return arrow; 1226 return arrow;
1438 { 1241 {
1439 tmp = arrow; 1242 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1243 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1244 }
1442 } 1245 }
1246
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1247 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1248 {
1445 tmp = arrow; 1249 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1250 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1251 }
1252
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1253 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1254 {
1450 tmp = arrow; 1255 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1256 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1257 }
1453 } 1258 }
1454 } 1259 }
1455 } 1260 }
1261
1456 if (tmp == NULL && arrow == NULL) 1262 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1263 return find_arrow (op, type);
1458 1264
1459 *better = betterby; 1265 *better = betterby;
1460 return tmp; 1266 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1270 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1271 * op = the shooter
1466 * type = bow->race 1272 * type = bow->race
1467 * dir = fire direction 1273 * dir = fire direction
1468 */ 1274 */
1469object * 1275static object *
1470pick_arrow_target (object *op, const char *type, int dir) 1276pick_arrow_target (object *op, shstr_cmp type, int dir)
1471{ 1277{
1472 object *tmp = NULL; 1278 object *tmp = NULL;
1473 maptile *m; 1279 maptile *m;
1474 int i, mflags, found, number; 1280 int i, mflags, found, number;
1475 sint16 x, y; 1281 sint16 x, y;
1490 for (i = 0, found = 0; i < 20; i++) 1296 for (i = 0, found = 0; i < 20; i++)
1491 { 1297 {
1492 x += freearr_x[dir]; 1298 x += freearr_x[dir];
1493 y += freearr_y[dir]; 1299 y += freearr_y[dir];
1494 mflags = get_map_flags (m, &m, x, y, &x, &y); 1300 mflags = get_map_flags (m, &m, x, y, &x, &y);
1301
1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1302 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 { 1303 {
1497 tmp = NULL; 1304 tmp = 0;
1498 break; 1305 break;
1499 } 1306 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1307 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 { 1308 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1309 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption. 1310 * perhaps a bad assumption.
1504 */ 1311 */
1505 tmp = NULL; 1312 tmp = 0;
1506 break; 1313 break;
1507 } 1314 }
1315
1508 if (mflags & P_IS_ALIVE) 1316 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1317 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1318 if (tmp->flag [FLAG_ALIVE])
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1517 break; 1319 break;
1518 }
1519 } 1320 }
1520 if (tmp == NULL) 1321
1322 if (!tmp)
1521 return find_arrow (op, type); 1323 return find_arrow (op, type);
1522 1324
1523 if (tmp->head) 1325 if (tmp->head)
1524 tmp = tmp->head; 1326 tmp = tmp->head;
1525 1327
1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1367 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1566 return 0; 1368 return 0;
1567 } 1369 }
1568 1370
1569 // optimisation: move object to top so we will find it quickly again 1371 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below) 1372 splay (bow);
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1576 } 1373 }
1577 1374
1578 if (!bow->race || !bow->skill) 1375 if (!bow->race || !bow->skill)
1579 { 1376 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1377 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587 { 1384 {
1588 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1386 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 */ 1387 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1591 else 1388 else
1592 CLEAR_FLAG (op, FLAG_READY_BOW); 1389 op->clr_flag (FLAG_READY_BOW);
1593 1390
1594 return 0; 1391 return 0;
1595 } 1392 }
1596 } 1393 }
1597 1394
1606 } 1403 }
1607 1404
1608 /* this should not happen, but sometimes does */ 1405 /* this should not happen, but sometimes does */
1609 if (arrow->nrof == 0) 1406 if (arrow->nrof == 0)
1610 { 1407 {
1408 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1611 arrow->destroy (); 1409 arrow->destroy ();
1612 return 0; 1410 return 0;
1613 } 1411 }
1614 1412
1615 left = arrow; /* these are arrows left to the player */ 1413 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1414 arrow = arrow->split ();
1617 if (!arrow) 1415 if (!arrow)
1618 { 1416 {
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1417 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 return 0; 1418 return 0;
1621 } 1419 }
1625 arrow->direction = dir; 1423 arrow->direction = dir;
1626 1424
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1425 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam; 1426 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype; 1427 arrow->stats.grace = arrow->attacktype;
1630 1428 arrow->custom_name = arrow->slaying;
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633 1429
1634#if 0 1430#if 0
1635 if (player *pl = op->contr) 1431 if (player *pl = op->contr)
1636 { 1432 {
1637 float speed = pl->weapon_sp; 1433 float speed = pl->weapon_sp;
1647#endif 1443#endif
1648 1444
1649 SET_ANIMATION (arrow, arrow->direction); 1445 SET_ANIMATION (arrow, arrow->direction);
1650 1446
1651 /* update the speed */ 1447 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654 1448
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0; 1449 arrow->speed_left = 0;
1450 arrow->set_speed (max (2.f,
1451 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f
1453 ));
1657 1454
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1455 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659 1456
1660 if (op->type == PLAYER) 1457 if (op->type == PLAYER)
1661 { 1458 {
1688 op->play_sound (sound_find ("fire_arrow")); 1485 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1486 m->insert (arrow, sx, sy, op);
1690 1487
1691 if (!arrow->destroyed ()) 1488 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1489 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 1490
1702 return 1; 1491 return 1;
1703} 1492}
1704 1493
1705/* Special fire code for players - this takes into 1494/* Special fire code for players - this takes into
1707 * but monsters can't. Putting that code here 1496 * but monsters can't. Putting that code here
1708 * makes the fire_bow code much cleaner. 1497 * makes the fire_bow code much cleaner.
1709 * this function should only be called if 'op' is a player, 1498 * this function should only be called if 'op' is a player,
1710 * hence the function name. 1499 * hence the function name.
1711 */ 1500 */
1712int 1501static int
1713player_fire_bow (object *op, int dir) 1502player_fire_bow (object *op, int dir)
1714{ 1503{
1715 int ret = 0, wcmod = 0; 1504 int ret;
1716 1505
1717 if (op->contr->bowtype == bow_bestarrow) 1506 if (op->contr->bowtype == bow_bestarrow)
1718 { 1507 {
1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1508 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1720 } 1509 }
1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1510 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 { 1511 {
1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1512 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); 1513 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1727 } 1514 }
1728 else if (op->contr->bowtype == bow_threewide) 1515 else if (op->contr->bowtype == bow_threewide)
1729 { 1516 {
1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1517 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)]); 1518 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)]); 1519 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 } 1520 }
1734 else if (op->contr->bowtype == bow_spreadshot) 1521 else if (op->contr->bowtype == bow_spreadshot)
1735 { 1522 {
1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1523 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); 1524 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); 1525 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1739 } 1526 }
1740 else 1527 else
1741 { 1528 {
1747} 1534}
1748 1535
1749/* Fires a misc (wand/rod/horn) object in 'dir'. 1536/* Fires a misc (wand/rod/horn) object in 'dir'.
1750 * Broken apart from 'fire' to keep it more readable. 1537 * Broken apart from 'fire' to keep it more readable.
1751 */ 1538 */
1752void 1539static void
1753fire_misc_object (object *op, int dir) 1540fire_misc_object (object *op, int dir)
1754{ 1541{
1755 object *item = op->contr->ranged_ob; 1542 object *item = op->contr->ranged_ob;
1756 1543
1757 if (!item) 1544 if (!item)
1764 { 1551 {
1765 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1552 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1766 return; 1553 return;
1767 } 1554 }
1768 1555
1769 if (!op->change_weapon (item)) 1556 if (!op->apply (item))
1770 return; 1557 return;
1771 1558
1772 if (item->type == WAND) 1559 if (item->type == WAND)
1773 { 1560 {
1774 if (item->stats.food <= 0) 1561 if (item->stats.food <= 0)
1779 return; 1566 return;
1780 } 1567 }
1781 } 1568 }
1782 else if (item->type == ROD || item->type == HORN) 1569 else if (item->type == ROD || item->type == HORN)
1783 { 1570 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1571 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1572
1573 // using the maximum of the rods charge allows at least one spell cast
1574 // for a rod or horn, this fixes some broken rods.
