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Comparing deliantra/server/server/player.C (file contents):
Revision 1.171 by root, Sat Sep 8 07:06:51 2007 UTC vs.
Revision 1.292 by root, Wed Nov 14 05:18:18 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 ()
187 ob->remove (); 76 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 109
225 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231 116
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
239 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
240 } 125 }
241 126
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 128
244 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
245 130
246 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
248 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
249 135
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats (); 136 ob->update_stats ();
272 137
273 ns->floorbox_update (); 138 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
276 141
277 activate (); 142 activate ();
278 143
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
285} 146}
286 147
287void 148void
303 ns->reset_stats (); 164 ns->reset_stats ();
304 ns->pl = 0; 165 ns->pl = 0;
305 ns = 0; 166 ns = 0;
306 } 167 }
307 168
308 observe = ob; 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
309 172
310 deactivate (); 173 deactivate ();
311} 174}
175
176//-GPL
312 177
313// the need for this function can be explained 178// the need for this function can be explained
314// by load_object not returning the object 179// by load_object not returning the object
315void 180void
316player::set_object (object *op) 181player::set_object (object *op)
317{ 182{
318 ob = observe = op; 183 ob = observe = viewpoint = op;
319 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
320 185
321 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
322 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
323 188
324 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
325} 190}
326 191
327void 192void
328player::set_observe (object *op) 193player::set_observe (object *op)
329{ 194{
330 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
331 do_los = 1; 196 do_los = 1;
332} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
333 207
334player::player () 208player::player ()
335{ 209{
336 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point. 211 * we deal with that below this point.
343 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
344 218
345 gen_sp_armour = 10; 219 gen_sp_armour = 10;
346 bowtype = bow_normal; 220 bowtype = bow_normal;
347 petmode = pet_normal; 221 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 222 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
351 do_los = 1; 224 do_los = 1;
352 225
353 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
360 disconnect (); 233 disconnect ();
361 234
362 attachable::do_destroy (); 235 attachable::do_destroy ();
363 236
364 if (ob) 237 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy (); 238 ob->destroy ();
368 }
369 239
370 ob = observe = 0; 240 ob = observe = viewpoint = 0;
371} 241}
372 242
373player::~player () 243player::~player ()
374{ 244{
375 /* Clear item stack */ 245 /* Clear item stack */
376 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 }
377} 275}
378 276
379/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
380 * 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
381 * mode. 279 * mode.
383player * 281player *
384player::create () 282player::create ()
385{ 283{
386 player *pl = new player; 284 player *pl = new player;
387 285
388 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
389 287
390 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
391 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
393 291
394 set_first_map (pl->ob); 292 set_first_map (pl->ob);
395 293
396 return pl; 294 return pl;
397}
398
399/*
400 * get_player_archetype() return next player archetype from archetype
401 * list. Not very efficient routine, but used only creating new players.
402 * Note: there MUST be at least one player archetype!
403 */
404archetype *
405get_player_archetype (archetype *at)
406{
407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
409 for (;;)
410 {
411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419} 295}
420 296
421object * 297object *
422get_nearest_player (object *mon) 298get_nearest_player (object *mon)
423{ 299{
497 */ 373 */
498int 374int
499path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
500{ 376{
501 rv_vector rv; 377 rv_vector rv;
502 sint16 x, y;
503 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;
504 maptile *m, *lastmap;
505 379
506 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
507 381
508 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
509 return 0; 383 return 0;
510 384
511 x = mon->x; 385 mapxy pos (mon);
512 y = mon->y;
513 m = mon->map;
514 dir = rv.direction; 386 dir = rv.direction;
515 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 */
516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517 389
518 /* 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. */
519 if (diff > max) 391 if (diff > max)
520 return 0; 392 return 0;
521 393
522 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
523 { 395 {
524 lastx = x; 396 mapxy lastpos = pos;
525 lasty = y;
526 lastmap = m;
527 x = lastx + freearr_x[dir];
528 y = lasty + freearr_y[dir];
529 397
530 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
531 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
532 399
533 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
534 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
535 && (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)))
536 { 404 {
537 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
538 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
539 */ 407 */
540 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
541 if (rv.direction != dir) 409 if (rv.direction != dir)
542 { 410 {
543 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
544 * the values so it will try again. 412 * the values so it will try again.
545 */ 413 */
546 x = lastx;
547 y = lasty;
548 m = lastmap; 414 pos = lastpos;
549 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
550 } 416 }
551 else 417 else
552 { 418 {
553 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
560 */ 426 */
561 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
562 { 428 {
563 if (i == 0) 429 if (i == 0)
564 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
565 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
566 * since the direction that the creature should move in 433 * since the direction that the creature should move in
567 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
568 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
569 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
571 * 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
572 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
573 * the last direction the creature has successfully 440 * the last direction the creature has successfully
574 * moved. 441 * moved.
575 */ 442 */
576
577 x = lastx + freearr_x[absdir (lastdir + i)];
578 y = lasty + freearr_y[absdir (lastdir + i)];
579 m = lastmap; 443 pos = lastpos;
580 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
581 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
582 continue; 447 continue;
583 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
584 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
585 continue; 452 continue;
586 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
587 continue; 455 continue;
588 456
589 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
590 break; 458 break;
591 } 459 }
460
592 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
593 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
594 */ 463 */
595 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
596 return 0; 465 return 0;
466
597 diff--; 467 diff--;
598 lastdir = dir; 468 lastdir = dir;
599 max--; 469 max--;
600 if (!firstdir) 470 if (!firstdir)
601 firstdir = dir + i; 471 firstdir = dir + i;
605 { 475 {
606 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
607 diff--; 477 diff--;
608 max--; 478 max--;
609 lastdir = dir; 479 lastdir = dir;
480
610 if (!firstdir) 481 if (!firstdir)
611 firstdir = dir; 482 firstdir = dir;
612 } 483 }
613 484
614 if (diff <= 1) 485 if (diff <= 1)
615 { 486 {
616 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
617 * headed toward player for entire distance. 488 * headed toward player for entire distance.
618 */ 489 */
619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
621 } 492 }
622 493
623 if (diff > max) 494 if (diff > max)
624 return 0; 495 return 0;
630 501
631 return firstdir; 502 return firstdir;
632} 503}
633 504
634void 505void
635give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
636{ 507{
637 object *op, *next = NULL;
638
639 if (pl->randomitems != NULL) 508 if (pl->randomitems)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641 510
642 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
643 { 512 {
644 next = op->below; 513 next = op->below;
645 514
646 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
647 * 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
648 */ 517 */
649 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
650 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
651 520
652 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions 522 * by this player due to race restrictions
654 */ 523 */
655 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
656 { 525 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
658 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
659 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
660 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
661 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))
662 { 533 {
663 op->destroy (); 534 op->destroy ();
664 continue; 535 continue;
665 } 536 }
666 } 537 }
667 538
668 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
669 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
670 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
671 * a first level treasurelist for each skill.)
672 * remove duplicate skills also
673 */ 542 */
674 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
675 { 544 {
676 object *tmp;
677
678 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
679 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
680 break;
681
682 if (tmp)
683 { 547 {
684 op->destroy (); 548 op->destroy ();
685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
686 continue;
687 } 550 }
688 551
689 if (op->nrof > 1) 552 if (op->nrof > 1)
690 op->nrof = 1; 553 op->nrof = 1;
691 } 554 }
692 555
693 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
694 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
696 }
697 558
698 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
699 * 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
700 * merged properly. 561 * merged properly.
701 */ 562 */
702 if (need_identify (op)) 563 if (op->need_identify ())
703 {
704 SET_FLAG (op, FLAG_IDENTIFIED);
705 CLEAR_FLAG (op, FLAG_CURSED);
706 CLEAR_FLAG (op, FLAG_DAMNED);
707 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
708 if (op->type == SPELL) 570 if (op->type == SPELL)
709 { 571 {
710 op->destroy (); 572 op->destroy ();
711 continue; 573 continue;
712 } 574 }
713 else if (op->type == SKILL) 575 else if (op->type == SKILL)
714 { 576 {
715 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
716 op->stats.exp = 0; 578 op->stats.exp = 0;
717 op->level = 1; 579 op->level = 1;
718 } 580 }
719 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
720 else 582 op->set_flag (FLAG_INV_LOCKED);
721 SET_FLAG (op, FLAG_INV_LOCKED);
722 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
723 584
724 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
725 link_player_skills (pl); 586 pl->contr->link_skills ();
726} 587}
727 588
728void 589void
729get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
730{ 591{
740 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:");
741} 602}
742 603
743/* 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. */
744static int 605static int
745roll_stat (void) 606roll_stat ()
746{ 607{
747 int a[4], i, j, k; 608 int a[4], i, j, k;
748 609
749 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
750 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
751 612
752 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if (a[i] < k) 614 if (a[i] < k)
754 k = a[i], j = i; 615 k = a[i], j = i;
755 616
831static void 692static void
832start_info (object *op) 693start_info (object *op)
833{ 694{
834 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
835 696
836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
837 new_draw_info (NDI_UNIQUE, 0, op, buf); 698 new_draw_info (NDI_UNIQUE, 0, op, buf);
838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
840} 699}
841 700
842/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
843 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
844 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
847 */ 706 */
848void 707void
849player::chargen_race_done () 708player::chargen_race_done ()
850{ 709{
851 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
852 esrv_new_player (ob->contr, ob->weight + ob->carrying); 711 esrv_new_player (ob->contr);
853 712
854 treasurelist *tl = treasurelist::find ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
855 if (tl) 714 if (tl)
856 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
857 716
858 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
859 INVOKE_PLAYER (LOGIN, ob->contr);
860 718
861 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
862 720
863 if (ob->msg) 721 if (ob->msg)
864 ob->msg = 0; 722 ob->msg = 0;
865 723
866 /* We create this now because some of the unique maps will need it
867 * to save here.
868 */
869 {
870 char buf[MAX_BUF];
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
872 make_path_to_file (buf);
873 }
874
875 start_info (ob); 724 start_info (ob);
876 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
877 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
878 link_player_skills (ob);
879 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
880 ob->update_stats (); 728 ob->update_stats ();
881 729
882 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
883 * is one for this race 731 * is one for this race
884 */ 732 */
885 if (*first_map_ext_path) 733 if (*first_map_ext_path)
886 { 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
887 object *tmp;
888 char mapname[MAX_BUF];
889
890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
891 tmp = object::create ();
892 EXIT_PATH (tmp) = mapname;
893 EXIT_X (tmp) = ob->x;
894 EXIT_Y (tmp) = ob->y;
895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
896 * if the map isn't there, then stay on the
897 * default initial map */
898 tmp->destroy ();
899 }
900 else 735 else
901 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
738
739/*
740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746static int
747allowed_class (const object *op)
748{
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
902} 756}
903 757
904void 758void
905player::chargen_race_next () 759player::chargen_race_next ()
906{ 760{
935 ob->stats.hp = ob->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
936 ob->stats.sp = ob->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
937 ob->stats.grace = 0; 791 ob->stats.grace = 0;
938} 792}
939 793
940void 794static void
941flee_player (object *op) 795flee_player (object *op)
942{ 796{
943 int dir, diff; 797 int dir, diff;
944 rv_vector rv; 798 rv_vector rv;
945 799
946 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
947 { 801 {
948 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
949 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
950 return; 804 return;
951 } 805 }
952 806
953 if (op->enemy == NULL) 807 if (!op->enemy)
954 { 808 {
955 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
956 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
957 return; 811 return;
958 } 812 }
959 813
960 /* Seen some crashes here. Since we don't store an 814 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
961 * op->enemy_count, it is possible that something destroys the
962 * actual enemy, and the object is recycled.
