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Comparing deliantra/server/server/player.C (file contents):
Revision 1.174 by root, Thu Nov 8 19:43:27 2007 UTC vs.
Revision 1.279 by root, Sun May 9 23:03:24 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
165 54
166 players.insert (this); 55 players.insert (this);
167 ob->remove (); 56 ob->remove ();
168 ob->map = 0; 57 ob->map = 0;
169 ob->activate_recursive (); 58 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 60 add_friendly_object (ob);
172} 61}
173 62
174void 63void
175player::deactivate () 64player::deactivate ()
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);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
245 135
246 ob->update_stats (); 136 ob->update_stats ();
247 137
248 ns->floorbox_update (); 138 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
251 141
252 activate (); 142 activate ();
253 143
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
260} 146}
261 147
262void 148void
278 ns->reset_stats (); 164 ns->reset_stats ();
279 ns->pl = 0; 165 ns->pl = 0;
280 ns = 0; 166 ns = 0;
281 } 167 }
282 168
283 observe = ob; 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
284 172
285 deactivate (); 173 deactivate ();
286} 174}
175
176//-GPL
287 177
288// the need for this function can be explained 178// the need for this function can be explained
289// by load_object not returning the object 179// by load_object not returning the object
290void 180void
291player::set_object (object *op) 181player::set_object (object *op)
292{ 182{
293 ob = observe = op; 183 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
295 185
296 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
297 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
298 188
299 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326} 190}
327 191
328void 192void
329player::set_observe (object *op) 193player::set_observe (object *op)
330{ 194{
331 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
332 do_los = 1; 196 do_los = 1;
333} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
334 207
335player::player () 208player::player ()
336{ 209{
337 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point. 211 * we deal with that below this point.
344 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
345 218
346 gen_sp_armour = 10; 219 gen_sp_armour = 10;
347 bowtype = bow_normal; 220 bowtype = bow_normal;
348 petmode = pet_normal; 221 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 222 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
352 do_los = 1; 224 do_los = 1;
353 225
354 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
361 disconnect (); 233 disconnect ();
362 234
363 attachable::do_destroy (); 235 attachable::do_destroy ();
364 236
365 if (ob) 237 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy (); 238 ob->destroy ();
369 }
370 239
371 ob = observe = 0; 240 ob = observe = viewpoint = 0;
372} 241}
373 242
374player::~player () 243player::~player ()
375{ 244{
376 /* Clear item stack */ 245 /* Clear item stack */
377 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
378} 275}
379 276
380/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
381 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
382 * mode. 279 * mode.
384player * 281player *
385player::create () 282player::create ()
386{ 283{
387 player *pl = new player; 284 player *pl = new player;
388 285
389 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
390 287
391 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
392 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
394 291
395 set_first_map (pl->ob); 292 set_first_map (pl->ob);
396 293
397 return pl; 294 return pl;
398}
399
400/*
401 * get_player_archetype() return next player archetype from archetype
402 * list. Not very efficient routine, but used only creating new players.
403 * Note: there MUST be at least one player archetype!
404 */
405archetype *
406get_player_archetype (archetype *at)
407{
408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409
410 for (;;)
411 {
412 if (++i == archetypes.end ())
413 i = archetypes.begin ();
414 else if (*i == at)
415 cleanup ("not a single player archetype found");
416
417 if ((*i)->type == PLAYER)
418 return *i;
419 }
420} 295}
421 296
422object * 297object *
423get_nearest_player (object *mon) 298get_nearest_player (object *mon)
424{ 299{
498 */ 373 */
499int 374int
500path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
501{ 376{
502 rv_vector rv; 377 rv_vector rv;
503 sint16 x, y;
504 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
505 maptile *m, *lastmap;
506 379
507 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
508 381
509 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
510 return 0; 383 return 0;
511 384
512 x = mon->x; 385 mapxy pos (mon);
513 y = mon->y;
514 m = mon->map;
515 dir = rv.direction; 386 dir = rv.direction;
516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518 389
519 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
520 if (diff > max) 391 if (diff > max)
521 return 0; 392 return 0;
522 393
523 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
524 { 395 {
525 lastx = x; 396 mapxy lastpos = pos;
526 lasty = y;
527 lastmap = m;
528 x = lastx + freearr_x[dir];
529 y = lasty + freearr_y[dir];
530 397
531 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
532 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
533 399
534 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
535 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
536 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
537 { 404 {
538 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
539 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
540 */ 407 */
541 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
542 if (rv.direction != dir) 409 if (rv.direction != dir)
543 { 410 {
544 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
545 * the values so it will try again. 412 * the values so it will try again.
546 */ 413 */
547 x = lastx;
548 y = lasty;
549 m = lastmap; 414 pos = lastpos;
550 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
551 } 416 }
552 else 417 else
553 { 418 {
554 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
561 */ 426 */
562 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
563 { 428 {
564 if (i == 0) 429 if (i == 0)
565 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
566 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
567 * since the direction that the creature should move in 433 * since the direction that the creature should move in
568 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
569 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
570 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
572 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
573 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
574 * the last direction the creature has successfully 440 * the last direction the creature has successfully
575 * moved. 441 * moved.
576 */ 442 */
577
578 x = lastx + freearr_x[absdir (lastdir + i)];
579 y = lasty + freearr_y[absdir (lastdir + i)];
580 m = lastmap; 443 pos = lastpos;
581 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
582 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
583 continue; 447 continue;
584 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
585 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
586 continue; 452 continue;
587 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
588 continue; 455 continue;
589 456
590 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
591 break; 458 break;
592 } 459 }
460
593 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
594 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
595 */ 463 */
596 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
597 return 0; 465 return 0;
466
598 diff--; 467 diff--;
599 lastdir = dir; 468 lastdir = dir;
600 max--; 469 max--;
601 if (!firstdir) 470 if (!firstdir)
602 firstdir = dir + i; 471 firstdir = dir + i;
606 { 475 {
607 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
608 diff--; 477 diff--;
609 max--; 478 max--;
610 lastdir = dir; 479 lastdir = dir;
480
611 if (!firstdir) 481 if (!firstdir)
612 firstdir = dir; 482 firstdir = dir;
613 } 483 }
614 484
615 if (diff <= 1) 485 if (diff <= 1)
616 { 486 {
617 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
618 * headed toward player for entire distance. 488 * headed toward player for entire distance.
619 */ 489 */
620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
622 } 492 }
623 493
624 if (diff > max) 494 if (diff > max)
625 return 0; 495 return 0;
631 501
632 return firstdir; 502 return firstdir;
633} 503}
634 504
635void 505void
636give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
637{ 507{
638 object *op, *next = NULL;
639
640 if (pl->randomitems != NULL) 508 if (pl->randomitems)
641 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
642 510
643 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
644 { 512 {
645 next = op->below; 513 next = op->below;
646 514
647 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
648 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
649 */ 517 */
650 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
651 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
652 520
653 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
654 * by this player due to race restrictions 522 * by this player due to race restrictions
655 */ 523 */
656 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
657 { 525 {
658 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
659 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
660 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
661 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
662 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
663 { 533 {
664 op->destroy (); 534 op->destroy ();
665 continue; 535 continue;
666 } 536 }
667 } 537 }
668 538
669 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
670 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
671 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
672 * a first level treasurelist for each skill.)
673 * remove duplicate skills also
674 */ 542 */
675 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
676 { 544 {
677 object *tmp;
678
679 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
680 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
681 break;
682
683 if (tmp)
684 { 547 {
685 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
686 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
687 continue; 551 break;
688 } 552 }
689 553
690 if (op->nrof > 1) 554 if (op->nrof > 1)
691 op->nrof = 1; 555 op->nrof = 1;
692 } 556 }
693 557
694 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
695 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
697 }
698 560
699 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
700 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
701 * merged properly. 563 * merged properly.
