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Comparing deliantra/server/server/player.C (file contents):
Revision 1.187 by root, Mon Apr 21 07:07:36 2008 UTC vs.
Revision 1.290 by root, Mon Oct 29 23:55:55 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <sproto.h> 31#include <sproto.h>
26#include <sounds.h> 32#include <sounds.h>
27#include <living.h> 33#include <living.h>
28#include <object.h> 34#include <object.h>
29#include <spells.h> 35#include <spells.h>
30#include <skills.h> 36#include <skills.h>
31 37
32#include <algorithm>
33#include <functional>
34
35playervec players; 38playervec players;
36
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150 39
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
165 54
166 players.insert (this); 55 players.insert (this);
167 ob->remove (); 56 ob->remove ();
168 ob->map = 0; 57 ob->map = 0;
169 ob->activate_recursive (); 58 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 60 add_friendly_object (ob);
172} 61}
173 62
174void 63void
175player::deactivate () 64player::deactivate ()
187 ob->remove (); 76 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->update_weight (); 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 ob->deactivate (); // change_Weapon activates, fix this better
327} 190}
328 191
329void 192void
330player::set_observe (object *op) 193player::set_observe (object *op)
331{ 194{
332 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
333 do_los = 1; 196 do_los = 1;
334} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
335 207
336player::player () 208player::player ()
337{ 209{
338 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point. 211 * we deal with that below this point.
345 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
346 218
347 gen_sp_armour = 10; 219 gen_sp_armour = 10;
348 bowtype = bow_normal; 220 bowtype = bow_normal;
349 petmode = pet_normal; 221 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 222 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
353 do_los = 1; 224 do_los = 1;
354 225
355 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
362 disconnect (); 233 disconnect ();
363 234
364 attachable::do_destroy (); 235 attachable::do_destroy ();
365 236
366 if (ob) 237 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy (); 238 ob->destroy ();
370 }
371 239
372 ob = observe = 0; 240 ob = observe = viewpoint = 0;
373} 241}
374 242
375player::~player () 243player::~player ()
376{ 244{
377 /* Clear item stack */ 245 /* Clear item stack */
378 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 }
379} 275}
380 276
381/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
382 * 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
383 * mode. 279 * mode.
385player * 281player *
386player::create () 282player::create ()
387{ 283{
388 player *pl = new player; 284 player *pl = new player;
389 285
390 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
391 287
392 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
395 291
396 set_first_map (pl->ob); 292 set_first_map (pl->ob);
397 293
398 return pl; 294 return pl;
399}
400
401/*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406archetype *
407get_player_archetype (archetype *at)
408{
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
417 for (;;)
418 {
419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427} 295}
428 296
429object * 297object *
430get_nearest_player (object *mon) 298get_nearest_player (object *mon)
431{ 299{
505 */ 373 */
506int 374int
507path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
508{ 376{
509 rv_vector rv; 377 rv_vector rv;
510 sint16 x, y;
511 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;
512 maptile *m, *lastmap;
513 379
514 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
515 381
516 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
517 return 0; 383 return 0;
518 384
519 x = mon->x; 385 mapxy pos (mon);
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction; 386 dir = rv.direction;
523 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 */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525 389
526 /* 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. */
527 if (diff > max) 391 if (diff > max)
528 return 0; 392 return 0;
529 393
530 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
531 { 395 {
532 lastx = x; 396 mapxy lastpos = pos;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537 397
538 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540 399
541 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
543 && (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)))
544 { 404 {
545 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
547 */ 407 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
549 if (rv.direction != dir) 409 if (rv.direction != dir)
550 { 410 {
551 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
552 * the values so it will try again. 412 * the values so it will try again.
553 */ 413 */
554 x = lastx;
555 y = lasty;
556 m = lastmap; 414 pos = lastpos;
557 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
558 } 416 }
559 else 417 else
560 { 418 {
561 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
568 */ 426 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 { 428 {
571 if (i == 0) 429 if (i == 0)
572 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
573 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in 433 * since the direction that the creature should move in
575 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
579 * 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
580 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully 440 * the last direction the creature has successfully
582 * moved. 441 * moved.
583 */ 442 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap; 443 pos = lastpos;
588 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
589 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
590 continue; 447 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
593 continue; 452 continue;
594 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
595 continue; 455 continue;
596 456
597 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
598 break; 458 break;
599 } 459 }
460
600 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
602 */ 463 */
603 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
604 return 0; 465 return 0;
466
605 diff--; 467 diff--;
606 lastdir = dir; 468 lastdir = dir;
607 max--; 469 max--;
608 if (!firstdir) 470 if (!firstdir)
609 firstdir = dir + i; 471 firstdir = dir + i;
613 { 475 {
614 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
615 diff--; 477 diff--;
616 max--; 478 max--;
617 lastdir = dir; 479 lastdir = dir;
480
618 if (!firstdir) 481 if (!firstdir)
619 firstdir = dir; 482 firstdir = dir;
620 } 483 }
621 484
622 if (diff <= 1) 485 if (diff <= 1)
623 { 486 {
624 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance. 488 * headed toward player for entire distance.
626 */ 489 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 } 492 }
630 493
631 if (diff > max) 494 if (diff > max)
632 return 0; 495 return 0;
650 next = op->below; 513 next = op->below;
651 514
652 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
653 * 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
654 */ 517 */
655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
656 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
657 520
658 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
659 * by this player due to race restrictions 522 * by this player due to race restrictions
660 */ 523 */
661 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
662 { 525 {
663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
664 && 527 &&
665 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
666 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
667 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
670 { 533 {
671 op->destroy (); 534 op->destroy ();
672 continue; 535 continue;
673 } 536 }
674 } 537 }
675 538
676 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 542 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
683 { 544 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 547 {
692 op->destroy (); 548 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
694 continue;
695 } 550 }
696 551
697 if (op->nrof > 1) 552 if (op->nrof > 1)
698 op->nrof = 1; 553 op->nrof = 1;
699 } 554 }
700 555
701 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 557 op->inv->clr_flag (FLAG_STARTEQUIP);
703 558
704 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
705 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
706 * merged properly. 561 * merged properly.
707 */ 562 */
708 if (need_identify (op)) 563 if (op->need_identify ())
709 { 564 {
710 SET_FLAG (op, FLAG_IDENTIFIED); 565 op->set_flag (FLAG_IDENTIFIED);
711 CLEAR_FLAG (op, FLAG_CURSED); 566 op->clr_flag (FLAG_CURSED);
712 CLEAR_FLAG (op, FLAG_DAMNED); 567 op->clr_flag (FLAG_DAMNED);
713 } 568 }
714 569
715 if (op->type == SPELL) 570 if (op->type == SPELL)
716 { 571 {
717 op->destroy (); 572 op->destroy ();
718 continue; 573 continue;
719 } 574 }
720 else if (op->type == SKILL) 575 else if (op->type == SKILL)
721 { 576 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0; 578 op->stats.exp = 0;
724 op->level = 1; 579 op->level = 1;
725 } 580 }
726 else /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 582 op->set_flag (FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
729 584
730 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
731 link_player_skills (pl); 586 pl->contr->link_skills ();
732} 587}
733 588
734void 589void
735get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
736{ 591{
746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
747} 602}
748 603
749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int 605static int
751roll_stat (void) 606roll_stat ()
752{ 607{
753 int a[4], i, j, k; 608 int a[4], i, j, k;
754 609
755 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
757 612
758 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
759 if (a[i] < k) 614 if (a[i] < k)
760 k = a[i], j = i; 615 k = a[i], j = i;
761 616
851 */ 706 */
852void 707void
853player::chargen_race_done () 708player::chargen_race_done ()
854{ 709{
855 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
856 esrv_new_player (ob->contr, ob->weight + ob->carrying); 711 esrv_new_player (ob->contr);
857 712
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
859 if (tl) 714 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
861 716
862 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr);
864 718
865 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
866 720
867 if (ob->msg) 721 if (ob->msg)
868 ob->msg = 0; 722 ob->msg = 0;
869 723
870 /* We create this now because some of the unique maps will need it
871 * to save here.