963 */
964 if (op->enemy->map == NULL)
965 { 815 {
966 CLEAR_FLAG (op, FLAG_SCARED);
967 op->enemy = NULL; 816 op->enemy = NULL;
968 return; 817 op->clr_flag (FLAG_SCARED);
969 }
970
971 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
972 {
973 op->enemy = NULL;
974 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 818 return;
976 } 819 }
977 820
978 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
979 822
980 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
981 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
982 { 825 {
983 int m = 1 - (RANDOM () & 2); 826 int m = 1 - rndm (2) * 2;
984 827
985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 828 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
986 return; 829 return;
987 } 830 }
988 831
989 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
990 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
991 op->enemy = NULL; 834 op->enemy = NULL;
992} 835}
993 836
994/* check_pick sees if there is stuff to be picked up/picks up stuff. 837/* check_pick sees if there is stuff to be picked up/picks up stuff.
995 * It returns 1 if the player should keep on moving, 0 if he should 838 * It returns 1 if the player should keep on moving, 0 if he should
999check_pick (object *op) 842check_pick (object *op)
1000{ 843{
1001 object *tmp, *next; 844 object *tmp, *next;
1002 int stop = 0; 845 int stop = 0;
1003 int wvratio; 846 int wvratio;
1004 char putstring[128];
1005 847
1006 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
1007 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
1008 return 1; 850 return 1;
1009 851
1010 next = op->below; 852 next = op->below;
853
854 int cnt = MAX_ITEM_PER_ACTION;
855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1011 856
1012 /* loop while there are items on the floor that are not marked as 857 /* loop while there are items on the floor that are not marked as
1013 * destroyed */ 858 * destroyed */
1014 while (next && !next->destroyed ()) 859 while (next && !next->destroyed ())
1015 { 860 {
1016 tmp = next; 861 tmp = next;
1017 next = tmp->below; 862 next = tmp->below;
1018 863
864 if (cnt <= 0)
865 {
866 op->failmsg ("Couldn't pickup all items at once.");
867 return 0;
868 }
869
1019 if (op->destroyed ()) 870 if (op->destroyed ())
1020 return 0; 871 return 0;
1021 872
1022 if (!can_pick (op, tmp)) 873 if (!can_pick (op, tmp))
1023 continue; 874 continue;
1024 875
1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1026 { 877 {
1027 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1028 pick_up (op, tmp); 879 CHK_PICK_PICKUP;
880
1029 continue; 881 continue;
1030 } 882 }
1031 883
1032 /* high not bit set? We're using the old autopickup model */ 884 /* pickup handling */
885 if (op->contr->mode & PU_DEBUG)
886 {
887 /* some debugging code to figure out item information */
888 const char *str = tmp->name
889 ? format ("item name: %s item type: %d weight/value: %d",
890 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
891 : format ("item name: %s item type: %d weight/value: %d",
892 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
893
894 new_draw_info (NDI_UNIQUE, 0, op, str);
895 }
896
897 if (op->contr->mode & PU_INHIBIT)
898 return 1;
899
900 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
901 return 1;
902
903 /* philosophy:
904 * It's easy to grab an item type from a pile, as long as it's
905 * generic. This takes no game-time. For more detailed pickups
906 * and selections, select-items should be used. This is a
907 * grab-as-you-run type mode that's really useful for arrows for
908 * example.
909 * The drawback: right now it has no frontend, so you need to
910 * stick the bits you want into a calculator in hex mode and then
911 * convert to decimal and then 'pickup <#>
912 */
913
914 /* the first two modes are exclusive: if NOTHING we return, if
915 * STOP then we stop. All the rest are applied sequentially,
916 * meaning if any test passes, the item gets picked up. */
917
918 /* if mode is set to pick nothing up, return */
919 if (op->contr->mode == PU_NOTHING)
920 return 1;
921
922 /* if mode is set to stop when encountering objects, return */
923 /* take STOP before INHIBIT since it doesn't actually pick
924 * anything up */
925 if (op->contr->mode & PU_STOP)
926 return 0;
927
928 /* useful for going into stores and not losing your settings... */
929 /* and for battles wher you don't want to get loaded down while
930 * fighting */
931 if (op->contr->mode & PU_INHIBIT)
932 return 1;
933
934 /* prevent us from turning into auto-thieves :) */
935 if (tmp->flag [FLAG_UNPAID])
936 continue;
937
938 /* ignore known cursed objects */
939 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
940 continue;
941
942 /* all food and drink if desired */
943 /* question: don't pick up known-poisonous stuff? */
1033 if (!(op->contr->mode & PU_NEWMODE)) 944 if (op->contr->mode & PU_FOOD)
945 if (tmp->type == FOOD)
1034 { 946 {
1035 switch (op->contr->mode) 947 CHK_PICK_PICKUP;
948 continue;
949 }
950
951 if (op->contr->mode & PU_DRINK)
952 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 if (op->contr->mode & PU_POTION)
959 if (tmp->type == POTION)
960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
965 /* spellbooks, skillscrolls and normal books/scrolls */
966 if (op->contr->mode & PU_SPELLBOOK)
967 if (tmp->type == SPELLBOOK)
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_SKILLSCROLL)
974 if (tmp->type == SKILLSCROLL)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 if (op->contr->mode & PU_READABLES)
981 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
982 {
983 CHK_PICK_PICKUP;
984 continue;
985 }
986
987 /* wands/staves/rods/horns */
988 if (op->contr->mode & PU_MAGIC_DEVICE)
989 if (tmp->type == WAND
990 || tmp->type == ROD
991 || tmp->type == HORN
992 || tmp->type == POWER_CRYSTAL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL)
1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 if (op->contr->mode & PU_VALUABLES)
1008 {
1009 if (tmp->type == MONEY || tmp->type == GEM)
1036 { 1010 {
1037 case 0: 1011 CHK_PICK_PICKUP;
1038 return 1; /* don't pick up */ 1012 continue;
1039 case 1:
1040 pick_up (op, tmp);
1041 return 1;
1042 case 2:
1043 pick_up (op, tmp);
1044 return 0;
1045 case 3:
1046 return 0; /* stop before pickup */
1047 case 4:
1048 pick_up (op, tmp);
1049 break;
1050 case 5:
1051 pick_up (op, tmp);
1052 stop = 1;
1053 break;
1054 case 6:
1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1056 pick_up (op, tmp);
1057 break;
1058
1059 case 7:
1060 if (tmp->type == MONEY || tmp->type == GEM)
1061 pick_up (op, tmp);
1062 break;
1063
1064 default:
1065 /* use value density */
1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1068 pick_up (op, tmp);
1069 } 1013 }
1070 } 1014 }
1071 else 1015
1072 { /* old model */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1073 /* NEW pickup handling */
1074 if (op->contr->mode & PU_DEBUG) 1017 if (op->contr->mode & PU_JEWELS)
1018 if (tmp->type == RING
1019 || tmp->type == AMULET
1020 || tmp->type == GIRDLE
1021 || tmp->type == SKILL_TOOL)
1075 { 1022 {
1076 /* some debugging code to figure out item information */ 1023 CHK_PICK_PICKUP;
1077 if (tmp->name != NULL)
1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1080 else
1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083
1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1085 }
1086
1087 /* philosophy:
1088 * It's easy to grab an item type from a pile, as long as it's
1089 * generic. This takes no game-time. For more detailed pickups
1090 * and selections, select-items should be used. This is a
1091 * grab-as-you-run type mode that's really useful for arrows for
1092 * example.
1093 * The drawback: right now it has no frontend, so you need to
1094 * stick the bits you want into a calculator in hex mode and then
1095 * convert to decimal and then 'pickup <#>
1096 */
1097
1098 /* the first two modes are exclusive: if NOTHING we return, if
1099 * STOP then we stop. All the rest are applied sequentially,
1100 * meaning if any test passes, the item gets picked up. */
1101
1102 /* if mode is set to pick nothing up, return */
1103
1104 if (op->contr->mode & PU_NOTHING)
1105 return 1;
1106
1107 /* if mode is set to stop when encountering objects, return */
1108 /* take STOP before INHIBIT since it doesn't actually pick
1109 * anything up */
1110
1111 if (op->contr->mode & PU_STOP)
1112 return 0;
1113
1114 /* useful for going into stores and not losing your settings... */
1115 /* and for battles wher you don't want to get loaded down while
1116 * fighting */
1117 if (op->contr->mode & PU_INHIBIT)
1118 return 1;
1119
1120 /* prevent us from turning into auto-thieves :) */
1121 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1122 continue; 1024 continue;
1025 }
1123 1026
1124 /* ignore known cursed objects */ 1027 /* we don't forget dragon food */
1125 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1028 if (op->contr->mode & PU_FLESH)
1029 if (tmp->type == FLESH)
1030 {
1031 CHK_PICK_PICKUP;
1126 continue; 1032 continue;
1033 }
1127 1034
1128 /* all food and drink if desired */ 1035 /* bows and arrows. Bows are good for selling! */
1129 /* question: don't pick up known-poisonous stuff? */ 1036 if (op->contr->mode & PU_BOW)
1037 if (tmp->type == BOW)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 if (op->contr->mode & PU_ARROW)
1044 if (tmp->type == ARROW)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1050 /* all kinds of armor etc. */
1051 if (op->contr->mode & PU_ARMOUR)
1052 if (tmp->type == ARMOUR)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_HELMET)
1059 if (tmp->type == HELMET)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 if (op->contr->mode & PU_SHIELD)
1066 if (tmp->type == SHIELD)
1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1130 if (op->contr->mode & PU_FOOD) 1072 if (op->contr->mode & PU_BOOTS)
1131 if (tmp->type == FOOD) 1073 if (tmp->type == BOOTS)
1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1079 if (op->contr->mode & PU_GLOVES)
1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 if (op->contr->mode & PU_CLOAK)
1087 if (tmp->type == CLOAK)
1088 {
1089 CHK_PICK_PICKUP;
1090 continue;
1091 }
1092
1093 /* hoping to catch throwing daggers here */
1094 if (op->contr->mode & PU_MISSILEWEAPON)
1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 /* careful: chairs and tables are weapons! */
1102 if (op->contr->mode & PU_ALLWEAPON)
1103 {
1104 if (tmp->type == WEAPON)
1105 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1132 { 1106 {
1133 pick_up (op, tmp); 1107 CHK_PICK_PICKUP;
1134 continue; 1108 continue;
1135 } 1109 }
1110 }
1136 1111
1112 /* misc stuff that's useful */
1137 if (op->contr->mode & PU_DRINK) 1113 if (op->contr->mode & PU_KEY)
1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1139 { 1115 {
1140 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1141 continue; 1117 continue;
1142 } 1118 }
1143 1119
1120 /* any of the last 4 bits set means we use the ratio for value
1121 * pickups */
1144 if (op->contr->mode & PU_POTION) 1122 if (op->contr->mode & PU_RATIO)
1145 if (tmp->type == POTION) 1123 {
1124 /* use value density to decide what else to grab */
1125 /* >=7 was >= op->contr->mode */
1126 /* >=7 is the old standard setting. Now we take the last 4 bits
1146 { 1127 */
1147 pick_up (op, tmp);
1148 continue;
1149 }
1150
1151 /* spellbooks, skillscrolls and normal books/scrolls */
1152 if (op->contr->mode & PU_SPELLBOOK)
1153 if (tmp->type == SPELLBOOK)
1154 {
1155 pick_up (op, tmp);
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_SKILLSCROLL)
1160 if (tmp->type == SKILLSCROLL)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_READABLES)
1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* wands/staves/rods/horns */
1174 if (op->contr->mode & PU_MAGIC_DEVICE)
1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 /* pick up all magical items */
1182 if (op->contr->mode & PU_MAGICAL) 1128 wvratio = op->contr->mode & PU_RATIO;
1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1129 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_VALUABLES)
1190 { 1130 {
1191 if (tmp->type == MONEY || tmp->type == GEM) 1131#if 0
1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1133 if (tmp->name != NULL)
1192 { 1134 {
1193 pick_up (op, tmp); 1135 fprintf (stderr, "%s", tmp->name);