702 */ 564 */
703 if (need_identify (op)) 565 if (op->need_identify ())
704 {
705 SET_FLAG (op, FLAG_IDENTIFIED);
706 CLEAR_FLAG (op, FLAG_CURSED);
707 CLEAR_FLAG (op, FLAG_DAMNED);
708 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
709 if (op->type == SPELL) 572 if (op->type == SPELL)
710 { 573 {
711 op->destroy (); 574 op->destroy ();
712 continue; 575 continue;
713 } 576 }
714 else if (op->type == SKILL) 577 else if (op->type == SKILL)
715 { 578 {
716 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
717 op->stats.exp = 0; 580 op->stats.exp = 0;
718 op->level = 1; 581 op->level = 1;
719 } 582 }
720 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
721 else 584 op->set_flag (FLAG_INV_LOCKED);
722 SET_FLAG (op, FLAG_INV_LOCKED);
723 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
724 586
725 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
726 link_player_skills (pl); 588 pl->contr->link_skills ();
727} 589}
728 590
729void 591void
730get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
731{ 593{
741 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 604}
743 605
744/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
745static int 607static int
746roll_stat (void) 608roll_stat ()
747{ 609{
748 int a[4], i, j, k; 610 int a[4], i, j, k;
749 611
750 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
751 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
752 614
753 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if (a[i] < k) 616 if (a[i] < k)
755 k = a[i], j = i; 617 k = a[i], j = i;
756 618
832static void 694static void
833start_info (object *op) 695start_info (object *op)
834{ 696{
835 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
836 698
837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
838 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
841} 701}
842 702
843/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
844 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
845 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
848 */ 708 */
849void 709void
850player::chargen_race_done () 710player::chargen_race_done ()
851{ 711{
852 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
853 esrv_new_player (ob->contr, ob->weight + ob->carrying); 713 esrv_new_player (ob->contr);
854 714
855 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
856 if (tl) 716 if (tl)
857 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
858 718
859 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
860 INVOKE_PLAYER (LOGIN, ob->contr);
861 720
862 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
863 722
864 if (ob->msg) 723 if (ob->msg)
865 ob->msg = 0; 724 ob->msg = 0;
866 725
867 /* We create this now because some of the unique maps will need it
868 * to save here.
869 */
870 {
871 char buf[MAX_BUF];
872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
873 make_path_to_file (buf);
874 }
875
876 start_info (ob); 726 start_info (ob);
877 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
878 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
879 link_player_skills (ob);
880 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
881 ob->update_stats (); 730 ob->update_stats ();
882 731
883 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
884 * is one for this race 733 * is one for this race
885 */ 734 */
886 if (*first_map_ext_path) 735 if (*first_map_ext_path)
887 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
888 object *tmp;
889 char mapname[MAX_BUF];
890
891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
892 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = ob->x;
895 EXIT_Y (tmp) = ob->y;
896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
897 * if the map isn't there, then stay on the
898 * default initial map */
899 tmp->destroy ();
900 }
901 else 737 else
902 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
903} 739}
904 740
905void 741void
936 ob->stats.hp = ob->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
937 ob->stats.sp = ob->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
938 ob->stats.grace = 0; 774 ob->stats.grace = 0;
939} 775}
940 776
941void 777static void
942flee_player (object *op) 778flee_player (object *op)
943{ 779{
944 int dir, diff; 780 int dir, diff;
945 rv_vector rv; 781 rv_vector rv;
946 782
947 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
948 { 784 {
949 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
950 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
951 return; 787 return;
952 } 788 }
953 789
954 if (op->enemy == NULL) 790 if (!op->enemy)
955 { 791 {
956 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
957 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
958 return; 794 return;
959 } 795 }
960 796
961 /* Seen some crashes here. Since we don't store an 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
962 * op->enemy_count, it is possible that something destroys the
963 * actual enemy, and the object is recycled.
964 */
965 if (op->enemy->map == NULL)
966 { 798 {
967 CLEAR_FLAG (op, FLAG_SCARED);
968 op->enemy = NULL; 799 op->enemy = NULL;
969 return; 800 op->clr_flag (FLAG_SCARED);
970 }
971
972 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
973 {
974 op->enemy = NULL;
975 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 801 return;
977 } 802 }
978 803
979 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
980 805
981 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
982 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
983 { 808 {
984 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
985 810
986 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
987 return; 812 return;
988 } 813 }
989 814
990 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
991 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
992 op->enemy = NULL; 817 op->enemy = NULL;
993} 818}
994 819
995/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
996 * It returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
1000check_pick (object *op) 825check_pick (object *op)
1001{ 826{
1002 object *tmp, *next; 827 object *tmp, *next;
1003 int stop = 0; 828 int stop = 0;
1004 int wvratio; 829 int wvratio;
1005 char putstring[128];
1006 830
1007 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1008 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1009 return 1; 833 return 1;
1010 834
1011 next = op->below; 835 next = op->below;
836
837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1012 839
1013 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1014 * destroyed */ 841 * destroyed */
1015 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1016 { 843 {
1017 tmp = next; 844 tmp = next;
1018 next = tmp->below; 845 next = tmp->below;
1019 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1020 if (op->destroyed ()) 853 if (op->destroyed ())
1021 return 0; 854 return 0;
1022 855
1023 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1024 continue; 857 continue;
1025 858
1026 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1027 { 860 {
1028 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1029 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1030 continue; 864 continue;
1031 } 865 }
1032 866
1033 /* high not bit set? We're using the old autopickup model */ 867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
1034 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1035 { 929 {
1036 switch (op->contr->mode) 930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
1037 { 993 {
1038 case 0: 994 CHK_PICK_PICKUP;
1039 return 1; /* don't pick up */ 995 continue;
1040 case 1:
1041 pick_up (op, tmp);
1042 return 1;
1043 case 2:
1044 pick_up (op, tmp);
1045 return 0;
1046 case 3:
1047 return 0; /* stop before pickup */
1048 case 4:
1049 pick_up (op, tmp);
1050 break;
1051 case 5:
1052 pick_up (op, tmp);
1053 stop = 1;
1054 break;
1055 case 6:
1056 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1057 pick_up (op, tmp);
1058 break;
1059
1060 case 7:
1061 if (tmp->type == MONEY || tmp->type == GEM)
1062 pick_up (op, tmp);
1063 break;
1064
1065 default:
1066 /* use value density */
1067 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1068 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1069 pick_up (op, tmp);
1070 } 996 }
1071 } 997 }
1072 else 998
1073 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1074 /* NEW pickup handling */
1075 if (op->contr->mode & PU_DEBUG) 1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1076 { 1005 {
1077 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1078 if (tmp->name != NULL)
1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1081 else
1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1084
1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1086 }
1087
1088 /* philosophy:
1089 * It's easy to grab an item type from a pile, as long as it's
1090 * generic. This takes no game-time. For more detailed pickups
1091 * and selections, select-items should be used. This is a
1092 * grab-as-you-run type mode that's really useful for arrows for
1093 * example.
1094 * The drawback: right now it has no frontend, so you need to
1095 * stick the bits you want into a calculator in hex mode and then
1096 * convert to decimal and then 'pickup <#>
1097 */
1098
1099 /* the first two modes are exclusive: if NOTHING we return, if
1100 * STOP then we stop. All the rest are applied sequentially,
1101 * meaning if any test passes, the item gets picked up. */
1102
1103 /* if mode is set to pick nothing up, return */
1104
1105 if (op->contr->mode & PU_NOTHING)
1106 return 1;
1107
1108 /* if mode is set to stop when encountering objects, return */
1109 /* take STOP before INHIBIT since it doesn't actually pick
1110 * anything up */
1111
1112 if (op->contr->mode & PU_STOP)
1113 return 0;
1114
1115 /* useful for going into stores and not losing your settings... */
1116 /* and for battles wher you don't want to get loaded down while
1117 * fighting */
1118 if (op->contr->mode & PU_INHIBIT)
1119 return 1;
1120
1121 /* prevent us from turning into auto-thieves :) */
1122 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1123 continue; 1007 continue;
1008 }
1124 1009
1125 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1127 continue; 1015 continue;
1016 }
1128 1017
1129 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1130 /* question: don't pick up known-poisonous stuff? */ 1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1131 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1132 if (tmp->type == FOOD) 1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1133 { 1089 {
1134 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1135 continue; 1091 continue;
1136 } 1092 }
1093 }
1137 1094
1095 /* misc stuff that's useful */
1138 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1139 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1140 { 1098 {
1141 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1142 continue; 1100 continue;
1143 } 1101 }
1144 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1145 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1146 if (tmp->type == POTION) 1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1147 { 1110 */
1148 pick_up (op, tmp);
1149 continue;
1150 }
1151
1152 /* spellbooks, skillscrolls and normal books/scrolls */
1153 if (op->contr->mode & PU_SPELLBOOK)
1154 if (tmp->type == SPELLBOOK)
1155 {
1156 pick_up (op, tmp);
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_SKILLSCROLL)
1161 if (tmp->type == SKILLSCROLL)
1162 {
1163 pick_up (op, tmp);
1164 continue;
1165 }
1166