872 */
873 {
874 char buf[MAX_BUF];
875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
876 make_path_to_file (buf);
877 }
878
879 start_info (ob); 724 start_info (ob);
880 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
881 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
884 ob->update_stats (); 728 ob->update_stats ();
885 729
886 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
887 * is one for this race 731 * is one for this race
888 */ 732 */
889 if (*first_map_ext_path) 733 if (*first_map_ext_path)
890 { 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
891 object *tmp;
892 char mapname[MAX_BUF];
893
894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 tmp = object::create ();
896 EXIT_PATH (tmp) = mapname;
897 EXIT_X (tmp) = ob->x;
898 EXIT_Y (tmp) = ob->y;
899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
900 * if the map isn't there, then stay on the
901 * default initial map */
902 tmp->destroy ();
903 }
904 else 735 else
905 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
906} 737}
907 738
908void 739void
939 ob->stats.hp = ob->stats.maxhp; 770 ob->stats.hp = ob->stats.maxhp;
940 ob->stats.sp = ob->stats.maxsp; 771 ob->stats.sp = ob->stats.maxsp;
941 ob->stats.grace = 0; 772 ob->stats.grace = 0;
942} 773}
943 774
944void 775static void
945flee_player (object *op) 776flee_player (object *op)
946{ 777{
947 int dir, diff; 778 int dir, diff;
948 rv_vector rv; 779 rv_vector rv;
949 780
950 if (op->stats.hp < 0) 781 if (op->stats.hp < 0)
951 { 782 {
952 LOG (llevDebug, "Fleeing player is dead.\n"); 783 LOG (llevDebug, "Fleeing player is dead.\n");
953 CLEAR_FLAG (op, FLAG_SCARED); 784 op->clr_flag (FLAG_SCARED);
954 return; 785 return;
955 } 786 }
956 787
957 if (op->enemy == NULL) 788 if (!op->enemy)
958 { 789 {
959 LOG (llevDebug, "Fleeing player had no enemy.\n"); 790 LOG (llevDebug, "Fleeing player had no enemy.\n");
960 CLEAR_FLAG (op, FLAG_SCARED); 791 op->clr_flag (FLAG_SCARED);
961 return; 792 return;
962 } 793 }
963 794
964 /* Seen some crashes here. Since we don't store an 795 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
965 * op->enemy_count, it is possible that something destroys the
966 * actual enemy, and the object is recycled.
967 */
968 if (op->enemy->map == NULL)
969 { 796 {
970 CLEAR_FLAG (op, FLAG_SCARED);
971 op->enemy = NULL; 797 op->enemy = NULL;
972 return; 798 op->clr_flag (FLAG_SCARED);
973 }
974
975 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976 {
977 op->enemy = NULL;
978 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 799 return;
980 } 800 }
981 801
982 get_rangevector (op, op->enemy, &rv, 0); 802 get_rangevector (op, op->enemy, &rv, 0);
983 803
984 dir = absdir (4 + rv.direction); 804 dir = absdir (4 + rv.direction);
985 for (diff = 0; diff < 3; diff++) 805 for (diff = 0; diff < 3; diff++)
986 { 806 {
987 int m = 1 - (RANDOM () & 2); 807 int m = 1 - rndm (2) * 2;
988 808
989 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 809 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
990 return; 810 return;
991 } 811 }
992 812
993 /* Cornered, get rid of scared */ 813 /* Cornered, get rid of scared */
994 CLEAR_FLAG (op, FLAG_SCARED); 814 op->clr_flag (FLAG_SCARED);
995 op->enemy = NULL; 815 op->enemy = NULL;
996} 816}
997 817
998/* check_pick sees if there is stuff to be picked up/picks up stuff. 818/* check_pick sees if there is stuff to be picked up/picks up stuff.
999 * It returns 1 if the player should keep on moving, 0 if he should 819 * It returns 1 if the player should keep on moving, 0 if he should
1003check_pick (object *op) 823check_pick (object *op)
1004{ 824{
1005 object *tmp, *next; 825 object *tmp, *next;
1006 int stop = 0; 826 int stop = 0;
1007 int wvratio; 827 int wvratio;
1008 char putstring[128];
1009 828
1010 /* if you're flying, you cna't pick up anything */ 829 /* if you're flying, you can't pick up anything */
1011 if (op->move_type & MOVE_FLYING) 830 if (op->move_type & MOVE_FLYING)
1012 return 1; 831 return 1;
1013 832
1014 next = op->below; 833 next = op->below;
1015 834
1016 int cnt = MAX_ITEM_PER_DROP; 835 int cnt = MAX_ITEM_PER_ACTION;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 836#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018 837
1019 /* loop while there are items on the floor that are not marked as 838 /* loop while there are items on the floor that are not marked as
1020 * destroyed */ 839 * destroyed */
1021 while (next && !next->destroyed ()) 840 while (next && !next->destroyed ())
1037 856
1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 857 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1039 { 858 {
1040 if (item_matched_string (op, tmp, op->contr->search_str)) 859 if (item_matched_string (op, tmp, op->contr->search_str))
1041 CHK_PICK_PICKUP; 860 CHK_PICK_PICKUP;
861
1042 continue; 862 continue;
1043 } 863 }
1044 864
1045 /* high not bit set? We're using the old autopickup model */ 865 /* pickup handling */
866 if (op->contr->mode & PU_DEBUG)
867 {
868 /* some debugging code to figure out item information */
869 const char *str = tmp->name
870 ? format ("item name: %s item type: %d weight/value: %d",
871 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
872 : format ("item name: %s item type: %d weight/value: %d",
873 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
874
875 new_draw_info (NDI_UNIQUE, 0, op, str);
876 }
877
878 if (op->contr->mode & PU_INHIBIT)
879 return 1;
880
881 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
882 return 1;
883
884 /* philosophy:
885 * It's easy to grab an item type from a pile, as long as it's
886 * generic. This takes no game-time. For more detailed pickups
887 * and selections, select-items should be used. This is a
888 * grab-as-you-run type mode that's really useful for arrows for
889 * example.
890 * The drawback: right now it has no frontend, so you need to
891 * stick the bits you want into a calculator in hex mode and then
892 * convert to decimal and then 'pickup <#>
893 */
894
895 /* the first two modes are exclusive: if NOTHING we return, if
896 * STOP then we stop. All the rest are applied sequentially,
897 * meaning if any test passes, the item gets picked up. */
898
899 /* if mode is set to pick nothing up, return */
900 if (op->contr->mode == PU_NOTHING)
901 return 1;
902
903 /* if mode is set to stop when encountering objects, return */
904 /* take STOP before INHIBIT since it doesn't actually pick
905 * anything up */
906 if (op->contr->mode & PU_STOP)
907 return 0;
908
909 /* useful for going into stores and not losing your settings... */
910 /* and for battles wher you don't want to get loaded down while
911 * fighting */
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 /* prevent us from turning into auto-thieves :) */
916 if (tmp->flag [FLAG_UNPAID])
917 continue;
918
919 /* ignore known cursed objects */
920 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
921 continue;
922
923 /* all food and drink if desired */
924 /* question: don't pick up known-poisonous stuff? */
1046 if (!(op->contr->mode & PU_NEWMODE)) 925 if (op->contr->mode & PU_FOOD)
926 if (tmp->type == FOOD)
1047 { 927 {
1048 switch (op->contr->mode) 928 CHK_PICK_PICKUP;
929 continue;
930 }
931
932 if (op->contr->mode & PU_DRINK)
933 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
934 {
935 CHK_PICK_PICKUP;
936 continue;
937 }
938
939 if (op->contr->mode & PU_POTION)
940 if (tmp->type == POTION)
941 {
942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 /* spellbooks, skillscrolls and normal books/scrolls */
947 if (op->contr->mode & PU_SPELLBOOK)
948 if (tmp->type == SPELLBOOK)
949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_SKILLSCROLL)
955 if (tmp->type == SKILLSCROLL)
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_READABLES)
962 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* wands/staves/rods/horns */
969 if (op->contr->mode & PU_MAGIC_DEVICE)
970 if (tmp->type == WAND
971 || tmp->type == ROD
972 || tmp->type == HORN
973 || tmp->type == POWER_CRYSTAL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 /* pick up all magical items */
980 if (op->contr->mode & PU_MAGICAL)
981 if (tmp->flag [FLAG_KNOWN_MAGICAL]
982 && !tmp->flag [FLAG_KNOWN_CURSED])
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_VALUABLES)
989 {
990 if (tmp->type == MONEY || tmp->type == GEM)
1049 { 991 {
1050 case 0:
1051 return 1; /* don't pick up */
1052 case 1:
1053 CHK_PICK_PICKUP; 992 CHK_PICK_PICKUP;
1054 return 1; 993 continue;
1055 case 2:
1056 CHK_PICK_PICKUP;
1057 return 0;
1058 case 3:
1059 return 0; /* stop before pickup */
1060 case 4:
1061 CHK_PICK_PICKUP;
1062 break;
1063 case 5:
1064 CHK_PICK_PICKUP;
1065 stop = 1;
1066 break;
1067 case 6:
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1071 break;
1072
1073 case 7:
1074 if (tmp->type == MONEY || tmp->type == GEM)
1075 CHK_PICK_PICKUP;
1076 break;
1077
1078 default:
1079 /* use value density */
1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1082 CHK_PICK_PICKUP;
1083 } 994 }
1084 } 995 }
1085 else 996
1086 { /* old model */ 997 /* rings & amulets - talismans seems to be typed AMULET */
1087 /* NEW pickup handling */
1088 if (op->contr->mode & PU_DEBUG) 998 if (op->contr->mode & PU_JEWELS)
999 if (tmp->type == RING
1000 || tmp->type == AMULET
1001 || tmp->type == GIRDLE
1002 || tmp->type == SKILL_TOOL)
1089 { 1003 {
1090 /* some debugging code to figure out item information */ 1004 CHK_PICK_PICKUP;
1091 if (tmp->name != NULL)
1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1094 else
1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097
1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1099 }
1100
1101 /* philosophy:
1102 * It's easy to grab an item type from a pile, as long as it's
1103 * generic. This takes no game-time. For more detailed pickups
1104 * and selections, select-items should be used. This is a
1105 * grab-as-you-run type mode that's really useful for arrows for
1106 * example.