1194 continue;
1195 } 1136 }
1196 }
1197
1198 /* rings & amulets - talismans seems to be typed AMULET */
1199 if (op->contr->mode & PU_JEWELS)
1200 if (tmp->type == RING || tmp->type == AMULET)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* bows and arrows. Bows are good for selling! */
1215 if (op->contr->mode & PU_BOW)
1216 if (tmp->type == BOW)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_ARROW)
1223 if (tmp->type == ARROW)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* all kinds of armor etc. */
1230 if (op->contr->mode & PU_ARMOUR)
1231 if (tmp->type == ARMOUR)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_HELMET)
1238 if (tmp->type == HELMET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_SHIELD)
1245 if (tmp->type == SHIELD)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_BOOTS)
1252 if (tmp->type == BOOTS)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_GLOVES)
1259 if (tmp->type == GLOVES)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_CLOAK)
1266 if (tmp->type == CLOAK)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 /* hoping to catch throwing daggers here */
1273 if (op->contr->mode & PU_MISSILEWEAPON)
1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 /* careful: chairs and tables are weapons! */
1281 if (op->contr->mode & PU_ALLWEAPON)
1282 {
1283 if (tmp->type == WEAPON && tmp->name != NULL)
1284 {
1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291 }
1292
1293 if (tmp->type == WEAPON && tmp->name == NULL)
1294 {
1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300 }
1301 }
1302
1303 /* misc stuff that's useful */
1304 if (op->contr->mode & PU_KEY)
1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 /* any of the last 4 bits set means we use the ratio for value
1312 * pickups */
1313 if (op->contr->mode & PU_RATIO)
1314 {
1315 /* use value density to decide what else to grab */
1316 /* >=7 was >= op->contr->mode */
1317 /* >=7 is the old standard setting. Now we take the last 4 bits
1318 * and multiply them by 5, giving 0..15*5== 5..75 */
1319 wvratio = (op->contr->mode & PU_RATIO) * 5;
1320 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1321 {
1322 pick_up (op, tmp);
1323#if 0
1324 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1325 if (tmp->name != NULL)
1326 {
1327 fprintf (stderr, "%s", tmp->name);
1328 }
1329 else 1137 else
1330 fprintf (stderr, "%s", tmp->arch->archname); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1331 fprintf (stderr, ",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1140 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1333#endif 1141#endif
1142 CHK_PICK_PICKUP;
1334 continue; 1143 continue;
1335 }
1336 } 1144 }
1337 } /* the new pickup model */ 1145 } /* the new pickup model */
1338 } 1146 }
1339 1147
1340 return !stop; 1148 return !stop;
1149}
1150
1151/* routine for both players and monsters. We call this when
1152 * there is a possibility for our action distrubing our hiding
1153 * place or invisiblity spell. Artefact invisiblity causes
1154 * "noise" instead. If we arent invisible to begin with, we
1155 * return 0.
1156 */
1157static int
1158action_makes_visible (object *op)
1159{
1160 if (op->invisible && op->flag [FLAG_ALIVE])
1161 {
1162 if (op->flag [FLAG_MAKE_INVIS])
1163 {
1164 // artefact invisibility is permanent, but we still make noise
1165 // this is important for game-balance.
1166 if (op->contr)
1167 op->make_noise ();
1168
1169 return 0;
1170 }
1171
1172 if (op->contr && op->contr->tmp_invis == 0)
1173 return 0;
1174
1175 /* If monsters, they should become visible */
1176 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1177 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1179 return 1;
1180 }
1181 }
1182
1183 return 0;
1341} 1184}
1342 1185
1343/* 1186/*
1344 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1345 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1346 * found object is returned. 1189 * found object is returned.
1347 */ 1190 */
1348object * 1191static object *
1349find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1350{ 1193{
1351 object *tmp = 0;
1352
1353 for (op = op->inv; op; op = op->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1355 tmp = find_arrow (op, type);
1356 else if (op->type == ARROW && op->race == type) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1196 return splay (tmp);
1197
1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1200 if (object *arrow = find_arrow (tmp, type))
1201 {
1202 splay (tmp);
1357 return op; 1203 return arrow;
1204 }
1358 1205
1359 return tmp; 1206 return 0;
1360} 1207}
1361 1208
1362/* 1209/*
1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1210 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1364 * against the target. A full test is not performed, simply a basic test 1211 * against the target. A full test is not performed, simply a basic test
1365 * of resistances. The archer is making a quick guess at what he sees down 1212 * of resistances. The archer is making a quick guess at what he sees down
1366 * the hall. Failing that it does it's best to pick the highest plus arrow. 1213 * the hall. Failing that it does it's best to pick the highest plus arrow.
1367 */ 1214 */
1368object * 1215static object *
1369find_better_arrow (object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1370{ 1217{
1371 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1372 int attacknum, attacktype, betterby = 0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1373 1220
1374 if (!type) 1221 if (!type)
1375 return NULL; 1222 return NULL;
1376 1223
1377 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1378 { 1225 {
1379 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1380 { 1227 {
1381 i = 0; 1228 i = 0;
1382 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1383 if (i > betterby) 1231 if (i > betterby)
1384 { 1232 {
1385 tmp = ntmp; 1233 tmp = ntmp;
1386 betterby = i; 1234 betterby = i;
1387 } 1235 }
1388 } 1236 }
1389 else if (arrow->type == ARROW && arrow->race == type) 1237 else if (arrow->type == ARROW && arrow->race == type)
1390 { 1238 {
1391 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1240 if (target->race && arrow->slaying.contains (target->race))
1393 { 1241 {
1394 if (arrow->attacktype & AT_DEATH) 1242 if (arrow->attacktype & AT_DEATH)
1395 { 1243 {
1396 *better = 100; 1244 *better = 100;
1397 return arrow; 1245 return arrow;
1412 { 1260 {
1413 tmp = arrow; 1261 tmp = arrow;
1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1262 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1415 } 1263 }
1416 } 1264 }
1265
1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1418 { 1267 {
1419 tmp = arrow; 1268 tmp = arrow;
1420 betterby = 2 + arrow->magic + arrow->stats.dam; 1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1421 } 1270 }
1271
1422 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1423 { 1273 {
1424 tmp = arrow; 1274 tmp = arrow;
1425 betterby = 1 + arrow->magic + arrow->stats.dam; 1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1426 } 1276 }
1427 } 1277 }
1428 } 1278 }
1429 } 1279 }
1280
1430 if (tmp == NULL && arrow == NULL) 1281 if (tmp == NULL && arrow == NULL)
1431 return find_arrow (op, type); 1282 return find_arrow (op, type);
1432 1283
1433 *better = betterby; 1284 *better = betterby;
1434 return tmp; 1285 return tmp;
1438 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1439 * op = the shooter 1290 * op = the shooter
1440 * type = bow->race 1291 * type = bow->race
1441 * dir = fire direction 1292 * dir = fire direction
1442 */ 1293 */
1443object * 1294static object *
1444pick_arrow_target (object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1445{ 1296{
1446 object *tmp = NULL; 1297 object *tmp = NULL;
1447 maptile *m; 1298 maptile *m;
1448 int i, mflags, found, number; 1299 int i, mflags, found, number;
1449 sint16 x, y; 1300 sint16 x, y;
1464 for (i = 0, found = 0; i < 20; i++) 1315 for (i = 0, found = 0; i < 20; i++)
1465 { 1316 {
1466 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1467 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1468 mflags = get_map_flags (m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 { 1322 {
1471 tmp = NULL; 1323 tmp = 0;
1472 break; 1324 break;
1473 } 1325 }
1474 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1326 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475 { 1327 {
1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477 * perhaps a bad assumption. 1329 * perhaps a bad assumption.
1478 */ 1330 */
1479 tmp = NULL; 1331 tmp = 0;
1480 break; 1332 break;
1481 } 1333 }
1334
1482 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1483 {
1484 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1336 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1485 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1486 {
1487 found++;
1488 break;
1489 }
1490 if (found)
1491 break; 1338 break;
1492 }
1493 } 1339 }
1494 if (tmp == NULL) 1340
1341 if (!tmp)
1495 return find_arrow (op, type); 1342 return find_arrow (op, type);
1496 1343
1497 if (tmp->head) 1344 if (tmp->head)
1498 tmp = tmp->head; 1345 tmp = tmp->head;
1499 1346
1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1540 return 0; 1387 return 0;
1541 } 1388 }
1542 1389
1543 // optimisation: move object to top so we will find it quickly again 1390 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below) 1391 splay (bow);
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1550 } 1392 }
1551 1393
1552 if (!bow->race || !bow->skill) 1394 if (!bow->race || !bow->skill)
1553 { 1395 {
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1561 { 1403 {
1562 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1565 else 1407 else
1566 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1567 1409
1568 return 0; 1410 return 0;
1569 } 1411 }
1570 } 1412 }
1571 1413
1580 } 1422 }
1581 1423
1582 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1583 if (arrow->nrof == 0) 1425 if (arrow->nrof == 0)
1584 { 1426 {
1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1585 arrow->destroy (); 1428 arrow->destroy ();
1586 return 0; 1429 return 0;
1587 } 1430 }
1588 1431
1589 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1590 arrow = get_split_ob (arrow, 1); 1433 arrow = arrow->split ();
1591 if (!arrow) 1434 if (!arrow)
1592 { 1435 {
1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1436 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1594 return 0; 1437 return 0;
1595 } 1438 }
1599 arrow->direction = dir; 1442 arrow->direction = dir;
1600 1443
1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam; 1445 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype; 1446 arrow->stats.grace = arrow->attacktype;
1604 1447 arrow->custom_name = arrow->slaying;
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607 1448
1608#if 0 1449#if 0
1609 if (player *pl = op->contr) 1450 if (player *pl = op->contr)
1610 { 1451 {
1611 float speed = pl->weapon_sp; 1452 float speed = pl->weapon_sp;
1621#endif 1462#endif
1622 1463
1623 SET_ANIMATION (arrow, arrow->direction); 1464 SET_ANIMATION (arrow, arrow->direction);
1624 1465
1625 /* update the speed */ 1466 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628 1467
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0; 1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1631 1473
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633 1475
1634 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1635 { 1477 {
1662 op->play_sound (sound_find ("fire_arrow")); 1504 op->play_sound (sound_find ("fire_arrow"));
1663 m->insert (arrow, sx, sy, op); 1505 m->insert (arrow, sx, sy, op);
1664 1506
1665 if (!arrow->destroyed ()) 1507 if (!arrow->destroyed ())
1666 move_arrow (arrow); 1508 move_arrow (arrow);
1667
1668 if (op->type == PLAYER)
1669 {
1670 if (left->destroyed ())
1671 esrv_del_item (op->contr, left->count);
1672 else
1673 esrv_send_item (op, left);
1674 }
1675 1509
1676 return 1; 1510 return 1;
1677} 1511}
1678 1512
1679/* Special fire code for players - this takes into 1513/* Special fire code for players - this takes into
1681 * but monsters can't. Putting that code here 1515 * but monsters can't. Putting that code here
1682 * makes the fire_bow code much cleaner. 1516 * makes the fire_bow code much cleaner.
