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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 1.299 by root, Sat Sep 16 21:55:51 2017 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <sproto.h> 31#include <sproto.h>
26#include <sounds.h> 32#include <sounds.h>
27#include <living.h> 33#include <living.h>
28#include <object.h> 34#include <object.h>
29#include <spells.h> 35#include <spells.h>
30#include <skills.h> 36#include <skills.h>
31 37
32#include <algorithm>
33#include <functional>
34
35playervec players; 38playervec players;
36
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150 39
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
165 54
166 players.insert (this); 55 players.insert (this);
167 ob->remove (); 56 ob->remove ();
168 ob->map = 0; 57 ob->map = 0;
169 ob->activate_recursive (); 58 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 60 add_friendly_object (ob);
172} 61}
173 62
174void 63void
175player::deactivate () 64player::deactivate ()
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;
361 234
362 attachable::do_destroy (); 235 attachable::do_destroy ();
363 236
364 if (ob) 237 if (ob)
365 { 238 {
366 ob->destroy_inv (false); 239 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
240 // temporarily backed out patchset 4025 to see if THIS change causes crashes
241 //ob->contr = 0;
367 ob->destroy (); 242 ob->destroy ();
368 } 243 }
369 244
370 ob = observe = 0; 245 ob = observe = viewpoint = 0;
371} 246}
372 247
373player::~player () 248player::~player ()
374{ 249{
375 /* Clear item stack */ 250 /* Clear item stack */
376 free (stack_items); 251 free (stack_items);
252}
253
254/*
255 * get_player_archetype() return next player archetype from archetype
256 * list. Not very efficient routine, but used only creating new players.
257 * Note: there MUST be at least one player archetype!
258 */
259static archetype *
260get_player_archetype (archetype *at)
261{
262 // archetypes could have been reloaded
263 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
264
265 if (!nat)
266 return at;
267
268 archvec::iterator i = archetypes.find (nat);
269
270 for (;;)
271 {
272 if (++i == archetypes.end ())
273 i = archetypes.begin ();
274 else if (*i == at)
275 cleanup ("not a single player archetype found");
276
277 if ((*i)->type == PLAYER)
278 return *i;
279 }
377} 280}
378 281
379/* Tries to add player on the connection passed in ns. 282/* 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 283 * All we can really get in this is some settings like host and display
381 * mode. 284 * mode.
383player * 286player *
384player::create () 287player::create ()
385{ 288{
386 player *pl = new player; 289 player *pl = new player;
387 290
388 pl->set_object (arch_to_object (get_player_archetype (0))); 291 pl->set_object (get_player_archetype (0)->instance ());
389 292
390 pl->ob->roll_stats (); 293 pl->ob->roll_stats ();
391 pl->ob->stats.wc = 2; 294 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */ 295 pl->ob->run_away = 25; /* Then we panick... */
393 296
394 set_first_map (pl->ob); 297 set_first_map (pl->ob);
395 298
396 return pl; 299 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} 300}
420 301
421object * 302object *
422get_nearest_player (object *mon) 303get_nearest_player (object *mon)
423{ 304{
451#endif 332#endif
452 return op; 333 return op;
453} 334}
454 335
455/* I believe this can safely go to 2, 3 is questionable, 4 will likely 336/* I believe this can safely go to 2, 3 is questionable, 4 will likely
456 * result in a monster paths backtracking. It basically determines how large a 337 * result in a monster paths backtracking. It basically determines how large a
457 * detour a monster will take from the direction path when looking 338 * detour a monster will take from the direction path when looking
458 * for a path to the player. The values are in the amount of direction 339 * for a path to the player. The values are in the amount of direction
459 * the deviation is 340 * the deviation is
460 */ 341 */
461#define DETOUR_AMOUNT 2 342#define DETOUR_AMOUNT 2
497 */ 378 */
498int 379int
499path_to_player (object *mon, object *pl, unsigned mindiff) 380path_to_player (object *mon, object *pl, unsigned mindiff)
500{ 381{
501 rv_vector rv; 382 rv_vector rv;
502 sint16 x, y;
503 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 383 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
504 maptile *m, *lastmap;
505 384
506 get_rangevector (mon, pl, &rv, 0); 385 get_rangevector (mon, pl, &rv, 0);
507 386
508 if (rv.distance < mindiff) 387 if (rv.distance < mindiff)
509 return 0; 388 return 0;
510 389
511 x = mon->x; 390 mapxy pos (mon);
512 y = mon->y;
513 m = mon->map;
514 dir = rv.direction; 391 dir = rv.direction;
515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 392 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517 394
518 /* If we can't solve it within the search distance, return now. */ 395 /* If we can't solve it within the search distance, return now. */
519 if (diff > max) 396 if (diff > max)
520 return 0; 397 return 0;
521 398
522 while (diff > 1 && max > 0) 399 while (diff > 1 && max > 0)
523 { 400 {
524 lastx = x; 401 mapxy lastpos = pos;
525 lasty = y;
526 lastmap = m;
527 x = lastx + freearr_x[dir];
528 y = lasty + freearr_y[dir];
529 402
530 mflags = get_map_flags (m, &m, x, y, &x, &y); 403 pos.move (dir);
531 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
532 404
533 /* Space is blocked - try changing direction a little */ 405 /* Space is blocked - try changing direction a little */
534 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 406 if (!pos.normalise ()
535 && (m == mon->map && blocked_link (mon, m, x, y)))) 407 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
408 && blocked_link (mon, pos.m, pos.x, pos.y)))
536 { 409 {
537 /* recalculate direction from last good location. Possible 410 /* recalculate direction from last good location. Possible
538 * we were not traversing ideal location before. 411 * we were not traversing ideal location before.
539 */ 412 */
540 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 413 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
541 if (rv.direction != dir) 414 if (rv.direction != dir)
542 { 415 {
543 /* OK - says direction should be different - lets reset the 416 /* OK - says direction should be different - lets reset the
544 * the values so it will try again. 417 * the values so it will try again.
545 */ 418 */
546 x = lastx;
547 y = lasty;
548 m = lastmap; 419 pos = lastpos;
549 dir = firstdir = rv.direction; 420 dir = firstdir = rv.direction;
550 } 421 }
551 else 422 else
552 { 423 {
553 /* direct path is blocked - try taking a side step to 424 /* direct path is blocked - try taking a side step to
554 * either the left or right. 425 * either the left or right.
555 * Note increase the values in the loop below to be 426 * Note increase the values in the loop below to be
556 * more than -1/1 respectively will mean the monster takes 427 * more than -1/1 respectively will mean the monster takes
557 * bigger detour. Have to be careful about these values getting 428 * bigger detour. Have to be careful about these values getting
558 * too big (3 or maybe 4 or higher) as the monster may just try 429 * too big (3 or maybe 4 or higher) as the monster may just try
559 * stepping back and forth 430 * stepping back and forth
560 */ 431 */
561 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 432 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
562 { 433 {
563 if (i == 0) 434 if (i == 0)
564 continue; /* already did this, so skip it */ 435 continue; /* already did this, so skip it */
436
565 /* Use lastdir here - otherwise, 437 /* Use lastdir here - otherwise,
566 * since the direction that the creature should move in 438 * since the direction that the creature should move in
567 * may change, you could get infinite loops. 439 * may change, you could get infinite loops.
568 * ie, player is northwest, but monster can only 440 * ie, player is northwest, but monster can only
569 * move west, so it does that. It goes some distance, 441 * move west, so it does that. It goes some distance,
571 * can't do that, but now finds it can move east, and 443 * can't do that, but now finds it can move east, and
572 * gets back to its original point. lastdir contains 444 * gets back to its original point. lastdir contains
573 * the last direction the creature has successfully 445 * the last direction the creature has successfully
574 * moved. 446 * moved.
575 */ 447 */
576
577 x = lastx + freearr_x[absdir (lastdir + i)];
578 y = lasty + freearr_y[absdir (lastdir + i)];
579 m = lastmap; 448 pos = lastpos;
580 mflags = get_map_flags (m, &m, x, y, &x, &y); 449 pos.move (absdir (lastdir + i));
581 if (mflags & P_OUT_OF_MAP) 450
451 if (!pos.normalise ())
582 continue; 452 continue;
583 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 453
584 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 454 mapspace &ms = *pos;
455
456 if (ms.flags () & P_BLOCKSVIEW)
585 continue; 457 continue;
586 if (mflags & P_BLOCKSVIEW) 458
459 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
587 continue; 460 continue;
588 461
589 if (m == mon->map && blocked_link (mon, m, x, y)) 462 if (blocked_link (mon, pos.m, pos.x, pos.y))
590 break; 463 break;
591 } 464 }
465
592 /* go through entire loop without finding a valid 466 /* go through entire loop without finding a valid
593 * sidestep to take - thus, no valid path. 467 * sidestep to take - thus, no valid path.
594 */ 468 */
595 if (i == (DETOUR_AMOUNT + 1)) 469 if (i == DETOUR_AMOUNT + 1)
596 return 0; 470 return 0;
471
597 diff--; 472 diff--;
598 lastdir = dir; 473 lastdir = dir;
599 max--; 474 max--;
600 if (!firstdir) 475 if (!firstdir)
601 firstdir = dir + i; 476 firstdir = dir + i;
605 { 480 {
606 /* we moved towards creature, so diff is less */ 481 /* we moved towards creature, so diff is less */
607 diff--; 482 diff--;
608 max--; 483 max--;
609 lastdir = dir; 484 lastdir = dir;
485
610 if (!firstdir) 486 if (!firstdir)
611 firstdir = dir; 487 firstdir = dir;
612 } 488 }
613 489
614 if (diff <= 1) 490 if (diff <= 1)
615 { 491 {
616 /* Recalculate diff (distance) because we may not have actually 492 /* Recalculate diff (distance) because we may not have actually
617 * headed toward player for entire distance. 493 * headed toward player for entire distance.
618 */ 494 */
619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 495 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 496 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
621 } 497 }
622 498
623 if (diff > max) 499 if (diff > max)
624 return 0; 500 return 0;
630 506
631 return firstdir; 507 return firstdir;
632} 508}
633 509
634void 510void
635give_initial_items (object *pl, treasurelist * items) 511give_initial_items (object *pl, treasurelist *items)
636{ 512{
637 object *op, *next = NULL;
638
639 if (pl->randomitems != NULL) 513 if (pl->randomitems)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 514 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641 515
642 for (op = pl->inv; op; op = next) 516 for (object *next, *op = pl->inv; op; op = next)
643 { 517 {
644 next = op->below; 518 next = op->below;
645 519
646 /* Forces get applied per default, unless they have the 520 /* Forces get applied per default, unless they have the
647 * flag "neutral" set. Sorry but I can't think of a better way 521 * flag "neutral" set. Sorry but I can't think of a better way
648 */ 522 */
649 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 523 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
650 SET_FLAG (op, FLAG_APPLIED); 524 op->set_flag (FLAG_APPLIED);
651 525
652 /* we never give weapons/armour if these cannot be used 526 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions 527 * by this player due to race restrictions
654 */ 528 */
655 if (pl->type == PLAYER) 529 if (pl->type == PLAYER)
656 { 530 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 531 if ((!pl->flag [FLAG_USE_ARMOUR]
532 &&
658 (op->type == ARMOUR || op->type == BOOTS || 533 (op->type == ARMOUR || op->type == BOOTS
659 op->type == CLOAK || op->type == HELMET || 534 || op->type == CLOAK || op->type == HELMET
660 op->type == SHIELD || op->type == GLOVES || 535 || op->type == SHIELD || op->type == GLOVES
661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 536 || op->type == BRACERS || op->type == GIRDLE))
537 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
662 { 538 {
663 op->destroy (); 539 op->destroy ();
664 continue; 540 continue;
665 } 541 }
666 } 542 }
667 543
668 /* This really needs to be better - we should really give 544 /* Here we remove duplicated skills (as duplicated spell objects have
669 * a substitute spellbook. The problem is that we don't really 545 * _very_ confusing effects for players), which could for instance be
670 * have a good idea what to replace it with (need something like 546 * generated by multiple treasurelists specifying the same skills.