1107 * The drawback: right now it has no frontend, so you need to
1108 * stick the bits you want into a calculator in hex mode and then
1109 * convert to decimal and then 'pickup <#>
1110 */
1111
1112 /* the first two modes are exclusive: if NOTHING we return, if
1113 * STOP then we stop. All the rest are applied sequentially,
1114 * meaning if any test passes, the item gets picked up. */
1115
1116 /* if mode is set to pick nothing up, return */
1117
1118 if (op->contr->mode & PU_NOTHING)
1119 return 1;
1120
1121 /* if mode is set to stop when encountering objects, return */
1122 /* take STOP before INHIBIT since it doesn't actually pick
1123 * anything up */
1124
1125 if (op->contr->mode & PU_STOP)
1126 return 0;
1127
1128 /* useful for going into stores and not losing your settings... */
1129 /* and for battles wher you don't want to get loaded down while
1130 * fighting */
1131 if (op->contr->mode & PU_INHIBIT)
1132 return 1;
1133
1134 /* prevent us from turning into auto-thieves :) */
1135 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1136 continue; 1005 continue;
1006 }
1137 1007
1138 /* ignore known cursed objects */ 1008 /* we don't forget dragon food */
1139 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1009 if (op->contr->mode & PU_FLESH)
1010 if (tmp->type == FLESH)
1011 {
1012 CHK_PICK_PICKUP;
1140 continue; 1013 continue;
1014 }
1141 1015
1142 /* all food and drink if desired */ 1016 /* bows and arrows. Bows are good for selling! */
1143 /* question: don't pick up known-poisonous stuff? */ 1017 if (op->contr->mode & PU_BOW)
1018 if (tmp->type == BOW)
1019 {
1020 CHK_PICK_PICKUP;
1021 continue;
1022 }
1023
1024 if (op->contr->mode & PU_ARROW)
1025 if (tmp->type == ARROW)
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 /* all kinds of armor etc. */
1032 if (op->contr->mode & PU_ARMOUR)
1033 if (tmp->type == ARMOUR)
1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1039 if (op->contr->mode & PU_HELMET)
1040 if (tmp->type == HELMET)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_SHIELD)
1047 if (tmp->type == SHIELD)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1144 if (op->contr->mode & PU_FOOD) 1053 if (op->contr->mode & PU_BOOTS)
1145 if (tmp->type == FOOD) 1054 if (tmp->type == BOOTS)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_GLOVES)
1061 if (tmp->type == GLOVES || tmp->type == BRACERS)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_CLOAK)
1068 if (tmp->type == CLOAK)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* hoping to catch throwing daggers here */
1075 if (op->contr->mode & PU_MISSILEWEAPON)
1076 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 /* careful: chairs and tables are weapons! */
1083 if (op->contr->mode & PU_ALLWEAPON)
1084 {
1085 if (tmp->type == WEAPON)
1086 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1146 { 1087 {
1147 CHK_PICK_PICKUP; 1088 CHK_PICK_PICKUP;
1148 continue; 1089 continue;
1149 } 1090 }
1091 }
1150 1092
1093 /* misc stuff that's useful */
1151 if (op->contr->mode & PU_DRINK) 1094 if (op->contr->mode & PU_KEY)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1095 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1153 { 1096 {
1154 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1155 continue; 1098 continue;
1156 } 1099 }
1157 1100
1101 /* any of the last 4 bits set means we use the ratio for value
1102 * pickups */
1158 if (op->contr->mode & PU_POTION) 1103 if (op->contr->mode & PU_RATIO)
1159 if (tmp->type == POTION) 1104 {
1105 /* use value density to decide what else to grab */
1106 /* >=7 was >= op->contr->mode */
1107 /* >=7 is the old standard setting. Now we take the last 4 bits
1160 { 1108 */
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* spellbooks, skillscrolls and normal books/scrolls */
1166 if (op->contr->mode & PU_SPELLBOOK)
1167 if (tmp->type == SPELLBOOK)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_SKILLSCROLL)
1174 if (tmp->type == SKILLSCROLL)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_READABLES)
1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* wands/staves/rods/horns */
1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* pick up all magical items */
1196 if (op->contr->mode & PU_MAGICAL) 1109 wvratio = op->contr->mode & PU_RATIO;
1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1110 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_VALUABLES)
1204 { 1111 {
1205 if (tmp->type == MONEY || tmp->type == GEM) 1112#if 0
1113 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1114 if (tmp->name != NULL)
1206 { 1115 {
1207 CHK_PICK_PICKUP; 1116 fprintf (stderr, "%s", tmp->name);
1208 continue;
1209 } 1117 }
1210 }
1211
1212 /* rings & amulets - talismans seems to be typed AMULET */
1213 if (op->contr->mode & PU_JEWELS)
1214 if (tmp->type == RING || tmp->type == AMULET)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* we don't forget dragon food */
1221 if (op->contr->mode & PU_FLESH)
1222 if (tmp->type == FLESH)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 /* bows and arrows. Bows are good for selling! */
1229 if (op->contr->mode & PU_BOW)
1230 if (tmp->type == BOW)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_ARROW)
1237 if (tmp->type == ARROW)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 /* all kinds of armor etc. */
1244 if (op->contr->mode & PU_ARMOUR)
1245 if (tmp->type == ARMOUR)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_HELMET)
1252 if (tmp->type == HELMET)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_SHIELD)
1259 if (tmp->type == SHIELD)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_BOOTS)
1266 if (tmp->type == BOOTS)
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_GLOVES)
1273 if (tmp->type == GLOVES)
1274 {
1275 CHK_PICK_PICKUP;
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_CLOAK)
1280 if (tmp->type == CLOAK)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* hoping to catch throwing daggers here */
1287 if (op->contr->mode & PU_MISSILEWEAPON)
1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* careful: chairs and tables are weapons! */
1295 if (op->contr->mode & PU_ALLWEAPON)
1296 {
1297 if (tmp->type == WEAPON && tmp->name != NULL)
1298 {
1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306
1307 if (tmp->type == WEAPON && tmp->name == NULL)
1308 {
1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 CHK_PICK_PICKUP;
1312 continue;
1313 }
1314 }
1315 }
1316
1317 /* misc stuff that's useful */
1318 if (op->contr->mode & PU_KEY)
1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1320 {
1321 CHK_PICK_PICKUP;
1322 continue;
1323 }
1324
1325 /* any of the last 4 bits set means we use the ratio for value
1326 * pickups */
1327 if (op->contr->mode & PU_RATIO)
1328 {
1329 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */
1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1335 {
1336 CHK_PICK_PICKUP;
1337#if 0
1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1339 if (tmp->name != NULL)
1340 {
1341 fprintf (stderr, "%s", tmp->name);
1342 }
1343 else 1118 else
1344 fprintf (stderr, "%s", tmp->arch->archname); 1119 fprintf (stderr, "%s", tmp->arch->archname);
1345 fprintf (stderr, ",%d] = ", tmp->type); 1120 fprintf (stderr, ",%d] = ", tmp->type);
1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1121 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1347#endif 1122#endif
1123 CHK_PICK_PICKUP;
1348 continue; 1124 continue;
1349 }
1350 } 1125 }
1351 } /* the new pickup model */ 1126 } /* the new pickup model */
1352 } 1127 }
1353 1128
1354 return !stop; 1129 return !stop;
1130}
1131
1132/* routine for both players and monsters. We call this when
1133 * there is a possibility for our action distrubing our hiding
1134 * place or invisiblity spell. Artefact invisiblity causes
1135 * "noise" instead. If we arent invisible to begin with, we
1136 * return 0.