1683 * this function should only be called if 'op' is a player, 1517 * this function should only be called if 'op' is a player,
1684 * hence the function name. 1518 * hence the function name.
1685 */ 1519 */
1686int 1520static int
1687player_fire_bow (object *op, int dir) 1521player_fire_bow (object *op, int dir)
1688{ 1522{
1689 int ret = 0, wcmod = 0; 1523 int ret;
1690 1524
1691 if (op->contr->bowtype == bow_bestarrow) 1525 if (op->contr->bowtype == bow_bestarrow)
1692 { 1526 {
1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1527 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1694 } 1528 }
1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1529 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1696 { 1530 {
1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1531 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1698 wcmod = -1;
1699
1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1532 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1701 } 1533 }
1702 else if (op->contr->bowtype == bow_threewide) 1534 else if (op->contr->bowtype == bow_threewide)
1703 { 1535 {
1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1536 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1705 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1537 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1706 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1538 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1707 } 1539 }
1708 else if (op->contr->bowtype == bow_spreadshot) 1540 else if (op->contr->bowtype == bow_spreadshot)
1709 { 1541 {
1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1542 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1543 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1544 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1713 } 1545 }
1714 else 1546 else
1715 { 1547 {
1721} 1553}
1722 1554
1723/* Fires a misc (wand/rod/horn) object in 'dir'. 1555/* Fires a misc (wand/rod/horn) object in 'dir'.
1724 * Broken apart from 'fire' to keep it more readable. 1556 * Broken apart from 'fire' to keep it more readable.
1725 */ 1557 */
1726void 1558static void
1727fire_misc_object (object *op, int dir) 1559fire_misc_object (object *op, int dir)
1728{ 1560{
1729 object *item = op->contr->ranged_ob; 1561 object *item = op->contr->ranged_ob;
1730 1562
1731 if (!item) 1563 if (!item)
1738 { 1570 {
1739 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1571 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1740 return; 1572 return;
1741 } 1573 }
1742 1574
1743 if (!op->change_weapon (item)) 1575 if (!op->apply (item))
1744 return; 1576 return;
1745 1577
1746 if (item->type == WAND) 1578 if (item->type == WAND)
1747 { 1579 {
1748 if (item->stats.food <= 0) 1580 if (item->stats.food <= 0)
1753 return; 1585 return;
1754 } 1586 }
1755 } 1587 }
1756 else if (item->type == ROD || item->type == HORN) 1588 else if (item->type == ROD || item->type == HORN)
1757 { 1589 {
1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1590 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1591
1592 // using the maximum of the rods charge allows at least one spell cast
1593 // for a rod or horn, this fixes some broken rods.
1594 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1759 { 1595 {
1760 op->contr->play_sound (sound_find ("wand_poof")); 1596 op->contr->play_sound (sound_find ("wand_poof"));
1761 1597
1762 if (item->type == ROD) 1598 if (item->type == ROD)
1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1599 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1768 } 1604 }
1769 } 1605 }
1770 1606
1771 if (cast_spell (op, item, dir, item->inv, NULL)) 1607 if (cast_spell (op, item, dir, item->inv, NULL))
1772 { 1608 {
1773 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1609 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1610
1774 if (item->type == WAND) 1611 if (item->type == WAND)
1775 { 1612 {
1776 if (!(--item->stats.food)) 1613 if (!(--item->stats.food))
1777 { 1614 {
1778 object *tmp;
1779
1780 if (item->arch) 1615 if (item->arch)
1781 { 1616 {
1782 CLEAR_FLAG (item, FLAG_ANIMATE); 1617 item->clr_flag (FLAG_ANIMATE);
1783 item->face = item->arch->face; 1618 item->face = item->arch->face;
1784 item->set_speed (0); 1619 item->set_speed (0);
1785 } 1620 }
1786 1621
1787 if ((tmp = item->in_player ())) 1622 if (object *pl = item->visible_to ())
1788 esrv_update_item (UPD_ANIM, tmp, item); 1623 esrv_update_item (UPD_ANIM, pl, item);
1789 } 1624 }
1790 } 1625 }
1791 else if (item->type == ROD || item->type == HORN) 1626 else if (item->type == ROD || item->type == HORN)
1792 drain_rod_charge (item); 1627 drain_rod_charge (item);
1793 } 1628 }
1794} 1629}
1795 1630
1796/* Received a fire command for the player - go and do it. 1631/* Received a fire command for the player - go and do it.
1797 */ 1632 */
1798bool 1633bool
1799fire (object *op, int dir) 1634fire (object *who, int dir)
1800{ 1635{
1801 int spellcost = 0; 1636 int spellcost = 0;
1802 1637
1803 /* check for loss of invisiblity/hide */
1804 if (action_makes_visible (op))
1805 make_visible (op);
1806
1807 player *pl = op->contr; 1638 player *pl = who->contr;
1808 1639
1809 if (pl->golem) 1640 if (pl->golem)
1810 { 1641 {
1811 control_golem (op->contr->golem, dir); 1642 control_golem (who->contr->golem, dir);
1812 return false; 1643 return false;
1813 } 1644 }
1814 1645
1815 object *ob = pl->ranged_ob; 1646 object *ob = pl->ranged_ob;
1816 1647
1817 if (!ob) 1648 if (!ob)
1818 return false; 1649 return false;
1819 1650
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f) 1651 if (who->speed_left > 0.f)
1824 --op->speed_left; 1652 --who->speed_left;
1825 else 1653 else
1826 return false; 1654 return false;
1827 1655
1656 if (!who->apply (ob))
1657 return false;
1658
1659 /* check for loss of invisiblity/hide */
1660 if (action_makes_visible (who))
1661 make_visible (who);
1662
1828 switch (ob->type) 1663 switch (ob->type)
1829 { 1664 {
1830 case BOW: 1665 case BOW:
1831 player_fire_bow (op, dir); 1666 player_fire_bow (who, dir);
1832 break; 1667 break;
1833 1668
1834 case SPELL: 1669 case SPELL:
1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1670 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1836 break; 1671 break;
1837 1672
1838 case BUILDER: 1673 case BUILDER:
1839 apply_map_builder (op, dir); 1674 apply_map_builder (who, dir);
1840 break; 1675 break;
1841 1676
1842 case SKILL: 1677 case SKILL:
1843 do_skill (op, op, ob, dir, 0); 1678 do_skill (who, who, ob, dir, 0);
1844 break; 1679 break;
1845 1680
1681 case RANGED:
1682 do_skill (who, ob, who->chosen_skill, dir, 0);
1683 break;
1684
1846 default: 1685 default:
1847 fire_misc_object (op, dir); 1686 fire_misc_object (who, dir);
1848 break; 1687 break;
1849 } 1688 }
1850 1689
1851 return true; 1690 return true;
1852} 1691}
1853 1692
1854/* find_key 1693static object *
1855 * We try to find a key for the door as passed. If we find a key
1856 * and successfully use it, we return the key, otherwise NULL
1857 * This function merges both normal and locked door, since the logic
1858 * for both is the same - just the specific key is different.
1859 * pl is the player,
1860 * inv is the objects inventory to searched
1861 * door is the door we are trying to match against.
1862 * This function can be called recursively to search containers.
1863 */
1864object *
1865find_key (object *pl, object *container, object *door) 1694find_key_ (object *pl, object *container, object *door)
1866{ 1695{
1867 object *tmp, *key; 1696 object *tmp, *key;
1868 1697
1869 /* Should not happen, but sanity checking is never bad */ 1698 /* Should not happen, but sanity checking is never bad */
1870 if (!container->inv) 1699 if (!container->inv)
1873 /* First, lets try to find a key in the top level inventory */ 1702 /* First, lets try to find a key in the top level inventory */
1874 for (tmp = container->inv; tmp; tmp = tmp->below) 1703 for (tmp = container->inv; tmp; tmp = tmp->below)
1875 { 1704 {
1876 if (door->type == DOOR && tmp->type == KEY) 1705 if (door->type == DOOR && tmp->type == KEY)
1877 break; 1706 break;
1707
1878 /* For sanity, we should really check door type, but other stuff 1708 /* For sanity, we should really check door type, but other stuff
1879 * (like containers) can be locked with special keys 1709 * (like containers) can be locked with special keys
1880 */ 1710 */
1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1711 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1882 break; 1712 break;
1888 * a key, return 1718 * a key, return
1889 */ 1719 */
1890 if (!tmp) 1720 if (!tmp)
1891 { 1721 {
1892 for (tmp = container->inv; tmp; tmp = tmp->below) 1722 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 {
1894 /* No reason to search empty containers */ 1723 /* No reason to search empty containers */
1895 if (tmp->type == CONTAINER && tmp->inv) 1724 if (tmp->type == CONTAINER && tmp->inv)
1896 {
1897 if ((key = find_key (pl, tmp, door))) 1725 if ((key = find_key_ (pl, tmp, door)))
1898 return key; 1726 return key;
1899 }
1900 }
1901 1727
1902 if (!tmp) 1728 if (!tmp)
1903 return NULL; 1729 return 0;
1904 } 1730 }
1905 1731
1906 /* We get down here if we have found a key. Now if its in a container, 1732 /* We get down here if we have found a key. Now if its in a container,
1907 * see if we actually want to use it 1733 * see if we actually want to use it
1908 */ 1734 */
1909 if (pl != container) 1735 if (pl != container)
1910 { 1736 {
1911 /* Only let players use keys in containers */ 1737 /* Only let players use keys in containers */
1912 if (!pl->contr) 1738 if (!pl->contr)
1913 return NULL; 1739 return 0;
1740
1914 /* cases where this fails: 1741 /* cases where this fails:
1915 * If we only search the player inventory, return now since we 1742 * If we only search the player inventory, return now since we
1916 * are not in the players inventory. 1743 * are not in the players inventory.
1917 * If the container is not active, return now since only active 1744 * If the container is not active, return now since only active
1918 * containers can be used. 1745 * containers can be used.
1922 * inv must have been an container and must have been active. 1749 * inv must have been an container and must have been active.
1923 * 1750 *
1924 * Change the color so that the message doesn't disappear with 1751 * Change the color so that the message doesn't disappear with
1925 * all the others. 1752 * all the others.
1926 */ 1753 */
1927 if (pl->contr->usekeys == key_inventory || 1754 if (pl->contr->usekeys == key_inventory
1928 !QUERY_FLAG (container, FLAG_APPLIED) || 1755 || !container->flag [FLAG_APPLIED]
1929 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1756 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1930 { 1757 {
1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1758 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1759 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1933 return NULL; 1760 return NULL;
1934 } 1761 }
1935 } 1762 }
1936 1763
1937 return tmp; 1764 return tmp;
1765}
1766
1767/* find_key
1768 * We try to find a key for the door as passed. If we find a key
1769 * and successfully use it, we return the key, otherwise NULL
1770 * This function merges both normal and locked door, since the logic
1771 * for both is the same - just the specific key is different.
1772 * pl is the player,
1773 * inv is the objects inventory to searched
1774 * door is the door we are trying to match against.
1775 * This function can be called recursively to search containers.
1776 */
1777object *
1778find_key (object *pl, object *container, object *door)
1779{
1780 if (door->slaying && is_match_expr (door->slaying))
1781 {
1782 // for match expressions, we try to find the key by applying the match
1783 // to the op itself, which is supposed to find the "key", instead
1784 // of searching through containers ourselves.