1167 if (op->contr->mode & PU_READABLES)
1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* wands/staves/rods/horns */
1175 if (op->contr->mode & PU_MAGIC_DEVICE)
1176 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 /* pick up all magical items */
1183 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1184 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1185 {
1186 pick_up (op, tmp);
1187 continue;
1188 }
1189
1190 if (op->contr->mode & PU_VALUABLES)
1191 { 1113 {
1192 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1193 { 1117 {
1194 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1195 continue;
1196 } 1119 }
1197 }
1198
1199 /* rings & amulets - talismans seems to be typed AMULET */
1200 if (op->contr->mode & PU_JEWELS)
1201 if (tmp->type == RING || tmp->type == AMULET)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* we don't forget dragon food */
1208 if (op->contr->mode & PU_FLESH)
1209 if (tmp->type == FLESH)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 /* bows and arrows. Bows are good for selling! */
1216 if (op->contr->mode & PU_BOW)
1217 if (tmp->type == BOW)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222
1223 if (op->contr->mode & PU_ARROW)
1224 if (tmp->type == ARROW)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229
1230 /* all kinds of armor etc. */
1231 if (op->contr->mode & PU_ARMOUR)
1232 if (tmp->type == ARMOUR)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 if (op->contr->mode & PU_HELMET)
1239 if (tmp->type == HELMET)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_SHIELD)
1246 if (tmp->type == SHIELD)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_BOOTS)
1253 if (tmp->type == BOOTS)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_GLOVES)
1260 if (tmp->type == GLOVES)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_CLOAK)
1267 if (tmp->type == CLOAK)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 /* hoping to catch throwing daggers here */
1274 if (op->contr->mode & PU_MISSILEWEAPON)
1275 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 /* careful: chairs and tables are weapons! */
1282 if (op->contr->mode & PU_ALLWEAPON)
1283 {
1284 if (tmp->type == WEAPON && tmp->name != NULL)
1285 {
1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292 }
1293
1294 if (tmp->type == WEAPON && tmp->name == NULL)
1295 {
1296 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301 }
1302 }
1303
1304 /* misc stuff that's useful */
1305 if (op->contr->mode & PU_KEY)
1306 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* any of the last 4 bits set means we use the ratio for value
1313 * pickups */
1314 if (op->contr->mode & PU_RATIO)
1315 {
1316 /* use value density to decide what else to grab */
1317 /* >=7 was >= op->contr->mode */
1318 /* >=7 is the old standard setting. Now we take the last 4 bits
1319 * and multiply them by 5, giving 0..15*5== 5..75 */
1320 wvratio = (op->contr->mode & PU_RATIO) * 5;
1321 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1322 {
1323 pick_up (op, tmp);
1324#if 0
1325 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1326 if (tmp->name != NULL)
1327 {
1328 fprintf (stderr, "%s", tmp->name);
1329 }
1330 else 1120 else
1331 fprintf (stderr, "%s", tmp->arch->archname); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1332 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1333 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1334#endif 1124#endif
1125 CHK_PICK_PICKUP;
1335 continue; 1126 continue;
1336 }
1337 } 1127 }
1338 } /* the new pickup model */ 1128 } /* the new pickup model */
1339 } 1129 }
1340 1130
1341 return !stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1342} 1167}
1343 1168
1344/* 1169/*
1345 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1346 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1347 * found object is returned. 1172 * found object is returned.
1348 */ 1173 */
1349object * 1174static object *
1350find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1351{ 1176{
1352 object *tmp = 0;
1353
1354 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1356 tmp = find_arrow (splay (op), type);
1357 else if (op->type == ARROW && op->race == type) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (op); 1179 return splay (tmp);
1359 1180
1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1183 if (object *arrow = find_arrow (tmp, type))
1184 {
1185 splay (tmp);
1186 return arrow;
1187 }
1188
1360 return tmp; 1189 return 0;
1361} 1190}
1362 1191
1363/* 1192/*
1364 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1365 * against the target. A full test is not performed, simply a basic test 1194 * against the target. A full test is not performed, simply a basic test
1366 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1367 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1368 */ 1197 */
1369object * 1198static object *
1370find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1371{ 1200{
1372 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1373 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1374 1203
1375 if (!type) 1204 if (!type)
1376 return NULL; 1205 return NULL;
1377 1206
1378 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1379 { 1208 {
1380 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1381 { 1210 {
1382 i = 0; 1211 i = 0;
1383 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1384 if (i > betterby) 1214 if (i > betterby)
1385 { 1215 {
1386 tmp = ntmp; 1216 tmp = ntmp;
1387 betterby = i; 1217 betterby = i;
1388 } 1218 }
1389 } 1219 }
1390 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1391 { 1221 {
1392 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1393 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1394 { 1224 {
1395 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1396 { 1226 {
1397 *better = 100; 1227 *better = 100;
1398 return arrow; 1228 return arrow;
1413 { 1243 {
1414 tmp = arrow; 1244 tmp = arrow;
1415 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1416 } 1246 }
1417 } 1247 }
1248
1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1419 { 1250 {
1420 tmp = arrow; 1251 tmp = arrow;
1421 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1422 } 1253 }
1254
1423 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1424 { 1256 {
1425 tmp = arrow; 1257 tmp = arrow;
1426 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1427 } 1259 }
1428 } 1260 }
1429 } 1261 }
1430 } 1262 }
1263
1431 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1432 return find_arrow (op, type); 1265 return find_arrow (op, type);
1433 1266
1434 *better = betterby; 1267 *better = betterby;
1435 return tmp; 1268 return tmp;
1439 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1440 * op = the shooter 1273 * op = the shooter
1441 * type = bow->race 1274 * type = bow->race
1442 * dir = fire direction 1275 * dir = fire direction
1443 */ 1276 */
1444object * 1277static object *
1445pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1446{ 1279{
1447 object *tmp = NULL; 1280 object *tmp = NULL;
1448 maptile *m; 1281 maptile *m;
1449 int i, mflags, found, number; 1282 int i, mflags, found, number;
1450 sint16 x, y; 1283 sint16 x, y;
1465 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1466 { 1299 {
1467 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1468 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1469 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1470 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1471 { 1305 {
1472 tmp = NULL; 1306 tmp = 0;
1473 break; 1307 break;
1474 } 1308 }
1475 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1476 { 1310 {
1477 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1478 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1479 */ 1313 */
1480 tmp = NULL; 1314 tmp = 0;
1481 break; 1315 break;
1482 } 1316 }
1317
1483 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1484 {
1485 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1486 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1487 {
1488 found++;
1489 break;
1490 }
1491 if (found)
1492 break; 1321 break;
1493 }
1494 } 1322 }
1495 if (tmp == NULL) 1323
1324 if (!tmp)
1496 return find_arrow (op, type); 1325 return find_arrow (op, type);
1497 1326
1498 if (tmp->head) 1327 if (tmp->head)
1499 tmp = tmp->head; 1328 tmp = tmp->head;
1500 1329
1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1541 return 0; 1370 return 0;
1542 } 1371 }
1543 1372
1544 // optimisation: move object to top so we will find it quickly again 1373 // optimisation: move object to top so we will find it quickly again
1545 if (bow->below) 1374 splay (bow);
1546 {
1547 bow->remove ();
1548 op->insert (bow);
1549 }
1550
1551 } 1375 }
1552 1376
1553 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1554 { 1378 {
1555 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1562 { 1386 {
1563 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1565 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1566 else 1390 else
1567 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1568 1392
1569 return 0; 1393 return 0;
1570 } 1394 }
1571 } 1395 }
1572 1396
1581 } 1405 }
1582 1406
1583 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1584 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1585 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1586 arrow->destroy (); 1411 arrow->destroy ();
1587 return 0; 1412 return 0;
1588 } 1413 }
1589 1414
1590 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1591 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1592 if (!arrow) 1417 if (!arrow)
1593 { 1418 {
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1595 return 0; 1420 return 0;
1596 } 1421 }
1600 arrow->direction = dir; 1425 arrow->direction = dir;
1601 1426
1602 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1603 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1604 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1605 1430 arrow->custom_name = arrow->slaying;
1606 if (arrow->slaying)
1607 arrow->spellarg = strdup (arrow->slaying);
1608 1431
1609#if 0 1432#if 0
1610 if (player *pl = op->contr) 1433 if (player *pl = op->contr)
1611 { 1434 {
1612 float speed = pl->weapon_sp; 1435 float speed = pl->weapon_sp;
1622#endif 1445#endif
1623 1446
1624 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1625 1448
1626 /* update the speed */ 1449 /* update the speed */
1627 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1628 + bow->stats.dam / 7.f;
1629 1450
1630 arrow->set_speed (max (arrow->speed, 2.f));
1631 arrow->speed_left = 0; 1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1632 1456
1633 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1634 1458
1635 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1636 { 1460 {
1663 op->play_sound (sound_find ("fire_arrow")); 1487 op->play_sound (sound_find ("fire_arrow"));
1664 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1665 1489
1666 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1667 move_arrow (arrow); 1491 move_arrow (arrow);
1668
1669 if (op->type == PLAYER)
1670 {
1671 if (left->destroyed ())
1672 esrv_del_item (op->contr, left->count);
1673 else
1674 esrv_send_item (op, left);
1675 }
1676 1492
1677 return 1; 1493 return 1;
1678} 1494}
1679 1495
1680/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1682 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1683 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1684 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1685 * hence the function name. 1501 * hence the function name.