671 * a first level treasurelist for each skill.)
672 * remove duplicate skills also
673 */ 547 */
674 if (op->type == SPELLBOOK || op->type == SKILL) 548 if (op->type == SKILL)
675 { 549 {
676 object *tmp;
677
678 for (tmp = op->below; tmp; tmp = tmp->below) 550 for (object *tmp = op->below; tmp; tmp = tmp->below)
679 if (tmp->type == op->type && tmp->name == op->name) 551 if (tmp->type == op->type && tmp->name == op->name)
680 break;
681
682 if (tmp)
683 { 552 {
684 op->destroy (); 553 op->destroy ();
685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 554 break;
686 continue;
687 } 555 }
688 556
689 if (op->nrof > 1) 557 if (op->nrof > 1)
690 op->nrof = 1; 558 op->nrof = 1;
691 } 559 }
692 560
693 if (op->type == SPELLBOOK && op->inv) 561 if (op->type == SPELLBOOK && op->inv)
694 { 562 op->inv->clr_flag (FLAG_STARTEQUIP);
695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
696 }
697 563
698 /* Give starting characters identified, uncursed, and undamned 564 /* Give starting characters identified, uncursed, and undamned
699 * items. Just don't identify gold or silver, or it won't be 565 * items. Just don't identify gold or silver, or it won't be
700 * merged properly. 566 * merged properly.
701 */ 567 */
702 if (need_identify (op)) 568 if (op->need_identify ())
703 {
704 SET_FLAG (op, FLAG_IDENTIFIED);
705 CLEAR_FLAG (op, FLAG_CURSED);
706 CLEAR_FLAG (op, FLAG_DAMNED);
707 } 569 {
570 op->set_flag (FLAG_IDENTIFIED);
571 op->clr_flag (FLAG_CURSED);
572 op->clr_flag (FLAG_DAMNED);
573 }
574
708 if (op->type == SPELL) 575 if (op->type == SPELL)
709 { 576 {
710 op->destroy (); 577 op->destroy ();
711 continue; 578 continue;
712 } 579 }
713 else if (op->type == SKILL) 580 else if (op->type == SKILL)
714 { 581 {
715 SET_FLAG (op, FLAG_CAN_USE_SKILL); 582 op->set_flag (FLAG_CAN_USE_SKILL);
716 op->stats.exp = 0; 583 op->stats.exp = 0;
717 op->level = 1; 584 op->level = 1;
718 } 585 }
719 /* lock all 'normal items by default */ 586 else /* lock all 'normal items by default */
720 else 587 op->set_flag (FLAG_INV_LOCKED);
721 SET_FLAG (op, FLAG_INV_LOCKED);
722 } /* for loop of objects in player inv */ 588 } /* for loop of objects in player inv */
723 589
724 /* Need to set up the skill pointers */ 590 /* Need to set up the skill pointers */
725 link_player_skills (pl); 591 pl->contr->link_skills ();
726} 592}
727 593
728void 594void
729get_party_password (object *op, partylist *party) 595get_party_password (object *op, partylist *party)
730{ 596{
740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 606 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
741} 607}
742 608
743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 609/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
744static int 610static int
745roll_stat (void) 611roll_stat ()
746{ 612{
747 int a[4], i, j, k; 613 int a[4], i, j, k;
748 614
749 for (i = 0; i < 4; i++) 615 for (i = 0; i < 4; i++)
750 a[i] = (int) rndm (6) + 1; 616 a[i] = rndm (1, 6);
751 617
752 for (i = 0, j = 0, k = 7; i < 4; i++) 618 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if (a[i] < k) 619 if (a[i] < k)
754 k = a[i], j = i; 620 k = a[i], j = i;
755 621
831static void 697static void
832start_info (object *op) 698start_info (object *op)
833{ 699{
834 char buf[MAX_BUF]; 700 char buf[MAX_BUF];
835 701
836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 702 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
837 new_draw_info (NDI_UNIQUE, 0, op, buf); 703 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} 704}
841 705
842/* This function takes the key that is passed, and does the 706/* This function takes the key that is passed, and does the
843 * appropriate action with it (change race, or other things). 707 * appropriate action with it (change race, or other things).
844 * The function name is for historical reasons - now we have 708 * The function name is for historical reasons - now we have
847 */ 711 */
848void 712void
849player::chargen_race_done () 713player::chargen_race_done ()
850{ 714{
851 /* this must before then initial items are given */ 715 /* this must before then initial items are given */
852 esrv_new_player (ob->contr, ob->weight + ob->carrying); 716 esrv_new_player (ob->contr);
853 717
854 treasurelist *tl = treasurelist::find ("starting_wealth"); 718 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
855 if (tl) 719 if (tl)
856 create_treasure (tl, ob, 0, 0, 0); 720 create_treasure (tl, ob, 0, 0, 0);
857 721
858 INVOKE_PLAYER (BIRTH, ob->contr); 722 INVOKE_PLAYER (BIRTH, ob->contr);
859 INVOKE_PLAYER (LOGIN, ob->contr);
860 723
861 ob->contr->ns->state = ST_PLAYING; 724 ob->contr->ns->state = ST_PLAYING;
862 725
863 if (ob->msg) 726 if (ob->msg)
864 ob->msg = 0; 727 ob->msg = 0;
865 728
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); 729 start_info (ob);
876 CLEAR_FLAG (ob, FLAG_WIZ); 730 ob->clr_flag (FLAG_WIZ);
877 give_initial_items (ob, ob->randomitems); 731 give_initial_items (ob, ob->randomitems);
878 link_player_skills (ob);
879 esrv_send_inventory (ob, ob); 732 esrv_send_inventory (ob, ob);
880 ob->update_stats (); 733 ob->update_stats ();
881 734
882 /* This moves the player to a different start map, if there 735 /* This moves the player to a different start map, if there
883 * is one for this race 736 * is one for this race
884 */ 737 */
885 if (*first_map_ext_path) 738 if (*first_map_ext_path)
886 { 739 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 740 else
901 LOG (llevDebug, "first_map_ext_path not set\n"); 741 LOG (llevDebug, "first_map_ext_path not set\n");
742}
743
744/*
745 * Returns true if the given player is a legal class.
746 * The function to add and remove class-bonuses to the stats doesn't
747 * check if the stat becomes negative, thus this function
748 * merely checks that all stats are 1 or more, and returns
749 * false otherwise.
750 */
751static int
752allowed_class (const object *op)
753{
754 return op->stats.Dex > 0
755 && op->stats.Str > 0
756 && op->stats.Con > 0
757 && op->stats.Int > 0
758 && op->stats.Wis > 0
759 && op->stats.Pow > 0
760 && op->stats.Cha > 0;
902} 761}
903 762
904void 763void
905player::chargen_race_next () 764player::chargen_race_next ()
906{ 765{
935 ob->stats.hp = ob->stats.maxhp; 794 ob->stats.hp = ob->stats.maxhp;
936 ob->stats.sp = ob->stats.maxsp; 795 ob->stats.sp = ob->stats.maxsp;
937 ob->stats.grace = 0; 796 ob->stats.grace = 0;
938} 797}
939 798
940void 799static void
941flee_player (object *op) 800flee_player (object *op)
942{ 801{
943 int dir, diff; 802 int dir, diff;
944 rv_vector rv; 803 rv_vector rv;
945 804
946 if (op->stats.hp < 0) 805 if (op->stats.hp < 0)
947 { 806 {
948 LOG (llevDebug, "Fleeing player is dead.\n"); 807 LOG (llevDebug, "Fleeing player is dead.\n");
949 CLEAR_FLAG (op, FLAG_SCARED); 808 op->clr_flag (FLAG_SCARED);
950 return; 809 return;
951 } 810 }
952 811
953 if (op->enemy == NULL) 812 if (!op->enemy)
954 { 813 {
955 LOG (llevDebug, "Fleeing player had no enemy.\n"); 814 LOG (llevDebug, "Fleeing player had no enemy.\n");
956 CLEAR_FLAG (op, FLAG_SCARED); 815 op->clr_flag (FLAG_SCARED);
957 return; 816 return;
958 } 817 }
959 818
960 /* Seen some crashes here. Since we don't store an 819 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
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 { 820 {
966 CLEAR_FLAG (op, FLAG_SCARED);
967 op->enemy = NULL; 821 op->enemy = NULL;
968 return; 822 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; 823 return;
976 } 824 }
977 825
978 get_rangevector (op, op->enemy, &rv, 0); 826 get_rangevector (op, op->enemy, &rv, 0);
979 827
980 dir = absdir (4 + rv.direction); 828 dir = absdir (4 + rv.direction);
981 for (diff = 0; diff < 3; diff++) 829 for (diff = 0; diff < 3; diff++)
982 { 830 {
983 int m = 1 - (RANDOM () & 2); 831 int m = 1 - rndm (2) * 2;
984 832
985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 833 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
986 return; 834 return;
987 } 835 }
988 836
989 /* Cornered, get rid of scared */ 837 /* Cornered, get rid of scared */
990 CLEAR_FLAG (op, FLAG_SCARED); 838 op->clr_flag (FLAG_SCARED);
991 op->enemy = NULL; 839 op->enemy = NULL;
992} 840}
993 841
994/* check_pick sees if there is stuff to be picked up/picks up stuff. 842/* check_pick sees if there is stuff to be picked up/picks up stuff.
995 * It returns 1 if the player should keep on moving, 0 if he should 843 * It returns 1 if the player should keep on moving, 0 if he should
999check_pick (object *op) 847check_pick (object *op)
1000{ 848{
1001 object *tmp, *next; 849 object *tmp, *next;
1002 int stop = 0; 850 int stop = 0;
1003 int wvratio; 851 int wvratio;
1004 char putstring[128];
1005 852
1006 /* if you're flying, you cna't pick up anything */ 853 /* if you're flying, you can't pick up anything */
1007 if (op->move_type & MOVE_FLYING) 854 if (op->move_type & MOVE_FLYING)
1008 return 1; 855 return 1;
1009 856
1010 next = op->below; 857 next = op->below;
858
859 int cnt = MAX_ITEM_PER_ACTION;
860#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1011 861
1012 /* loop while there are items on the floor that are not marked as 862 /* loop while there are items on the floor that are not marked as
1013 * destroyed */ 863 * destroyed */
1014 while (next && !next->destroyed ()) 864 while (next && !next->destroyed ())
1015 { 865 {
1016 tmp = next; 866 tmp = next;
1017 next = tmp->below; 867 next = tmp->below;
1018 868
869 if (cnt <= 0)
870 {
871 op->failmsg ("Couldn't pickup all items at once.");
872 return 0;
873 }
874
1019 if (op->destroyed ()) 875 if (op->destroyed ())
1020 return 0; 876 return 0;
1021 877
1022 if (!can_pick (op, tmp)) 878 if (!can_pick (op, tmp))
1023 continue; 879 continue;
1024 880
1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 881 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1026 { 882 {
1027 if (item_matched_string (op, tmp, op->contr->search_str)) 883 if (item_matched_string (op, tmp, op->contr->search_str))
1028 pick_up (op, tmp); 884 CHK_PICK_PICKUP;
885
1029 continue; 886 continue;
1030 } 887 }
1031 888
1032 /* high not bit set? We're using the old autopickup model */ 889 /* pickup handling */
890 if (op->contr->mode & PU_DEBUG)
891 {
892 /* some debugging code to figure out item information */
893 const char *str = tmp->name
894 ? format ("item name: %s item type: %d weight/value: %d",
895 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
896 : format ("item name: %s item type: %d weight/value: %d",
897 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
898
899 new_draw_info (NDI_UNIQUE, 0, op, str);
900 }
901
902 if (op->contr->mode & PU_INHIBIT)
903 return 1;
904
905 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
906 return 1;
907
908 /* philosophy:
909 * It's easy to grab an item type from a pile, as long as it's
910 * generic. This takes no game-time. For more detailed pickups
911 * and selections, select-items should be used. This is a
912 * grab-as-you-run type mode that's really useful for arrows for
913 * example.