1785
1786 return match_one (door->slaying, container, door, pl, pl);
1787 }
1788 else
1789 return find_key_ (pl, container, door);
1938} 1790}
1939 1791
1940/* moved door processing out of move_player_attack. 1792/* moved door processing out of move_player_attack.
1941 * returns 1 if player has opened the door with a key 1793 * returns 1 if player has opened the door with a key
1942 * such that the caller should not do anything more, 1794 * such that the caller should not do anything more,
1969 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1821 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1970 remove_door2 (door); /* remove door without violence ;-) */ 1822 remove_door2 (door); /* remove door without violence ;-) */
1971 } 1823 }
1972 1824
1973 /* Do this after we print the message */ 1825 /* Do this after we print the message */
1974 decrease_ob (key); /* Use up one of the keys */ 1826 key->decrease (); /* Use up one of the keys */
1975 /* Need to update the weight the container the key was in */
1976 if (container != op)
1977 esrv_update_item (UPD_WEIGHT, op, container);
1978 1827
1979 return 1; /* Nothing more to do below */ 1828 return 1; /* Nothing more to do below */
1980 } 1829 }
1981 else if (door->type == LOCKED_DOOR) 1830 else if (door->type == LOCKED_DOOR)
1982 { 1831 {
1995 * going to try and move (not fire weapons). 1844 * going to try and move (not fire weapons).
1996 */ 1845 */
1997bool 1846bool
1998move_player_attack (object *op, int dir) 1847move_player_attack (object *op, int dir)
1999{ 1848{
2000 int on_battleground; 1849 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1850 {
1851 --op->speed_left;
1852 return true;
1853 }
2001 1854
2002 sint16 nx = freearr_x[dir] + op->x; 1855 sint16 nx = freearr_x[dir] + op->x;
2003 sint16 ny = freearr_y[dir] + op->y; 1856 sint16 ny = freearr_y[dir] + op->y;
2004 1857
2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny)) 1858 if (out_of_map (op->map, nx, ny))
2008 return false; 1859 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2015 1860
2016 /* If braced, or can't move to the square, and it is not out of the 1861 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 1862 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 1863 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 1864 * player. This is a pretty nasty hack, because if we could
2037 || mon->flag [FLAG_CAN_ROLL]) 1882 || mon->flag [FLAG_CAN_ROLL])
2038 && mon != op) 1883 && mon != op)
2039 break; 1884 break;
2040 } 1885 }
2041 1886
2042 if (!mon) /* This happens anytime the player tries to move */ 1887 /* no monster == player tries to move into a wall or so */
2043 return false; /* into a wall */ 1888 if (!mon)
1889 {
1890 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1891 if (op->move_type & ob->move_block)
1892 {
1893 if (ob->move_block == MOVE_ALL)
1894 move_into_wall (op, ob);
1895 else
1896 {
1897 if (op->contr->ns->bumpmsg)
1898 {
1899 op->play_sound (sound_find ("blocked_move"));
1900
1901 op->statusmsg (ob->invisible
1902 ? "Something blocks you."
1903 : format ("Something blocks you from entering the %s.", query_name (ob))
1904 );
1905 }
1906 }
1907
1908 break;
1909 }
1910
1911 return false;
1912 }
2044 1913
2045 mon = mon->head_ (); 1914 mon = mon->head_ ();
2046 1915
2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1916 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f) 1917 if (op->contr->weapon_sp_left > 0.f)
2066 */ 1935 */
2067 if (op->type == PLAYER 1936 if (op->type == PLAYER
2068 && ((mon->owner && mon->owner->contr 1937 && ((mon->owner && mon->owner->contr
2069 && same_party (mon->owner->contr->party, op->contr->party)) 1938 && same_party (mon->owner->contr->party, op->contr->party))
2070 || mon->owner == op) 1939 || mon->owner == op)
2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1940 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2072 { 1941 {
2073 /* If we're braced, we don't want to switch places with it */ 1942 /* If we're braced, we don't want to switch places with it */
2074 if (op->contr->braced) 1943 if (op->contr->braced)
2075 return false; 1944 return false;
2076 1945
2079 --op->speed_left; 1948 --op->speed_left;
2080 1949
2081 op->play_sound (sound_find ("push_player")); 1950 op->play_sound (sound_find ("push_player"));
2082 push_ob (mon, dir, op); 1951 push_ob (mon, dir, op);
2083 1952
2084 if (op->contr->tmp_invis || op->hide) 1953 if (action_makes_visible (op))
2085 make_visible (op); 1954 make_visible (op);
2086 1955
2087 return true; 1956 return true;
2088 } 1957 }
2089 else 1958 else
2090 return false; 1959 return false;
2091 } 1960 }
1961
1962 bool on_battleground = op_on_battleground (op, 0, 0);
2092 1963
2093 /* in certain circumstances, you shouldn't attack friendly 1964 /* in certain circumstances, you shouldn't attack friendly
2094 * creatures. Note that if you are braced, you can't push 1965 * creatures. Note that if you are braced, you can't push
2095 * someone, but put it inside this loop so that you won't 1966 * someone, but put it inside this loop so that you won't
2096 * attack them either. 1967 * attack them either.
2097 */ 1968 */
2098 if ((mon->type == PLAYER || mon->enemy != op) 1969 if ((mon->type == PLAYER || mon->enemy != op)
2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1970 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2100 && ((op->contr->peaceful 1971 && ((op->contr->peaceful
2101 || (mon->type == PLAYER && mon->contr->peaceful)) 1972 || (mon->type == PLAYER && mon->contr->peaceful))
2102 && !on_battleground)) 1973 && !on_battleground))
2103 { 1974 {
2104 if (op->speed_left > 0.f) 1975 if (op->speed_left > 0.f)
2111 push_ob (mon, dir, op); 1982 push_ob (mon, dir, op);
2112 } 1983 }
2113 else 1984 else
2114 op->statusmsg ("You withhold your attack"); 1985 op->statusmsg ("You withhold your attack");
2115 1986
2116 if (op->contr->tmp_invis || op->hide) 1987 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2117 make_visible (op); 1988 make_visible (op);
2118 1989
2119 return true; 1990 return true;
2120 } 1991 }
2121 } 1992 }
2122 /* If the object is a boulder or other rollable object, then 1993 /* If the object is a boulder or other rollable object, then
2123 * roll it if not braced. You can't roll it if you are braced. 1994 * roll it if not braced. You can't roll it if you are braced.
2124 */ 1995 */
2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1996 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2126 { 1997 {
2127 if (op->speed_left > 0.f) 1998 if (op->speed_left > 0.f)
2128 { 1999 {
2129 --op->speed_left; 2000 --op->speed_left;
2130 2001
2139 * Way it works is like this: First, it must have some hit points 2010 * Way it works is like this: First, it must have some hit points
2140 * and be living. Then, it must be one of the following: 2011 * and be living. Then, it must be one of the following:
2141 * 1) Not a player, 2) A player, but of a different party. Note 2012 * 1) Not a player, 2) A player, but of a different party. Note
2142 * that party_number -1 is no party, so attacks can still happen. 2013 * that party_number -1 is no party, so attacks can still happen.
2143 */ 2014 */
2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2015 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2016 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2146 { 2017 {
2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2018 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2148 { 2019 {
2149 --op->contr->weapon_sp_left; 2020 --op->contr->weapon_sp_left;
2161} 2032}
2162 2033
2163bool 2034bool
2164move_player (object *op, int dir) 2035move_player (object *op, int dir)
2165{ 2036{
2166 int pick;
2167
2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2037 if (!op->map || op->map->state != MAP_ACTIVE)
2169 return 0; 2038 return 0;
2170 2039
2171 /* Sanity check: make sure dir is valid */ 2040 /* Sanity check: make sure dir is valid */
2172 if ((dir < 0) || (dir >= 9)) 2041 if (dir < 0 || dir > 8)
2173 { 2042 {
2174 LOG (llevError, "move_player: invalid direction %d\n", dir); 2043 LOG (llevError, "move_player: invalid direction %d\n", dir);
2175 return 0; 2044 return 0;
2176 } 2045 }
2177 2046
2178 /* peterm: added following line */ 2047 /* peterm: added following line */
2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2048 if (op->flag [FLAG_CONFUSED] && dir)
2180 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2049 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2181 2050
2182 op->facing = dir; 2051 op->facing = dir;
2183 2052
2184 if (op->hide) 2053 if (op->flag [FLAG_HIDDEN])
2185 do_hidden_move (op); 2054 do_hidden_move (op);
2186 2055
2187 bool retval; 2056 bool retval;
2057 int pick = 0;
2188 2058
2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2059 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2190 retval = RESULT_INT (0); 2060 retval = RESULT_INT (0);
2191 else if (op->contr->fire_on) 2061 else if (op->contr->fire_on)
2192 retval = fire (op, dir); 2062 retval = fire (op, dir);
2223 * players. 2093 * players.
2224 */ 2094 */
2225bool 2095bool
2226handle_newcs_player (object *op) 2096handle_newcs_player (object *op)
2227{ 2097{
2228 if (QUERY_FLAG (op, FLAG_SCARED)) 2098 if (op->flag [FLAG_SCARED])
2229 { 2099 {
2230 if (op->speed_left > 0.f) 2100 if (op->speed_left > 0.f)
2231 { 2101 {
2232 --op->speed_left; 2102 --op->speed_left;
2233 flee_player (op); 2103 flee_player (op);
2249 return move_player (op, op->direction); 2119 return move_player (op, op->direction);
2250 2120
2251 return false; 2121 return false;
2252} 2122}
2253 2123
2254int 2124static int
2255save_life (object *op) 2125save_life (object *op)
2256{ 2126{
2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2127 if (!op->flag [FLAG_LIFESAVE])
2258 return 0; 2128 return 0;
2259 2129
2260 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2130 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2131 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2262 { 2132 {
2263 op->play_sound (sound_find ("ob_evaporate")); 2133 op->play_sound (sound_find ("ob_evaporate"));
2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2134 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2265 2135
2266 if (op->contr)
2267 esrv_del_item (op->contr, tmp->count);
2268
2269 tmp->destroy (); 2136 tmp->destroy ();
2270 CLEAR_FLAG (op, FLAG_LIFESAVE); 2137 op->clr_flag (FLAG_LIFESAVE);
2271 2138
2272 if (op->stats.hp < 0) 2139 if (op->stats.hp < 0)
2273 op->stats.hp = op->stats.maxhp; 2140 op->stats.hp = op->stats.maxhp;
2274 2141
2275 if (op->stats.food < 0) 2142 if (op->stats.food < 0)
2276 op->stats.food = 999; 2143 op->stats.food = MAX_FOOD;
2277 2144
2278 op->update_stats (); 2145 op->update_stats ();
2279 return 1; 2146 return 1;
2280 } 2147 }
2281 2148
2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2149 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2283 CLEAR_FLAG (op, FLAG_LIFESAVE); 2150 op->clr_flag (FLAG_LIFESAVE);
2284 enter_player_savebed (op); /* bring him home. */ 2151 enter_player_savebed (op); /* bring him home. */
2285 return 0; 2152 return 0;
2286} 2153}
2287 2154
2288/* This goes throws the inventory and removes unpaid objects, and puts them 2155/* This goes throws the inventory and removes unpaid objects, and puts them
2289 * back in the map (location and map determined by values of env). This 2156 * back in the map (location and map determined by values of env). This
2290 * function will descend into containers. op is the object to start the search 2157 * function will descend into containers. op is the object to start the search
2291 * from. 2158 * from.