1686 */ 1502 */
1687int 1503static int
1688player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1689{ 1505{
1690 int ret = 0, wcmod = 0; 1506 int ret;
1691 1507
1692 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1693 { 1509 {
1694 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1695 } 1511 }
1696 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1697 { 1513 {
1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1699 wcmod = -1;
1700
1701 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1702 } 1516 }
1703 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1704 { 1518 {
1705 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1706 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1707 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1708 } 1522 }
1709 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1710 { 1524 {
1711 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1712 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1713 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1714 } 1528 }
1715 else 1529 else
1716 { 1530 {
1722} 1536}
1723 1537
1724/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1725 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1726 */ 1540 */
1727void 1541static void
1728fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1729{ 1543{
1730 object *item = op->contr->ranged_ob; 1544 object *item = op->contr->ranged_ob;
1731 1545
1732 if (!item) 1546 if (!item)
1739 { 1553 {
1740 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1741 return; 1555 return;
1742 } 1556 }
1743 1557
1744 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1745 return; 1559 return;
1746 1560
1747 if (item->type == WAND) 1561 if (item->type == WAND)
1748 { 1562 {
1749 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1754 return; 1568 return;
1755 } 1569 }
1756 } 1570 }
1757 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1758 { 1572 {
1759 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1760 { 1578 {
1761 op->contr->play_sound (sound_find ("wand_poof")); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1762 1580
1763 if (item->type == ROD) 1581 if (item->type == ROD)
1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1769 } 1587 }
1770 } 1588 }
1771 1589
1772 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1773 { 1591 {
1774 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1775 if (item->type == WAND) 1594 if (item->type == WAND)
1776 { 1595 {
1777 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1778 { 1597 {
1779 object *tmp; 1598 object *tmp;
1780 1599
1781 if (item->arch) 1600 if (item->arch)
1782 { 1601 {
1783 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1784 item->face = item->arch->face; 1603 item->face = item->arch->face;
1785 item->set_speed (0); 1604 item->set_speed (0);
1786 } 1605 }
1787 1606
1788 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1789 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1790 } 1609 }
1791 } 1610 }
1792 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1793 drain_rod_charge (item); 1612 drain_rod_charge (item);
1794 } 1613 }
1795} 1614}
1796 1615
1797/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1798 */ 1617 */
1799bool 1618bool
1800fire (object *op, int dir) 1619fire (object *who, int dir)
1801{ 1620{
1802 int spellcost = 0; 1621 int spellcost = 0;
1803 1622
1804 /* check for loss of invisiblity/hide */
1805 if (action_makes_visible (op))
1806 make_visible (op);
1807
1808 player *pl = op->contr; 1623 player *pl = who->contr;
1809 1624
1810 if (pl->golem) 1625 if (pl->golem)
1811 { 1626 {
1812 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1813 return false; 1628 return false;
1814 } 1629 }
1815 1630
1816 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1817 1632
1818 if (!ob) 1633 if (!ob)
1819 return false; 1634 return false;
1820 1635
1821 if (!op->change_weapon (ob))
1822 return false;
1823
1824 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1825 --op->speed_left; 1637 --who->speed_left;
1826 else 1638 else
1827 return false; 1639 return false;
1828 1640
1641 if (!who->apply (ob))
1642 return false;
1643
1644 /* check for loss of invisiblity/hide */
1645 if (action_makes_visible (who))
1646 make_visible (who);
1647
1829 switch (ob->type) 1648 switch (ob->type)
1830 { 1649 {
1831 case BOW: 1650 case BOW:
1832 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1833 break; 1652 break;
1834 1653
1835 case SPELL: 1654 case SPELL:
1836 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1837 break; 1656 break;
1838 1657
1839 case BUILDER: 1658 case BUILDER:
1840 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1841 break; 1660 break;
1842 1661
1843 case SKILL: 1662 case SKILL:
1844 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1845 break; 1664 break;
1846 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1847 default: 1670 default:
1848 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1849 break; 1672 break;
1850 } 1673 }
1851 1674
1852 return true; 1675 return true;
1853} 1676}
1854 1677
1855/* find_key 1678static object *
1856 * We try to find a key for the door as passed. If we find a key
1857 * and successfully use it, we return the key, otherwise NULL
1858 * This function merges both normal and locked door, since the logic
1859 * for both is the same - just the specific key is different.
1860 * pl is the player,
1861 * inv is the objects inventory to searched
1862 * door is the door we are trying to match against.
1863 * This function can be called recursively to search containers.
1864 */
1865object *
1866find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1867{ 1680{
1868 object *tmp, *key; 1681 object *tmp, *key;
1869 1682
1870 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1871 if (!container->inv) 1684 if (!container->inv)
1874 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
1875 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1876 { 1689 {
1877 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1878 break; 1691 break;
1692
1879 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1880 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1881 */ 1695 */
1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1883 break; 1697 break;
1889 * a key, return 1703 * a key, return
1890 */ 1704 */
1891 if (!tmp) 1705 if (!tmp)
1892 { 1706 {
1893 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 {
1895 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1896 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1897 {
1898 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1899 return key; 1711 return key;
1900 }
1901 }
1902 1712
1903 if (!tmp) 1713 if (!tmp)
1904 return NULL; 1714 return 0;
1905 } 1715 }
1906 1716
1907 /* We get down here if we have found a key. Now if its in a container, 1717 /* We get down here if we have found a key. Now if its in a container,
1908 * see if we actually want to use it 1718 * see if we actually want to use it
1909 */ 1719 */
1910 if (pl != container) 1720 if (pl != container)
1911 { 1721 {
1912 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1913 if (!pl->contr) 1723 if (!pl->contr)
1914 return NULL; 1724 return 0;
1725
1915 /* cases where this fails: 1726 /* cases where this fails:
1916 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1917 * are not in the players inventory. 1728 * are not in the players inventory.
1918 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1919 * containers can be used. 1730 * containers can be used.
1923 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1924 * 1735 *
1925 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1926 * all the others. 1737 * all the others.
1927 */ 1738 */
1928 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1929 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1930 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1931 { 1742 {
1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1933 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1934 return NULL; 1745 return NULL;
1935 } 1746 }
1936 } 1747 }
1937 1748
1938 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
1939} 1775}
1940 1776
1941/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1942 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1943 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1971 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1972 } 1808 }
1973 1809
1974 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1975 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
1976 /* Need to update the weight the container the key was in */
1977 if (container != op)
1978 esrv_update_item (UPD_WEIGHT, op, container);
1979 1812
1980 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
1981 } 1814 }
1982 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
1983 { 1816 {
1996 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
1997 */ 1830 */
1998bool 1831bool
1999move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2000{ 1833{
2001 int on_battleground; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1835 {
1836 --op->speed_left;
1837 return true;
1838 }
2002 1839
2003 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2004 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2005 1842
2006 on_battleground = op_on_battleground (op, 0, 0);
2007
2008 if (out_of_map (op->map, nx, ny)) 1843 if (out_of_map (op->map, nx, ny))
2009 return false; 1844 return false;
2010
2011 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2012 {
2013 --op->speed_left;
2014 return true;
2015 }
2016 1845
2017 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
2018 * map, attack it. Note order of if statement is important - don't 1847 * map, attack it. Note order of if statement is important - don't
2019 * want to be calling move_ob if braced, because move_ob will move the 1848 * want to be calling move_ob if braced, because move_ob will move the
2020 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2067 */ 1896 */
2068 if (op->type == PLAYER 1897 if (op->type == PLAYER
2069 && ((mon->owner && mon->owner->contr 1898 && ((mon->owner && mon->owner->contr
2070 && same_party (mon->owner->contr->party, op->contr->party)) 1899 && same_party (mon->owner->contr->party, op->contr->party))
2071 || mon->owner == op) 1900 || mon->owner == op)
2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2073 { 1902 {
2074 /* If we're braced, we don't want to switch places with it */ 1903 /* If we're braced, we don't want to switch places with it */
2075 if (op->contr->braced) 1904 if (op->contr->braced)
2076 return false; 1905 return false;
2077 1906
2080 --op->speed_left; 1909 --op->speed_left;
2081 1910
2082 op->play_sound (sound_find ("push_player")); 1911 op->play_sound (sound_find ("push_player"));
2083 push_ob (mon, dir, op); 1912 push_ob (mon, dir, op);
2084 1913
2085 if (op->contr->tmp_invis || op->hide) 1914 if (action_makes_visible (op))
2086 make_visible (op); 1915 make_visible (op);
2087 1916
2088 return true; 1917 return true;
2089 } 1918 }
2090 else 1919 else
2091 return false; 1920 return false;
2092 } 1921 }
1922
1923 bool on_battleground = op_on_battleground (op, 0, 0);
2093 1924
2094 /* in certain circumstances, you shouldn't attack friendly 1925 /* in certain circumstances, you shouldn't attack friendly
2095 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
2096 * someone, but put it inside this loop so that you won't 1927 * someone, but put it inside this loop so that you won't
2097 * attack them either. 1928 * attack them either.