1137 */
1138static int
1139action_makes_visible (object *op)
1140{
1141 if (op->invisible && op->flag [FLAG_ALIVE])
1142 {
1143 if (op->flag [FLAG_MAKE_INVIS])
1144 {
1145 // artefact invisibility is permanent, but we still make noise
1146 // this is important for game-balance.
1147 if (op->contr)
1148 op->make_noise ();
1149
1150 return 0;
1151 }
1152
1153 if (op->contr && op->contr->tmp_invis == 0)
1154 return 0;
1155
1156 /* If monsters, they should become visible */
1157 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1158 {
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1160 return 1;
1161 }
1162 }
1163
1164 return 0;
1355} 1165}
1356 1166
1357/* 1167/*
1358 * Find an arrow in the inventory and after that 1168 * Find an arrow in the inventory and after that
1359 * in the right type container (quiver). Pointer to the 1169 * in the right type container (quiver). Pointer to the
1360 * found object is returned. 1170 * found object is returned.
1361 */ 1171 */
1362object * 1172static object *
1363find_arrow (object *op, const char *type) 1173find_arrow (object *op, const char *type)
1364{ 1174{
1365 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1175 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1176 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp); 1177 return splay (tmp);
1368 1178
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1180 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type)) 1181 if (object *arrow = find_arrow (tmp, type))
1372 { 1182 {
1373 splay (tmp); 1183 splay (tmp);
1374 return arrow; 1184 return arrow;
1375 } 1185 }
1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1191 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1382 * against the target. A full test is not performed, simply a basic test 1192 * against the target. A full test is not performed, simply a basic test
1383 * of resistances. The archer is making a quick guess at what he sees down 1193 * of resistances. The archer is making a quick guess at what he sees down
1384 * the hall. Failing that it does it's best to pick the highest plus arrow. 1194 * the hall. Failing that it does it's best to pick the highest plus arrow.
1385 */ 1195 */
1386object * 1196static object *
1387find_better_arrow (object *op, object *target, const char *type, int *better) 1197find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1388{ 1198{
1389 object *tmp = NULL, *arrow, *ntmp; 1199 object *tmp = NULL, *arrow, *ntmp;
1390 int attacknum, attacktype, betterby = 0, i; 1200 int attacknum, attacktype, betterby = 0, i;
1391 1201
1392 if (!type) 1202 if (!type)
1393 return NULL; 1203 return NULL;
1394 1204
1395 for (arrow = op->inv; arrow; arrow = arrow->below) 1205 for (arrow = op->inv; arrow; arrow = arrow->below)
1396 { 1206 {
1397 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1207 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1398 { 1208 {
1399 i = 0; 1209 i = 0;
1400 ntmp = find_better_arrow (arrow, target, type, &i); 1210 ntmp = find_better_arrow (arrow, target, type, &i);
1211
1401 if (i > betterby) 1212 if (i > betterby)
1402 { 1213 {
1403 tmp = ntmp; 1214 tmp = ntmp;
1404 betterby = i; 1215 betterby = i;
1405 } 1216 }
1406 } 1217 }
1407 else if (arrow->type == ARROW && arrow->race == type) 1218 else if (arrow->type == ARROW && arrow->race == type)
1408 { 1219 {
1409 /* allways prefer assasination/slaying */ 1220 /* allways prefer assasination/slaying */
1410 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1221 if (target->race && arrow->slaying.contains (target->race))
1411 { 1222 {
1412 if (arrow->attacktype & AT_DEATH) 1223 if (arrow->attacktype & AT_DEATH)
1413 { 1224 {
1414 *better = 100; 1225 *better = 100;
1415 return arrow; 1226 return arrow;
1430 { 1241 {
1431 tmp = arrow; 1242 tmp = arrow;
1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1243 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1433 } 1244 }
1434 } 1245 }
1246
1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1247 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436 { 1248 {
1437 tmp = arrow; 1249 tmp = arrow;
1438 betterby = 2 + arrow->magic + arrow->stats.dam; 1250 betterby = 2 + arrow->magic + arrow->stats.dam;
1439 } 1251 }
1252
1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1253 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1254 {
1442 tmp = arrow; 1255 tmp = arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam; 1256 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 } 1257 }
1445 } 1258 }
1446 } 1259 }
1447 } 1260 }
1261
1448 if (tmp == NULL && arrow == NULL) 1262 if (tmp == NULL && arrow == NULL)
1449 return find_arrow (op, type); 1263 return find_arrow (op, type);
1450 1264
1451 *better = betterby; 1265 *better = betterby;
1452 return tmp; 1266 return tmp;
1456 * find_better_arrow to find a decent arrow to use. 1270 * find_better_arrow to find a decent arrow to use.
1457 * op = the shooter 1271 * op = the shooter
1458 * type = bow->race 1272 * type = bow->race
1459 * dir = fire direction 1273 * dir = fire direction
1460 */ 1274 */
1461object * 1275static object *
1462pick_arrow_target (object *op, const char *type, int dir) 1276pick_arrow_target (object *op, shstr_cmp type, int dir)
1463{ 1277{
1464 object *tmp = NULL; 1278 object *tmp = NULL;
1465 maptile *m; 1279 maptile *m;
1466 int i, mflags, found, number; 1280 int i, mflags, found, number;
1467 sint16 x, y; 1281 sint16 x, y;
1482 for (i = 0, found = 0; i < 20; i++) 1296 for (i = 0, found = 0; i < 20; i++)
1483 { 1297 {
1484 x += freearr_x[dir]; 1298 x += freearr_x[dir];
1485 y += freearr_y[dir]; 1299 y += freearr_y[dir];
1486 mflags = get_map_flags (m, &m, x, y, &x, &y); 1300 mflags = get_map_flags (m, &m, x, y, &x, &y);
1301
1487 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1302 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1488 { 1303 {
1489 tmp = NULL; 1304 tmp = 0;
1490 break; 1305 break;
1491 } 1306 }
1492 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1307 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1493 { 1308 {
1494 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1309 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1495 * perhaps a bad assumption. 1310 * perhaps a bad assumption.
1496 */ 1311 */
1497 tmp = NULL; 1312 tmp = 0;
1498 break; 1313 break;
1499 } 1314 }
1315
1500 if (mflags & P_IS_ALIVE) 1316 if (mflags & P_IS_ALIVE)
1501 {
1502 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1317 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1503 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1318 if (tmp->flag [FLAG_ALIVE])
1504 {
1505 found++;
1506 break;
1507 }
1508 if (found)
1509 break; 1319 break;
1510 }
1511 } 1320 }
1512 if (tmp == NULL) 1321
1322 if (!tmp)
1513 return find_arrow (op, type); 1323 return find_arrow (op, type);
1514 1324
1515 if (tmp->head) 1325 if (tmp->head)
1516 tmp = tmp->head; 1326 tmp = tmp->head;
1517 1327
1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1367 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1558 return 0; 1368 return 0;
1559 } 1369 }
1560 1370
1561 // optimisation: move object to top so we will find it quickly again 1371 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below) 1372 splay (bow);
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1568 } 1373 }
1569 1374
1570 if (!bow->race || !bow->skill) 1375 if (!bow->race || !bow->skill)
1571 { 1376 {
1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1377 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 { 1384 {
1580 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1387 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1583 else 1388 else
1584 CLEAR_FLAG (op, FLAG_READY_BOW); 1389 op->clr_flag (FLAG_READY_BOW);
1585 1390
1586 return 0; 1391 return 0;
1587 } 1392 }
1588 } 1393 }
1589 1394
1598 } 1403 }
1599 1404
1600 /* this should not happen, but sometimes does */ 1405 /* this should not happen, but sometimes does */
1601 if (arrow->nrof == 0) 1406 if (arrow->nrof == 0)
1602 { 1407 {
1408 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1603 arrow->destroy (); 1409 arrow->destroy ();
1604 return 0; 1410 return 0;
1605 } 1411 }
1606 1412
1607 left = arrow; /* these are arrows left to the player */ 1413 left = arrow; /* these are arrows left to the player */
1617 arrow->direction = dir; 1423 arrow->direction = dir;
1618 1424
1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1425 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam; 1426 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype; 1427 arrow->stats.grace = arrow->attacktype;
1622 1428 arrow->custom_name = arrow->slaying;
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625 1429
1626#if 0 1430#if 0
1627 if (player *pl = op->contr) 1431 if (player *pl = op->contr)
1628 { 1432 {
1629 float speed = pl->weapon_sp; 1433 float speed = pl->weapon_sp;
1639#endif 1443#endif
1640 1444
1641 SET_ANIMATION (arrow, arrow->direction); 1445 SET_ANIMATION (arrow, arrow->direction);
1642 1446
1643 /* update the speed */ 1447 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646 1448
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0; 1449 arrow->speed_left = 0;
1450 arrow->set_speed (max (2.f,
1451 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f
1453 ));
1649 1454
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1455 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651 1456
1652 if (op->type == PLAYER) 1457 if (op->type == PLAYER)
1653 { 1458 {
1691 * but monsters can't. Putting that code here 1496 * but monsters can't. Putting that code here
1692 * makes the fire_bow code much cleaner. 1497 * makes the fire_bow code much cleaner.