914 * The drawback: right now it has no frontend, so you need to
915 * stick the bits you want into a calculator in hex mode and then
916 * convert to decimal and then 'pickup <#>
917 */
918
919 /* the first two modes are exclusive: if NOTHING we return, if
920 * STOP then we stop. All the rest are applied sequentially,
921 * meaning if any test passes, the item gets picked up. */
922
923 /* if mode is set to pick nothing up, return */
924 if (op->contr->mode == PU_NOTHING)
925 return 1;
926
927 /* if mode is set to stop when encountering objects, return */
928 /* take STOP before INHIBIT since it doesn't actually pick
929 * anything up */
930 if (op->contr->mode & PU_STOP)
931 return 0;
932
933 /* useful for going into stores and not losing your settings... */
934 /* and for battles wher you don't want to get loaded down while
935 * fighting */
936 if (op->contr->mode & PU_INHIBIT)
937 return 1;
938
939 /* prevent us from turning into auto-thieves :) */
940 if (tmp->flag [FLAG_UNPAID])
941 continue;
942
943 /* ignore known cursed objects */
944 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
945 continue;
946
947 /* all food and drink if desired */
948 /* question: don't pick up known-poisonous stuff? */
1033 if (!(op->contr->mode & PU_NEWMODE)) 949 if (op->contr->mode & PU_FOOD)
950 if (tmp->type == FOOD)
1034 { 951 {
1035 switch (op->contr->mode) 952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_DRINK)
957 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_POTION)
964 if (tmp->type == POTION)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* spellbooks, skillscrolls and normal books/scrolls */
971 if (op->contr->mode & PU_SPELLBOOK)
972 if (tmp->type == SPELLBOOK)
973 {
974 CHK_PICK_PICKUP;
975 continue;
976 }
977
978 if (op->contr->mode & PU_SKILLSCROLL)
979 if (tmp->type == SKILLSCROLL)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_READABLES)
986 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 /* wands/staves/rods/horns */
993 if (op->contr->mode & PU_MAGIC_DEVICE)
994 if (tmp->type == WAND
995 || tmp->type == ROD
996 || tmp->type == HORN
997 || tmp->type == POWER_CRYSTAL)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* pick up all magical items */
1004 if (op->contr->mode & PU_MAGICAL)
1005 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1006 && !tmp->flag [FLAG_KNOWN_CURSED])
1007 {
1008 CHK_PICK_PICKUP;
1009 continue;
1010 }
1011
1012 if (op->contr->mode & PU_VALUABLES)
1013 {
1014 if (tmp->type == MONEY || tmp->type == GEM)
1036 { 1015 {
1037 case 0: 1016 CHK_PICK_PICKUP;
1038 return 1; /* don't pick up */ 1017 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 } 1018 }
1070 } 1019 }
1071 else 1020
1072 { /* old model */ 1021 /* rings & amulets - talismans seems to be typed AMULET */
1073 /* NEW pickup handling */
1074 if (op->contr->mode & PU_DEBUG) 1022 if (op->contr->mode & PU_JEWELS)
1023 if (tmp->type == RING
1024 || tmp->type == AMULET
1025 || tmp->type == GIRDLE
1026 || tmp->type == SKILL_TOOL)
1075 { 1027 {
1076 /* some debugging code to figure out item information */ 1028 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; 1029 continue;
1030 }
1123 1031
1124 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1125 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1126 continue; 1037 continue;
1038 }
1127 1039
1128 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1129 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1130 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1131 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES || tmp->type == BRACERS)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1132 { 1111 {
1133 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1134 continue; 1113 continue;
1135 } 1114 }
1115 }
1136 1116
1117 /* misc stuff that's useful */
1137 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1139 { 1120 {
1140 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1141 continue; 1122 continue;
1142 } 1123 }
1143 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1144 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1145 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1146 { 1132 */
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) 1133 wvratio = op->contr->mode & PU_RATIO;
1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_VALUABLES)
1190 { 1135 {
1191 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1192 { 1139 {
1193 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1194 continue;
1195 } 1141 }
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 1142 else
1330 fprintf (stderr, "%s", tmp->arch->archname); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1331 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1333#endif 1146#endif
1147 CHK_PICK_PICKUP;
1334 continue; 1148 continue;
1335 }
1336 } 1149 }
1337 } /* the new pickup model */ 1150 } /* the new pickup model */
1338 } 1151 }
1339 1152
1340 return !stop; 1153 return !stop;
1341} 1154}
1342 1155
1156/* routine for both players and monsters. We call this when
1157 * there is a possibility for our action distrubing our hiding
1158 * place or invisiblity spell. Artefact invisiblity causes
1159 * "noise" instead. If we arent invisible to begin with, we
1160 * return 0.
1161 */
1162static int
1163action_makes_visible (object *op)
1164{
1165 if (op->invisible && op->flag [FLAG_ALIVE])
1166 {
1167 if (op->flag [FLAG_MAKE_INVIS])
1168 {
1169 // artefact invisibility is permanent, but we still make noise
1170 // this is important for game-balance.
1171 if (op->contr)
1172 op->make_noise ();
1173
1174 return 0;
1175 }
1176
1177 if (op->contr && op->contr->tmp_invis == 0)
1178 return 0;
1179
1180 /* If monsters, they should become visible */
1181 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1182 {
1183 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1184 return 1;
1185 }
1186 }
1187
1188 return 0;
1189}
1190
1343/* 1191/*
1344 * Find an arrow in the inventory and after that 1192 * Find an arrow in the inventory and after that
1345 * in the right type container (quiver). Pointer to the 1193 * in the right type container (quiver). Pointer to the
1346 * found object is returned. 1194 * found object is returned.
1347 */ 1195 */
1348object * 1196static object *
1349find_arrow (object *op, const char *type) 1197find_arrow (object *op, const char *type)
1350{ 1198{
1351 object *tmp = 0;
1352
1353 for (op = op->inv; op; op = op->below) 1199 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) 1200 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1201 return splay (tmp);
1202
1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1204 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1205 if (object *arrow = find_arrow (tmp, type))
1206 {
1207 splay (tmp);
1357 return op; 1208 return arrow;
1209 }
1358 1210
1359 return tmp; 1211 return 0;
1360} 1212}
1361 1213
1362/* 1214/*
1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1215 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1364 * against the target. A full test is not performed, simply a basic test 1216 * against the target. A full test is not performed, simply a basic test
1365 * of resistances. The archer is making a quick guess at what he sees down 1217 * of resistances. The archer is making a quick guess at what he sees down
1366 * the hall. Failing that it does it's best to pick the highest plus arrow. 1218 * the hall. Failing that it does it's best to pick the highest plus arrow.
1367 */ 1219 */
1368object * 1220static object *
1369find_better_arrow (object *op, object *target, const char *type, int *better) 1221find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1370{ 1222{
1371 object *tmp = NULL, *arrow, *ntmp; 1223 object *tmp = NULL, *arrow, *ntmp;
1372 int attacknum, attacktype, betterby = 0, i; 1224 int attacknum, attacktype, betterby = 0, i;
1373 1225
1374 if (!type) 1226 if (!type)
1375 return NULL; 1227 return NULL;
1376 1228
1377 for (arrow = op->inv; arrow; arrow = arrow->below) 1229 for (arrow = op->inv; arrow; arrow = arrow->below)
1378 { 1230 {
1379 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1231 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1380 { 1232 {
1381 i = 0; 1233 i = 0;
1382 ntmp = find_better_arrow (arrow, target, type, &i); 1234 ntmp = find_better_arrow (arrow, target, type, &i);
1235
1383 if (i > betterby) 1236 if (i > betterby)
1384 { 1237 {
1385 tmp = ntmp; 1238 tmp = ntmp;
1386 betterby = i; 1239 betterby = i;
1387 } 1240 }
1388 } 1241 }
1389 else if (arrow->type == ARROW && arrow->race == type) 1242 else if (arrow->type == ARROW && arrow->race == type)
1390 { 1243 {
1391 /* allways prefer assasination/slaying */ 1244 /* allways prefer assasination/slaying */
1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1245 if (target->race && arrow->slaying.contains (target->race))
1393 { 1246 {
1394 if (arrow->attacktype & AT_DEATH) 1247 if (arrow->attacktype & AT_DEATH)
1395 { 1248 {
1396 *better = 100; 1249 *better = 100;
1397 return arrow; 1250 return arrow;
1412 { 1265 {
1413 tmp = arrow; 1266 tmp = arrow;
1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1267 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1415 } 1268 }
1416 } 1269 }
1270
1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1271 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1418 { 1272 {
1419 tmp = arrow; 1273 tmp = arrow;
1420 betterby = 2 + arrow->magic + arrow->stats.dam; 1274 betterby = 2 + arrow->magic + arrow->stats.dam;
1421 } 1275 }
1276
1422 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1277 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1423 { 1278 {
1424 tmp = arrow; 1279 tmp = arrow;
1425 betterby = 1 + arrow->magic + arrow->stats.dam; 1280 betterby = 1 + arrow->magic + arrow->stats.dam;
1426 } 1281 }
1427 } 1282 }
1428 } 1283 }
1429 } 1284 }
1285
1430 if (tmp == NULL && arrow == NULL) 1286 if (tmp == NULL && arrow == NULL)
1431 return find_arrow (op, type); 1287 return find_arrow (op, type);
1432 1288
1433 *better = betterby; 1289 *better = betterby;
1434 return tmp; 1290 return tmp;
1438 * find_better_arrow to find a decent arrow to use. 1294 * find_better_arrow to find a decent arrow to use.
1439 * op = the shooter 1295 * op = the shooter
1440 * type = bow->race 1296 * type = bow->race
1441 * dir = fire direction 1297 * dir = fire direction
1442 */ 1298 */
1443object * 1299static object *
1444pick_arrow_target (object *op, const char *type, int dir) 1300pick_arrow_target (object *op, shstr_cmp type, int dir)
1445{ 1301{
1446 object *tmp = NULL; 1302 object *tmp = NULL;
1447 maptile *m; 1303 maptile *m;
1448 int i, mflags, found, number; 1304 int i, mflags, found, number;
1449 sint16 x, y; 1305 sint16 x, y;
1464 for (i = 0, found = 0; i < 20; i++) 1320 for (i = 0, found = 0; i < 20; i++)
1465 { 1321 {
1466 x += freearr_x[dir]; 1322 x += freearr_x[dir];
1467 y += freearr_y[dir]; 1323 y += freearr_y[dir];
1468 mflags = get_map_flags (m, &m, x, y, &x, &y); 1324 mflags = get_map_flags (m, &m, x, y, &x, &y);
1325
1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1326 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 { 1327 {
1471 tmp = NULL; 1328 tmp = 0;
1472 break; 1329 break;
1473 } 1330 }
1474 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1331 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475 { 1332 {
1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1333 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477 * perhaps a bad assumption. 1334 * perhaps a bad assumption.
1478 */ 1335 */
1479 tmp = NULL; 1336 tmp = 0;
1480 break; 1337 break;
1481 } 1338 }
1339
1482 if (mflags & P_IS_ALIVE) 1340 if (mflags & P_IS_ALIVE)
1483 {
1484 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1341 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1485 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1342 if (tmp->flag [FLAG_ALIVE])
1486 {
1487 found++;
1488 break;
1489 }
1490 if (found)
1491 break; 1343 break;
1492 }
1493 } 1344 }
1494 if (tmp == NULL) 1345
1346 if (!tmp)
1495 return find_arrow (op, type); 1347 return find_arrow (op, type);
1496 1348
1497 if (tmp->head) 1349 if (tmp->head)
1498 tmp = tmp->head; 1350 tmp = tmp->head;
1499 1351
1500 return find_better_arrow (op, tmp, type, &i); 1352 return find_better_arrow (op, tmp, type, &i);
1501} 1353}
1502 1354
1503/* 1355/*
1504 * Creature fires a bow - op can be monster or player. Returns 1356 * Creature fires a bow - op can be monster or player. Returns
1505 * 1 if bow was actually fired, 0 otherwise. 1357 * 1 if bow was actually fired, 0 otherwise.
1506 * op is the object firing the bow. 1358 * op is the object firing the bow.
1507 * part is for multipart creatures - the part firing the bow. 1359 * part is for multipart creatures - the part firing the bow.