1575 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1785 { 1576 {
1786 op->contr->play_sound (sound_find ("wand_poof")); 1577 op->contr->play_sound (sound_find ("wand_poof"));
1787 1578
1788 if (item->type == ROD) 1579 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)); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1794 } 1585 }
1795 } 1586 }
1796 1587
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1588 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1589 {
1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1590 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1591
1800 if (item->type == WAND) 1592 if (item->type == WAND)
1801 { 1593 {
1802 if (!(--item->stats.food)) 1594 if (!(--item->stats.food))
1803 { 1595 {
1804 object *tmp;
1805
1806 if (item->arch) 1596 if (item->arch)
1807 { 1597 {
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1598 item->clr_flag (FLAG_ANIMATE);
1809 item->face = item->arch->face; 1599 item->face = item->arch->face;
1810 item->set_speed (0); 1600 item->set_speed (0);
1811 } 1601 }
1812 1602
1813 if ((tmp = item->in_player ())) 1603 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1604 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1605 }
1816 } 1606 }
1817 else if (item->type == ROD || item->type == HORN) 1607 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1608 drain_rod_charge (item);
1819 } 1609 }
1820} 1610}
1821 1611
1822/* Received a fire command for the player - go and do it. 1612/* Received a fire command for the player - go and do it.
1823 */ 1613 */
1824bool 1614bool
1825fire (object *op, int dir) 1615fire (object *who, int dir)
1826{ 1616{
1827 int spellcost = 0; 1617 int spellcost = 0;
1828 1618
1829 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op))
1831 make_visible (op);
1832
1833 player *pl = op->contr; 1619 player *pl = who->contr;
1834 1620
1835 if (pl->golem) 1621 if (pl->golem)
1836 { 1622 {
1837 control_golem (op->contr->golem, dir); 1623 control_golem (who->contr->golem, dir);
1838 return false; 1624 return false;
1839 } 1625 }
1840 1626
1841 object *ob = pl->ranged_ob; 1627 object *ob = pl->ranged_ob;
1842 1628
1843 if (!ob) 1629 if (!ob)
1844 return false; 1630 return false;
1845 1631
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f) 1632 if (who->speed_left > 0.f)
1850 --op->speed_left; 1633 --who->speed_left;
1851 else 1634 else
1852 return false; 1635 return false;
1853 1636
1637 if (!who->apply (ob))
1638 return false;
1639
1640 /* check for loss of invisiblity/hide */
1641 if (action_makes_visible (who))
1642 make_visible (who);
1643
1854 switch (ob->type) 1644 switch (ob->type)
1855 { 1645 {
1856 case BOW: 1646 case BOW:
1857 player_fire_bow (op, dir); 1647 player_fire_bow (who, dir);
1858 break; 1648 break;
1859 1649
1860 case SPELL: 1650 case SPELL:
1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1651 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1862 break; 1652 break;
1863 1653
1864 case BUILDER: 1654 case BUILDER:
1865 apply_map_builder (op, dir); 1655 apply_map_builder (who, dir);
1866 break; 1656 break;
1867 1657
1868 case SKILL: 1658 case SKILL:
1869 do_skill (op, op, ob, dir, 0); 1659 do_skill (who, who, ob, dir, 0);
1870 break; 1660 break;
1871 1661
1662 case RANGED:
1663 do_skill (who, ob, who->chosen_skill, dir, 0);
1664 break;
1665
1872 default: 1666 default:
1873 fire_misc_object (op, dir); 1667 fire_misc_object (who, dir);
1874 break; 1668 break;
1875 } 1669 }
1876 1670
1877 return true; 1671 return true;
1878} 1672}
1879 1673
1880/* find_key 1674static 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) 1675find_key_ (object *pl, object *container, object *door)
1892{ 1676{
1893 object *tmp, *key; 1677 object *tmp, *key;
1894 1678
1895 /* Should not happen, but sanity checking is never bad */ 1679 /* Should not happen, but sanity checking is never bad */
1896 if (!container->inv) 1680 if (!container->inv)
1899 /* First, lets try to find a key in the top level inventory */ 1683 /* First, lets try to find a key in the top level inventory */
1900 for (tmp = container->inv; tmp; tmp = tmp->below) 1684 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1685 {
1902 if (door->type == DOOR && tmp->type == KEY) 1686 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1687 break;
1688
1904 /* For sanity, we should really check door type, but other stuff 1689 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1690 * (like containers) can be locked with special keys
1906 */ 1691 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1692 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1693 break;
1914 * a key, return 1699 * a key, return
1915 */ 1700 */
1916 if (!tmp) 1701 if (!tmp)
1917 { 1702 {
1918 for (tmp = container->inv; tmp; tmp = tmp->below) 1703 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */ 1704 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1705 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door))) 1706 if ((key = find_key_ (pl, tmp, door)))
1924 return key; 1707 return key;
1925 }
1926 }
1927 1708
1928 if (!tmp) 1709 if (!tmp)
1929 return NULL; 1710 return 0;
1930 } 1711 }
1931 1712
1932 /* We get down here if we have found a key. Now if its in a container, 1713 /* 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 1714 * see if we actually want to use it
1934 */ 1715 */
1935 if (pl != container) 1716 if (pl != container)
1936 { 1717 {
1937 /* Only let players use keys in containers */ 1718 /* Only let players use keys in containers */
1938 if (!pl->contr) 1719 if (!pl->contr)
1939 return NULL; 1720 return 0;
1721
1940 /* cases where this fails: 1722 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1723 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1724 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1725 * If the container is not active, return now since only active
1944 * containers can be used. 1726 * containers can be used.
1948 * inv must have been an container and must have been active. 1730 * inv must have been an container and must have been active.
1949 * 1731 *
1950 * Change the color so that the message doesn't disappear with 1732 * Change the color so that the message doesn't disappear with
1951 * all the others. 1733 * all the others.
1952 */ 1734 */
1953 if (pl->contr->usekeys == key_inventory || 1735 if (pl->contr->usekeys == key_inventory
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1736 || !container->flag [FLAG_APPLIED]
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1737 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1738 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1739 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)); 1740 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1741 return NULL;
1960 } 1742 }
1961 } 1743 }
1962 1744
1963 return tmp; 1745 return tmp;
1746}
1747
1748/* find_key
1749 * We try to find a key for the door as passed. If we find a key
1750 * and successfully use it, we return the key, otherwise NULL
1751 * This function merges both normal and locked door, since the logic
1752 * for both is the same - just the specific key is different.
1753 * pl is the player,
1754 * inv is the objects inventory to searched
1755 * door is the door we are trying to match against.
1756 * This function can be called recursively to search containers.
1757 */
1758object *
1759find_key (object *pl, object *container, object *door)
1760{
1761 if (door->slaying && is_match_expr (door->slaying))
1762 {
1763 // for match expressions, we try to find the key by applying the match
1764 // to the op itself, which is supposed to find the "key", instead
1765 // of searching through containers ourselves.
1766
1767 return match_one (door->slaying, container, door, pl, pl);
1768 }
1769 else
1770 return find_key_ (pl, container, door);
1964} 1771}
1965 1772
1966/* moved door processing out of move_player_attack. 1773/* moved door processing out of move_player_attack.