2098 */ 1929 */
2099 if ((mon->type == PLAYER || mon->enemy != op) 1930 if ((mon->type == PLAYER || mon->enemy != op)
2100 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2101 && ((op->contr->peaceful 1932 && ((op->contr->peaceful
2102 || (mon->type == PLAYER && mon->contr->peaceful)) 1933 || (mon->type == PLAYER && mon->contr->peaceful))
2103 && !on_battleground)) 1934 && !on_battleground))
2104 { 1935 {
2105 if (op->speed_left > 0.f) 1936 if (op->speed_left > 0.f)
2112 push_ob (mon, dir, op); 1943 push_ob (mon, dir, op);
2113 } 1944 }
2114 else 1945 else
2115 op->statusmsg ("You withhold your attack"); 1946 op->statusmsg ("You withhold your attack");
2116 1947
2117 if (op->contr->tmp_invis || op->hide) 1948 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2118 make_visible (op); 1949 make_visible (op);
2119 1950
2120 return true; 1951 return true;
2121 } 1952 }
2122 } 1953 }
2123 /* If the object is a boulder or other rollable object, then 1954 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced. 1955 * roll it if not braced. You can't roll it if you are braced.
2125 */ 1956 */
2126 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2127 { 1958 {
2128 if (op->speed_left > 0.f) 1959 if (op->speed_left > 0.f)
2129 { 1960 {
2130 --op->speed_left; 1961 --op->speed_left;
2131 1962
2140 * Way it works is like this: First, it must have some hit points 1971 * Way it works is like this: First, it must have some hit points
2141 * and be living. Then, it must be one of the following: 1972 * and be living. Then, it must be one of the following:
2142 * 1) Not a player, 2) A player, but of a different party. Note 1973 * 1) Not a player, 2) A player, but of a different party. Note
2143 * that party_number -1 is no party, so attacks can still happen. 1974 * that party_number -1 is no party, so attacks can still happen.
2144 */ 1975 */
2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2146 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2147 { 1978 {
2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2149 { 1980 {
2150 --op->contr->weapon_sp_left; 1981 --op->contr->weapon_sp_left;
2162} 1993}
2163 1994
2164bool 1995bool
2165move_player (object *op, int dir) 1996move_player (object *op, int dir)
2166{ 1997{
2167 int pick;
2168
2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2170 return 0; 1999 return 0;
2171 2000
2172 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
2173 if ((dir < 0) || (dir >= 9)) 2002 if (dir < 0 || dir > 8)
2174 { 2003 {
2175 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2176 return 0; 2005 return 0;
2177 } 2006 }
2178 2007
2179 /* peterm: added following line */ 2008 /* peterm: added following line */
2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
2181 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2182 2011
2183 op->facing = dir; 2012 op->facing = dir;
2184 2013
2185 if (op->hide) 2014 if (op->flag [FLAG_HIDDEN])
2186 do_hidden_move (op); 2015 do_hidden_move (op);
2187 2016
2188 bool retval; 2017 bool retval;
2018 int pick = 0;
2189 2019
2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2191 retval = RESULT_INT (0); 2021 retval = RESULT_INT (0);
2192 else if (op->contr->fire_on) 2022 else if (op->contr->fire_on)
2193 retval = fire (op, dir); 2023 retval = fire (op, dir);
2224 * players. 2054 * players.
2225 */ 2055 */
2226bool 2056bool
2227handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2228{ 2058{
2229 if (QUERY_FLAG (op, FLAG_SCARED)) 2059 if (op->flag [FLAG_SCARED])
2230 { 2060 {
2231 if (op->speed_left > 0.f) 2061 if (op->speed_left > 0.f)
2232 { 2062 {
2233 --op->speed_left; 2063 --op->speed_left;
2234 flee_player (op); 2064 flee_player (op);
2250 return move_player (op, op->direction); 2080 return move_player (op, op->direction);
2251 2081
2252 return false; 2082 return false;
2253} 2083}
2254 2084
2255int 2085static int
2256save_life (object *op) 2086save_life (object *op)
2257{ 2087{
2258 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2088 if (!op->flag [FLAG_LIFESAVE])
2259 return 0; 2089 return 0;
2260 2090
2261 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2263 { 2093 {
2264 op->play_sound (sound_find ("ob_evaporate")); 2094 op->play_sound (sound_find ("ob_evaporate"));
2265 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2266 2096
2267 if (op->contr)
2268 esrv_del_item (op->contr, tmp->count);
2269
2270 tmp->destroy (); 2097 tmp->destroy ();
2271 CLEAR_FLAG (op, FLAG_LIFESAVE); 2098 op->clr_flag (FLAG_LIFESAVE);
2272 2099
2273 if (op->stats.hp < 0) 2100 if (op->stats.hp < 0)
2274 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2275 2102
2276 if (op->stats.food < 0) 2103 if (op->stats.food < 0)
2277 op->stats.food = 999; 2104 op->stats.food = MAX_FOOD;
2278 2105
2279 op->update_stats (); 2106 op->update_stats ();
2280 return 1; 2107 return 1;
2281 } 2108 }
2282 2109
2283 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2284 CLEAR_FLAG (op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2285 enter_player_savebed (op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2286 return 0; 2113 return 0;
2287} 2114}
2288 2115
2289/* This goes throws the inventory and removes unpaid objects, and puts them 2116/* This goes throws the inventory and removes unpaid objects, and puts them
2290 * back in the map (location and map determined by values of env). This 2117 * back in the map (location and map determined by values of env). This
2291 * function will descend into containers. op is the object to start the search 2118 * function will descend into containers. op is the object to start the search
2292 * from. 2119 * from.
2293 */ 2120 */
2294static void 2121static void
2295drop_unpaid_items (object *op, object *env) 2122drop_unpaid_items (object *op, object *env)
2296{ 2123{
2297 while (op) 2124 while (op)
2298 { 2125 {
2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2300 2127
2301 if (QUERY_FLAG (op, FLAG_UNPAID)) 2128 if (op->flag [FLAG_UNPAID])
2302 {
2303 if (env->type == PLAYER)
2304 esrv_del_item (env->contr, op->count);
2305
2306 op->insert_at (env); 2129 op->insert_at (env);
2307 }
2308 else if (op->inv) 2130 else if (op->inv)
2309 drop_unpaid_items (op->inv, env); 2131 drop_unpaid_items (op->inv, env);
2310 2132
2311 op = next; 2133 op = next;
2312 } 2134 }
2317{ 2139{
2318 if (!flag [FLAG_REMOVED]) 2140 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this); 2141 ::drop_unpaid_items (inv, this);
2320} 2142}
2321 2143
2322/*
2323 * Returns pointer a static string containing gravestone text
2324 * Moved from apply.c to player.c - player.c is what
2325 * actually uses this function. player.c may not be quite the
2326 * best, a misc file for object actions is probably better,
2327 * but there isn't one in the server directory.
2328 */
2329char *
2330gravestone_text (object *op)
2331{
2332 static char buf2[MAX_BUF];
2333 char buf[MAX_BUF];
2334 time_t now = time (NULL);
2335
2336 strcpy (buf2, " R.I.P.\n\n");
2337 if (op->type == PLAYER)
2338 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2339 else
2340 sprintf (buf, "%s\n", &op->name);
2341
2342 strncat (buf2, " ", 20 - strlen (buf) / 2);
2343 strcat (buf2, buf);
2344 if (op->type == PLAYER)
2345 sprintf (buf, "who was in level %d when killed\n", op->level);
2346 else
2347 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2348
2349 strncat (buf2, " ", 20 - strlen (buf) / 2);
2350 strcat (buf2, buf);
2351 if (op->type == PLAYER)
2352 {
2353 sprintf (buf, "by %s.\n\n", op->contr->killer);
2354 strncat (buf2, " ", 21 - strlen (buf) / 2);
2355 strcat (buf2, buf);
2356 }
2357
2358 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2360 strcat (buf2, buf);
2361
2362 return buf2;
2363}
2364
2365void 2144void
2366do_some_living (object *op) 2145do_some_living (object *op)
2367{ 2146{
2368 int last_food = op->stats.food; 2147 int last_food = op->stats.food;
2369 int gen_hp, gen_sp, gen_grace; 2148 int gen_hp, gen_sp, gen_grace;
2370 int over_hp, over_sp, over_grace;
2371 int i; 2149 int i;
2372 int rate_hp = 1200; 2150 int rate_hp = 1200;
2373 int rate_sp = 2500; 2151 int rate_sp = 2500;
2374 int rate_grace = 2000; 2152 int rate_grace = 2000;
2375 const int max_hp = 1; 2153 const int max_hp = 1;
2384 * alternate it here for it to work correctly. 2162 * alternate it here for it to work correctly.