1693 * this function should only be called if 'op' is a player, 1498 * this function should only be called if 'op' is a player,
1694 * hence the function name. 1499 * hence the function name.
1695 */ 1500 */
1696int 1501static int
1697player_fire_bow (object *op, int dir) 1502player_fire_bow (object *op, int dir)
1698{ 1503{
1699 int ret = 0, wcmod = 0; 1504 int ret;
1700 1505
1701 if (op->contr->bowtype == bow_bestarrow) 1506 if (op->contr->bowtype == bow_bestarrow)
1702 { 1507 {
1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1508 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1704 } 1509 }
1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1510 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1706 { 1511 {
1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1512 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1708 wcmod = -1;
1709
1710 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1513 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1711 } 1514 }
1712 else if (op->contr->bowtype == bow_threewide) 1515 else if (op->contr->bowtype == bow_threewide)
1713 { 1516 {
1714 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1517 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1715 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1518 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1716 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1519 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1717 } 1520 }
1718 else if (op->contr->bowtype == bow_spreadshot) 1521 else if (op->contr->bowtype == bow_spreadshot)
1719 { 1522 {
1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1523 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1721 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1524 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1525 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1723 } 1526 }
1724 else 1527 else
1725 { 1528 {
1731} 1534}
1732 1535
1733/* Fires a misc (wand/rod/horn) object in 'dir'. 1536/* Fires a misc (wand/rod/horn) object in 'dir'.
1734 * Broken apart from 'fire' to keep it more readable. 1537 * Broken apart from 'fire' to keep it more readable.
1735 */ 1538 */
1736void 1539static void
1737fire_misc_object (object *op, int dir) 1540fire_misc_object (object *op, int dir)
1738{ 1541{
1739 object *item = op->contr->ranged_ob; 1542 object *item = op->contr->ranged_ob;
1740 1543
1741 if (!item) 1544 if (!item)
1748 { 1551 {
1749 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1552 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1750 return; 1553 return;
1751 } 1554 }
1752 1555
1753 if (!op->change_weapon (item)) 1556 if (!op->apply (item))
1754 return; 1557 return;
1755 1558
1756 if (item->type == WAND) 1559 if (item->type == WAND)
1757 { 1560 {
1758 if (item->stats.food <= 0) 1561 if (item->stats.food <= 0)
1763 return; 1566 return;
1764 } 1567 }
1765 } 1568 }
1766 else if (item->type == ROD || item->type == HORN) 1569 else if (item->type == ROD || item->type == HORN)
1767 { 1570 {
1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1571 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1572
1573 // using the maximum of the rods charge allows at least one spell cast
1574 // for a rod or horn, this fixes some broken rods.
1575 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1769 { 1576 {
1770 op->contr->play_sound (sound_find ("wand_poof")); 1577 op->contr->play_sound (sound_find ("wand_poof"));
1771 1578
1772 if (item->type == ROD) 1579 if (item->type == ROD)
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 } 1585 }
1779 } 1586 }
1780 1587
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1588 if (cast_spell (op, item, dir, item->inv, NULL))
1782 { 1589 {
1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1590 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1591
1784 if (item->type == WAND) 1592 if (item->type == WAND)
1785 { 1593 {
1786 if (!(--item->stats.food)) 1594 if (!(--item->stats.food))
1787 { 1595 {
1788 object *tmp;
1789
1790 if (item->arch) 1596 if (item->arch)
1791 { 1597 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1598 item->clr_flag (FLAG_ANIMATE);
1793 item->face = item->arch->face; 1599 item->face = item->arch->face;
1794 item->set_speed (0); 1600 item->set_speed (0);
1795 } 1601 }
1796 1602
1797 if ((tmp = item->in_player ())) 1603 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1604 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1605 }
1800 } 1606 }
1801 else if (item->type == ROD || item->type == HORN) 1607 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1608 drain_rod_charge (item);
1803 } 1609 }
1804} 1610}
1805 1611
1806/* Received a fire command for the player - go and do it. 1612/* Received a fire command for the player - go and do it.
1807 */ 1613 */
1808bool 1614bool
1809fire (object *op, int dir) 1615fire (object *who, int dir)
1810{ 1616{
1811 int spellcost = 0; 1617 int spellcost = 0;
1812 1618
1813 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op))
1815 make_visible (op);
1816
1817 player *pl = op->contr; 1619 player *pl = who->contr;
1818 1620
1819 if (pl->golem) 1621 if (pl->golem)
1820 { 1622 {
1821 control_golem (op->contr->golem, dir); 1623 control_golem (who->contr->golem, dir);
1822 return false; 1624 return false;
1823 } 1625 }
1824 1626
1825 object *ob = pl->ranged_ob; 1627 object *ob = pl->ranged_ob;
1826 1628
1827 if (!ob) 1629 if (!ob)
1828 return false; 1630 return false;
1829 1631
1830 if (!op->change_weapon (ob))
1831 return false;
1832
1833 if (op->speed_left > 0.f) 1632 if (who->speed_left > 0.f)
1834 --op->speed_left; 1633 --who->speed_left;
1835 else 1634 else
1836 return false; 1635 return false;
1837 1636
1637 if (!who->apply (ob))
1638 return false;
1639
1640 /* check for loss of invisiblity/hide */
1641 if (action_makes_visible (who))
1642 make_visible (who);
1643
1838 switch (ob->type) 1644 switch (ob->type)
1839 { 1645 {
1840 case BOW: 1646 case BOW:
1841 player_fire_bow (op, dir); 1647 player_fire_bow (who, dir);
1842 break; 1648 break;
1843 1649
1844 case SPELL: 1650 case SPELL:
1845 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1651 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1846 break; 1652 break;
1847 1653
1848 case BUILDER: 1654 case BUILDER:
1849 apply_map_builder (op, dir); 1655 apply_map_builder (who, dir);
1850 break; 1656 break;
1851 1657
1852 case SKILL: 1658 case SKILL:
1853 do_skill (op, op, ob, dir, 0); 1659 do_skill (who, who, ob, dir, 0);
1854 break; 1660 break;
1855 1661
1662 case RANGED:
1663 do_skill (who, ob, who->chosen_skill, dir, 0);
1664 break;
1665
1856 default: 1666 default:
1857 fire_misc_object (op, dir); 1667 fire_misc_object (who, dir);
1858 break; 1668 break;
1859 } 1669 }
1860 1670
1861 return true; 1671 return true;
1862} 1672}
1863 1673
1864/* find_key 1674static object *
1865 * We try to find a key for the door as passed. If we find a key
1866 * and successfully use it, we return the key, otherwise NULL
1867 * This function merges both normal and locked door, since the logic
1868 * for both is the same - just the specific key is different.
1869 * pl is the player,
1870 * inv is the objects inventory to searched
1871 * door is the door we are trying to match against.
1872 * This function can be called recursively to search containers.