1967 * returns 1 if player has opened the door with a key 1774 * returns 1 if player has opened the door with a key
1968 * such that the caller should not do anything more, 1775 * such that the caller should not do anything more,
1990 1797
1991 if (door->type == DOOR) 1798 if (door->type == DOOR)
1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1799 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 else if (door->type == LOCKED_DOOR) 1800 else if (door->type == LOCKED_DOOR)
1994 { 1801 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1802 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1803 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1804 }
1998 1805
1999 /* Do this after we print the message */ 1806 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */ 1807 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 1808
2005 return 1; /* Nothing more to do below */ 1809 return 1; /* Nothing more to do below */
2006 } 1810 }
2007 else if (door->type == LOCKED_DOOR) 1811 else if (door->type == LOCKED_DOOR)
2008 { 1812 {
2009 /* Might as well return now - no other way to open this */ 1813 /* Might as well return now - no other way to open this */
2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1814 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2011 return 1; 1815 return 1;
2012 } 1816 }
2013 1817
2014 return 0; 1818 return 0;
2015} 1819}
2021 * going to try and move (not fire weapons). 1825 * going to try and move (not fire weapons).
2022 */ 1826 */
2023bool 1827bool
2024move_player_attack (object *op, int dir) 1828move_player_attack (object *op, int dir)
2025{ 1829{
2026 int on_battleground; 1830 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1831 {
1832 --op->speed_left;
1833 return true;
1834 }
2027 1835
2028 sint16 nx = freearr_x[dir] + op->x; 1836 sint16 nx = freearr_x[dir] + op->x;
2029 sint16 ny = freearr_y[dir] + op->y; 1837 sint16 ny = freearr_y[dir] + op->y;
2030 1838
2031 on_battleground = op_on_battleground (op, 0, 0);
2032
2033 if (out_of_map (op->map, nx, ny)) 1839 if (out_of_map (op->map, nx, ny))
2034 return false; 1840 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 1841
2042 /* If braced, or can't move to the square, and it is not out of the 1842 /* 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 1843 * 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 1844 * 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 1845 * player. This is a pretty nasty hack, because if we could
2063 || mon->flag [FLAG_CAN_ROLL]) 1863 || mon->flag [FLAG_CAN_ROLL])
2064 && mon != op) 1864 && mon != op)
2065 break; 1865 break;
2066 } 1866 }
2067 1867
2068 if (!mon) /* This happens anytime the player tries to move */ 1868 /* no monster == player tries to move into a wall or so */
2069 return false; /* into a wall */ 1869 if (!mon)
1870 {
1871 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1872 if (op->move_type & ob->move_block)
1873 {
1874 if (ob->move_block == MOVE_ALL)
1875 move_into_wall (op, ob);
1876 else
1877 {
1878 if (op->contr->ns->bumpmsg)
1879 {
1880 op->play_sound (sound_find ("blocked_move"));
1881
1882 op->statusmsg (ob->invisible
1883 ? "Something blocks you."
1884 : format ("Something blocks you from entering the %s.", query_name (ob))
1885 );
1886 }
1887 }
1888
1889 break;
1890 }
1891
1892 return false;
1893 }
2070 1894
2071 mon = mon->head_ (); 1895 mon = mon->head_ ();
2072 1896
2073 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1897 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2074 if (op->contr->weapon_sp_left > 0.f) 1898 if (op->contr->weapon_sp_left > 0.f)
2092 */ 1916 */
2093 if (op->type == PLAYER 1917 if (op->type == PLAYER
2094 && ((mon->owner && mon->owner->contr 1918 && ((mon->owner && mon->owner->contr
2095 && same_party (mon->owner->contr->party, op->contr->party)) 1919 && same_party (mon->owner->contr->party, op->contr->party))
2096 || mon->owner == op) 1920 || mon->owner == op)
2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1921 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2098 { 1922 {
2099 /* If we're braced, we don't want to switch places with it */ 1923 /* If we're braced, we don't want to switch places with it */
2100 if (op->contr->braced) 1924 if (op->contr->braced)
2101 return false; 1925 return false;
2102 1926
2105 --op->speed_left; 1929 --op->speed_left;
2106 1930
2107 op->play_sound (sound_find ("push_player")); 1931 op->play_sound (sound_find ("push_player"));
2108 push_ob (mon, dir, op); 1932 push_ob (mon, dir, op);
2109 1933
2110 if (op->contr->tmp_invis || op->hide) 1934 if (action_makes_visible (op))
2111 make_visible (op); 1935 make_visible (op);
2112 1936
2113 return true; 1937 return true;
2114 } 1938 }
2115 else 1939 else
2116 return false; 1940 return false;
2117 } 1941 }
1942
1943 bool on_battleground = op_on_battleground (op, 0, 0);
2118 1944
2119 /* in certain circumstances, you shouldn't attack friendly 1945 /* in certain circumstances, you shouldn't attack friendly
2120 * creatures. Note that if you are braced, you can't push 1946 * creatures. Note that if you are braced, you can't push
2121 * someone, but put it inside this loop so that you won't 1947 * someone, but put it inside this loop so that you won't
2122 * attack them either. 1948 * attack them either.
2123 */ 1949 */
2124 if ((mon->type == PLAYER || mon->enemy != op) 1950 if ((mon->type == PLAYER || mon->enemy != op)
2125 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1951 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2126 && ((op->contr->peaceful 1952 && ((op->contr->peaceful
2127 || (mon->type == PLAYER && mon->contr->peaceful)) 1953 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && !on_battleground)) 1954 && !on_battleground))
2129 { 1955 {
2130 if (op->speed_left > 0.f) 1956 if (op->speed_left > 0.f)
2135 { 1961 {
2136 op->play_sound (sound_find ("push_player")); 1962 op->play_sound (sound_find ("push_player"));
2137 push_ob (mon, dir, op); 1963 push_ob (mon, dir, op);
2138 } 1964 }
2139 else 1965 else
2140 new_draw_info (0, 0, op, "You withhold your attack"); 1966 op->statusmsg ("You withhold your attack");
2141 1967
2142 if (op->contr->tmp_invis || op->hide) 1968 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2143 make_visible (op); 1969 make_visible (op);
2144 1970
2145 return true; 1971 return true;
2146 } 1972 }
2147 } 1973 }
2148 /* If the object is a boulder or other rollable object, then 1974 /* 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. 1975 * roll it if not braced. You can't roll it if you are braced.
2150 */ 1976 */
2151 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1977 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2152 { 1978 {
2153 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
2154 { 1980 {
2155 --op->speed_left; 1981 --op->speed_left;
2156 1982
2165 * Way it works is like this: First, it must have some hit points 1991 * 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: 1992 * 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 1993 * 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. 1994 * that party_number -1 is no party, so attacks can still happen.
2169 */ 1995 */
2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1996 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1997 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2172 { 1998 {
2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1999 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2174 { 2000 {
2175 --op->contr->weapon_sp_left; 2001 --op->contr->weapon_sp_left;
2187} 2013}
2188 2014
2189bool 2015bool
2190move_player (object *op, int dir) 2016move_player (object *op, int dir)
2191{ 2017{
2192 int pick;
2193
2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2018 if (!op->map || op->map->state != MAP_ACTIVE)
2195 return 0; 2019 return 0;
2196 2020
2197 /* Sanity check: make sure dir is valid */ 2021 /* Sanity check: make sure dir is valid */
2198 if ((dir < 0) || (dir >= 9)) 2022 if (dir < 0 || dir > 8)
2199 { 2023 {
2200 LOG (llevError, "move_player: invalid direction %d\n", dir); 2024 LOG (llevError, "move_player: invalid direction %d\n", dir);
2201 return 0; 2025 return 0;
2202 } 2026 }
2203 2027
2204 /* peterm: added following line */ 2028 /* peterm: added following line */
2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2029 if (op->flag [FLAG_CONFUSED] && dir)
2206 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2030 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2207 2031
2208 op->facing = dir; 2032 op->facing = dir;
2209 2033
2210 if (op->hide) 2034 if (op->flag [FLAG_HIDDEN])
2211 do_hidden_move (op); 2035 do_hidden_move (op);
2212 2036
2213 bool retval; 2037 bool retval;
2038 int pick = 0;
2214 2039
2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2040 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2216 retval = RESULT_INT (0); 2041 retval = RESULT_INT (0);
2217 else if (op->contr->fire_on) 2042 else if (op->contr->fire_on)
2218 retval = fire (op, dir); 2043 retval = fire (op, dir);
2249 * players. 2074 * players.