1508 * dir is the direction of fire. 1360 * dir is the direction of fire.
1509 * wc_mod is any special modifier to give (used in special player fire modes) 1361 * wc_mod is any special modifier to give (used in special player fire modes)
1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1391 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1540 return 0; 1392 return 0;
1541 } 1393 }
1542 1394
1543 // optimisation: move object to top so we will find it quickly again 1395 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below) 1396 splay (bow);
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1550 } 1397 }
1551 1398
1552 if (!bow->race || !bow->skill) 1399 if (!bow->race || !bow->skill)
1553 { 1400 {
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1401 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1561 { 1408 {
1562 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1410 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1411 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1565 else 1412 else
1566 CLEAR_FLAG (op, FLAG_READY_BOW); 1413 op->clr_flag (FLAG_READY_BOW);
1567 1414
1568 return 0; 1415 return 0;
1569 } 1416 }
1570 } 1417 }
1571 1418
1580 } 1427 }
1581 1428
1582 /* this should not happen, but sometimes does */ 1429 /* this should not happen, but sometimes does */
1583 if (arrow->nrof == 0) 1430 if (arrow->nrof == 0)
1584 { 1431 {
1432 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1585 arrow->destroy (); 1433 arrow->destroy ();
1586 return 0; 1434 return 0;
1587 } 1435 }
1588 1436
1589 left = arrow; /* these are arrows left to the player */ 1437 left = arrow; /* these are arrows left to the player */
1590 arrow = get_split_ob (arrow, 1); 1438 arrow = arrow->split ();
1591 if (!arrow) 1439 if (!arrow)
1592 { 1440 {
1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1441 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1594 return 0; 1442 return 0;
1595 } 1443 }
1599 arrow->direction = dir; 1447 arrow->direction = dir;
1600 1448
1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1449 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam; 1450 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype; 1451 arrow->stats.grace = arrow->attacktype;
1604 1452 arrow->custom_name = arrow->slaying;
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607 1453
1608#if 0 1454#if 0
1609 if (player *pl = op->contr) 1455 if (player *pl = op->contr)
1610 { 1456 {
1611 float speed = pl->weapon_sp; 1457 float speed = pl->weapon_sp;
1621#endif 1467#endif
1622 1468
1623 SET_ANIMATION (arrow, arrow->direction); 1469 SET_ANIMATION (arrow, arrow->direction);
1624 1470
1625 /* update the speed */ 1471 /* 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 1472
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0; 1473 arrow->speed_left = 0;
1474 arrow->set_speed (max (2.f,
1475 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1476 + bow->stats.dam / 7.f
1477 ));
1631 1478
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1479 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633 1480
1634 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1635 { 1482 {
1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1503 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1657 1504
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1505 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1659 arrow->move_type = MOVE_FLY_LOW; 1506 arrow->move_type = MOVE_FLY_LOW;
1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1507 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1508 arrow->set_flag (FLAG_NO_PICK);
1661 1509
1662 op->play_sound (sound_find ("fire_arrow")); 1510 op->play_sound (sound_find ("fire_arrow"));
1663 m->insert (arrow, sx, sy, op); 1511 m->insert (arrow, sx, sy, op);
1664 1512
1665 if (!arrow->destroyed ()) 1513 if (!arrow->destroyed ())
1666 move_arrow (arrow); 1514 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 1515
1676 return 1; 1516 return 1;
1677} 1517}
1678 1518
1679/* Special fire code for players - this takes into 1519/* Special fire code for players - this takes into
1681 * but monsters can't. Putting that code here 1521 * but monsters can't. Putting that code here
1682 * makes the fire_bow code much cleaner. 1522 * makes the fire_bow code much cleaner.
1683 * this function should only be called if 'op' is a player, 1523 * this function should only be called if 'op' is a player,
1684 * hence the function name. 1524 * hence the function name.
1685 */ 1525 */
1686int 1526static int
1687player_fire_bow (object *op, int dir) 1527player_fire_bow (object *op, int dir)
1688{ 1528{
1689 int ret = 0, wcmod = 0; 1529 int ret;
1690 1530
1691 if (op->contr->bowtype == bow_bestarrow) 1531 if (op->contr->bowtype == bow_bestarrow)
1692 { 1532 {
1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1533 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1694 } 1534 }
1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1535 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1696 { 1536 {
1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1537 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); 1538 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1701 } 1539 }
1702 else if (op->contr->bowtype == bow_threewide) 1540 else if (op->contr->bowtype == bow_threewide)
1703 { 1541 {
1704 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);
1705 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1543 ret |= fire_bow (op, op, NULL, dir, -5, op->x + 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)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1707 } 1545 }
1708 else if (op->contr->bowtype == bow_spreadshot) 1546 else if (op->contr->bowtype == bow_spreadshot)
1709 { 1547 {
1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1548 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1549 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1550 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1713 } 1551 }
1714 else 1552 else
1715 { 1553 {
1721} 1559}
1722 1560
1723/* Fires a misc (wand/rod/horn) object in 'dir'. 1561/* Fires a misc (wand/rod/horn) object in 'dir'.
1724 * Broken apart from 'fire' to keep it more readable. 1562 * Broken apart from 'fire' to keep it more readable.
1725 */ 1563 */
1726void 1564static void
1727fire_misc_object (object *op, int dir) 1565fire_misc_object (object *op, int dir)
1728{ 1566{
1729 object *item = op->contr->ranged_ob; 1567 object *item = op->contr->ranged_ob;
1730 1568
1731 if (!item) 1569 if (!item)
1738 { 1576 {
1739 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1577 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1740 return; 1578 return;
1741 } 1579 }
1742 1580
1743 if (!op->change_weapon (item)) 1581 if (!op->apply (item))
1744 return; 1582 return;
1745 1583
1746 if (item->type == WAND) 1584 if (item->type == WAND)
1747 { 1585 {
1748 if (item->stats.food <= 0) 1586 if (item->stats.food <= 0)
1753 return; 1591 return;
1754 } 1592 }
1755 } 1593 }
1756 else if (item->type == ROD || item->type == HORN) 1594 else if (item->type == ROD || item->type == HORN)
1757 { 1595 {
1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1596 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1597
1598 // using the maximum of the rods charge allows at least one spell cast
1599 // for a rod or horn, this fixes some broken rods.
1600 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1759 { 1601 {
1760 op->contr->play_sound (sound_find ("wand_poof")); 1602 op->contr->play_sound (sound_find ("wand_poof"));
1761 1603
1762 if (item->type == ROD) 1604 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)); 1605 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1768 } 1610 }
1769 } 1611 }
1770 1612
1771 if (cast_spell (op, item, dir, item->inv, NULL)) 1613 if (cast_spell (op, item, dir, item->inv, NULL))
1772 { 1614 {
1773 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1615 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1616
1774 if (item->type == WAND) 1617 if (item->type == WAND)
1775 { 1618 {
1776 if (!(--item->stats.food)) 1619 if (!(--item->stats.food))
1777 { 1620 {
1778 object *tmp;
1779
1780 if (item->arch) 1621 if (item->arch)
1781 { 1622 {
1782 CLEAR_FLAG (item, FLAG_ANIMATE); 1623 item->clr_flag (FLAG_ANIMATE);
1783 item->face = item->arch->face; 1624 item->face = item->arch->face;
1784 item->set_speed (0); 1625 item->set_speed (0);
1785 } 1626 }
1786 1627
1787 if ((tmp = item->in_player ())) 1628 if (object *pl = item->visible_to ())
1788 esrv_update_item (UPD_ANIM, tmp, item); 1629 esrv_update_item (UPD_ANIM, pl, item);
1789 } 1630 }
1790 } 1631 }
1791 else if (item->type == ROD || item->type == HORN) 1632 else if (item->type == ROD || item->type == HORN)
1792 drain_rod_charge (item); 1633 drain_rod_charge (item);
1793 } 1634 }
1794} 1635}
1795 1636
1796/* Received a fire command for the player - go and do it. 1637/* Received a fire command for the player - go and do it.
1797 */ 1638 */
1798bool 1639bool
1799fire (object *op, int dir) 1640fire (object *who, int dir)
1800{ 1641{
1801 int spellcost = 0; 1642 int spellcost = 0;
1802 1643
1803 /* check for loss of invisiblity/hide */
1804 if (action_makes_visible (op))
1805 make_visible (op);
1806
1807 player *pl = op->contr; 1644 player *pl = who->contr;
1808 1645
1809 if (pl->golem) 1646 if (pl->golem)
1810 { 1647 {
1811 control_golem (op->contr->golem, dir); 1648 control_golem (who->contr->golem, dir);
1812 return false; 1649 return false;
1813 } 1650 }
1814 1651
1815 object *ob = pl->ranged_ob; 1652 object *ob = pl->ranged_ob;
1816 1653
1817 if (!ob) 1654 if (!ob)
1818 return false; 1655 return false;
1819 1656
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f) 1657 if (who->speed_left > 0.f)
1824 --op->speed_left; 1658 --who->speed_left;
1825 else 1659 else
1826 return false; 1660 return false;
1827 1661
1662 if (!who->apply (ob))
1663 return false;
1664
1665 /* check for loss of invisiblity/hide */
1666 if (action_makes_visible (who))
1667 make_visible (who);
1668
1828 switch (ob->type) 1669 switch (ob->type)
1829 { 1670 {
1830 case BOW: 1671 case BOW:
1831 player_fire_bow (op, dir); 1672 player_fire_bow (who, dir);
1832 break; 1673 break;
1833 1674
1834 case SPELL: 1675 case SPELL:
1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1676 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1836 break; 1677 break;
1837 1678
1838 case BUILDER: 1679 case BUILDER:
1839 apply_map_builder (op, dir); 1680 apply_map_builder (who, dir);
1840 break; 1681 break;
1841 1682
1842 case SKILL: 1683 case SKILL:
1843 do_skill (op, op, ob, dir, 0); 1684 do_skill (who, who, ob, dir, 0);
1844 break; 1685 break;
1845 1686
1687 case RANGED:
1688 do_skill (who, ob, who->chosen_skill, dir, 0);
1689 break;
1690
1846 default: 1691 default:
1847 fire_misc_object (op, dir); 1692 fire_misc_object (who, dir);
1848 break; 1693 break;
1849 } 1694 }
1850 1695
1851 return true; 1696 return true;
1852} 1697}
1853 1698
1854/* find_key 1699static 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) 1700find_key_ (object *pl, object *container, object *door)
1866{ 1701{
1867 object *tmp, *key; 1702 object *tmp, *key;
1868 1703
1869 /* Should not happen, but sanity checking is never bad */ 1704 /* Should not happen, but sanity checking is never bad */
1870 if (!container->inv) 1705 if (!container->inv)
1873 /* First, lets try to find a key in the top level inventory */ 1708 /* First, lets try to find a key in the top level inventory */
1874 for (tmp = container->inv; tmp; tmp = tmp->below) 1709 for (tmp = container->inv; tmp; tmp = tmp->below)
1875 { 1710 {
1876 if (door->type == DOOR && tmp->type == KEY) 1711 if (door->type == DOOR && tmp->type == KEY)
1877 break; 1712 break;
1713
1878 /* For sanity, we should really check door type, but other stuff 1714 /* For sanity, we should really check door type, but other stuff
1879 * (like containers) can be locked with special keys 1715 * (like containers) can be locked with special keys
1880 */ 1716 */
1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1882 break; 1718 break;
1883 } 1719 }
1888 * a key, return 1724 * a key, return
1889 */ 1725 */
1890 if (!tmp) 1726 if (!tmp)
1891 { 1727 {
1892 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 {
1894 /* No reason to search empty containers */ 1729 /* No reason to search empty containers */
1895 if (tmp->type == CONTAINER && tmp->inv) 1730 if (tmp->type == CONTAINER && tmp->inv)
1896 {
1897 if ((key = find_key (pl, tmp, door))) 1731 if ((key = find_key_ (pl, tmp, door)))
1898 return key; 1732 return key;
1899 }
1900 }
1901 1733
1902 if (!tmp) 1734 if (!tmp)
1903 return NULL; 1735 return 0;
1904 } 1736 }
1905 1737
1906 /* We get down here if we have found a key. Now if its in a container, 1738 /* We get down here if we have found a key. Now if its in a container,
1907 * see if we actually want to use it 1739 * see if we actually want to use it
1908 */ 1740 */
1909 if (pl != container) 1741 if (pl != container)
1910 { 1742 {
1911 /* Only let players use keys in containers */ 1743 /* Only let players use keys in containers */
1912 if (!pl->contr) 1744 if (!pl->contr)
1913 return NULL; 1745 return 0;
1746
1914 /* cases where this fails: 1747 /* cases where this fails:
1915 * If we only search the player inventory, return now since we 1748 * If we only search the player inventory, return now since we
1916 * are not in the players inventory. 1749 * are not in the players inventory.