1873 */
1874object *
1875find_key (object *pl, object *container, object *door) 1675find_key_ (object *pl, object *container, object *door)
1876{ 1676{
1877 object *tmp, *key; 1677 object *tmp, *key;
1878 1678
1879 /* Should not happen, but sanity checking is never bad */ 1679 /* Should not happen, but sanity checking is never bad */
1880 if (!container->inv) 1680 if (!container->inv)
1883 /* First, lets try to find a key in the top level inventory */ 1683 /* First, lets try to find a key in the top level inventory */
1884 for (tmp = container->inv; tmp; tmp = tmp->below) 1684 for (tmp = container->inv; tmp; tmp = tmp->below)
1885 { 1685 {
1886 if (door->type == DOOR && tmp->type == KEY) 1686 if (door->type == DOOR && tmp->type == KEY)
1887 break; 1687 break;
1688
1888 /* For sanity, we should really check door type, but other stuff 1689 /* For sanity, we should really check door type, but other stuff
1889 * (like containers) can be locked with special keys 1690 * (like containers) can be locked with special keys
1890 */ 1691 */
1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1692 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1892 break; 1693 break;
1898 * a key, return 1699 * a key, return
1899 */ 1700 */
1900 if (!tmp) 1701 if (!tmp)
1901 { 1702 {
1902 for (tmp = container->inv; tmp; tmp = tmp->below) 1703 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 {
1904 /* No reason to search empty containers */ 1704 /* No reason to search empty containers */
1905 if (tmp->type == CONTAINER && tmp->inv) 1705 if (tmp->type == CONTAINER && tmp->inv)
1906 {
1907 if ((key = find_key (pl, tmp, door))) 1706 if ((key = find_key_ (pl, tmp, door)))
1908 return key; 1707 return key;
1909 }
1910 }
1911 1708
1912 if (!tmp) 1709 if (!tmp)
1913 return NULL; 1710 return 0;
1914 } 1711 }
1915 1712
1916 /* We get down here if we have found a key. Now if its in a container, 1713 /* We get down here if we have found a key. Now if its in a container,
1917 * see if we actually want to use it 1714 * see if we actually want to use it
1918 */ 1715 */
1919 if (pl != container) 1716 if (pl != container)
1920 { 1717 {
1921 /* Only let players use keys in containers */ 1718 /* Only let players use keys in containers */
1922 if (!pl->contr) 1719 if (!pl->contr)
1923 return NULL; 1720 return 0;
1721
1924 /* cases where this fails: 1722 /* cases where this fails:
1925 * If we only search the player inventory, return now since we 1723 * If we only search the player inventory, return now since we
1926 * are not in the players inventory. 1724 * are not in the players inventory.
1927 * If the container is not active, return now since only active 1725 * If the container is not active, return now since only active
1928 * containers can be used. 1726 * containers can be used.
1932 * inv must have been an container and must have been active. 1730 * inv must have been an container and must have been active.
1933 * 1731 *
1934 * Change the color so that the message doesn't disappear with 1732 * Change the color so that the message doesn't disappear with
1935 * all the others. 1733 * all the others.
1936 */ 1734 */
1937 if (pl->contr->usekeys == key_inventory || 1735 if (pl->contr->usekeys == key_inventory
1938 !QUERY_FLAG (container, FLAG_APPLIED) || 1736 || !container->flag [FLAG_APPLIED]
1939 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1737 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1940 { 1738 {
1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1739 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1942 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1740 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1943 return NULL; 1741 return NULL;
1944 } 1742 }
1945 } 1743 }
1946 1744
1947 return tmp; 1745 return tmp;
1746}
1747
1748/* find_key
1749 * We try to find a key for the door as passed. If we find a key
1750 * and successfully use it, we return the key, otherwise NULL
1751 * This function merges both normal and locked door, since the logic
1752 * for both is the same - just the specific key is different.
1753 * pl is the player,
1754 * inv is the objects inventory to searched
1755 * door is the door we are trying to match against.
1756 * This function can be called recursively to search containers.
1757 */
1758object *
1759find_key (object *pl, object *container, object *door)
1760{
1761 if (door->slaying && is_match_expr (door->slaying))
1762 {
1763 // for match expressions, we try to find the key by applying the match
1764 // to the op itself, which is supposed to find the "key", instead
1765 // of searching through containers ourselves.
1766
1767 return match_one (door->slaying, container, door, pl, pl);
1768 }
1769 else
1770 return find_key_ (pl, container, door);
1948} 1771}
1949 1772
1950/* moved door processing out of move_player_attack. 1773/* moved door processing out of move_player_attack.
1951 * returns 1 if player has opened the door with a key 1774 * returns 1 if player has opened the door with a key
1952 * such that the caller should not do anything more, 1775 * such that the caller should not do anything more,
1980 remove_door2 (door); /* remove door without violence ;-) */ 1803 remove_door2 (door); /* remove door without violence ;-) */
1981 } 1804 }
1982 1805
1983 /* Do this after we print the message */ 1806 /* Do this after we print the message */
1984 key->decrease (); /* Use up one of the keys */ 1807 key->decrease (); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */
1986 if (container != op)
1987 esrv_update_item (UPD_WEIGHT, op, container);
1988 1808
1989 return 1; /* Nothing more to do below */ 1809 return 1; /* Nothing more to do below */
1990 } 1810 }
1991 else if (door->type == LOCKED_DOOR) 1811 else if (door->type == LOCKED_DOOR)
1992 { 1812 {
2005 * going to try and move (not fire weapons). 1825 * going to try and move (not fire weapons).
2006 */ 1826 */
2007bool 1827bool
2008move_player_attack (object *op, int dir) 1828move_player_attack (object *op, int dir)
2009{ 1829{
2010 int on_battleground; 1830 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1831 {
1832 --op->speed_left;
1833 return true;
1834 }
2011 1835
2012 sint16 nx = freearr_x[dir] + op->x; 1836 sint16 nx = freearr_x[dir] + op->x;
2013 sint16 ny = freearr_y[dir] + op->y; 1837 sint16 ny = freearr_y[dir] + op->y;
2014 1838
2015 on_battleground = op_on_battleground (op, 0, 0);
2016
2017 if (out_of_map (op->map, nx, ny)) 1839 if (out_of_map (op->map, nx, ny))
2018 return false; 1840 return false;
2019
2020 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2021 {
2022 --op->speed_left;
2023 return true;
2024 }
2025 1841
2026 /* If braced, or can't move to the square, and it is not out of the 1842 /* If braced, or can't move to the square, and it is not out of the
2027 * map, attack it. Note order of if statement is important - don't 1843 * map, attack it. Note order of if statement is important - don't
2028 * want to be calling move_ob if braced, because move_ob will move the 1844 * want to be calling move_ob if braced, because move_ob will move the
2029 * player. This is a pretty nasty hack, because if we could 1845 * player. This is a pretty nasty hack, because if we could
2047 || mon->flag [FLAG_CAN_ROLL]) 1863 || mon->flag [FLAG_CAN_ROLL])
2048 && mon != op) 1864 && mon != op)
2049 break; 1865 break;
2050 } 1866 }
2051 1867
2052 if (!mon) /* This happens anytime the player tries to move */ 1868 /* no monster == player tries to move into a wall or so */
2053 return false; /* into a wall */ 1869 if (!mon)
1870 {
1871 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1872 if (op->move_type & ob->move_block)
1873 {
1874 if (ob->move_block == MOVE_ALL)
1875 move_into_wall (op, ob);
1876 else
1877 {
1878 if (op->contr->ns->bumpmsg)
1879 {
1880 op->play_sound (sound_find ("blocked_move"));
1881
1882 op->statusmsg (ob->invisible
1883 ? "Something blocks you."