2385 */ 2163 */
2386 if (pticks & 2) 2164 if (pticks & 2)
2387 op->invisible--; 2165 op->invisible--;
2388 } 2166 }
2389 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2390 { 2168 {
2391 if (!op->invisible--) 2169 if (!op->invisible--)
2392 { 2170 {
2393 make_visible (op); 2171 make_visible (op);
2394 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2428 if (--op->last_grace < 0) 2206 if (--op->last_grace < 0)
2429 { 2207 {
2430 if (op->stats.grace < op->stats.maxgrace / 2) 2208 if (op->stats.grace < op->stats.maxgrace / 2)
2431 op->stats.grace++; /* no penalty in food for regaining grace */ 2209 op->stats.grace++; /* no penalty in food for regaining grace */
2432 2210
2211 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2212
2433 if (max_grace > 1) 2213 if (max_grace > 1)
2434 { 2214 {
2435 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2215 int over_grace = temp / rate_grace;
2216
2436 if (over_grace > 0) 2217 if (over_grace > 0)
2437 { 2218 {
2438 op->stats.sp += over_grace 2219 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2439 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2440 op->last_grace = 0; 2220 op->last_grace = 0;
2441 } 2221 }
2442 else 2222 else
2443 { 2223 op->last_grace = rate_grace / temp;
2444 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2445 }
2446 } 2224 }
2447 else 2225 else
2448 { 2226 op->last_grace = rate_grace / temp;
2449 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2227
2450 }
2451 /* wearing stuff doesn't detract from grace generation. */ 2228 /* wearing stuff doesn't detract from grace generation. */
2452 } 2229 }
2453 2230
2454 if (op->stats.food > 0) 2231 if (op->stats.food > 0)
2455 { 2232 {
2461 if (op->stats.sp < op->stats.maxsp) 2238 if (op->stats.sp < op->stats.maxsp)
2462 { 2239 {
2463 op->stats.sp++; 2240 op->stats.sp++;
2464 2241
2465 /* dms do not consume food */ 2242 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ)) 2243 if (!op->flag [FLAG_WIZ])
2467 { 2244 {
2468 op->stats.food--; 2245 op->stats.food--;
2469 2246
2470 if (op->contr->digestion < 0) 2247 if (op->contr->digestion < 0)
2471 op->stats.food += op->contr->digestion; 2248 op->stats.food += op->contr->digestion;
2474 } 2251 }
2475 } 2252 }
2476 2253
2477 if (max_sp > 1) 2254 if (max_sp > 1)
2478 { 2255 {
2479 over_sp = (gen_sp + 10) / rate_sp; 2256 int over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0) 2257 if (over_sp > 0)
2481 { 2258 {
2482 if (op->stats.sp < op->stats.maxsp) 2259 if (op->stats.sp < op->stats.maxsp)
2483 { 2260 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2261 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505 if (op->stats.hp < op->stats.maxhp) 2282 if (op->stats.hp < op->stats.maxhp)
2506 { 2283 {
2507 op->stats.hp++; 2284 op->stats.hp++;
2508 2285
2509 /* dms do not consume food */ 2286 /* dms do not consume food */
2510 if (!QUERY_FLAG (op, FLAG_WIZ)) 2287 if (!op->flag [FLAG_WIZ])
2511 { 2288 {
2512 op->stats.food--; 2289 op->stats.food--;
2513 2290
2514 if (op->contr->digestion < 0) 2291 if (op->contr->digestion < 0)
2515 op->stats.food += op->contr->digestion; 2292 op->stats.food += op->contr->digestion;
2516 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2293 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2517 op->stats.food = last_food; 2294 op->stats.food = last_food;
2518 } 2295 }
2519 } 2296 }
2520 2297
2298 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2299
2521 if (max_hp > 1) 2300 if (max_hp > 1)
2522 { 2301 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2302 int over_hp = temp / rate_hp;
2524 2303
2525 if (over_hp > 0) 2304 if (over_hp > 0)
2526 { 2305 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2306 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0; 2307 op->last_heal = 0;
2529 } 2308 }
2530 else 2309 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2310 op->last_heal = rate_hp / temp;
2532 } 2311 }
2533 else 2312 else
2534 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->last_heal = rate_hp / temp;
2535 } 2314 }
2536 } 2315 }
2537 2316
2538 /* Digestion */ 2317 /* Digestion */
2539 if (--op->last_eat < 0) 2318 if (--op->last_eat < 0)
2542 penalty = max (0, -op->contr->digestion); 2321 penalty = max (0, -op->contr->digestion);
2543 2322
2544 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2323 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2545 2324
2546 /* dms do not consume food */ 2325 /* dms do not consume food */
2547 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2548 op->stats.food--; 2327 op->stats.food--;
2549 } 2328 }
2550 2329
2551 if (op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2552 { 2331 {
2553 object *tmp, *flesh = 0; 2332 object *flesh = 0;
2554 2333
2555 for (tmp = op->inv; tmp; tmp = tmp->below) 2334 for_inv_removable (op, tmp)
2556 { 2335 {
2557 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2336 if (tmp->flag [FLAG_UNPAID])
2337 continue;
2338
2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558 { 2340 {
2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2341 op->statusmsg ("You blindly grab for a bite of food. "
2560 { 2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2561 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2343 op->apply (tmp);
2562 manual_apply (op, tmp, 0); 2344
2563 if (op->stats.food >= 0 || op->stats.hp < 0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2564 break; 2346 break;
2565 } 2347 }
2566 else if (tmp->type == FLESH) 2348 else if (tmp->type == FLESH)
2567 flesh = tmp; 2349 flesh = tmp;
2568 } /* End if paid for object */ 2350 }
2569 } /* end of for loop */
2570 2351
2571 /* If player is still starving, it means they don't have any food, so 2352 /* If player is still starving, it means they don't have any food, so
2572 * eat flesh instead. 2353 * eat flesh instead.
2573 */ 2354 */
2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2575 { 2356 {
2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2357 op->statusmsg ("You blindly grab for a bite of food. "
2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2577 manual_apply (op, flesh, 0); 2359 op->apply (flesh);
2578 } 2360 }
2361
2362 // If player is still starving, alert him!
2363 if (op->stats.food < 0)
2364 op->failmsg ("You are starving! "
2365 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2579 } 2366 }
2580 2367
2581 if (op->stats.food < 0) 2368 if (op->stats.food < 0)
2582 { 2369 {
2583 op->stats.hp += op->stats.food; 2370 op->stats.hp += op->stats.food;
2584 op->stats.food = 0; 2371 op->stats.food = 0;
2372
2373 if (op->stats.hp < 0)
2374 {
2375 op->contr->killer = archetype::get ("killer_starvation");
2376 op->contr->killer->destroy ();
2585 } 2377 }
2378 }
2586 2379
2380 /* killer should be set here already */
2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2588 kill_player (op); 2382 kill_player (op);
2589 } 2383 }
2590} 2384}
2591 2385
2592/* If the player should die (lack of hp, food, etc), we call this. 2386/* If the player should die (lack of hp, food, etc), we call this.