2250 */ 2075 */
2251bool 2076bool
2252handle_newcs_player (object *op) 2077handle_newcs_player (object *op)
2253{ 2078{
2254 if (QUERY_FLAG (op, FLAG_SCARED)) 2079 if (op->flag [FLAG_SCARED])
2255 { 2080 {
2256 if (op->speed_left > 0.f) 2081 if (op->speed_left > 0.f)
2257 { 2082 {
2258 --op->speed_left; 2083 --op->speed_left;
2259 flee_player (op); 2084 flee_player (op);
2275 return move_player (op, op->direction); 2100 return move_player (op, op->direction);
2276 2101
2277 return false; 2102 return false;
2278} 2103}
2279 2104
2280int 2105static int
2281save_life (object *op) 2106save_life (object *op)
2282{ 2107{
2283 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2108 if (!op->flag [FLAG_LIFESAVE])
2284 return 0; 2109 return 0;
2285 2110
2286 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2111 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2112 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2288 { 2113 {
2289 op->play_sound (sound_find ("ob_evaporate")); 2114 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)); 2115 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2291 2116
2292 if (op->contr)
2293 esrv_del_item (op->contr, tmp->count);
2294
2295 tmp->destroy (); 2117 tmp->destroy ();
2296 CLEAR_FLAG (op, FLAG_LIFESAVE); 2118 op->clr_flag (FLAG_LIFESAVE);
2297 2119
2298 if (op->stats.hp < 0) 2120 if (op->stats.hp < 0)
2299 op->stats.hp = op->stats.maxhp; 2121 op->stats.hp = op->stats.maxhp;
2300 2122
2301 if (op->stats.food < 0) 2123 if (op->stats.food < 0)
2302 op->stats.food = 999; 2124 op->stats.food = MAX_FOOD;
2303 2125
2304 op->update_stats (); 2126 op->update_stats ();
2305 return 1; 2127 return 1;
2306 } 2128 }
2307 2129
2308 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2130 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2309 CLEAR_FLAG (op, FLAG_LIFESAVE); 2131 op->clr_flag (FLAG_LIFESAVE);
2310 enter_player_savebed (op); /* bring him home. */ 2132 enter_player_savebed (op); /* bring him home. */
2311 return 0; 2133 return 0;
2312} 2134}
2313 2135
2314/* This goes throws the inventory and removes unpaid objects, and puts them 2136/* 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 2137 * 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 2138 * function will descend into containers. op is the object to start the search
2317 * from. 2139 * from.
2318 */ 2140 */
2319static void 2141static void
2320drop_unpaid_items (object *op, object *env) 2142drop_unpaid_items (object *op, object *env)
2321{ 2143{
2322 while (op) 2144 while (op)
2323 { 2145 {
2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2146 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2325 2147
2326 if (QUERY_FLAG (op, FLAG_UNPAID)) 2148 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); 2149 op->insert_at (env);
2332 }
2333 else if (op->inv) 2150 else if (op->inv)
2334 drop_unpaid_items (op->inv, env); 2151 drop_unpaid_items (op->inv, env);
2335 2152
2336 op = next; 2153 op = next;
2337 } 2154 }
2342{ 2159{
2343 if (!flag [FLAG_REMOVED]) 2160 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this); 2161 ::drop_unpaid_items (inv, this);
2345} 2162}
2346 2163
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}
2389
2390void 2164void
2391do_some_living (object *op) 2165do_some_living (object *op)
2392{ 2166{
2393 int last_food = op->stats.food; 2167 int last_food = op->stats.food;
2394 int gen_hp, gen_sp, gen_grace; 2168 int gen_hp, gen_sp, gen_grace;
2395 int over_hp, over_sp, over_grace;
2396 int i;
2397 int rate_hp = 1200; 2169 int rate_hp = 1200;
2398 int rate_sp = 2500; 2170 int rate_sp = 2500;
2399 int rate_grace = 2000; 2171 int rate_grace = 2000;
2400 const int max_hp = 1; 2172 const int max_hp = 1;
2401 const int max_sp = 1; 2173 const int max_sp = 1;
2406 op->invisible = 1000; 2178 op->invisible = 1000;
2407 /* the socket code flashes the player visible/invisible 2179 /* the socket code flashes the player visible/invisible
2408 * depending on the value of invisible, so we need to 2180 * depending on the value of invisible, so we need to
2409 * alternate it here for it to work correctly. 2181 * alternate it here for it to work correctly.
2410 */ 2182 */
2411 if (pticks & 2) 2183 if (server_tick & 2)
2412 op->invisible--; 2184 op->invisible--;
2413 } 2185 }
2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2186 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2415 { 2187 {
2416 if (!op->invisible--) 2188 if (!op->invisible--)
2417 { 2189 {
2418 make_visible (op); 2190 make_visible (op);
2419 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2446 { 2218 {
2447 gen_grace = op->stats.maxgrace; 2219 gen_grace = op->stats.maxgrace;
2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2220 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2449 } 2221 }
2450 2222
2451 /* Regenerate Spell Points */ 2223 /* Regenerate Grace */
2452 if (!op->contr->golem && --op->last_sp < 0) 2224 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2225 if (--op->last_grace < 0)
2453 { 2226 {
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) 2227 if (op->stats.grace < op->stats.maxgrace / 2)
2228 op->stats.grace++; /* no penalty in food for regaining grace */
2229
2230 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2231
2232 if (max_grace > 1)
2456 { 2233 {
2457 op->stats.sp++; 2234 int over_grace = temp / rate_grace;
2458 /* dms do not consume food */ 2235
2459 if (!QUERY_FLAG (op, FLAG_WIZ)) 2236 if (over_grace > 0)
2460 { 2237 {
2461 op->stats.food--; 2238 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2462 if (op->contr->digestion < 0) 2239 op->last_grace = 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 } 2240 }
2241 else
2242 op->last_grace = rate_grace / temp;
2467 } 2243 }
2244 else
2245 op->last_grace = rate_grace / temp;
2468 2246
2469 if (max_sp > 1) 2247 /* wearing stuff doesn't detract from grace generation. */
2248 }
2249
2250 if (op->stats.food > 0)
2251 {
2252 /* Regenerate Spell Points */
2253 if (!op->contr->golem && --op->last_sp < 0)
2470 { 2254 {
2471 over_sp = (gen_sp + 10) / rate_sp; 2255 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472 if (over_sp > 0) 2256
2257 if (op->stats.sp < op->stats.maxsp)
2473 { 2258 {
2474 if (op->stats.sp < op->stats.maxsp) 2259 op->stats.sp++;
2260
2261 /* dms do not consume food */
2262 if (!op->flag [FLAG_WIZ])
2475 { 2263 {
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--; 2264 op->stats.food--;
2480 2265
2481 if (op->stats.sp > op->stats.maxsp) 2266 if (op->contr->digestion < 0)
2267 op->stats.food += op->contr->digestion;
2268 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.sp = op->stats.maxsp; 2269 op->stats.food = last_food;
2483 } 2270 }
2271 }
2272
2273 if (max_sp > 1)
2274 {
2275 int over_sp = (gen_sp + 10) / rate_sp;
2276 if (over_sp > 0)
2277 {
2278 if (op->stats.sp < op->stats.maxsp)
2279 {
2280 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2281
2282 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2283 op->stats.sp--;
2284
2285 if (op->stats.sp > op->stats.maxsp)
2286 op->stats.sp = op->stats.maxsp;
2287 }
2288
2484 op->last_sp = 0; 2289 op->last_sp = 0;
2290 }
2291 else
2292 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 } 2293 }
2486 else 2294 else