1884 : format ("Something blocks you from entering the %s.", query_name (ob))
1885 );
1886 }
1887 }
1888
1889 break;
1890 }
1891
1892 return false;
1893 }
2054 1894
2055 mon = mon->head_ (); 1895 mon = mon->head_ ();
2056 1896
2057 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1897 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2058 if (op->contr->weapon_sp_left > 0.f) 1898 if (op->contr->weapon_sp_left > 0.f)
2076 */ 1916 */
2077 if (op->type == PLAYER 1917 if (op->type == PLAYER
2078 && ((mon->owner && mon->owner->contr 1918 && ((mon->owner && mon->owner->contr
2079 && same_party (mon->owner->contr->party, op->contr->party)) 1919 && same_party (mon->owner->contr->party, op->contr->party))
2080 || mon->owner == op) 1920 || mon->owner == op)
2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1921 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2082 { 1922 {
2083 /* If we're braced, we don't want to switch places with it */ 1923 /* If we're braced, we don't want to switch places with it */
2084 if (op->contr->braced) 1924 if (op->contr->braced)
2085 return false; 1925 return false;
2086 1926
2089 --op->speed_left; 1929 --op->speed_left;
2090 1930
2091 op->play_sound (sound_find ("push_player")); 1931 op->play_sound (sound_find ("push_player"));
2092 push_ob (mon, dir, op); 1932 push_ob (mon, dir, op);
2093 1933
2094 if (op->contr->tmp_invis || op->hide) 1934 if (action_makes_visible (op))
2095 make_visible (op); 1935 make_visible (op);
2096 1936
2097 return true; 1937 return true;
2098 } 1938 }
2099 else 1939 else
2100 return false; 1940 return false;
2101 } 1941 }
1942
1943 bool on_battleground = op_on_battleground (op, 0, 0);
2102 1944
2103 /* in certain circumstances, you shouldn't attack friendly 1945 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push 1946 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't 1947 * someone, but put it inside this loop so that you won't
2106 * attack them either. 1948 * attack them either.
2107 */ 1949 */
2108 if ((mon->type == PLAYER || mon->enemy != op) 1950 if ((mon->type == PLAYER || mon->enemy != op)
2109 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1951 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2110 && ((op->contr->peaceful 1952 && ((op->contr->peaceful
2111 || (mon->type == PLAYER && mon->contr->peaceful)) 1953 || (mon->type == PLAYER && mon->contr->peaceful))
2112 && !on_battleground)) 1954 && !on_battleground))
2113 { 1955 {
2114 if (op->speed_left > 0.f) 1956 if (op->speed_left > 0.f)
2121 push_ob (mon, dir, op); 1963 push_ob (mon, dir, op);
2122 } 1964 }
2123 else 1965 else
2124 op->statusmsg ("You withhold your attack"); 1966 op->statusmsg ("You withhold your attack");
2125 1967
2126 if (op->contr->tmp_invis || op->hide) 1968 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2127 make_visible (op); 1969 make_visible (op);
2128 1970
2129 return true; 1971 return true;
2130 } 1972 }
2131 } 1973 }
2132 /* If the object is a boulder or other rollable object, then 1974 /* If the object is a boulder or other rollable object, then
2133 * roll it if not braced. You can't roll it if you are braced. 1975 * roll it if not braced. You can't roll it if you are braced.
2134 */ 1976 */
2135 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1977 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2136 { 1978 {
2137 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
2138 { 1980 {
2139 --op->speed_left; 1981 --op->speed_left;
2140 1982
2149 * Way it works is like this: First, it must have some hit points 1991 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 1992 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 1993 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 1994 * that party_number -1 is no party, so attacks can still happen.
2153 */ 1995 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1996 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1997 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 1998 {
2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1999 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2158 { 2000 {
2159 --op->contr->weapon_sp_left; 2001 --op->contr->weapon_sp_left;
2171} 2013}
2172 2014
2173bool 2015bool
2174move_player (object *op, int dir) 2016move_player (object *op, int dir)
2175{ 2017{
2176 int pick;
2177
2178 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2018 if (!op->map || op->map->state != MAP_ACTIVE)
2179 return 0; 2019 return 0;
2180 2020
2181 /* Sanity check: make sure dir is valid */ 2021 /* Sanity check: make sure dir is valid */
2182 if ((dir < 0) || (dir >= 9)) 2022 if (dir < 0 || dir > 8)
2183 { 2023 {
2184 LOG (llevError, "move_player: invalid direction %d\n", dir); 2024 LOG (llevError, "move_player: invalid direction %d\n", dir);
2185 return 0; 2025 return 0;
2186 } 2026 }
2187 2027
2188 /* peterm: added following line */ 2028 /* peterm: added following line */
2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2029 if (op->flag [FLAG_CONFUSED] && dir)
2190 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2030 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2191 2031
2192 op->facing = dir; 2032 op->facing = dir;
2193 2033
2194 if (op->hide) 2034 if (op->flag [FLAG_HIDDEN])
2195 do_hidden_move (op); 2035 do_hidden_move (op);
2196 2036
2197 bool retval; 2037 bool retval;
2038 int pick = 0;
2198 2039
2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2040 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2200 retval = RESULT_INT (0); 2041 retval = RESULT_INT (0);
2201 else if (op->contr->fire_on) 2042 else if (op->contr->fire_on)
2202 retval = fire (op, dir); 2043 retval = fire (op, dir);
2233 * players. 2074 * players.
2234 */ 2075 */
2235bool 2076bool
2236handle_newcs_player (object *op) 2077handle_newcs_player (object *op)
2237{ 2078{
2238 if (QUERY_FLAG (op, FLAG_SCARED)) 2079 if (op->flag [FLAG_SCARED])
2239 { 2080 {
2240 if (op->speed_left > 0.f) 2081 if (op->speed_left > 0.f)
2241 { 2082 {
2242 --op->speed_left; 2083 --op->speed_left;
2243 flee_player (op); 2084 flee_player (op);
2259 return move_player (op, op->direction); 2100 return move_player (op, op->direction);
2260 2101
2261 return false; 2102 return false;
2262} 2103}
2263 2104
2264int 2105static int
2265save_life (object *op) 2106save_life (object *op)
2266{ 2107{
2267 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2108 if (!op->flag [FLAG_LIFESAVE])
2268 return 0; 2109 return 0;
2269 2110
2270 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2111 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2112 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2272 { 2113 {
2273 op->play_sound (sound_find ("ob_evaporate")); 2114 op->play_sound (sound_find ("ob_evaporate"));
2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2115 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2275 2116
2276 if (op->contr)
2277 esrv_del_item (op->contr, tmp->count);
2278
2279 tmp->destroy (); 2117 tmp->destroy ();
2280 CLEAR_FLAG (op, FLAG_LIFESAVE); 2118 op->clr_flag (FLAG_LIFESAVE);
2281 2119
2282 if (op->stats.hp < 0) 2120 if (op->stats.hp < 0)
2283 op->stats.hp = op->stats.maxhp; 2121 op->stats.hp = op->stats.maxhp;
2284 2122
2285 if (op->stats.food < 0) 2123 if (op->stats.food < 0)
2286 op->stats.food = 999; 2124 op->stats.food = MAX_FOOD;
2287 2125
2288 op->update_stats (); 2126 op->update_stats ();
2289 return 1; 2127 return 1;
2290 } 2128 }
2291 2129
2292 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2130 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2293 CLEAR_FLAG (op, FLAG_LIFESAVE); 2131 op->clr_flag (FLAG_LIFESAVE);
2294 enter_player_savebed (op); /* bring him home. */ 2132 enter_player_savebed (op); /* bring him home. */
2295 return 0; 2133 return 0;
2296} 2134}
2297 2135
2298/* This goes throws the inventory and removes unpaid objects, and puts them 2136/* This goes throws the inventory and removes unpaid objects, and puts them
2299 * back in the map (location and map determined by values of env). This 2137 * back in the map (location and map determined by values of env). This
2300 * function will descend into containers. op is the object to start the search 2138 * function will descend into containers. op is the object to start the search
2301 * from. 2139 * from.
2302 */ 2140 */
2303static void 2141static void
2304drop_unpaid_items (object *op, object *env) 2142drop_unpaid_items (object *op, object *env)
2305{ 2143{
2306 while (op) 2144 while (op)
2307 { 2145 {
2308 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2146 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2309 2147
2310 if (QUERY_FLAG (op, FLAG_UNPAID)) 2148 if (op->flag [FLAG_UNPAID])
2311 {
2312 if (env->type == PLAYER)
2313 esrv_del_item (env->contr, op->count);
2314
2315 op->insert_at (env); 2149 op->insert_at (env);
2316 }
2317 else if (op->inv) 2150 else if (op->inv)
2318 drop_unpaid_items (op->inv, env); 2151 drop_unpaid_items (op->inv, env);
2319 2152
2320 op = next; 2153 op = next;
2321 } 2154 }
2326{ 2159{
2327 if (!flag [FLAG_REMOVED]) 2160 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this); 2161 ::drop_unpaid_items (inv, this);
2329} 2162}
2330 2163
2331/*
2332 * Returns pointer a static string containing gravestone text
2333 * Moved from apply.c to player.c - player.c is what
2334 * actually uses this function. player.c may not be quite the
2335 * best, a misc file for object actions is probably better,
2336 * but there isn't one in the server directory.