2292 */ 2159 */
2293static void 2160static void
2294drop_unpaid_items (object *op, object *env) 2161drop_unpaid_items (object *op, object *env)
2295{ 2162{
2296 while (op) 2163 while (op)
2297 { 2164 {
2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2165 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2299 2166
2300 if (QUERY_FLAG (op, FLAG_UNPAID)) 2167 if (op->flag [FLAG_UNPAID])
2301 {
2302 if (env->type == PLAYER)
2303 esrv_del_item (env->contr, op->count);
2304
2305 op->insert_at (env); 2168 op->insert_at (env);
2306 }
2307 else if (op->inv) 2169 else if (op->inv)
2308 drop_unpaid_items (op->inv, env); 2170 drop_unpaid_items (op->inv, env);
2309 2171
2310 op = next; 2172 op = next;
2311 } 2173 }
2316{ 2178{
2317 if (!flag [FLAG_REMOVED]) 2179 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this); 2180 ::drop_unpaid_items (inv, this);
2319} 2181}
2320 2182
2321/*
2322 * Returns pointer a static string containing gravestone text
2323 * Moved from apply.c to player.c - player.c is what
2324 * actually uses this function. player.c may not be quite the
2325 * best, a misc file for object actions is probably better,
2326 * but there isn't one in the server directory.
2327 */
2328char *
2329gravestone_text (object *op)
2330{
2331 static char buf2[MAX_BUF];
2332 char buf[MAX_BUF];
2333 time_t now = time (NULL);
2334
2335 strcpy (buf2, " R.I.P.\n\n");
2336 if (op->type == PLAYER)
2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2338 else
2339 sprintf (buf, "%s\n", &op->name);
2340
2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2342 strcat (buf2, buf);
2343 if (op->type == PLAYER)
2344 sprintf (buf, "who was in level %d when killed\n", op->level);
2345 else
2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347
2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2349 strcat (buf2, buf);
2350 if (op->type == PLAYER)
2351 {
2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2354 strcat (buf2, buf);
2355 }
2356
2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360
2361 return buf2;
2362}
2363
2364void 2183void
2365do_some_living (object *op) 2184do_some_living (object *op)
2366{ 2185{
2367 int last_food = op->stats.food; 2186 int last_food = op->stats.food;
2368 int gen_hp, gen_sp, gen_grace; 2187 int gen_hp, gen_sp, gen_grace;
2369 int over_hp, over_sp, over_grace;
2370 int i;
2371 int rate_hp = 1200; 2188 int rate_hp = 1200;
2372 int rate_sp = 2500; 2189 int rate_sp = 2500;
2373 int rate_grace = 2000; 2190 int rate_grace = 2000;
2374 const int max_hp = 1; 2191 const int max_hp = 1;
2375 const int max_sp = 1; 2192 const int max_sp = 1;
2380 op->invisible = 1000; 2197 op->invisible = 1000;
2381 /* the socket code flashes the player visible/invisible 2198 /* the socket code flashes the player visible/invisible
2382 * depending on the value of invisible, so we need to 2199 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly. 2200 * alternate it here for it to work correctly.
2384 */ 2201 */
2385 if (pticks & 2) 2202 if (server_tick & 2)
2386 op->invisible--; 2203 op->invisible--;
2387 } 2204 }
2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2205 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2389 { 2206 {
2390 if (!op->invisible--) 2207 if (!op->invisible--)
2391 { 2208 {
2392 make_visible (op); 2209 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2210 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2427 if (--op->last_grace < 0) 2244 if (--op->last_grace < 0)
2428 { 2245 {
2429 if (op->stats.grace < op->stats.maxgrace / 2) 2246 if (op->stats.grace < op->stats.maxgrace / 2)
2430 op->stats.grace++; /* no penalty in food for regaining grace */ 2247 op->stats.grace++; /* no penalty in food for regaining grace */
2431 2248
2249 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2250
2432 if (max_grace > 1) 2251 if (max_grace > 1)
2433 { 2252 {
2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2253 int over_grace = temp / rate_grace;
2254
2435 if (over_grace > 0) 2255 if (over_grace > 0)
2436 { 2256 {
2437 op->stats.sp += over_grace 2257 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2438 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2439 op->last_grace = 0; 2258 op->last_grace = 0;
2440 } 2259 }
2441 else 2260 else
2442 { 2261 op->last_grace = rate_grace / temp;
2443 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2444 }
2445 } 2262 }
2446 else 2263 else
2447 { 2264 op->last_grace = rate_grace / temp;
2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2265
2449 }
2450 /* wearing stuff doesn't detract from grace generation. */ 2266 /* wearing stuff doesn't detract from grace generation. */
2451 } 2267 }
2452 2268
2453 if (op->stats.food > 0) 2269 if (op->stats.food > 0)
2454 { 2270 {
2460 if (op->stats.sp < op->stats.maxsp) 2276 if (op->stats.sp < op->stats.maxsp)
2461 { 2277 {
2462 op->stats.sp++; 2278 op->stats.sp++;
2463 2279
2464 /* dms do not consume food */ 2280 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ)) 2281 if (!op->flag [FLAG_WIZ])
2466 { 2282 {
2467 op->stats.food--; 2283 op->stats.food--;
2468 2284
2469 if (op->contr->digestion < 0) 2285 if (op->contr->digestion < 0)
2470 op->stats.food += op->contr->digestion; 2286 op->stats.food += op->contr->digestion;
2473 } 2289 }
2474 } 2290 }
2475 2291
2476 if (max_sp > 1) 2292 if (max_sp > 1)
2477 { 2293 {
2478 over_sp = (gen_sp + 10) / rate_sp; 2294 int over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0) 2295 if (over_sp > 0)
2480 { 2296 {
2481 if (op->stats.sp < op->stats.maxsp) 2297 if (op->stats.sp < op->stats.maxsp)
2482 { 2298 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2299 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504 if (op->stats.hp < op->stats.maxhp) 2320 if (op->stats.hp < op->stats.maxhp)
2505 { 2321 {
2506 op->stats.hp++; 2322 op->stats.hp++;
2507 2323
2508 /* dms do not consume food */ 2324 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ)) 2325 if (!op->flag [FLAG_WIZ])
2510 { 2326 {
2511 op->stats.food--; 2327 op->stats.food--;
2512 2328
2513 if (op->contr->digestion < 0) 2329 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion; 2330 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2331 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food; 2332 op->stats.food = last_food;
2517 } 2333 }
2518 } 2334 }
2519 2335
2336 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2337
2520 if (max_hp > 1) 2338 if (max_hp > 1)
2521 { 2339 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2340 int over_hp = temp / rate_hp;
2523 2341
2524 if (over_hp > 0) 2342 if (over_hp > 0)
2525 { 2343 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2344 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0; 2345 op->last_heal = 0;
2528 } 2346 }
2529 else 2347 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2348 op->last_heal = rate_hp / temp;
2531 } 2349 }
2532 else 2350 else
2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2351 op->last_heal = rate_hp / temp;
2534 } 2352 }
2535 } 2353 }
2536 2354
2537 /* Digestion */ 2355 /* Digestion */
2538 if (--op->last_eat < 0) 2356 if (--op->last_eat < 0)
2541 penalty = max (0, -op->contr->digestion); 2359 penalty = max (0, -op->contr->digestion);
2542 2360
2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2361 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2544 2362
2545 /* dms do not consume food */ 2363 /* dms do not consume food */
2546 if (!QUERY_FLAG (op, FLAG_WIZ)) 2364 if (!op->flag [FLAG_WIZ])
2547 op->stats.food--; 2365 op->stats.food--;
2548 } 2366 }
2549 2367
2550 if (op->stats.food < 0 && op->stats.hp >= 0) 2368 if (op->stats.food < 0 && op->stats.hp >= 0)
2551 { 2369 {
2552 object *tmp, *flesh = 0; 2370 object *flesh = 0;
2553 2371
2554 for (tmp = op->inv; tmp; tmp = tmp->below) 2372 for_inv_removable (op, tmp)
2555 { 2373 {
2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2374 if (tmp->flag [FLAG_UNPAID])
2375 continue;
2376
2377 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2557 { 2378 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2379 op->statusmsg ("You blindly grab for a bite of food. "
2559 { 2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2381 op->apply (tmp);
2561 manual_apply (op, tmp, 0); 2382
2562 if (op->stats.food >= 0 || op->stats.hp < 0) 2383 if (op->stats.food >= 0 || op->stats.hp < 0)
2563 break; 2384 break;
2564 } 2385 }
2565 else if (tmp->type == FLESH) 2386 else if (tmp->type == FLESH)
2566 flesh = tmp; 2387 flesh = tmp;
2567 } /* End if paid for object */ 2388 }
2568 } /* end of for loop */
2569 2389
2570 /* If player is still starving, it means they don't have any food, so 2390 /* If player is still starving, it means they don't have any food, so
2571 * eat flesh instead. 2391 * eat flesh instead.
2572 */ 2392 */
2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2393 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 { 2394 {
2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2395 op->statusmsg ("You blindly grab for a bite of food. "
2396 "H<To prevent you from starving, you ate some random item from your backpack.>");
2576 manual_apply (op, flesh, 0); 2397 op->apply (flesh);
2577 } 2398 }
2399
2400 // If player is still starving, alert him!
2401 if (op->stats.food < 0)
2402 op->failmsg ("You are starving! "
2403 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2578 } 2404 }
2579 2405
2580 if (op->stats.food < 0) 2406 if (op->stats.food < 0)
2581 { 2407 {
2582 op->stats.hp += op->stats.food; 2408 op->stats.hp += op->stats.food;
2583 op->stats.food = 0; 2409 op->stats.food = 0;
2410
2411 if (op->stats.hp < 0)
2412 {
2413 op->contr->killer = archetype::get ("killer_starvation");
2414 op->contr->killer->destroy ();
2584 } 2415 }
2416 }
2585 2417
2418 /* killer should be set here already */
2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2419 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2587 kill_player (op); 2420 kill_player (op);
2588 } 2421 }
2589} 2422}
2590 2423
2591/* If the player should die (lack of hp, food, etc), we call this. 2424/* If the player should die (lack of hp, food, etc), we call this.
2595 */ 2428 */
2596void 2429void
2597kill_player (object *op) 2430kill_player (object *op)
2598{ 2431{
2599 int x, y; 2432 int x, y;
2600 char buf[MAX_BUF];
2601 maptile *map; /* this is for resurrection */ 2433 maptile *map; /* this is for resurrection */
2602 int will_kill_again; 2434 int will_kill_again;
2603 archetype *at; 2435 archetype *at;
2604 object *tmp; 2436 object *tmp;
2605 2437
2606 if (save_life (op)) 2438 if (save_life (op))
2607 return; 2439 return;
2440
2441 dynbuf_text deathtab;
2442
2443 /* restore player */
2444 at = archetype::find (shstr_poisoning);
2445 if (object *tmp = present_arch_in_ob (at, op))
2446 {
2447 tmp->destroy ();
2448 deathtab << "Your body feels cleansed...\r";
2449 }
2450
2451 at = archetype::find (shstr_confusion);
2452 if (object *tmp = present_arch_in_ob (at, op))
2453 {
2454 tmp->destroy ();
2455 deathtab << "Your mind feels clearer...\r";
2456 }
2457
2458 cure_disease (op, 0, 0); /* remove any disease */
2459
2460 max_it (op->stats.hp , op->stats.maxhp);
2461 max_it (op->stats.sp , op->stats.maxsp);
2462 max_it (op->stats.grace, op->stats.maxgrace);
2463 max_it (op->stats.food , 200);
2464
2465 // remove all spell effects that are active
2466 // to avoid long-term effects such as word-of-recall
2467 for (object *item = op->inv; item; )
2468 {
2469 object *next = item->below;
2470
2471 if (item->type == SPELL_EFFECT && item->active)
2472 item->destroy ();
2473
2474 item = next;
2475 }
2608 2476
2609 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2477 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2610 * in cities ONLY!!! It is very important that this doesn't get abused. 2478 * in cities ONLY!!! It is very important that this doesn't get abused.