1917 * If the container is not active, return now since only active 1750 * If the container is not active, return now since only active
1918 * containers can be used. 1751 * containers can be used.
1922 * inv must have been an container and must have been active. 1755 * inv must have been an container and must have been active.
1923 * 1756 *
1924 * Change the color so that the message doesn't disappear with 1757 * Change the color so that the message doesn't disappear with
1925 * all the others. 1758 * all the others.
1926 */ 1759 */
1927 if (pl->contr->usekeys == key_inventory || 1760 if (pl->contr->usekeys == key_inventory
1928 !QUERY_FLAG (container, FLAG_APPLIED) || 1761 || !container->flag [FLAG_APPLIED]
1929 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1930 { 1763 {
1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1764 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)); 1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1933 return NULL; 1766 return NULL;
1934 } 1767 }
1935 } 1768 }
1936 1769
1937 return tmp; 1770 return tmp;
1771}
1772
1773/* find_key
1774 * We try to find a key for the door as passed. If we find a key
1775 * and successfully use it, we return the key, otherwise NULL
1776 * This function merges both normal and locked door, since the logic
1777 * for both is the same - just the specific key is different.
1778 * pl is the player,
1779 * inv is the objects inventory to searched
1780 * door is the door we are trying to match against.
1781 * This function can be called recursively to search containers.
1782 */
1783object *
1784find_key (object *pl, object *container, object *door)
1785{
1786 if (door->slaying && is_match_expr (door->slaying))
1787 {
1788 // for match expressions, we try to find the key by applying the match
1789 // to the op itself, which is supposed to find the "key", instead
1790 // of searching through containers ourselves.
1791
1792 return match_one (door->slaying, container, door, pl, pl);
1793 }
1794 else
1795 return find_key_ (pl, container, door);
1938} 1796}
1939 1797
1940/* moved door processing out of move_player_attack. 1798/* moved door processing out of move_player_attack.
1941 * returns 1 if player has opened the door with a key 1799 * returns 1 if player has opened the door with a key
1942 * such that the caller should not do anything more, 1800 * 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); 1827 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1970 remove_door2 (door); /* remove door without violence ;-) */ 1828 remove_door2 (door); /* remove door without violence ;-) */
1971 } 1829 }
1972 1830
1973 /* Do this after we print the message */ 1831 /* Do this after we print the message */
1974 decrease_ob (key); /* Use up one of the keys */ 1832 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 1833
1979 return 1; /* Nothing more to do below */ 1834 return 1; /* Nothing more to do below */
1980 } 1835 }
1981 else if (door->type == LOCKED_DOOR) 1836 else if (door->type == LOCKED_DOOR)
1982 { 1837 {
1995 * going to try and move (not fire weapons). 1850 * going to try and move (not fire weapons).
1996 */ 1851 */
1997bool 1852bool
1998move_player_attack (object *op, int dir) 1853move_player_attack (object *op, int dir)
1999{ 1854{
2000 int on_battleground; 1855 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1856 {
1857 --op->speed_left;
1858 return true;
1859 }
2001 1860
2002 sint16 nx = freearr_x[dir] + op->x; 1861 sint16 nx = freearr_x[dir] + op->x;
2003 sint16 ny = freearr_y[dir] + op->y; 1862 sint16 ny = freearr_y[dir] + op->y;
2004 1863
2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny)) 1864 if (out_of_map (op->map, nx, ny))
2008 return false; 1865 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 1866
2016 /* If braced, or can't move to the square, and it is not out of the 1867 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 1868 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 1869 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 1870 * player. This is a pretty nasty hack, because if we could
2037 || mon->flag [FLAG_CAN_ROLL]) 1888 || mon->flag [FLAG_CAN_ROLL])
2038 && mon != op) 1889 && mon != op)
2039 break; 1890 break;
2040 } 1891 }
2041 1892
2042 if (!mon) /* This happens anytime the player tries to move */ 1893 /* no monster == player tries to move into a wall or so */
2043 return false; /* into a wall */ 1894 if (!mon)
1895 {
1896 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1897 if (op->move_type & ob->move_block)
1898 {
1899 if (ob->move_block == MOVE_ALL)
1900 move_into_wall (op, ob);
1901 else
1902 {
1903 if (op->contr->ns->bumpmsg)
1904 {
1905 op->play_sound (sound_find ("blocked_move"));
1906
1907 op->statusmsg (ob->invisible
1908 ? "Something blocks you."
1909 : format ("Something blocks you from entering the %s.", query_name (ob))
1910 );
1911 }
1912 }
1913
1914 break;
1915 }
1916
1917 return false;
1918 }
2044 1919
2045 mon = mon->head_ (); 1920 mon = mon->head_ ();
2046 1921
2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1922 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f) 1923 if (op->contr->weapon_sp_left > 0.f)
2066 */ 1941 */
2067 if (op->type == PLAYER 1942 if (op->type == PLAYER
2068 && ((mon->owner && mon->owner->contr 1943 && ((mon->owner && mon->owner->contr
2069 && same_party (mon->owner->contr->party, op->contr->party)) 1944 && same_party (mon->owner->contr->party, op->contr->party))
2070 || mon->owner == op) 1945 || mon->owner == op)
2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1946 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2072 { 1947 {
2073 /* If we're braced, we don't want to switch places with it */ 1948 /* If we're braced, we don't want to switch places with it */
2074 if (op->contr->braced) 1949 if (op->contr->braced)
2075 return false; 1950 return false;
2076 1951
2079 --op->speed_left; 1954 --op->speed_left;
2080 1955
2081 op->play_sound (sound_find ("push_player")); 1956 op->play_sound (sound_find ("push_player"));
2082 push_ob (mon, dir, op); 1957 push_ob (mon, dir, op);
2083 1958
2084 if (op->contr->tmp_invis || op->hide) 1959 if (action_makes_visible (op))
2085 make_visible (op); 1960 make_visible (op);
2086 1961
2087 return true; 1962 return true;
2088 } 1963 }
2089 else 1964 else
2090 return false; 1965 return false;
2091 } 1966 }
1967
1968 bool on_battleground = op_on_battleground (op, 0, 0);
2092 1969
2093 /* in certain circumstances, you shouldn't attack friendly 1970 /* in certain circumstances, you shouldn't attack friendly
2094 * creatures. Note that if you are braced, you can't push 1971 * creatures. Note that if you are braced, you can't push
2095 * someone, but put it inside this loop so that you won't 1972 * someone, but put it inside this loop so that you won't
2096 * attack them either. 1973 * attack them either.
2097 */ 1974 */
2098 if ((mon->type == PLAYER || mon->enemy != op) 1975 if ((mon->type == PLAYER || mon->enemy != op)
2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1976 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2100 && ((op->contr->peaceful 1977 && ((op->contr->peaceful
2101 || (mon->type == PLAYER && mon->contr->peaceful)) 1978 || (mon->type == PLAYER && mon->contr->peaceful))
2102 && !on_battleground)) 1979 && !on_battleground))
2103 { 1980 {
2104 if (op->speed_left > 0.f) 1981 if (op->speed_left > 0.f)
2111 push_ob (mon, dir, op); 1988 push_ob (mon, dir, op);
2112 } 1989 }
2113 else 1990 else
2114 op->statusmsg ("You withhold your attack"); 1991 op->statusmsg ("You withhold your attack");
2115 1992
2116 if (op->contr->tmp_invis || op->hide) 1993 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2117 make_visible (op); 1994 make_visible (op);
2118 1995
2119 return true; 1996 return true;
2120 } 1997 }
2121 } 1998 }
2122 /* If the object is a boulder or other rollable object, then 1999 /* 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. 2000 * roll it if not braced. You can't roll it if you are braced.
2124 */ 2001 */
2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2002 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2126 { 2003 {
2127 if (op->speed_left > 0.f) 2004 if (op->speed_left > 0.f)
2128 { 2005 {
2129 --op->speed_left; 2006 --op->speed_left;
2130 2007
2139 * Way it works is like this: First, it must have some hit points 2016 * Way it works is like this: First, it must have some hit points
2140 * and be living. Then, it must be one of the following: 2017 * 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 2018 * 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. 2019 * that party_number -1 is no party, so attacks can still happen.
2143 */ 2020 */
2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2021 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2022 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2146 { 2023 {
2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2024 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2148 { 2025 {
2149 --op->contr->weapon_sp_left; 2026 --op->contr->weapon_sp_left;
2161} 2038}
2162 2039
2163bool 2040bool
2164move_player (object *op, int dir) 2041move_player (object *op, int dir)
2165{ 2042{
2166 int pick;
2167
2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2043 if (!op->map || op->map->state != MAP_ACTIVE)
2169 return 0; 2044 return 0;
2170 2045
2171 /* Sanity check: make sure dir is valid */ 2046 /* Sanity check: make sure dir is valid */
2172 if ((dir < 0) || (dir >= 9)) 2047 if (dir < 0 || dir > 8)
2173 { 2048 {
2174 LOG (llevError, "move_player: invalid direction %d\n", dir); 2049 LOG (llevError, "move_player: invalid direction %d\n", dir);
2175 return 0; 2050 return 0;
2176 } 2051 }
2177 2052
2178 /* peterm: added following line */ 2053 /* peterm: added following line */
2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2054 if (op->flag [FLAG_CONFUSED] && dir)
2180 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2055 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2181 2056
2182 op->facing = dir; 2057 op->facing = dir;
2183 2058
2184 if (op->hide) 2059 if (op->flag [FLAG_HIDDEN])
2185 do_hidden_move (op); 2060 do_hidden_move (op);
2186 2061
2187 bool retval; 2062 bool retval;
2063 int pick = 0;
2188 2064
2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2065 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2190 retval = RESULT_INT (0); 2066 retval = RESULT_INT (0);
2191 else if (op->contr->fire_on) 2067 else if (op->contr->fire_on)
2192 retval = fire (op, dir); 2068 retval = fire (op, dir);
2223 * players. 2099 * players.
2224 */ 2100 */
2225bool 2101bool
2226handle_newcs_player (object *op) 2102handle_newcs_player (object *op)
2227{ 2103{
2228 if (QUERY_FLAG (op, FLAG_SCARED)) 2104 if (op->flag [FLAG_SCARED])
2229 { 2105 {
2230 if (op->speed_left > 0.f) 2106 if (op->speed_left > 0.f)
2231 { 2107 {
2232 --op->speed_left; 2108 --op->speed_left;
2233 flee_player (op); 2109 flee_player (op);
2249 return move_player (op, op->direction); 2125 return move_player (op, op->direction);
2250 2126
2251 return false; 2127 return false;
2252} 2128}
2253 2129
2254int 2130static int
2255save_life (object *op) 2131save_life (object *op)
2256{ 2132{
2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2133 if (!op->flag [FLAG_LIFESAVE])
2258 return 0; 2134 return 0;
2259 2135
2260 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2136 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2137 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2262 { 2138 {
2263 op->play_sound (sound_find ("ob_evaporate")); 2139 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)); 2140 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2265 2141
2266 if (op->contr)
2267 esrv_del_item (op->contr, tmp->count);
2268
2269 tmp->destroy (); 2142 tmp->destroy ();
2270 CLEAR_FLAG (op, FLAG_LIFESAVE); 2143 op->clr_flag (FLAG_LIFESAVE);
2271 2144
2272 if (op->stats.hp < 0) 2145 if (op->stats.hp < 0)
2273 op->stats.hp = op->stats.maxhp; 2146 op->stats.hp = op->stats.maxhp;
2274 2147
2275 if (op->stats.food < 0) 2148 if (op->stats.food < 0)
2276 op->stats.food = 999; 2149 op->stats.food = MAX_FOOD;
2277 2150
2278 op->update_stats (); 2151 op->update_stats ();
2279 return 1; 2152 return 1;
2280 } 2153 }
2281 2154
2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2155 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2283 CLEAR_FLAG (op, FLAG_LIFESAVE); 2156 op->clr_flag (FLAG_LIFESAVE);
2284 enter_player_savebed (op); /* bring him home. */ 2157 enter_player_savebed (op); /* bring him home. */
2285 return 0; 2158 return 0;
2286} 2159}
2287 2160
2288/* This goes throws the inventory and removes unpaid objects, and puts them 2161/* This goes throws the inventory and removes unpaid objects, and puts them
2289 * back in the map (location and map determined by values of env). This 2162 * back in the map (location and map determined by values of env). This
2290 * function will descend into containers. op is the object to start the search 2163 * function will descend into containers. op is the object to start the search
2291 * from. 2164 * from.