2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2295 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 } 2296 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 }
2492 2297
2493 /* Regenerate Grace */ 2298 /* Regenerate Hit Points */
2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2495 if (--op->last_grace < 0) 2299 if (--op->last_heal < 0)
2496 {
2497 if (op->stats.grace < op->stats.maxgrace / 2)
2498 op->stats.grace++; /* no penalty in food for regaining grace */
2499
2500 if (max_grace > 1)
2501 { 2300 {
2502 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2301 if (op->stats.hp < op->stats.maxhp)
2503 if (over_grace > 0)
2504 { 2302 {
2505 op->stats.sp += over_grace 2303 op->stats.hp++;
2506 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2304
2305 /* dms do not consume food */
2306 if (!op->flag [FLAG_WIZ])
2307 {
2308 op->stats.food--;
2309
2310 if (op->contr->digestion < 0)
2311 op->stats.food += op->contr->digestion;
2312 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2313 op->stats.food = last_food;
2314 }
2315 }
2316
2317 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2318
2319 if (max_hp > 1)
2320 {
2321 int over_hp = temp / rate_hp;
2322
2323 if (over_hp > 0)
2324 {
2325 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2507 op->last_grace = 0; 2326 op->last_heal = 0;
2327 }
2328 else
2329 op->last_heal = rate_hp / temp;
2508 } 2330 }
2509 else 2331 else
2510 {
2511 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 }
2513 }
2514 else
2515 {
2516 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2517 }
2518 /* wearing stuff doesn't detract from grace generation. */
2519 }
2520
2521 /* Regenerate Hit Points */
2522 if (--op->last_heal < 0)
2523 {
2524 if (op->stats.hp < op->stats.maxhp)
2525 {
2526 op->stats.hp++;
2527 /* dms do not consume food */
2528 if (!QUERY_FLAG (op, FLAG_WIZ))
2529 {
2530 op->stats.food--;
2531 if (op->contr->digestion < 0)
2532 op->stats.food += op->contr->digestion;
2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534 op->stats.food = last_food;
2535 }
2536 }
2537
2538 if (max_hp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541 if (over_hp > 0)
2542 {
2543 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2544 op->last_heal = 0; 2332 op->last_heal = rate_hp / temp;
2545 }
2546 else
2547 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2549 }
2550 }
2551 else
2552 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554 } 2333 }
2555 } 2334 }
2556 2335
2557 /* Digestion */ 2336 /* Digestion */
2558 if (--op->last_eat < 0) 2337 if (--op->last_eat < 0)
2561 penalty = max (0, -op->contr->digestion); 2340 penalty = max (0, -op->contr->digestion);
2562 2341
2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2342 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2564 2343
2565 /* dms do not consume food */ 2344 /* dms do not consume food */
2566 if (!QUERY_FLAG (op, FLAG_WIZ)) 2345 if (!op->flag [FLAG_WIZ])
2567 op->stats.food--; 2346 op->stats.food--;
2568 } 2347 }
2569 2348
2570 if (op->stats.food < 0 && op->stats.hp >= 0) 2349 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 { 2350 {
2572 object *tmp, *flesh = 0; 2351 object *flesh = 0;
2573 2352
2574 for (tmp = op->inv; tmp; tmp = tmp->below) 2353 for_inv_removable (op, tmp)
2575 { 2354 {
2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2355 if (tmp->flag [FLAG_UNPAID])
2356 continue;
2357
2358 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 { 2359 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2360 op->statusmsg ("You blindly grab for a bite of food. "
2579 { 2361 "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."); 2362 op->apply (tmp);
2581 manual_apply (op, tmp, 0); 2363
2582 if (op->stats.food >= 0 || op->stats.hp < 0) 2364 if (op->stats.food >= 0 || op->stats.hp < 0)
2583 break; 2365 break;
2584 } 2366 }
2585 else if (tmp->type == FLESH) 2367 else if (tmp->type == FLESH)
2586 flesh = tmp; 2368 flesh = tmp;
2587 } /* End if paid for object */ 2369 }
2588 } /* end of for loop */
2589 2370
2590 /* If player is still starving, it means they don't have any food, so 2371 /* If player is still starving, it means they don't have any food, so
2591 * eat flesh instead. 2372 * eat flesh instead.
2592 */ 2373 */
2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2374 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 { 2375 {
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2376 op->statusmsg ("You blindly grab for a bite of food. "
2377 "H<To prevent you from starving, you ate some random item from your backpack.>");
2596 manual_apply (op, flesh, 0); 2378 op->apply (flesh);
2597 } 2379 }
2380
2381 // If player is still starving, alert him!
2382 if (op->stats.food < 0)
2383 op->failmsg ("You are starving! "
2384 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2385 }
2386
2387 if (op->stats.food < 0)
2598 } 2388 {
2389 op->stats.hp += op->stats.food;
2390 op->stats.food = 0;
2599 2391
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2392 if (op->stats.hp < 0)
2601 op->stats.food++, op->stats.hp--; 2393 {
2394 op->contr->killer = archetype::get ("killer_starvation");
2395 op->contr->killer->destroy ();
2396 }
2397 }
2602 2398
2399 /* killer should be set here already */
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2400 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2604 kill_player (op); 2401 kill_player (op);
2605 } 2402 }
2606} 2403}
2607 2404
2608/* If the player should die (lack of hp, food, etc), we call this. 2405/* If the player should die (lack of hp, food, etc), we call this.
2611 * file. 2408 * file.
2612 */ 2409 */
2613void 2410void
2614kill_player (object *op) 2411kill_player (object *op)
2615{ 2412{
2616 char buf[MAX_BUF];
2617 int x, y; 2413 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2414 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; 2415 int will_kill_again;
2628 archetype *at; 2416 archetype *at;
2629 object *tmp; 2417 object *tmp;
2630 2418
2631 if (save_life (op)) 2419 if (save_life (op))
2632 return; 2420 return;
2421
2422 dynbuf_text deathtab;
2423
2424 /* restore player */
2425 at = archetype::find (shstr_poisoning);
2426 if (object *tmp = present_arch_in_ob (at, op))
2427 {
2428 tmp->destroy ();
2429 deathtab << "Your body feels cleansed...\r";
2430 }
2431
2432 at = archetype::find (shstr_confusion);
2433 if (object *tmp = present_arch_in_ob (at, op))
2434 {
2435 tmp->destroy ();
2436 deathtab << "Your mind feels clearer...\r";
2437 }
2438
2439 cure_disease (op, 0, 0); /* remove any disease */
2440
2441 max_it (op->stats.hp , op->stats.maxhp);
2442 max_it (op->stats.sp , op->stats.maxsp);
2443 max_it (op->stats.grace, op->stats.maxgrace);
2444 max_it (op->stats.food , 200);
2445
2446 // remove all spell effects that are active
2447 // to avoid long-term effects such as word-of-recall
2448 for (object *item = op->inv; item; )
2449 {
2450 object *next = item->below;
2451
2452 if (item->type == SPELL_EFFECT && item->active)
2453 item->destroy ();
2454
2455 item = next;
2456 }
2633 2457
2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2458 /* 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. 2459 * in cities ONLY!!! It is very important that this doesn't get abused.