2596 */ 2390 */
2597void 2391void
2598kill_player (object *op) 2392kill_player (object *op)
2599{ 2393{
2600 int x, y; 2394 int x, y;
2601 char buf[MAX_BUF];
2602 maptile *map; /* this is for resurrection */ 2395 maptile *map; /* this is for resurrection */
2603 int will_kill_again; 2396 int will_kill_again;
2604 archetype *at; 2397 archetype *at;
2605 object *tmp; 2398 object *tmp;
2606 2399
2607 if (save_life (op)) 2400 if (save_life (op))
2608 return; 2401 return;
2402
2403 dynbuf_text deathtab;
2404
2405 /* restore player */
2406 at = archetype::find (shstr_poisoning);
2407 if (object *tmp = present_arch_in_ob (at, op))
2408 {
2409 tmp->destroy ();
2410 deathtab << "Your body feels cleansed...\r";
2411 }
2412
2413 at = archetype::find (shstr_confusion);
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your mind feels clearer...\r";
2418 }
2419
2420 cure_disease (op, 0, 0); /* remove any disease */
2421
2422 max_it (op->stats.hp , op->stats.maxhp);
2423 max_it (op->stats.sp , op->stats.maxsp);
2424 max_it (op->stats.grace, op->stats.maxgrace);
2425 max_it (op->stats.food , 200);
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2609 2438
2610 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2611 * in cities ONLY!!! It is very important that this doesn't get abused. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2612 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2613 */ 2442 */
2614 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2615 { 2444 {
2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2445 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2617 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2618
2619 /* restore player */
2620 at = archetype::find ("poisoning");
2621 if (object *tmp = present_arch_in_ob (at, op))
2622 {
2623 tmp->destroy ();
2624 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2625 }
2626
2627 at = archetype::find ("confusion");
2628 if (object *tmp = present_arch_in_ob (at, op))
2629 {
2630 tmp->destroy ();
2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2632 }
2633
2634 cure_disease (op, 0, 0); /* remove any disease */
2635 op->stats.hp = op->stats.maxhp;
2636 if (op->stats.food <= 0)
2637 op->stats.food = 999;
2638 2446
2639 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2640 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2641 { 2449
2642 tmp->name = format ("%s's finger" , &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2643 tmp->name_pl = format ("%s's fingers", &op->name); 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2644 tmp->msg = format ( 2452 tmp->msg = format (
2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2453 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2454 &op->name, op->contr->title,
2455 (int)op->level,
2456 op->contr->killer_name ()
2647 ); 2457 );
2648 tmp->value = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2649 tmp->materialname = "organics"; 2459 tmp->material = name_to_material (shstr_organic);
2650 tmp->insert_at (op, tmp); 2460 tmp->insert_at (op, tmp);
2651 }
2652 2461
2653 /* teleport defeated player to new destination */ 2462 /* teleport defeated player to new destination */
2654 transfer_ob (op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2655 op->contr->braced = 0; 2464 op->contr->braced = 0;
2465
2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2656 return; 2467 return;
2657 } 2468 }
2658 2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2472
2659 INVOKE_PLAYER (DEATH, op->contr); 2473 INVOKE_PLAYER (DEATH, op->contr);
2660 2474
2661 command_kill_pets (op, 0); 2475 command_kill_pets (op, 0);
2662
2663 if (op->stats.food < 0)
2664 strcpy (op->contr->killer, "starvation");
2665 2476
2666 op->contr->play_sound (sound_find ("player_dies")); 2477 op->contr->play_sound (sound_find ("player_dies"));
2667 2478
2668 /* save the map location for corpse, gravestone */ 2479 /* save the map location for corpse, gravestone */
2669 x = op->x; 2480 x = op->x;
2699 2510
2700 lost_a_stat = 0; 2511 lost_a_stat = 0;
2701 2512
2702 for (z = 0; z < num_stats_lose; z++) 2513 for (z = 0; z < num_stats_lose; z++)
2703 { 2514 {
2704 i = RANDOM () % NUM_STATS; 2515 i = rndm (NUM_STATS);
2705 2516
2706 if (settings.stat_loss_on_death) 2517 if (settings.stat_loss_on_death)
2707 { 2518 {
2708 /* Pick a random stat and take a point off it. Tell the player 2519 /* Pick a random stat and take a point off it. Tell the player
2709 * what he lost. 2520 * what he lost.
2716 lost_a_stat = 1; 2527 lost_a_stat = 1;
2717 } 2528 }
2718 else 2529 else
2719 { 2530 {
2720 /* deplete a stat */ 2531 /* deplete a stat */
2721 archetype *deparch = archetype::find ("depletion"); 2532 archetype *deparch = archetype::find (shstr_depletion);
2722 object *dep; 2533 object *dep;
2723 2534
2724 dep = present_arch_in_ob (deparch, op); 2535 dep = present_arch_in_ob (deparch, op);
2725 if (!dep) 2536 if (!dep)
2726 { 2537 {
2727 dep = arch_to_object (deparch); 2538 dep = deparch->instance ();
2728 insert_ob_in_ob (dep, op); 2539 insert_ob_in_ob (dep, op);
2729 } 2540 }
2730 lose_this_stat = 1; 2541 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) 2542 if (settings.balanced_stat_loss)
2732 { 2543 {
2760 } 2571 }
2761 } 2572 }
2762 2573
2763 if (lose_this_stat) 2574 if (lose_this_stat)
2764 { 2575 {
2765 this_stat = get_attr_value (&(dep->stats), i); 2576 this_stat = get_attr_value (&dep->stats, i);
2766 /* We could try to do something clever like find another 2577 /* We could try to do something clever like find another
2767 * stat to reduce if this fails. But chances are, if 2578 * stat to reduce if this fails. But chances are, if
2768 * stats have been depleted to -50, all are pretty low 2579 * stats have been depleted to -50, all are pretty low
2769 * and should be roughly the same, so it shouldn't make a 2580 * and should be roughly the same, so it shouldn't make a
2770 * difference. 2581 * difference.
2771 */ 2582 */
2772 if (this_stat >= -50) 2583 if (this_stat >= -50)
2773 { 2584 {
2774 change_attr_value (&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2775 SET_FLAG (dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2777 op->update_stats (); 2588 op->update_stats ();
2778 lost_a_stat = 1; 2589 lost_a_stat = 1;
2779 } 2590 }
2780 } 2591 }
2781 } 2592 }
2782 } 2593 }
2594
2783 /* If no stat lost, tell the player. */ 2595 /* If no stat lost, tell the player. */
2784 if (!lost_a_stat) 2596 if (!lost_a_stat)
2785 { 2597 {
2786 /* determine_god() seems to not work sometimes... why is this? 2598 /* determine_god() seems to not work sometimes... why is this?
2787 Should I be using something else? GD */ 2599 Should I be using something else? GD */
2788 const char *god = determine_god (op); 2600 shstr_tmp god = determine_god (op);
2789 2601
2790 if (god && (strcmp (god, "none"))) 2602 if (god != shstr_none)
2791 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2603 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2792 else 2604 else
2793 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2605 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2794 } 2606 }
2795#else 2607#else
2796 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2608 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2797#endif 2609#endif
2798 2610
2799 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2800 * exp loss on the stone. 2612 * exp loss on the stone.
2801 */ 2613 */
2802 tmp = arch_to_object (archetype::find ("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2803 sprintf (buf, "%s's gravestone", &op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
2804 tmp->name = buf; 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2805 sprintf (buf, "%s's gravestones", &op->name); 2617 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2806 tmp->name_pl = buf; 2618 &op->name, op->contr->title, op->contr->killer_name ());
2807 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);
2808 tmp->msg = buf;
2809 tmp->x = op->x, tmp->y = op->y; 2619 tmp->x = op->x, tmp->y = op->y;
2810 insert_ob_in_map (tmp, op->map, NULL, 0); 2620 insert_ob_in_map (tmp, op->map, NULL, 0);
2811 2621
2812 /**************************************/ 2622 /**************************************/
2813 /* */ 2623 /* */
2814 /* Subtract the experience points, */ 2624 /* Subtract the experience points, */
2815 /* if we died cause of food, give us */
2816 /* food, and reset HP's... */
2817 /* */ 2625 /* */
2818 /**************************************/ 2626 /**************************************/
2819 2627
2820 /* remove any poisoning and confusion the character may be suffering. */
2821 /* restore player */
2822 at = archetype::find ("poisoning");
2823 tmp = present_arch_in_ob (at, op);
2824
2825 if (tmp)
2826 {
2827 tmp->destroy ();
2828 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2829 }
2830
2831 at = archetype::find ("confusion");
2832 tmp = present_arch_in_ob (at, op);
2833 if (tmp)
2834 {
2835 tmp->destroy ();
2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2837 }
2838
2839 cure_disease (op, 0, 0); /* remove any disease */
2840
2841 /*add_exp(op, (op->stats.exp * -0.20)); */ 2628 /*add_exp(op, (op->stats.exp * -0.20)); */
2842 apply_death_exp_penalty (op); 2629 apply_death_exp_penalty (op);
2843 if (op->stats.food < 100)
2844 op->stats.food = 900;
2845 op->stats.hp = op->stats.maxhp;
2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2848 2630
2849 /* 2631 /*
2850 * Check to see if the player has any unpaid items. If so, remove them 2632 * Check to see if the player has any unpaid items. If so, remove them
2851 * and put them back in the map. 2633 * and put them back in the map.