2292 */ 2165 */
2293static void 2166static void
2294drop_unpaid_items (object *op, object *env) 2167drop_unpaid_items (object *op, object *env)
2295{ 2168{
2296 while (op) 2169 while (op)
2297 { 2170 {
2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2171 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2299 2172
2300 if (QUERY_FLAG (op, FLAG_UNPAID)) 2173 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); 2174 op->insert_at (env);
2306 }
2307 else if (op->inv) 2175 else if (op->inv)
2308 drop_unpaid_items (op->inv, env); 2176 drop_unpaid_items (op->inv, env);
2309 2177
2310 op = next; 2178 op = next;
2311 } 2179 }
2316{ 2184{
2317 if (!flag [FLAG_REMOVED]) 2185 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this); 2186 ::drop_unpaid_items (inv, this);
2319} 2187}
2320 2188
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 2189void
2365do_some_living (object *op) 2190do_some_living (object *op)
2366{ 2191{
2367 int last_food = op->stats.food; 2192 int last_food = op->stats.food;
2368 int gen_hp, gen_sp, gen_grace; 2193 int gen_hp, gen_sp, gen_grace;
2369 int over_hp, over_sp, over_grace;
2370 int i;
2371 int rate_hp = 1200; 2194 int rate_hp = 1200;
2372 int rate_sp = 2500; 2195 int rate_sp = 2500;
2373 int rate_grace = 2000; 2196 int rate_grace = 2000;
2374 const int max_hp = 1; 2197 const int max_hp = 1;
2375 const int max_sp = 1; 2198 const int max_sp = 1;
2376 const int max_grace = 1; 2199 const int max_grace = 1;
2377 2200
2201#if 0
2378 if (op->contr->hidden) 2202 if (op->contr->hidden)
2379 { 2203 {
2380 op->invisible = 1000; 2204 op->invisible = 1000;
2381 /* the socket code flashes the player visible/invisible 2205 /* the socket code flashes the player visible/invisible
2382 * depending on the value of invisible, so we need to 2206 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly. 2207 * alternate it here for it to work correctly.
2384 */ 2208 */
2385 if (pticks & 2) 2209 if (server_tick & 2)
2386 op->invisible--; 2210 op->invisible--;
2387 } 2211 }
2212 else
2213#endif
2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2214 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2389 { 2215 {
2390 if (!op->invisible--) 2216 if (!op->invisible--)
2391 { 2217 {
2392 make_visible (op); 2218 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2219 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2427 if (--op->last_grace < 0) 2253 if (--op->last_grace < 0)
2428 { 2254 {
2429 if (op->stats.grace < op->stats.maxgrace / 2) 2255 if (op->stats.grace < op->stats.maxgrace / 2)
2430 op->stats.grace++; /* no penalty in food for regaining grace */ 2256 op->stats.grace++; /* no penalty in food for regaining grace */
2431 2257
2258 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2259
2432 if (max_grace > 1) 2260 if (max_grace > 1)
2433 { 2261 {
2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2262 int over_grace = temp / rate_grace;
2263
2435 if (over_grace > 0) 2264 if (over_grace > 0)
2436 { 2265 {
2437 op->stats.sp += over_grace 2266 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; 2267 op->last_grace = 0;
2440 } 2268 }
2441 else 2269 else
2442 { 2270 op->last_grace = rate_grace / temp;
2443 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2444 }
2445 } 2271 }
2446 else 2272 else
2447 { 2273 op->last_grace = rate_grace / temp;
2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2274
2449 }
2450 /* wearing stuff doesn't detract from grace generation. */ 2275 /* wearing stuff doesn't detract from grace generation. */
2451 } 2276 }
2452 2277
2453 if (op->stats.food > 0) 2278 if (op->stats.food > 0)
2454 { 2279 {
2460 if (op->stats.sp < op->stats.maxsp) 2285 if (op->stats.sp < op->stats.maxsp)
2461 { 2286 {
2462 op->stats.sp++; 2287 op->stats.sp++;
2463 2288
2464 /* dms do not consume food */ 2289 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ)) 2290 if (!op->flag [FLAG_WIZ])
2466 { 2291 {
2467 op->stats.food--; 2292 op->stats.food--;
2468 2293
2469 if (op->contr->digestion < 0) 2294 if (op->contr->digestion < 0)
2470 op->stats.food += op->contr->digestion; 2295 op->stats.food += op->contr->digestion;
2473 } 2298 }
2474 } 2299 }
2475 2300
2476 if (max_sp > 1) 2301 if (max_sp > 1)
2477 { 2302 {
2478 over_sp = (gen_sp + 10) / rate_sp; 2303 int over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0) 2304 if (over_sp > 0)
2480 { 2305 {
2481 if (op->stats.sp < op->stats.maxsp) 2306 if (op->stats.sp < op->stats.maxsp)
2482 { 2307 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2308 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504 if (op->stats.hp < op->stats.maxhp) 2329 if (op->stats.hp < op->stats.maxhp)
2505 { 2330 {
2506 op->stats.hp++; 2331 op->stats.hp++;
2507 2332
2508 /* dms do not consume food */ 2333 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ)) 2334 if (!op->flag [FLAG_WIZ])
2510 { 2335 {
2511 op->stats.food--; 2336 op->stats.food--;
2512 2337
2513 if (op->contr->digestion < 0) 2338 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion; 2339 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2340 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food; 2341 op->stats.food = last_food;
2517 } 2342 }
2518 } 2343 }
2519 2344
2345 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2346
2520 if (max_hp > 1) 2347 if (max_hp > 1)
2521 { 2348 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2349 int over_hp = temp / rate_hp;
2523 2350
2524 if (over_hp > 0) 2351 if (over_hp > 0)
2525 { 2352 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2353 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0; 2354 op->last_heal = 0;
2528 } 2355 }
2529 else 2356 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2357 op->last_heal = rate_hp / temp;
2531 } 2358 }
2532 else 2359 else
2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2360 op->last_heal = rate_hp / temp;
2534 } 2361 }
2535 } 2362 }
2536 2363
2537 /* Digestion */ 2364 /* Digestion */
2538 if (--op->last_eat < 0) 2365 if (--op->last_eat < 0)
2541 penalty = max (0, -op->contr->digestion); 2368 penalty = max (0, -op->contr->digestion);
2542 2369
2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2370 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2544 2371
2545 /* dms do not consume food */ 2372 /* dms do not consume food */
2546 if (!QUERY_FLAG (op, FLAG_WIZ)) 2373 if (!op->flag [FLAG_WIZ])
2547 op->stats.food--; 2374 op->stats.food--;
2548 } 2375 }
2549 2376
2550 if (op->stats.food < 0 && op->stats.hp >= 0) 2377 if (op->stats.food < 0 && op->stats.hp >= 0)
2551 { 2378 {
2552 object *tmp, *flesh = 0; 2379 object *flesh = 0;
2553 2380
2554 for (tmp = op->inv; tmp; tmp = tmp->below) 2381 for_inv_removable (op, tmp)
2555 { 2382 {
2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2383 if (tmp->flag [FLAG_UNPAID])
2384 continue;
2385
2386 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2557 { 2387 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2388 op->statusmsg ("You blindly grab for a bite of food. "
2559 { 2389 "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."); 2390 op->apply (tmp);
2561 manual_apply (op, tmp, 0); 2391
2562 if (op->stats.food >= 0 || op->stats.hp < 0) 2392 if (op->stats.food >= 0 || op->stats.hp < 0)
2563 break; 2393 break;
2564 } 2394 }
2565 else if (tmp->type == FLESH) 2395 else if (tmp->type == FLESH)
2566 flesh = tmp; 2396 flesh = tmp;
2567 } /* End if paid for object */ 2397 }
2568 } /* end of for loop */
2569 2398
2570 /* If player is still starving, it means they don't have any food, so 2399 /* If player is still starving, it means they don't have any food, so
2571 * eat flesh instead. 2400 * eat flesh instead.
2572 */ 2401 */
2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2402 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 { 2403 {
2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2404 op->statusmsg ("You blindly grab for a bite of food. "
2405 "H<To prevent you from starving, you ate some random item from your backpack.>");
2576 manual_apply (op, flesh, 0); 2406 op->apply (flesh);
2577 } 2407 }
2408
2409 // If player is still starving, alert him!
2410 if (op->stats.food < 0)
2411 op->failmsg ("You are starving! "
2412 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2578 } 2413 }
2579 2414
2580 if (op->stats.food < 0) 2415 if (op->stats.food < 0)
2581 { 2416 {
2582 op->stats.hp += op->stats.food; 2417 op->stats.hp += op->stats.food;
2583 op->stats.food = 0; 2418 op->stats.food = 0;
2419
2420 if (op->stats.hp < 0)
2421 {
2422 op->contr->killer = archetype::get ("killer_starvation");
2423 op->contr->killer->destroy ();
2584 } 2424 }
2425 }
2585 2426
2427 /* killer should be set here already */
2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2428 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2587 kill_player (op); 2429 kill_player (op);
2588 } 2430 }
2589} 2431}
2590 2432
2591/* If the player should die (lack of hp, food, etc), we call this. 2433/* If the player should die (lack of hp, food, etc), we call this.
2595 */ 2437 */
2596void 2438void
2597kill_player (object *op) 2439kill_player (object *op)
2598{ 2440{
2599 int x, y; 2441 int x, y;
2600 char buf[MAX_BUF];
2601 maptile *map; /* this is for resurrection */ 2442 maptile *map; /* this is for resurrection */
2602 int will_kill_again; 2443 int will_kill_again;
2603 archetype *at; 2444 archetype *at;
2604 object *tmp; 2445 object *tmp;
2605 2446
2606 if (save_life (op)) 2447 if (save_life (op))
2607 return; 2448 return;
2449
2450 dynbuf_text deathtab;
2451
2452 /* restore player */
2453 at = archetype::find (shstr_poisoning);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your body feels cleansed...\r";
2458 }
2459
2460 at = archetype::find (shstr_confusion);
2461 if (object *tmp = present_arch_in_ob (at, op))
2462 {
2463 tmp->destroy ();
2464 deathtab << "Your mind feels clearer...\r";
2465 }
2466
2467 cure_disease (op, 0, 0); /* remove any disease */
2468
2469 max_it (op->stats.hp , op->stats.maxhp);
2470 max_it (op->stats.sp , op->stats.maxsp);
2471 max_it (op->stats.grace, op->stats.maxgrace);
2472 max_it (op->stats.food , 200);
2473
2474 // remove all spell effects that are active
2475 // to avoid long-term effects such as word-of-recall
2476 for (object *item = op->inv; item; )
2477 {
2478 object *next = item->below;
2479
2480 if (item->type == SPELL_EFFECT && item->active)
2481 item->destroy ();
2482
2483 item = next;
2484 }
2608 2485
2609 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2486 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2610 * in cities ONLY!!! It is very important that this doesn't get abused. 2487 * in cities ONLY!!! It is very important that this doesn't get abused.