2636 * Look at op_on_battleground() for more info --AndreasV 2460 * Look at op_on_battleground() for more info --AndreasV
2637 */ 2461 */
2638 if (op_on_battleground (op, &x, &y)) 2462 if (op_on_battleground (op, &x, &y))
2639 { 2463 {
2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2464 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 2465
2663 /* create a bodypart-trophy to make the winner happy */ 2466 /* create a bodypart-trophy to make the winner happy */
2664 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2467 object *tmp = archetype::find (shstr_finger)->instance ();
2665 { 2468
2666 sprintf (buf, "%s's finger", &op->name); 2469 tmp->name = format ("%s's finger" , &op->name);
2667 tmp->name = buf; 2470 tmp->name_pl = format ("%s's fingers", &op->name);
2668 sprintf (buf, " This finger has been cut off %s\n" 2471 tmp->msg = format (
2669 " the %s, when he was defeated at\n level %d by %s.\n", 2472 "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); 2473 &op->name, op->contr->title,
2671 tmp->msg = buf; 2474 (int)op->level,
2475 op->contr->killer_name ()
2476 );
2672 tmp->value = 0, tmp->type = 0; 2477 tmp->value = 0, tmp->type = 0;
2673 tmp->materialname = "organics"; 2478 tmp->material = name_to_material (shstr_organic);
2674 tmp->insert_at (op, tmp); 2479 tmp->insert_at (op, tmp);
2675 }
2676 2480
2677 /* teleport defeated player to new destination */ 2481 /* teleport defeated player to new destination */
2678 transfer_ob (op, x, y, 0, NULL); 2482 transfer_ob (op, x, y, 0, NULL);
2679 op->contr->braced = 0; 2483 op->contr->braced = 0;
2484
2485 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2680 return; 2486 return;
2681 } 2487 }
2682 2488
2489 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2490 deathtab << "T<YOU HAVE DIED>\n\n";
2491
2683 INVOKE_PLAYER (DEATH, op->contr); 2492 INVOKE_PLAYER (DEATH, op->contr);
2684 2493
2685 command_kill_pets (op, 0); 2494 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 2495
2695 op->contr->play_sound (sound_find ("player_dies")); 2496 op->contr->play_sound (sound_find ("player_dies"));
2696 2497
2697 /* save the map location for corpse, gravestone */ 2498 /* save the map location for corpse, gravestone */
2698 x = op->x; 2499 x = op->x;
2728 2529
2729 lost_a_stat = 0; 2530 lost_a_stat = 0;
2730 2531
2731 for (z = 0; z < num_stats_lose; z++) 2532 for (z = 0; z < num_stats_lose; z++)
2732 { 2533 {
2733 i = RANDOM () % NUM_STATS; 2534 i = rndm (NUM_STATS);
2734 2535
2735 if (settings.stat_loss_on_death) 2536 if (settings.stat_loss_on_death)
2736 { 2537 {
2737 /* Pick a random stat and take a point off it. Tell the player 2538 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost. 2539 * what he lost.
2745 lost_a_stat = 1; 2546 lost_a_stat = 1;
2746 } 2547 }
2747 else 2548 else
2748 { 2549 {
2749 /* deplete a stat */ 2550 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion"); 2551 archetype *deparch = archetype::find (shstr_depletion);
2751 object *dep; 2552 object *dep;
2752 2553
2753 dep = present_arch_in_ob (deparch, op); 2554 dep = present_arch_in_ob (deparch, op);
2754 if (!dep) 2555 if (!dep)
2755 { 2556 {
2756 dep = arch_to_object (deparch); 2557 dep = deparch->instance ();
2757 insert_ob_in_ob (dep, op); 2558 insert_ob_in_ob (dep, op);
2758 } 2559 }
2759 lose_this_stat = 1; 2560 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss) 2561 if (settings.balanced_stat_loss)
2761 { 2562 {
2789 } 2590 }
2790 } 2591 }
2791 2592
2792 if (lose_this_stat) 2593 if (lose_this_stat)
2793 { 2594 {
2794 this_stat = get_attr_value (&(dep->stats), i); 2595 this_stat = get_attr_value (&dep->stats, i);
2795 /* We could try to do something clever like find another 2596 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if 2597 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low 2598 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a 2599 * and should be roughly the same, so it shouldn't make a
2799 * difference. 2600 * difference.
2800 */ 2601 */
2801 if (this_stat >= -50) 2602 if (this_stat >= -50)
2802 { 2603 {
2803 change_attr_value (&(dep->stats), i, -1); 2604 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED); 2605 dep->set_flag (FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2606 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats (); 2607 op->update_stats ();
2807 lost_a_stat = 1; 2608 lost_a_stat = 1;
2808 } 2609 }
2809 } 2610 }
2810 } 2611 }
2811 } 2612 }
2613
2812 /* If no stat lost, tell the player. */ 2614 /* If no stat lost, tell the player. */
2813 if (!lost_a_stat) 2615 if (!lost_a_stat)
2814 { 2616 {
2815 /* determine_god() seems to not work sometimes... why is this? 2617 /* determine_god() seems to not work sometimes... why is this?
2816 Should I be using something else? GD */ 2618 Should I be using something else? GD */
2817 const char *god = determine_god (op); 2619 shstr_tmp god = determine_god (op);
2818 2620
2819 if (god && (strcmp (god, "none"))) 2621 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); 2622 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2821 else 2623 else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2624 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2823 } 2625 }
2824#else 2626#else
2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2627 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2826#endif 2628#endif
2827 2629
2828 /* Put a gravestone up where the character 'almost' died. List the 2630 /* Put a gravestone up where the character 'almost' died. List the
2829 * exp loss on the stone. 2631 * exp loss on the stone.
2830 */ 2632 */
2831 tmp = arch_to_object (archetype::find ("gravestone")); 2633 tmp = archetype::find (shstr_gravestone)->instance ();
2832 sprintf (buf, "%s's gravestone", &op->name); 2634 tmp->name = format ("%s's gravestone", &op->name);
2833 tmp->name = buf; 2635 tmp->name_pl = format ("%s's gravestones", &op->name);
2834 sprintf (buf, "%s's gravestones", &op->name); 2636 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2835 tmp->name_pl = buf; 2637 &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; 2638 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL, 0); 2639 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2640
2841 /**************************************/ 2641 /**************************************/
2842 /* */ 2642 /* */
2843 /* Subtract the experience points, */ 2643 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2644 /* */
2847 /**************************************/ 2645 /**************************************/
2848 2646
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)); */ 2647 /*add_exp(op, (op->stats.exp * -0.20)); */
2871 apply_death_exp_penalty (op); 2648 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 2649
2878 /* 2650 /*
2879 * Check to see if the player has any unpaid items. If so, remove them 2651 * Check to see if the player has any unpaid items. If so, remove them
2880 * and put them back in the map. 2652 * and put them back in the map.