2852 */ 2634 */
2878 object *force; 2660 object *force;
2879 int at; 2661 int at;
2880 2662
2881 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed = 0.1f;
2884 force->speed_left = -5.f; 2665 force->speed_left = -5.f;
2885 SET_FLAG (force, FLAG_APPLIED); 2666 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED);
2668
2886 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2887 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2671 force->resist[at] = 100;
2889 2672
2890 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2891 op->update_stats (); 2674 op->update_stats ();
2892
2893 } 2675 }
2894 2676
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2896} 2678}
2897 2679
2898void 2680static void
2899loot_object (object *op) 2681loot_object (object *op)
2900{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2901 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2902 2684
2903 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2913 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2914 2696
2915 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2916 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2917 2699
2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2919 { 2701 {
2920 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2921 { 2703 {
2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2923 tmp2->destroy ();
2924 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2925 } 2706 }
2926 else 2707 else
2927 tmp->destroy (); 2708 tmp->destroy ();
2928 } 2709 }
2935 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2936 * what needs to be fixed. Refresh windows and fix speed if anything 2717 * what needs to be fixed. Refresh windows and fix speed if anything
2937 * was changed. 2718 * was changed.
2938 */ 2719 */
2939void 2720void
2940fix_weight (void) 2721fix_weight ()
2941{ 2722{
2942 for_all_players (pl) 2723 for_all_players (pl)
2943 { 2724 {
2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
2945 2726
2946 if (old == sum) 2727 pl->ob->update_weight ();
2947 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
2948 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
2949 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2733 }
2950 } 2734 }
2951} 2735}
2952 2736
2953void 2737void
2954fix_luck (void) 2738fix_luck ()
2955{ 2739{
2956 for_all_players (pl) 2740 for_all_players (pl)
2957 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
2958 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
2959} 2743}
2996} 2780}
2997 2781
2998void 2782void
2999make_visible (object *op) 2783make_visible (object *op)
3000{ 2784{
3001 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3002 op->invisible = 0; 2786 op->invisible = 0;
3003 2787
3004 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3005 { 2789 {
3006 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3011} 2795}
3012 2796
3013int 2797int
3014is_true_undead (object *op) 2798is_true_undead (object *op)
3015{ 2799{
3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
3017 return 1; 2801 return 1;
3018 2802
3019 return 0; 2803 return 0;
3020} 2804}
3021 2805
3031 2815
3032 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3033 return 0; 2817 return 0;
3034 2818
3035 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3036 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3037 2821
3038 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3039 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3040 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3041 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3042 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3043 2827
3044 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3045 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2829 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3046 { 2832 {
3047 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3048 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3049 {
3050 continue; 2835 continue;
3051 } 2836
3052 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3053 level += 2; 2838 level += 2;
3054 else /* open terrain! */ 2839 else /* open terrain! */
3055 level -= 1; 2840 level -= 1;
3056 } 2841 }
3067 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3068 */ 2853 */
3069void 2854void
3070do_hidden_move (object *op) 2855do_hidden_move (object *op)
3071{ 2856{
3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3073 object *skop;
3074 2858
3075 if (!op || !op->map) 2859 if (!op || !op->map)
3076 return; 2860 return;
3077 2861
3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2862 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863 int num = random_roll (0, 19, op, PREFER_LOW);
3079 2864
3080 /* its *extremely* hard to run and sneak/hide at the same time! */ 2865 /* its *extremely* hard to run and sneak/hide at the same time! */
3081 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3082 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3083 { 2868 {
3093 num -= hide; 2878 num -= hide;
3094 2879
3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3096 { 2881 {
3097 make_visible (op); 2882 make_visible (op);
2883
3098 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3099 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3100 } 2886 }
3101 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3102 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2888 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3117 2903
3118 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3119 player = 1; 2905 player = 1;
3120 2906
3121 else 2907 else
3122 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3123 2909
3124 /* search adjacent squares */ 2910 /* search adjacent squares */
3125 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3126 { 2912 {
3127 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3136 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3137 continue; 2923 continue;
3138 2924
3139 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3140 { 2926 {
3141 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2927 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3142 return 1; 2928 return 1;
3143 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3144 { 2930 {
3145 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3146 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3147 return 1; 2933 return 1;
3148 } 2934 }
3149 } 2935 }
3150 } 2936 }
3151 return 0; 2937 return 0;
3192 while (op) 2978 while (op)
3193 { 2979 {
3194 dx = rv.distance_x + op->arch->x; 2980 dx = rv.distance_x + op->arch->x;
3195 dy = rv.distance_y + op->arch->y; 2981 dy = rv.distance_y + op->arch->y;
3196 2982
3197 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3198 * code, so we need to restrict ourselves to that range of values
3199 * for any meaningful values.
3200 */
3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3203 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3204 return 1; 2984 return 1;
3205 2985
3206 op = op->more; 2986 op = op->more;
3207 }
3208
3209 return 0;
3210}
3211
3212/* routine for both players and monsters. We call this when
3213 * there is a possibility for our action distrubing our hiding
3214 * place or invisiblity spell. Artefact invisiblity is not
3215 * effected by this. If we arent invisible to begin with, we
3216 * return 0.
3217 */
3218int
3219action_makes_visible (object *op)
3220{
3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3222 {
3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3224 return 0;
3225
3226 if (op->contr && op->contr->tmp_invis == 0)
3227 return 0;
3228
3229 /* If monsters, they should become visible */
3230 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3231 {
3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3233 return 1;
3234 }
3235 } 2987 }
3236 2988
3237 return 0; 2989 return 0;
3238} 2990}
3239 2991
3254 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3255 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3256 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3257 for (object *tmp = op->below; tmp; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3258 { 3010 {
3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3260 { 3012 {
3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3013 if (tmp->flag [FLAG_NO_PICK]
3262 && tmp->type == BATTLEGROUND 3014 && tmp->type == BATTLEGROUND
3263 && tmp->name == shstr_battleground 3015 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp)) 3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3265 { 3017 {
3266 /* before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3267 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3019 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3268 {
3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3270 { 3022 {
3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3272 {
3273 if (x && y) 3023 if (x && y)
3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275 3025
3276 return 1; 3026 return 1;
3277 }
3278 } 3027 }
3279 }
3280 3028
3281 if (x && y) 3029 if (x && y)
3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283 3031
3284 return 1; 3032 return 1;
3422 else 3170 else
3423 j = 1; 3171 j = 1;
3424 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3425 } 3173 }
3426 } 3174 }
3175
3427 strcat (buf, "."); 3176 strcat (buf, ".");
3428 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3429 } 3178 }
3430 3179
3431 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3432 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3433 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3434 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3435 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3436 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3437 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3438 3187
3439 /* print message if there is one */ 3188 /* print message if there is one */
3440 if (item->msg != NULL) 3189 if (item->msg != NULL)
3441 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3442 } 3191 }
3443 else 3192 else
3444 { 3193 {
3445 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3446 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3447 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3196 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3448 tmp = insert_ob_in_ob (tmp, who); 3197 who->insert (tmp);
3449 if (who->type == PLAYER)
3450 esrv_send_item (who, tmp);
3451 } 3198 }
3452} 3199}
3453 3200
3454/** 3201//-GPL
3455 * Unready an object for a player. This function does nothing if the object was
3456 * not readied.
3457 */
3458void
3459player_unready_range_ob (player *pl, object *ob)
3460{
3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3463
3464 if (pl->combat_ob == ob)
3465 pl->combat_ob = 0;
3466
3467 if (pl->ranged_ob == ob)
3468 pl->ranged_ob = 0;
3469}
3470 3202
3471sint8 3203sint8
3472player::visibility_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3473{ 3205{
3474 if (!ns) 3206 if (!ns)
3475 return 0; 3207 return LOS_BLOCKED;
3476 3208
3477 int dx, dy; 3209 int dx, dy;
3478 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3479 return 0; 3211 return LOS_BLOCKED;
3480 3212
3481 x += dx - ns->current_x + ns->mapx / 2; 3213 x += dx - ns->current_x;
3482 y += dy - ns->current_y + ns->mapy / 2; 3214 y += dy - ns->current_y;
3483 3215
3484 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3485 return 0;
3486
3487 return 100 - blocked_los [x][y]; 3216 return blocked_los (x, y);
3488} 3217}
3489 3218
3490void 3219void
3491player::infobox (const char *title, const char *msg, int color) 3220player::infobox (const char *title, const char *msg, int color)
3492{ 3221{
3504{ 3233{
3505 play_sound (sound_find ("generic_failure")); 3234 play_sound (sound_find ("generic_failure"));
3506 statusmsg (msg, color); 3235 statusmsg (msg, color);
3507} 3236}
3508 3237
3238void
3239object::failmsgf (const char *format, ...)
3240{
3241 if (!contr)
3242 return;
3243
3244 va_list ap;
3245 va_start (ap, format);
3246 contr->failmsg (vformat (format, ap));
3247 va_end (ap);
3248}
3249
3250void
3251player::failmsgf (const char *format, ...)
3252{
3253 va_list ap;
3254 va_start (ap, format);
3255 failmsg (vformat (format, ap));
3256 va_end (ap);
3257}
3258

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