2611 * Look at op_on_battleground() for more info --AndreasV 2488 * Look at op_on_battleground() for more info --AndreasV
2612 */ 2489 */
2613 if (op_on_battleground (op, &x, &y)) 2490 if (op_on_battleground (op, &x, &y))
2614 { 2491 {
2615 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2492 deathtab << "You almost died in combat, but local medics have saved your life...\r";
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 2493
2638 /* create a bodypart-trophy to make the winner happy */ 2494 /* create a bodypart-trophy to make the winner happy */
2639 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2495 object *tmp = archetype::find (shstr_finger)->instance ();
2640 { 2496
2641 tmp->name = format ("%s's finger" , &op->name); 2497 tmp->name = format ("%s's finger" , &op->name);
2642 tmp->name_pl = format ("%s's fingers", &op->name); 2498 tmp->name_pl = format ("%s's fingers", &op->name);
2643 tmp->msg = format ( 2499 tmp->msg = format (
2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2500 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2501 &op->name, op->contr->title,
2502 (int)op->level,
2503 op->contr->killer_name ()
2646 ); 2504 );
2647 tmp->value = 0, tmp->type = 0; 2505 tmp->value = 0, tmp->type = 0;
2648 tmp->materialname = "organics"; 2506 tmp->material = name_to_material (shstr_organic);
2649 tmp->insert_at (op, tmp); 2507 tmp->insert_at (op, tmp);
2650 }
2651 2508
2652 /* teleport defeated player to new destination */ 2509 /* teleport defeated player to new destination */
2653 transfer_ob (op, x, y, 0, NULL); 2510 transfer_ob (op, x, y, 0, NULL);
2654 op->contr->braced = 0; 2511 op->contr->braced = 0;
2512
2513 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2655 return; 2514 return;
2656 } 2515 }
2657 2516
2517 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2518 deathtab << "T<YOU HAVE DIED>\n\n";
2519
2658 INVOKE_PLAYER (DEATH, op->contr); 2520 INVOKE_PLAYER (DEATH, op->contr);
2659 2521
2660 command_kill_pets (op, 0); 2522 command_kill_pets (op, 0);
2661
2662 if (op->stats.food < 0)
2663 strcpy (op->contr->killer, "starvation");
2664 2523
2665 op->contr->play_sound (sound_find ("player_dies")); 2524 op->contr->play_sound (sound_find ("player_dies"));
2666 2525
2667 /* save the map location for corpse, gravestone */ 2526 /* save the map location for corpse, gravestone */
2668 x = op->x; 2527 x = op->x;
2698 2557
2699 lost_a_stat = 0; 2558 lost_a_stat = 0;
2700 2559
2701 for (z = 0; z < num_stats_lose; z++) 2560 for (z = 0; z < num_stats_lose; z++)
2702 { 2561 {
2703 i = RANDOM () % NUM_STATS; 2562 i = rndm (NUM_STATS);
2704 2563
2705 if (settings.stat_loss_on_death) 2564 if (settings.stat_loss_on_death)
2706 { 2565 {
2707 /* Pick a random stat and take a point off it. Tell the player 2566 /* Pick a random stat and take a point off it. Tell the player
2708 * what he lost. 2567 * what he lost.
2715 lost_a_stat = 1; 2574 lost_a_stat = 1;
2716 } 2575 }
2717 else 2576 else
2718 { 2577 {
2719 /* deplete a stat */ 2578 /* deplete a stat */
2720 archetype *deparch = archetype::find ("depletion"); 2579 archetype *deparch = archetype::find (shstr_depletion);
2721 object *dep; 2580 object *dep;
2722 2581
2723 dep = present_arch_in_ob (deparch, op); 2582 dep = present_arch_in_ob (deparch, op);
2724 if (!dep) 2583 if (!dep)
2725 { 2584 {
2726 dep = arch_to_object (deparch); 2585 dep = deparch->instance ();
2727 insert_ob_in_ob (dep, op); 2586 insert_ob_in_ob (dep, op);
2728 } 2587 }
2729 lose_this_stat = 1; 2588 lose_this_stat = 1;
2730 if (settings.balanced_stat_loss) 2589 if (settings.balanced_stat_loss)
2731 { 2590 {
2743 2602
2744 /* There is a maximum depletion total per level. */ 2603 /* There is a maximum depletion total per level. */
2745 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2604 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2746 { 2605 {
2747 lose_this_stat = 0; 2606 lose_this_stat = 0;
2748 /* Take loss chance vs keep chance to see if we 2607 /* Take loss chance vs keep chance to see if we
2749 retain the stat. */ 2608 retain the stat. */
2750 } 2609 }
2751 else 2610 else
2752 { 2611 {
2753 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2612 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2759 } 2618 }
2760 } 2619 }
2761 2620
2762 if (lose_this_stat) 2621 if (lose_this_stat)
2763 { 2622 {
2764 this_stat = get_attr_value (&(dep->stats), i); 2623 this_stat = get_attr_value (&dep->stats, i);
2765 /* We could try to do something clever like find another 2624 /* We could try to do something clever like find another
2766 * stat to reduce if this fails. But chances are, if 2625 * stat to reduce if this fails. But chances are, if
2767 * stats have been depleted to -50, all are pretty low 2626 * stats have been depleted to -50, all are pretty low
2768 * and should be roughly the same, so it shouldn't make a 2627 * and should be roughly the same, so it shouldn't make a
2769 * difference. 2628 * difference.
2770 */ 2629 */
2771 if (this_stat >= -50) 2630 if (this_stat >= -50)
2772 { 2631 {
2773 change_attr_value (&(dep->stats), i, -1); 2632 change_attr_value (&(dep->stats), i, -1);
2774 SET_FLAG (dep, FLAG_APPLIED); 2633 dep->set_flag (FLAG_APPLIED);
2775 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2634 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2776 op->update_stats (); 2635 op->update_stats ();
2777 lost_a_stat = 1; 2636 lost_a_stat = 1;
2778 } 2637 }
2779 } 2638 }
2780 } 2639 }
2781 } 2640 }
2641
2782 /* If no stat lost, tell the player. */ 2642 /* If no stat lost, tell the player. */
2783 if (!lost_a_stat) 2643 if (!lost_a_stat)
2784 { 2644 {
2785 /* determine_god() seems to not work sometimes... why is this? 2645 /* determine_god() seems to not work sometimes... why is this?
2786 Should I be using something else? GD */ 2646 Should I be using something else? GD */
2787 const char *god = determine_god (op); 2647 shstr_tmp god = determine_god (op);
2788 2648
2789 if (god && (strcmp (god, "none"))) 2649 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); 2650 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2791 else 2651 else
2792 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2652 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2793 } 2653 }
2794#else 2654#else
2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2655 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2796#endif 2656#endif
2797 2657
2798 /* Put a gravestone up where the character 'almost' died. List the 2658 /* Put a gravestone up where the character 'almost' died. List the
2799 * exp loss on the stone. 2659 * exp loss on the stone.
2800 */ 2660 */
2801 tmp = arch_to_object (archetype::find ("gravestone")); 2661 tmp = archetype::find (shstr_gravestone)->instance ();
2802 sprintf (buf, "%s's gravestone", &op->name); 2662 tmp->name = format ("%s's gravestone", &op->name);
2803 tmp->name = buf; 2663 tmp->name_pl = format ("%s's gravestones", &op->name);
2804 sprintf (buf, "%s's gravestones", &op->name); 2664 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2805 tmp->name_pl = buf; 2665 &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; 2666 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL, 0); 2667 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2668
2811 /**************************************/ 2669 /**************************************/
2812 /* */ 2670 /* */
2813 /* Subtract the experience points, */ 2671 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2672 /* */
2817 /**************************************/ 2673 /**************************************/
2818 2674
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)); */ 2675 /*add_exp(op, (op->stats.exp * -0.20)); */
2841 apply_death_exp_penalty (op); 2676 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 2677
2848 /* 2678 /*
2849 * Check to see if the player has any unpaid items. If so, remove them 2679 * Check to see if the player has any unpaid items. If so, remove them
2850 * and put them back in the map. 2680 * and put them back in the map.
2851 */ 2681 */
2875 if (will_kill_again) 2705 if (will_kill_again)
2876 { 2706 {
2877 object *force; 2707 object *force;
2878 int at; 2708 int at;
2879 2709
2880 force = get_archetype (FORCE_NAME); 2710 force = archetype::get (FORCE_NAME);
2881 /* 50 ticks should be enough time for the spell to abate */ 2711 /* 50 ticks should be enough time for the spell to abate */
2882 force->speed = 0.1f;
2883 force->speed_left = -5.f; 2712 force->speed_left = -5.f;
2884 SET_FLAG (force, FLAG_APPLIED); 2713 force->set_speed (0.1f);
2714 force->set_flag (FLAG_APPLIED);
2715
2885 for (at = 0; at < NROFATTACKS; at++) 2716 for (at = 0; at < NROFATTACKS; at++)
2886 if (will_kill_again & (1 << at)) 2717 if (will_kill_again & (1 << at))
2887 force->resist[at] = 100; 2718 force->resist[at] = 100;
2888 2719
2889 insert_ob_in_ob (force, op); 2720 insert_ob_in_ob (force, op);
2890 op->update_stats (); 2721 op->update_stats ();
2891
2892 } 2722 }
2893 2723
2894 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2724 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2895} 2725}
2896 2726
2897void 2727static void
2898loot_object (object *op) 2728loot_object (object *op)
2899{ /* Grab and destroy some treasure */ 2729{ /* Grab and destroy some treasure */
2900 object *tmp, *tmp2, *next; 2730 object *tmp, *next;
2901 2731
2902 op->close_container (); /* close open sack first */ 2732 op->close_container (); /* close open sack first */
2903 2733
2904 for (tmp = op->inv; tmp; tmp = next) 2734 for (tmp = op->inv; tmp; tmp = next)
2905 { 2735 {
2912 tmp->x = op->x, tmp->y = op->y; 2742 tmp->x = op->x, tmp->y = op->y;
2913 2743
2914 if (tmp->type == CONTAINER) 2744 if (tmp->type == CONTAINER)
2915 loot_object (tmp); /* empty container to ground */ 2745 loot_object (tmp); /* empty container to ground */
2916 2746
2917 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2747 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2918 { 2748 {
2919 if (tmp->nrof > 1) 2749 if (tmp->nrof > 1)
2920 { 2750 {
2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2751 tmp->decrease (rndm (1, tmp->nrof - 1));
2922 tmp2->destroy ();
2923 insert_ob_in_map (tmp, op->map, NULL, 0); 2752 insert_ob_in_map (tmp, op->map, NULL, 0);
2924 } 2753 }
2925 else 2754 else
2926 tmp->destroy (); 2755 tmp->destroy ();
2927 } 2756 }
2934 * fix_weight(): Check recursively the weight of all players, and fix 2763 * fix_weight(): Check recursively the weight of all players, and fix
2935 * what needs to be fixed. Refresh windows and fix speed if anything 2764 * what needs to be fixed. Refresh windows and fix speed if anything
2936 * was changed. 2765 * was changed.