2881 */ 2653 */
2905 if (will_kill_again) 2677 if (will_kill_again)
2906 { 2678 {
2907 object *force; 2679 object *force;
2908 int at; 2680 int at;
2909 2681
2910 force = get_archetype (FORCE_NAME); 2682 force = archetype::get (FORCE_NAME);
2911 /* 50 ticks should be enough time for the spell to abate */ 2683 /* 50 ticks should be enough time for the spell to abate */
2912 force->speed = 0.1f;
2913 force->speed_left = -5.f; 2684 force->speed_left = -5.f;
2914 SET_FLAG (force, FLAG_APPLIED); 2685 force->set_speed (0.1f);
2686 force->set_flag (FLAG_APPLIED);
2687
2915 for (at = 0; at < NROFATTACKS; at++) 2688 for (at = 0; at < NROFATTACKS; at++)
2916 if (will_kill_again & (1 << at)) 2689 if (will_kill_again & (1 << at))
2917 force->resist[at] = 100; 2690 force->resist[at] = 100;
2918 2691
2919 insert_ob_in_ob (force, op); 2692 insert_ob_in_ob (force, op);
2920 op->update_stats (); 2693 op->update_stats ();
2921
2922 } 2694 }
2923 2695
2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2696 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2925} 2697}
2926 2698
2927void 2699static void
2928loot_object (object *op) 2700loot_object (object *op)
2929{ /* Grab and destroy some treasure */ 2701{ /* Grab and destroy some treasure */
2930 object *tmp, *tmp2, *next; 2702 object *tmp, *next;
2931 2703
2932 op->close_container (); /* close open sack first */ 2704 op->close_container (); /* close open sack first */
2933 2705
2934 for (tmp = op->inv; tmp; tmp = next) 2706 for (tmp = op->inv; tmp; tmp = next)
2935 { 2707 {
2942 tmp->x = op->x, tmp->y = op->y; 2714 tmp->x = op->x, tmp->y = op->y;
2943 2715
2944 if (tmp->type == CONTAINER) 2716 if (tmp->type == CONTAINER)
2945 loot_object (tmp); /* empty container to ground */ 2717 loot_object (tmp); /* empty container to ground */
2946 2718
2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2719 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2948 { 2720 {
2949 if (tmp->nrof > 1) 2721 if (tmp->nrof > 1)
2950 { 2722 {
2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2723 tmp->decrease (rndm (1, tmp->nrof - 1));
2952 tmp2->destroy ();
2953 insert_ob_in_map (tmp, op->map, NULL, 0); 2724 insert_ob_in_map (tmp, op->map, NULL, 0);
2954 } 2725 }
2955 else 2726 else
2956 tmp->destroy (); 2727 tmp->destroy ();
2957 } 2728 }
2964 * fix_weight(): Check recursively the weight of all players, and fix 2735 * fix_weight(): Check recursively the weight of all players, and fix
2965 * what needs to be fixed. Refresh windows and fix speed if anything 2736 * what needs to be fixed. Refresh windows and fix speed if anything
2966 * was changed. 2737 * was changed.
2967 */ 2738 */
2968void 2739void
2969fix_weight (void) 2740fix_weight ()
2970{ 2741{
2971 for_all_players (pl) 2742 for_all_players (pl)
2972 { 2743 {
2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2744 sint32 old = pl->ob->carrying;
2974 2745
2975 if (old == sum) 2746 pl->ob->update_weight ();
2976 continue; 2747
2748 if (old != pl->ob->carrying)
2749 {
2977 pl->ob->update_stats (); 2750 pl->ob->update_stats ();
2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2751 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2752 }
2979 } 2753 }
2980} 2754}
2981 2755
2982void 2756void
2983fix_luck (void) 2757fix_luck ()
2984{ 2758{
2985 for_all_players (pl) 2759 for_all_players (pl)
2986 if (!pl->ob->contr->ns->state) 2760 if (!pl->ob->contr->ns->state)
2987 pl->ob->change_luck (0); 2761 pl->ob->change_luck (0);
2988} 2762}
3025} 2799}
3026 2800
3027void 2801void
3028make_visible (object *op) 2802make_visible (object *op)
3029{ 2803{
3030 op->hide = 0; 2804 op->flag [FLAG_HIDDEN] = 0;
3031 op->invisible = 0; 2805 op->invisible = 0;
2806
3032 if (op->type == PLAYER) 2807 if (op->type == PLAYER)
3033 { 2808 {
3034 op->contr->tmp_invis = 0; 2809 op->contr->tmp_invis = 0;
3035 op->contr->invis_race = 0; 2810 op->contr->invis_race = 0;
3036 } 2811 }
3039} 2814}
3040 2815
3041int 2816int
3042is_true_undead (object *op) 2817is_true_undead (object *op)
3043{ 2818{
3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2819 if (op->arch->flag [FLAG_UNDEAD])
3045 return 1; 2820 return 1;
3046 2821
3047 return 0; 2822 return 0;
3048} 2823}
3049 2824
3050/* look at the surrounding terrain to determine 2825/* look at the surrounding terrain to determine
3051 * the hideability of this object. Positive levels 2826 * the hideability of this object. Positive levels
3052 * indicate greater hideability. 2827 * indicate greater hideability.
3053 */ 2828 */
3054
3055int 2829int
3056hideability (object *ob) 2830hideability (object *ob)
3057{ 2831{
3058 int i, level = 0, mflag; 2832 int i, level = 0, mflag;
3059 sint16 x, y; 2833 sint16 x, y;
3060 2834
3061 if (!ob || !ob->map) 2835 if (!ob || !ob->map)
3062 return 0; 2836 return 0;
3063 2837
3064 /* so, on normal lighted maps, its hard to hide */ 2838 /* so, on normal lighted maps, its hard to hide */
3065 level = ob->map->darkness - 2; 2839 level = ob->map->darklevel () - 2;
3066 2840
3067 /* this also picks up whether the object is glowing. 2841 /* this also picks up whether the object is glowing.
3068 * If you carry a light on a non-dark map, its not 2842 * If you carry a light on a non-dark map, its not
3069 * as bad as carrying a light on a pitch dark map */ 2843 * as bad as carrying a light on a pitch dark map */
3070 if (has_carried_lights (ob)) 2844 if (ob->has_carried_lights ())
3071 level = -(10 + (2 * ob->map->darkness)); 2845 level = -(10 + (2 * ob->map->darklevel ()));
3072 2846
3073 /* scan through all nearby squares for terrain to hide in */ 2847 /* 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]) 2848 for (i = 0, x = ob->x, y = ob->y;
2849 i <= SIZEOFFREE1;
2850 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3075 { 2851 {
3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2852 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3077 if (mflag & P_OUT_OF_MAP) 2853 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue; 2854 continue;
3080 } 2855
3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2856 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3082 level += 2; 2857 level += 2;
3083 else /* open terrain! */ 2858 else /* open terrain! */
3084 level -= 1; 2859 level -= 1;
3085 } 2860 }
3096 * spot (surrounded by clear terrain in broad daylight). -b.t. 2871 * spot (surrounded by clear terrain in broad daylight). -b.t.
3097 */ 2872 */
3098void 2873void
3099do_hidden_move (object *op) 2874do_hidden_move (object *op)
3100{ 2875{
3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2876 int hide = 0;
3102 object *skop;
3103 2877
3104 if (!op || !op->map) 2878 if (!op || !op->map)
3105 return; 2879 return;
3106 2880
3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2881 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2882 int num = random_roll (0, 19, op, PREFER_LOW);
3108 2883
3109 /* its *extremely* hard to run and sneak/hide at the same time! */ 2884 /* its *extremely* hard to run and sneak/hide at the same time! */
3110 if (op->type == PLAYER && op->contr->run_on) 2885 if (op->type == PLAYER && op->contr->run_on)
3111 if (!skop || num >= skop->level) 2886 if (!skop || num >= skop->level)
3112 { 2887 {
3122 num -= hide; 2897 num -= hide;
3123 2898
3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2899 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125 { 2900 {
3126 make_visible (op); 2901 make_visible (op);
2902
3127 if (op->type == PLAYER) 2903 if (op->type == PLAYER)
3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2904 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3129 } 2905 }
3130 else if (op->type == PLAYER && skop) 2906 else if (op->type == PLAYER && skop)
3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2907 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3146 2922
3147 if (who->type == PLAYER) 2923 if (who->type == PLAYER)
3148 player = 1; 2924 player = 1;
3149 2925
3150 else 2926 else
3151 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2927 friendly = who->flag [FLAG_FRIENDLY];
3152 2928
3153 /* search adjacent squares */ 2929 /* search adjacent squares */
3154 for (i = 1; i < 9; i++) 2930 for (i = 1; i < 9; i++)
3155 { 2931 {
3156 x = who->x + freearr_x[i]; 2932 x = who->x + freearr_x[i];
3165 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2941 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3166 continue; 2942 continue;
3167 2943
3168 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2944 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3169 { 2945 {
3170 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2946 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3171 return 1; 2947 return 1;
3172 else if (tmp->type == PLAYER) 2948 else if (tmp->type == PLAYER)
3173 { 2949 {
3174 /*don't let a hidden DM prevent you from hiding */ 2950 /*don't let a hidden DM prevent you from hiding */
3175 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2951 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3176 return 1; 2952 return 1;
3177 } 2953 }
3178 } 2954 }
3179 } 2955 }
3180 return 0; 2956 return 0;
3184 * object op. This function works fine for monsters, 2960 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 2961 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 2962 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2963 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2964 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2965 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2966 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2967 * 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. 2968 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 2969 * -b.t.