2611 * Look at op_on_battleground() for more info --AndreasV 2479 * Look at op_on_battleground() for more info --AndreasV
2612 */ 2480 */
2613 if (op_on_battleground (op, &x, &y)) 2481 if (op_on_battleground (op, &x, &y))
2614 { 2482 {
2615 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2483 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2617
2618 /* restore player */
2619 at = archetype::find ("poisoning");
2620 if (object *tmp = present_arch_in_ob (at, op))
2621 {
2622 tmp->destroy ();
2623 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2624 }
2625
2626 at = archetype::find ("confusion");
2627 if (object *tmp = present_arch_in_ob (at, op))
2628 {
2629 tmp->destroy ();
2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2631 }
2632
2633 cure_disease (op, 0, 0); /* remove any disease */
2634 op->stats.hp = op->stats.maxhp;
2635 if (op->stats.food <= 0)
2636 op->stats.food = 999;
2637 2484
2638 /* create a bodypart-trophy to make the winner happy */ 2485 /* create a bodypart-trophy to make the winner happy */
2639 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2486 object *tmp = archetype::find (shstr_finger)->instance ();
2640 { 2487
2641 tmp->name = format ("%s's finger" , &op->name); 2488 tmp->name = format ("%s's finger" , &op->name);
2642 tmp->name_pl = format ("%s's fingers", &op->name); 2489 tmp->name_pl = format ("%s's fingers", &op->name);
2643 tmp->msg = format ( 2490 tmp->msg = format (
2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2491 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2492 &op->name, op->contr->title,
2493 (int)op->level,
2494 op->contr->killer_name ()
2646 ); 2495 );
2647 tmp->value = 0, tmp->type = 0; 2496 tmp->value = 0, tmp->type = 0;
2648 tmp->materialname = "organics"; 2497 tmp->material = name_to_material (shstr_organic);
2649 tmp->insert_at (op, tmp); 2498 tmp->insert_at (op, tmp);
2650 }
2651 2499
2652 /* teleport defeated player to new destination */ 2500 /* teleport defeated player to new destination */
2653 transfer_ob (op, x, y, 0, NULL); 2501 transfer_ob (op, x, y, 0, NULL);
2654 op->contr->braced = 0; 2502 op->contr->braced = 0;
2503
2504 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2655 return; 2505 return;
2656 } 2506 }
2657 2507
2508 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2509 deathtab << "T<YOU HAVE DIED>\n\n";
2510
2658 INVOKE_PLAYER (DEATH, op->contr); 2511 INVOKE_PLAYER (DEATH, op->contr);
2659 2512
2660 command_kill_pets (op, 0); 2513 command_kill_pets (op, 0);
2661
2662 if (op->stats.food < 0)
2663 strcpy (op->contr->killer, "starvation");
2664 2514
2665 op->contr->play_sound (sound_find ("player_dies")); 2515 op->contr->play_sound (sound_find ("player_dies"));
2666 2516
2667 /* save the map location for corpse, gravestone */ 2517 /* save the map location for corpse, gravestone */
2668 x = op->x; 2518 x = op->x;
2698 2548
2699 lost_a_stat = 0; 2549 lost_a_stat = 0;
2700 2550
2701 for (z = 0; z < num_stats_lose; z++) 2551 for (z = 0; z < num_stats_lose; z++)
2702 { 2552 {
2703 i = RANDOM () % NUM_STATS; 2553 i = rndm (NUM_STATS);
2704 2554
2705 if (settings.stat_loss_on_death) 2555 if (settings.stat_loss_on_death)
2706 { 2556 {
2707 /* Pick a random stat and take a point off it. Tell the player 2557 /* Pick a random stat and take a point off it. Tell the player
2708 * what he lost. 2558 * what he lost.
2715 lost_a_stat = 1; 2565 lost_a_stat = 1;
2716 } 2566 }
2717 else 2567 else
2718 { 2568 {
2719 /* deplete a stat */ 2569 /* deplete a stat */
2720 archetype *deparch = archetype::find ("depletion"); 2570 archetype *deparch = archetype::find (shstr_depletion);
2721 object *dep; 2571 object *dep;
2722 2572
2723 dep = present_arch_in_ob (deparch, op); 2573 dep = present_arch_in_ob (deparch, op);
2724 if (!dep) 2574 if (!dep)
2725 { 2575 {
2726 dep = arch_to_object (deparch); 2576 dep = deparch->instance ();
2727 insert_ob_in_ob (dep, op); 2577 insert_ob_in_ob (dep, op);
2728 } 2578 }
2729 lose_this_stat = 1; 2579 lose_this_stat = 1;
2730 if (settings.balanced_stat_loss) 2580 if (settings.balanced_stat_loss)
2731 { 2581 {
2759 } 2609 }
2760 } 2610 }
2761 2611
2762 if (lose_this_stat) 2612 if (lose_this_stat)
2763 { 2613 {
2764 this_stat = get_attr_value (&(dep->stats), i); 2614 this_stat = get_attr_value (&dep->stats, i);
2765 /* We could try to do something clever like find another 2615 /* We could try to do something clever like find another
2766 * stat to reduce if this fails. But chances are, if 2616 * stat to reduce if this fails. But chances are, if
2767 * stats have been depleted to -50, all are pretty low 2617 * stats have been depleted to -50, all are pretty low
2768 * and should be roughly the same, so it shouldn't make a 2618 * and should be roughly the same, so it shouldn't make a
2769 * difference. 2619 * difference.
2770 */ 2620 */
2771 if (this_stat >= -50) 2621 if (this_stat >= -50)
2772 { 2622 {
2773 change_attr_value (&(dep->stats), i, -1); 2623 change_attr_value (&(dep->stats), i, -1);
2774 SET_FLAG (dep, FLAG_APPLIED); 2624 dep->set_flag (FLAG_APPLIED);
2775 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2625 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2776 op->update_stats (); 2626 op->update_stats ();
2777 lost_a_stat = 1; 2627 lost_a_stat = 1;
2778 } 2628 }
2779 } 2629 }
2780 } 2630 }
2781 } 2631 }
2632
2782 /* If no stat lost, tell the player. */ 2633 /* If no stat lost, tell the player. */
2783 if (!lost_a_stat) 2634 if (!lost_a_stat)
2784 { 2635 {
2785 /* determine_god() seems to not work sometimes... why is this? 2636 /* determine_god() seems to not work sometimes... why is this?
2786 Should I be using something else? GD */ 2637 Should I be using something else? GD */
2787 const char *god = determine_god (op); 2638 shstr_tmp god = determine_god (op);
2788 2639
2789 if (god && (strcmp (god, "none"))) 2640 if (god != shstr_none)
2790 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2641 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2791 else 2642 else
2792 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2643 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2793 } 2644 }
2794#else 2645#else
2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2646 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2796#endif 2647#endif
2797 2648
2798 /* Put a gravestone up where the character 'almost' died. List the 2649 /* Put a gravestone up where the character 'almost' died. List the
2799 * exp loss on the stone. 2650 * exp loss on the stone.
2800 */ 2651 */
2801 tmp = arch_to_object (archetype::find ("gravestone")); 2652 tmp = archetype::find (shstr_gravestone)->instance ();
2802 sprintf (buf, "%s's gravestone", &op->name); 2653 tmp->name = format ("%s's gravestone", &op->name);
2803 tmp->name = buf; 2654 tmp->name_pl = format ("%s's gravestones", &op->name);
2804 sprintf (buf, "%s's gravestones", &op->name); 2655 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2805 tmp->name_pl = buf; 2656 &op->name, op->contr->title, op->contr->killer_name ());
2806 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);
2807 tmp->msg = buf;
2808 tmp->x = op->x, tmp->y = op->y; 2657 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL, 0); 2658 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2659
2811 /**************************************/ 2660 /**************************************/
2812 /* */ 2661 /* */
2813 /* Subtract the experience points, */ 2662 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2663 /* */
2817 /**************************************/ 2664 /**************************************/
2818 2665
2819 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */
2821 at = archetype::find ("poisoning");
2822 tmp = present_arch_in_ob (at, op);
2823
2824 if (tmp)
2825 {
2826 tmp->destroy ();
2827 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2828 }
2829
2830 at = archetype::find ("confusion");
2831 tmp = present_arch_in_ob (at, op);
2832 if (tmp)
2833 {
2834 tmp->destroy ();
2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2836 }
2837
2838 cure_disease (op, 0, 0); /* remove any disease */
2839
2840 /*add_exp(op, (op->stats.exp * -0.20)); */ 2666 /*add_exp(op, (op->stats.exp * -0.20)); */
2841 apply_death_exp_penalty (op); 2667 apply_death_exp_penalty (op);
2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2844 op->stats.hp = op->stats.maxhp;
2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2847 2668
2848 /* 2669 /*
2849 * Check to see if the player has any unpaid items. If so, remove them 2670 * Check to see if the player has any unpaid items. If so, remove them
2850 * and put them back in the map. 2671 * and put them back in the map.
2851 */ 2672 */
2875 if (will_kill_again) 2696 if (will_kill_again)
2876 { 2697 {
2877 object *force; 2698 object *force;
2878 int at; 2699 int at;
2879 2700
2880 force = get_archetype (FORCE_NAME); 2701 force = archetype::get (FORCE_NAME);
2881 /* 50 ticks should be enough time for the spell to abate */ 2702 /* 50 ticks should be enough time for the spell to abate */
2882 force->speed = 0.1f;
2883 force->speed_left = -5.f; 2703 force->speed_left = -5.f;
2884 SET_FLAG (force, FLAG_APPLIED); 2704 force->set_speed (0.1f);
2705 force->set_flag (FLAG_APPLIED);
2706
2885 for (at = 0; at < NROFATTACKS; at++) 2707 for (at = 0; at < NROFATTACKS; at++)
2886 if (will_kill_again & (1 << at)) 2708 if (will_kill_again & (1 << at))
2887 force->resist[at] = 100; 2709 force->resist[at] = 100;
2888 2710
2889 insert_ob_in_ob (force, op); 2711 insert_ob_in_ob (force, op);
2890 op->update_stats (); 2712 op->update_stats ();
2891
2892 } 2713 }
2893 2714
2894 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2715 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2895} 2716}
2896 2717
2897void 2718static void
2898loot_object (object *op) 2719loot_object (object *op)
2899{ /* Grab and destroy some treasure */ 2720{ /* Grab and destroy some treasure */
2900 object *tmp, *tmp2, *next; 2721 object *tmp, *next;
2901 2722
2902 op->close_container (); /* close open sack first */ 2723 op->close_container (); /* close open sack first */
2903 2724
2904 for (tmp = op->inv; tmp; tmp = next) 2725 for (tmp = op->inv; tmp; tmp = next)
2905 { 2726 {
2912 tmp->x = op->x, tmp->y = op->y; 2733 tmp->x = op->x, tmp->y = op->y;
2913 2734
2914 if (tmp->type == CONTAINER) 2735 if (tmp->type == CONTAINER)
2915 loot_object (tmp); /* empty container to ground */ 2736 loot_object (tmp); /* empty container to ground */
2916 2737
2917 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2738 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2918 { 2739 {
2919 if (tmp->nrof > 1) 2740 if (tmp->nrof > 1)
2920 { 2741 {
2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2742 tmp->decrease (rndm (1, tmp->nrof - 1));
2922 tmp2->destroy ();
2923 insert_ob_in_map (tmp, op->map, NULL, 0); 2743 insert_ob_in_map (tmp, op->map, NULL, 0);
2924 } 2744 }
2925 else 2745 else
2926 tmp->destroy (); 2746 tmp->destroy ();
2927 } 2747 }
2934 * fix_weight(): Check recursively the weight of all players, and fix 2754 * fix_weight(): Check recursively the weight of all players, and fix
2935 * what needs to be fixed. Refresh windows and fix speed if anything 2755 * what needs to be fixed. Refresh windows and fix speed if anything
2936 * was changed. 2756 * was changed.