2937 */ 2766 */
2938void 2767void
2939fix_weight (void) 2768fix_weight ()
2940{ 2769{
2941 for_all_players (pl) 2770 for_all_players (pl)
2942 { 2771 {
2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2772 weight_t old = pl->ob->carrying;
2944 2773
2945 if (old == sum) 2774 pl->ob->update_weight ();
2946 continue; 2775
2776 if (old != pl->ob->carrying)
2777 {
2947 pl->ob->update_stats (); 2778 pl->ob->update_stats ();
2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2779 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2780 }
2949 } 2781 }
2950} 2782}
2951 2783
2952void 2784void
2953fix_luck (void) 2785fix_luck ()
2954{ 2786{
2955 for_all_players (pl) 2787 for_all_players (pl)
2956 if (!pl->ob->contr->ns->state) 2788 if (!pl->ob->contr->ns->state)
2957 pl->ob->change_luck (0); 2789 pl->ob->change_luck (0);
2958} 2790}
2995} 2827}
2996 2828
2997void 2829void
2998make_visible (object *op) 2830make_visible (object *op)
2999{ 2831{
3000 op->hide = 0; 2832 op->flag [FLAG_HIDDEN] = 0;
3001 op->invisible = 0; 2833 op->invisible = 0;
3002 2834
3003 if (op->type == PLAYER) 2835 if (op->type == PLAYER)
3004 { 2836 {
3005 op->contr->tmp_invis = 0; 2837 op->contr->tmp_invis = 0;
3010} 2842}
3011 2843
3012int 2844int
3013is_true_undead (object *op) 2845is_true_undead (object *op)
3014{ 2846{
3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2847 if (op->arch->flag [FLAG_UNDEAD])
3016 return 1; 2848 return 1;
3017 2849
3018 return 0; 2850 return 0;
3019} 2851}
3020 2852
3030 2862
3031 if (!ob || !ob->map) 2863 if (!ob || !ob->map)
3032 return 0; 2864 return 0;
3033 2865
3034 /* so, on normal lighted maps, its hard to hide */ 2866 /* so, on normal lighted maps, its hard to hide */
3035 level = ob->map->darkness - 2; 2867 level = ob->map->darklevel () - 2;
3036 2868
3037 /* this also picks up whether the object is glowing. 2869 /* this also picks up whether the object is glowing.
3038 * If you carry a light on a non-dark map, its not 2870 * If you carry a light on a non-dark map, its not
3039 * as bad as carrying a light on a pitch dark map */ 2871 * as bad as carrying a light on a pitch dark map */
3040 if (has_carried_lights (ob)) 2872 if (ob->has_carried_lights ())
3041 level = -(10 + (2 * ob->map->darkness)); 2873 level = -(10 + (2 * ob->map->darklevel ()));
3042 2874
3043 /* scan through all nearby squares for terrain to hide in */ 2875 /* 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]) 2876 for (i = 0, x = ob->x, y = ob->y;
2877 i <= SIZEOFFREE1;
2878 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3045 { 2879 {
3046 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2880 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3047 if (mflag & P_OUT_OF_MAP) 2881 if (mflag & P_OUT_OF_MAP)
3048 {
3049 continue; 2882 continue;
3050 } 2883
3051 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2884 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3052 level += 2; 2885 level += 2;
3053 else /* open terrain! */ 2886 else /* open terrain! */
3054 level -= 1; 2887 level -= 1;
3055 } 2888 }
3066 * spot (surrounded by clear terrain in broad daylight). -b.t. 2899 * spot (surrounded by clear terrain in broad daylight). -b.t.
3067 */ 2900 */
3068void 2901void
3069do_hidden_move (object *op) 2902do_hidden_move (object *op)
3070{ 2903{
3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2904 int hide = 0;
3072 object *skop;
3073 2905
3074 if (!op || !op->map) 2906 if (!op || !op->map)
3075 return; 2907 return;
3076 2908
3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2909 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2910 int num = random_roll (0, 19, op, PREFER_LOW);
3078 2911
3079 /* its *extremely* hard to run and sneak/hide at the same time! */ 2912 /* its *extremely* hard to run and sneak/hide at the same time! */
3080 if (op->type == PLAYER && op->contr->run_on) 2913 if (op->type == PLAYER && op->contr->run_on)
3081 if (!skop || num >= skop->level) 2914 if (!skop || num >= skop->level)
3082 { 2915 {
3092 num -= hide; 2925 num -= hide;
3093 2926
3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2927 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3095 { 2928 {
3096 make_visible (op); 2929 make_visible (op);
2930
3097 if (op->type == PLAYER) 2931 if (op->type == PLAYER)
3098 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2932 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3099 } 2933 }
3100 else if (op->type == PLAYER && skop) 2934 else if (op->type == PLAYER && skop)
3101 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2935 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3116 2950
3117 if (who->type == PLAYER) 2951 if (who->type == PLAYER)
3118 player = 1; 2952 player = 1;
3119 2953
3120 else 2954 else
3121 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2955 friendly = who->flag [FLAG_FRIENDLY];
3122 2956
3123 /* search adjacent squares */ 2957 /* search adjacent squares */
3124 for (i = 1; i < 9; i++) 2958 for (i = 1; i < 9; i++)
3125 { 2959 {
3126 x = who->x + freearr_x[i]; 2960 x = who->x + freearr_x[i];
3135 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2969 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3136 continue; 2970 continue;
3137 2971
3138 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2972 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3139 { 2973 {
3140 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2974 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3141 return 1; 2975 return 1;
3142 else if (tmp->type == PLAYER) 2976 else if (tmp->type == PLAYER)
3143 {
3144 /*don't let a hidden DM prevent you from hiding */
3145 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3146 return 1; 2977 return 1;
3147 }
3148 } 2978 }
3149 } 2979 }
3150 return 0; 2980 return 0;
3151} 2981}
3152 2982
3153/* check the player los field for viewability of the 2983/* check the player los field for viewability of the
3154 * object op. This function works fine for monsters, 2984 * object op. This function works fine for monsters,
3155 * but we dont worry if the object isnt the top one in 2985 * but we dont worry if the object isnt the top one in
3156 * a pile (say a coin under a table would return "viewable" 2986 * a pile (say a coin under a table would return "viewable"
3157 * by this routine). Another question, should we be 2987 * by this routine). Another question, should we be
3158 * concerned with the direction the player is looking 2988 * concerned with the direction the player is looking
3159 * in? Realistically, most of us can't see stuff behind 2989 * in? Realistically, most of us can't see stuff behind
3160 * our backs...on the other hand, does the "facing" direction 2990 * our backs...on the other hand, does the "facing" direction
3161 * imply the way your head, or body is facing? It's possible 2991 * imply the way your head, or body is facing? It's possible
3162 * for them to differ. Sigh, this fctn could get a bit more complex. 2992 * for them to differ. Sigh, this fctn could get a bit more complex.
3163 * -b.t. 2993 * -b.t.
3164 * This function is now map tiling safe. 2994 * This function is now map tiling safe.
3165 */ 2995 */
3166int 2996int
3167player_can_view (object *pl, object *op) 2997player_can_view (object *pl, object *op)
3168{ 2998{
3182 3012
3183 get_rangevector (pl, op, &rv, 0x1); 3013 get_rangevector (pl, op, &rv, 0x1);
3184 3014
3185 /* starting with the 'head' part, lets loop 3015 /* starting with the 'head' part, lets loop
3186 * through the object and find if it has any 3016 * through the object and find if it has any
3187 * part that is in the los array but isn't on 3017 * part that is in the los array but isn't on
3188 * a blocked los square. 3018 * a blocked los square.
3189 * we use the archetype to figure out offsets. 3019 * we use the archetype to figure out offsets.
3190 */ 3020 */
3191 while (op) 3021 while (op)
3192 { 3022 {
3193 dx = rv.distance_x + op->arch->x; 3023 dx = rv.distance_x + op->arch->x;
3194 dy = rv.distance_y + op->arch->y; 3024 dy = rv.distance_y + op->arch->y;
3195 3025
3196 /* only the viewable area the player sees is updated by LOS 3026 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; 3027 return 1;
3204 3028
3205 op = op->more; 3029 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 } 3030 }
3235 3031
3236 return 0; 3032 return 0;
3237} 3033}
3238 3034
3253 * and the exit-coordinates sp/hp must both be > 0. 3049 * and the exit-coordinates sp/hp must both be > 0.
3254 * => The intention here is to prevent abuse of the battleground- 3050 * => The intention here is to prevent abuse of the battleground-
3255 * feature (like pickable or hidden battleground tiles). */ 3051 * feature (like pickable or hidden battleground tiles). */
3256 for (object *tmp = op->below; tmp; tmp = tmp->below) 3052 for (object *tmp = op->below; tmp; tmp = tmp->below)
3257 { 3053 {
3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3054 if (tmp->flag [FLAG_IS_FLOOR])
3259 { 3055 {
3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3056 if (tmp->flag [FLAG_NO_PICK]
3261 && tmp->type == BATTLEGROUND 3057 && tmp->type == BATTLEGROUND
3262 && tmp->name == shstr_battleground 3058 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp)) 3059 && EXIT_X (tmp) && EXIT_Y (tmp))
3264 { 3060 {
3265 /* before we assign the exit, check if this is a teambattle */ 3061 /* before we assign the exit, check if this is a teambattle */
3266 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3062 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3267 {
3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3063 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3064 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3269 { 3065 {
3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3271 {
3272 if (x && y) 3066 if (x && y)
3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3067 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274 3068
3275 return 1; 3069 return 1;
3276 }
3277 } 3070 }
3278 }
3279 3071
3280 if (x && y) 3072 if (x && y)
3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3073 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282 3074
3283 return 1; 3075 return 1;
3421 else 3213 else
3422 j = 1; 3214 j = 1;
3423 strcat (buf, spellpathnames[i]); 3215 strcat (buf, spellpathnames[i]);
3424 } 3216 }
3425 } 3217 }
3218
3426 strcat (buf, "."); 3219 strcat (buf, ".");
3427 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3428 } 3221 }
3429 3222
3430 /* evtl. adding flags: */ 3223 /* evtl. adding flags: */
3431 if (QUERY_FLAG (item, FLAG_XRAYS)) 3224 if (item->flag [FLAG_XRAYS])
3432 SET_FLAG (skin, FLAG_XRAYS); 3225 skin->set_flag (FLAG_XRAYS);
3433 if (QUERY_FLAG (item, FLAG_STEALTH)) 3226 if (item->flag [FLAG_STEALTH])
3434 SET_FLAG (skin, FLAG_STEALTH); 3227 skin->set_flag (FLAG_STEALTH);
3435 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3228 if (item->flag [FLAG_SEE_IN_DARK])
3436 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3229 skin->set_flag (FLAG_SEE_IN_DARK);
3437 3230
3438 /* print message if there is one */ 3231 /* print message if there is one */
3439 if (item->msg != NULL) 3232 if (item->msg != NULL)
3440 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3233 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3441 } 3234 }
3442 else 3235 else
3443 { 3236 {
3444 /* generate misc. treasure */ 3237 /* generate misc. treasure */
3445 tmp = arch_to_object (tr->item); 3238 tmp = tr->item->instance ();
3446 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3239 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3447 tmp = insert_ob_in_ob (tmp, who); 3240 who->insert (tmp);
3448 if (who->type == PLAYER)
3449 esrv_send_item (who, tmp);
3450 } 3241 }
3451} 3242}
3452 3243
3453/** 3244//-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 3245
3470sint8 3246sint8
3471player::visibility_at (maptile *map, int x, int y) const 3247player::darkness_at (maptile *map, int x, int y) const
3472{ 3248{
3473 if (!ns) 3249 if (!ns)
3474 return 0; 3250 return LOS_BLOCKED;
3475 3251
3476 int dx, dy; 3252 int dx, dy;
3477 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3253 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3478 return 0; 3254 return LOS_BLOCKED;
3479 3255
3480 x += dx - ns->current_x + ns->mapx / 2; 3256 x += dx - ns->current_x;
3481 y += dy - ns->current_y + ns->mapy / 2; 3257 y += dy - ns->current_y;
3482 3258
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]; 3259 return blocked_los (x, y);
3487} 3260}
3488 3261
3489void 3262void
3490player::infobox (const char *title, const char *msg, int color) 3263player::infobox (const char *title, const char *msg, int color)
3491{ 3264{
3503{ 3276{
3504 play_sound (sound_find ("generic_failure")); 3277 play_sound (sound_find ("generic_failure"));
3505 statusmsg (msg, color); 3278 statusmsg (msg, color);
3506} 3279}
3507 3280
3281void
3282object::failmsgf (const char *format, ...)
3283{
3284 if (!contr)
3285 return;
3286
3287 va_list ap;
3288 va_start (ap, format);
3289 contr->failmsg (vformat (format, ap));
3290 va_end (ap);
3291}
3292
3293void
3294player::failmsgf (const char *format, ...)
3295{
3296 va_list ap;
3297 va_start (ap, format);
3298 failmsg (vformat (format, ap));
3299 va_end (ap);
3300}
3301

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