3194 * This function is now map tiling safe. 2970 * This function is now map tiling safe.
3195 */ 2971 */
3196
3197int 2972int
3198player_can_view (object *pl, object *op) 2973player_can_view (object *pl, object *op)
3199{ 2974{
3200 rv_vector rv; 2975 rv_vector rv;
3201 int dx, dy; 2976 int dx, dy;
3213 2988
3214 get_rangevector (pl, op, &rv, 0x1); 2989 get_rangevector (pl, op, &rv, 0x1);
3215 2990
3216 /* starting with the 'head' part, lets loop 2991 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any 2992 * through the object and find if it has any
3218 * part that is in the los array but isnt on 2993 * part that is in the los array but isn't on
3219 * a blocked los square. 2994 * a blocked los square.
3220 * we use the archetype to figure out offsets. 2995 * we use the archetype to figure out offsets.
3221 */ 2996 */
3222 while (op) 2997 while (op)
3223 { 2998 {
3224 dx = rv.distance_x + op->arch->x; 2999 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->y; 3000 dy = rv.distance_y + op->arch->y;
3226 3001
3227 /* only the viewable area the player sees is updated by LOS 3002 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; 3003 return 1;
3004
3235 op = op->more; 3005 op = op->more;
3236 } 3006 }
3237 return 0;
3238}
3239 3007
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; 3008 return 0;
3266} 3009}
3267 3010
3268/* op_on_battleground - checks if the given object op (usually 3011/* op_on_battleground - checks if the given object op (usually
3269 * a player) is standing on a valid battleground-tile, 3012 * 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 3017 * Default is to do the same as before, so only people wanting to have different points need worry about this
3275 */ 3018 */
3276int 3019int
3277op_on_battleground (object *op, int *x, int *y) 3020op_on_battleground (object *op, int *x, int *y)
3278{ 3021{
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3022 /* 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), 3023 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3024 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3025 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3026 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3027 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3028 for (object *tmp = op->below; tmp; tmp = tmp->below)
3288 { 3029 {
3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3030 if (tmp->flag [FLAG_IS_FLOOR])
3290 { 3031 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3032 if (tmp->flag [FLAG_NO_PICK]
3292 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3033 && tmp->type == BATTLEGROUND
3034 && tmp->name == shstr_battleground
3035 && EXIT_X (tmp) && EXIT_Y (tmp))
3293 { 3036 {
3294 /*before we assign the exit, check if this is a teambattle */ 3037 /* before we assign the exit, check if this is a teambattle */
3295 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3038 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) 3039 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3040 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3300 { 3041 {
3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3302 {
3303 if (x != NULL && y != NULL) 3042 if (x && y)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3043 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3044
3305 return 1; 3045 return 1;
3306 }
3307 } 3046 }
3308 } 3047
3309 if (x != NULL && y != NULL) 3048 if (x && y)
3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3049 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3050
3311 return 1; 3051 return 1;
3312 } 3052 }
3313 } 3053 }
3314 } 3054 }
3055
3315 /* If we got here, did not find a battleground */ 3056 /* If we got here, did not find a battleground */
3316 return 0; 3057 return 0;
3317} 3058}
3318 3059
3319/* 3060/*
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3076 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0; 3077 int i = 0, j = 0;
3337 3078
3338 /* get the appropriate treasurelist */ 3079 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3080 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find ("dragon_ability_fire"); 3081 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3082 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find ("dragon_ability_cold"); 3083 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3084 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find ("dragon_ability_elec"); 3085 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3086 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find ("dragon_ability_poison"); 3087 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3088
3348 if (trlist == NULL || who->type != PLAYER) 3089 if (trlist == NULL || who->type != PLAYER)
3349 return; 3090 return;
3350 3091
3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3092 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3448 else 3189 else
3449 j = 1; 3190 j = 1;
3450 strcat (buf, spellpathnames[i]); 3191 strcat (buf, spellpathnames[i]);
3451 } 3192 }
3452 } 3193 }
3194
3453 strcat (buf, "."); 3195 strcat (buf, ".");
3454 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3196 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3197 }
3456 3198
3457 /* evtl. adding flags: */ 3199 /* evtl. adding flags: */
3458 if (QUERY_FLAG (item, FLAG_XRAYS)) 3200 if (item->flag [FLAG_XRAYS])
3459 SET_FLAG (skin, FLAG_XRAYS); 3201 skin->set_flag (FLAG_XRAYS);
3460 if (QUERY_FLAG (item, FLAG_STEALTH)) 3202 if (item->flag [FLAG_STEALTH])
3461 SET_FLAG (skin, FLAG_STEALTH); 3203 skin->set_flag (FLAG_STEALTH);
3462 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3204 if (item->flag [FLAG_SEE_IN_DARK])
3463 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3205 skin->set_flag (FLAG_SEE_IN_DARK);
3464 3206
3465 /* print message if there is one */ 3207 /* print message if there is one */
3466 if (item->msg != NULL) 3208 if (item->msg != NULL)
3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3209 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3468 } 3210 }
3469 else 3211 else
3470 { 3212 {
3471 /* generate misc. treasure */ 3213 /* generate misc. treasure */
3472 tmp = arch_to_object (tr->item); 3214 tmp = tr->item->instance ();
3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3215 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); 3216 who->insert (tmp);
3475 if (who->type == PLAYER)
3476 esrv_send_item (who, tmp);
3477 } 3217 }
3478} 3218}
3479 3219
3480/** 3220//-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 3221
3497sint8 3222sint8
3498player::visibility_at (maptile *map, int x, int y) const 3223player::darkness_at (maptile *map, int x, int y) const
3499{ 3224{
3500 if (!ns) 3225 if (!ns)
3501 return 0; 3226 return LOS_BLOCKED;
3502 3227
3503 int dx, dy; 3228 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3229 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3230 return LOS_BLOCKED;
3231
3232 x += dx - ns->current_x;
3233 y += dy - ns->current_y;
3234
3235 return blocked_los (x, y);
3236}
3237
3238void
3239player::infobox (const char *title, const char *msg, int color)
3240{
3241 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3242}
3243
3244void
3245player::statusmsg (const char *msg, int color)
3246{
3247 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3248}
3249
3250void
3251player::failmsg (const char *msg, int color)
3252{
3253 play_sound (sound_find ("generic_failure"));
3254 statusmsg (msg, color);
3255}
3256
3257void
3258object::failmsgf (const char *format, ...)
3259{
3260 if (!contr)
3505 return 0; 3261 return;
3506 3262
3507 x += dx - ns->current_x + ns->mapx / 2; 3263 va_list ap;
3508 y += dy - ns->current_y + ns->mapy / 2; 3264 va_start (ap, format);
3509 3265 contr->failmsg (vformat (format, ap));
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3266 va_end (ap);
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514} 3267}
3268
3269void
3270player::failmsgf (const char *format, ...)
3271{
3272 va_list ap;
3273 va_start (ap, format);
3274 failmsg (vformat (format, ap));
3275 va_end (ap);
3276}
3277

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