2937 */ 2757 */
2938void 2758void
2939fix_weight (void) 2759fix_weight ()
2940{ 2760{
2941 for_all_players (pl) 2761 for_all_players (pl)
2942 { 2762 {
2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2763 weight_t old = pl->ob->carrying;
2944 2764
2945 if (old == sum) 2765 pl->ob->update_weight ();
2946 continue; 2766
2767 if (old != pl->ob->carrying)
2768 {
2947 pl->ob->update_stats (); 2769 pl->ob->update_stats ();
2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2770 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2771 }
2949 } 2772 }
2950} 2773}
2951 2774
2952void 2775void
2953fix_luck (void) 2776fix_luck ()
2954{ 2777{
2955 for_all_players (pl) 2778 for_all_players (pl)
2956 if (!pl->ob->contr->ns->state) 2779 if (!pl->ob->contr->ns->state)
2957 pl->ob->change_luck (0); 2780 pl->ob->change_luck (0);
2958} 2781}
2995} 2818}
2996 2819
2997void 2820void
2998make_visible (object *op) 2821make_visible (object *op)
2999{ 2822{
3000 op->hide = 0; 2823 op->flag [FLAG_HIDDEN] = 0;
3001 op->invisible = 0; 2824 op->invisible = 0;
3002 2825
3003 if (op->type == PLAYER) 2826 if (op->type == PLAYER)
3004 { 2827 {
3005 op->contr->tmp_invis = 0; 2828 op->contr->tmp_invis = 0;
3010} 2833}
3011 2834
3012int 2835int
3013is_true_undead (object *op) 2836is_true_undead (object *op)
3014{ 2837{
3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2838 if (op->arch->flag [FLAG_UNDEAD])
3016 return 1; 2839 return 1;
3017 2840
3018 return 0; 2841 return 0;
3019} 2842}
3020 2843
3030 2853
3031 if (!ob || !ob->map) 2854 if (!ob || !ob->map)
3032 return 0; 2855 return 0;
3033 2856
3034 /* so, on normal lighted maps, its hard to hide */ 2857 /* so, on normal lighted maps, its hard to hide */
3035 level = ob->map->darkness - 2; 2858 level = ob->map->darklevel () - 2;
3036 2859
3037 /* this also picks up whether the object is glowing. 2860 /* this also picks up whether the object is glowing.
3038 * If you carry a light on a non-dark map, its not 2861 * If you carry a light on a non-dark map, its not
3039 * as bad as carrying a light on a pitch dark map */ 2862 * as bad as carrying a light on a pitch dark map */
3040 if (has_carried_lights (ob)) 2863 if (ob->has_carried_lights ())
3041 level = -(10 + (2 * ob->map->darkness)); 2864 level = -(10 + (2 * ob->map->darklevel ()));
3042 2865
3043 /* scan through all nearby squares for terrain to hide in */ 2866 /* scan through all nearby squares for terrain to hide in */
3044 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2867 for (i = 0, x = ob->x, y = ob->y;
2868 i <= SIZEOFFREE1;
2869 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3045 { 2870 {
3046 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2871 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3047 if (mflag & P_OUT_OF_MAP) 2872 if (mflag & P_OUT_OF_MAP)
3048 {
3049 continue; 2873 continue;
3050 } 2874
3051 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2875 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3052 level += 2; 2876 level += 2;
3053 else /* open terrain! */ 2877 else /* open terrain! */
3054 level -= 1; 2878 level -= 1;
3055 } 2879 }
3066 * spot (surrounded by clear terrain in broad daylight). -b.t. 2890 * spot (surrounded by clear terrain in broad daylight). -b.t.
3067 */ 2891 */
3068void 2892void
3069do_hidden_move (object *op) 2893do_hidden_move (object *op)
3070{ 2894{
3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2895 int hide = 0;
3072 object *skop;
3073 2896
3074 if (!op || !op->map) 2897 if (!op || !op->map)
3075 return; 2898 return;
3076 2899
3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2900 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2901 int num = random_roll (0, 19, op, PREFER_LOW);
3078 2902
3079 /* its *extremely* hard to run and sneak/hide at the same time! */ 2903 /* its *extremely* hard to run and sneak/hide at the same time! */
3080 if (op->type == PLAYER && op->contr->run_on) 2904 if (op->type == PLAYER && op->contr->run_on)
3081 if (!skop || num >= skop->level) 2905 if (!skop || num >= skop->level)
3082 { 2906 {
3092 num -= hide; 2916 num -= hide;
3093 2917
3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2918 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3095 { 2919 {
3096 make_visible (op); 2920 make_visible (op);
2921
3097 if (op->type == PLAYER) 2922 if (op->type == PLAYER)
3098 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2923 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3099 } 2924 }
3100 else if (op->type == PLAYER && skop) 2925 else if (op->type == PLAYER && skop)
3101 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2926 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3116 2941
3117 if (who->type == PLAYER) 2942 if (who->type == PLAYER)
3118 player = 1; 2943 player = 1;
3119 2944
3120 else 2945 else
3121 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2946 friendly = who->flag [FLAG_FRIENDLY];
3122 2947
3123 /* search adjacent squares */ 2948 /* search adjacent squares */
3124 for (i = 1; i < 9; i++) 2949 for (i = 1; i < 9; i++)
3125 { 2950 {
3126 x = who->x + freearr_x[i]; 2951 x = who->x + freearr_x[i];
3135 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2960 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3136 continue; 2961 continue;
3137 2962
3138 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2963 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3139 { 2964 {
3140 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2965 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3141 return 1; 2966 return 1;
3142 else if (tmp->type == PLAYER) 2967 else if (tmp->type == PLAYER)
3143 { 2968 {
3144 /*don't let a hidden DM prevent you from hiding */ 2969 /*don't let a hidden DM prevent you from hiding */
3145 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2970 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3146 return 1; 2971 return 1;
3147 } 2972 }
3148 } 2973 }
3149 } 2974 }
3150 return 0; 2975 return 0;
3191 while (op) 3016 while (op)
3192 { 3017 {
3193 dx = rv.distance_x + op->arch->x; 3018 dx = rv.distance_x + op->arch->x;
3194 dy = rv.distance_y + op->arch->y; 3019 dy = rv.distance_y + op->arch->y;
3195 3020
3196 /* only the viewable area the player sees is updated by LOS 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3197 * code, so we need to restrict ourselves to that range of values
3198 * for any meaningful values.
3199 */
3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3202 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3203 return 1; 3022 return 1;
3204 3023
3205 op = op->more; 3024 op = op->more;
3206 }
3207
3208 return 0;
3209}
3210
3211/* routine for both players and monsters. We call this when
3212 * there is a possibility for our action distrubing our hiding
3213 * place or invisiblity spell. Artefact invisiblity is not
3214 * effected by this. If we arent invisible to begin with, we
3215 * return 0.
3216 */
3217int
3218action_makes_visible (object *op)
3219{
3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3221 {
3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3223 return 0;
3224
3225 if (op->contr && op->contr->tmp_invis == 0)
3226 return 0;
3227
3228 /* If monsters, they should become visible */
3229 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3230 {
3231 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3232 return 1;
3233 }
3234 } 3025 }
3235 3026
3236 return 0; 3027 return 0;
3237} 3028}
3238 3029
3253 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3254 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3255 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3256 for (object *tmp = op->below; tmp; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3257 { 3048 {
3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3259 { 3050 {
3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3051 if (tmp->flag [FLAG_NO_PICK]
3261 && tmp->type == BATTLEGROUND 3052 && tmp->type == BATTLEGROUND
3262 && tmp->name == shstr_battleground 3053 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp)) 3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3264 { 3055 {
3265 /* before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3266 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3057 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3267 {
3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3058 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3059 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3269 { 3060 {
3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3271 {
3272 if (x && y) 3061 if (x && y)
3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274 3063
3275 return 1; 3064 return 1;
3276 }
3277 } 3065 }
3278 }
3279 3066
3280 if (x && y) 3067 if (x && y)
3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282 3069
3283 return 1; 3070 return 1;
3421 else 3208 else
3422 j = 1; 3209 j = 1;
3423 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3424 } 3211 }
3425 } 3212 }
3213
3426 strcat (buf, "."); 3214 strcat (buf, ".");
3427 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3428 } 3216 }
3429 3217
3430 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3431 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3432 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3433 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3434 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3435 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3436 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3437 3225
3438 /* print message if there is one */ 3226 /* print message if there is one */
3439 if (item->msg != NULL) 3227 if (item->msg != NULL)
3440 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3441 } 3229 }
3442 else 3230 else
3443 { 3231 {
3444 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3445 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3446 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3447 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3448 if (who->type == PLAYER)
3449 esrv_send_item (who, tmp);
3450 } 3236 }
3451} 3237}
3452 3238
3453/** 3239//-GPL
3454 * Unready an object for a player. This function does nothing if the object was
3455 * not readied.
3456 */
3457void
3458player_unready_range_ob (player *pl, object *ob)
3459{
3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3462
3463 if (pl->combat_ob == ob)
3464 pl->combat_ob = 0;
3465
3466 if (pl->ranged_ob == ob)
3467 pl->ranged_ob = 0;
3468}
3469 3240
3470sint8 3241sint8
3471player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3472{ 3243{
3473 if (!ns) 3244 if (!ns)
3474 return 0; 3245 return LOS_BLOCKED;
3475 3246
3476 int dx, dy; 3247 int dx, dy;
3477 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3478 return 0; 3249 return LOS_BLOCKED;
3479 3250
3480 x += dx - ns->current_x + ns->mapx / 2; 3251 x += dx - ns->current_x;
3481 y += dy - ns->current_y + ns->mapy / 2; 3252 y += dy - ns->current_y;
3482 3253
3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3484 return 0;
3485
3486 return 100 - blocked_los [x][y]; 3254 return blocked_los (x, y);
3487} 3255}
3488 3256
3489void 3257void
3490player::infobox (const char *title, const char *msg, int color) 3258player::infobox (const char *title, const char *msg, int color)
3491{ 3259{
3503{ 3271{
3504 play_sound (sound_find ("generic_failure")); 3272 play_sound (sound_find ("generic_failure"));
3505 statusmsg (msg, color); 3273 statusmsg (msg, color);
3506} 3274}
3507 3275
3276void
3277object::failmsgf (const char *format, ...)
3278{
3279 if (!contr)
3280 return;
3281
3282 va_list ap;
3283 va_start (ap, format);
3284 contr->failmsg (vformat (format, ap));
3285 va_end (ap);
3286}
3287
3288void
3289player::failmsgf (const char *format, ...)
3290{
3291 va_list ap;
3292 va_start (ap, format);
3293 failmsg (vformat (format, ap));
3294 va_end (ap);
3295}
3296

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