2337 */
2338char *
2339gravestone_text (object *op)
2340{
2341 static char buf2[MAX_BUF];
2342 char buf[MAX_BUF];
2343 time_t now = time (NULL);
2344
2345 strcpy (buf2, " R.I.P.\n\n");
2346 if (op->type == PLAYER)
2347 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2348 else
2349 sprintf (buf, "%s\n", &op->name);
2350
2351 strncat (buf2, " ", 20 - strlen (buf) / 2);
2352 strcat (buf2, buf);
2353 if (op->type == PLAYER)
2354 sprintf (buf, "who was in level %d when killed\n", op->level);
2355 else
2356 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2357
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360 if (op->type == PLAYER)
2361 {
2362 sprintf (buf, "by %s.\n\n", op->contr->killer);
2363 strncat (buf2, " ", 21 - strlen (buf) / 2);
2364 strcat (buf2, buf);
2365 }
2366
2367 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2369 strcat (buf2, buf);
2370
2371 return buf2;
2372}
2373
2374void 2164void
2375do_some_living (object *op) 2165do_some_living (object *op)
2376{ 2166{
2377 int last_food = op->stats.food; 2167 int last_food = op->stats.food;
2378 int gen_hp, gen_sp, gen_grace; 2168 int gen_hp, gen_sp, gen_grace;
2379 int over_hp, over_sp, over_grace;
2380 int i;
2381 int rate_hp = 1200; 2169 int rate_hp = 1200;
2382 int rate_sp = 2500; 2170 int rate_sp = 2500;
2383 int rate_grace = 2000; 2171 int rate_grace = 2000;
2384 const int max_hp = 1; 2172 const int max_hp = 1;
2385 const int max_sp = 1; 2173 const int max_sp = 1;
2390 op->invisible = 1000; 2178 op->invisible = 1000;
2391 /* the socket code flashes the player visible/invisible 2179 /* the socket code flashes the player visible/invisible
2392 * depending on the value of invisible, so we need to 2180 * depending on the value of invisible, so we need to
2393 * alternate it here for it to work correctly. 2181 * alternate it here for it to work correctly.
2394 */ 2182 */
2395 if (pticks & 2) 2183 if (server_tick & 2)
2396 op->invisible--; 2184 op->invisible--;
2397 } 2185 }
2398 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2186 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2399 { 2187 {
2400 if (!op->invisible--) 2188 if (!op->invisible--)
2401 { 2189 {
2402 make_visible (op); 2190 make_visible (op);
2403 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 if (--op->last_grace < 0) 2225 if (--op->last_grace < 0)
2438 { 2226 {
2439 if (op->stats.grace < op->stats.maxgrace / 2) 2227 if (op->stats.grace < op->stats.maxgrace / 2)
2440 op->stats.grace++; /* no penalty in food for regaining grace */ 2228 op->stats.grace++; /* no penalty in food for regaining grace */
2441 2229
2230 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2231
2442 if (max_grace > 1) 2232 if (max_grace > 1)
2443 { 2233 {
2444 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2234 int over_grace = temp / rate_grace;
2235
2445 if (over_grace > 0) 2236 if (over_grace > 0)
2446 { 2237 {
2447 op->stats.sp += over_grace 2238 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2448 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2449 op->last_grace = 0; 2239 op->last_grace = 0;
2450 } 2240 }
2451 else 2241 else
2452 { 2242 op->last_grace = rate_grace / temp;
2453 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2454 }
2455 } 2243 }
2456 else 2244 else
2457 { 2245 op->last_grace = rate_grace / temp;
2458 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2246
2459 }
2460 /* wearing stuff doesn't detract from grace generation. */ 2247 /* wearing stuff doesn't detract from grace generation. */
2461 } 2248 }
2462 2249
2463 if (op->stats.food > 0) 2250 if (op->stats.food > 0)
2464 { 2251 {
2470 if (op->stats.sp < op->stats.maxsp) 2257 if (op->stats.sp < op->stats.maxsp)
2471 { 2258 {
2472 op->stats.sp++; 2259 op->stats.sp++;
2473 2260
2474 /* dms do not consume food */ 2261 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (!op->flag [FLAG_WIZ])
2476 { 2263 {
2477 op->stats.food--; 2264 op->stats.food--;
2478 2265
2479 if (op->contr->digestion < 0) 2266 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion; 2267 op->stats.food += op->contr->digestion;
2483 } 2270 }
2484 } 2271 }
2485 2272
2486 if (max_sp > 1) 2273 if (max_sp > 1)
2487 { 2274 {
2488 over_sp = (gen_sp + 10) / rate_sp; 2275 int over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0) 2276 if (over_sp > 0)
2490 { 2277 {
2491 if (op->stats.sp < op->stats.maxsp) 2278 if (op->stats.sp < op->stats.maxsp)
2492 { 2279 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2280 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2514 if (op->stats.hp < op->stats.maxhp) 2301 if (op->stats.hp < op->stats.maxhp)
2515 { 2302 {
2516 op->stats.hp++; 2303 op->stats.hp++;
2517 2304
2518 /* dms do not consume food */ 2305 /* dms do not consume food */
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2306 if (!op->flag [FLAG_WIZ])
2520 { 2307 {
2521 op->stats.food--; 2308 op->stats.food--;
2522 2309
2523 if (op->contr->digestion < 0) 2310 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion; 2311 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2312 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food; 2313 op->stats.food = last_food;
2527 } 2314 }
2528 } 2315 }
2529 2316
2317 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2318
2530 if (max_hp > 1) 2319 if (max_hp > 1)
2531 { 2320 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2321 int over_hp = temp / rate_hp;
2533 2322
2534 if (over_hp > 0) 2323 if (over_hp > 0)
2535 { 2324 {
2536 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2325 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2537 op->last_heal = 0; 2326 op->last_heal = 0;
2538 } 2327 }
2539 else 2328 else
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2329 op->last_heal = rate_hp / temp;
2541 } 2330 }
2542 else 2331 else
2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2332 op->last_heal = rate_hp / temp;
2544 } 2333 }
2545 } 2334 }
2546 2335
2547 /* Digestion */ 2336 /* Digestion */
2548 if (--op->last_eat < 0) 2337 if (--op->last_eat < 0)
2551 penalty = max (0, -op->contr->digestion); 2340 penalty = max (0, -op->contr->digestion);
2552 2341
2553 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2342 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2554 2343
2555 /* dms do not consume food */ 2344 /* dms do not consume food */
2556 if (!QUERY_FLAG (op, FLAG_WIZ)) 2345 if (!op->flag [FLAG_WIZ])
2557 op->stats.food--; 2346 op->stats.food--;
2558 } 2347 }
2559 2348
2560 if (op->stats.food < 0 && op->stats.hp >= 0) 2349 if (op->stats.food < 0 && op->stats.hp >= 0)
2561 { 2350 {
2562 object *tmp, *flesh = 0; 2351 object *flesh = 0;
2563 2352
2564 for (tmp = op->inv; tmp; tmp = tmp->below) 2353 for_inv_removable (op, tmp)
2565 { 2354 {
2566 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2355 if (tmp->flag [FLAG_UNPAID])
2356 continue;
2357
2358 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2567 { 2359 {
2568 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2360 op->statusmsg ("You blindly grab for a bite of food. "
2569 { 2361 "H<To prevent you from starving, you ate some random item from your backpack.>");
2570 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2362 op->apply (tmp);
2571 manual_apply (op, tmp, 0); 2363
2572 if (op->stats.food >= 0 || op->stats.hp < 0) 2364 if (op->stats.food >= 0 || op->stats.hp < 0)
2573 break; 2365 break;
2574 } 2366 }
2575 else if (tmp->type == FLESH) 2367 else if (tmp->type == FLESH)
2576 flesh = tmp; 2368 flesh = tmp;
2577 } /* End if paid for object */ 2369 }
2578 } /* end of for loop */
2579 2370
2580 /* If player is still starving, it means they don't have any food, so 2371 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2372 * eat flesh instead.
2582 */ 2373 */
2583 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2374 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 { 2375 {
2585 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2376 op->statusmsg ("You blindly grab for a bite of food. "
2377 "H<To prevent you from starving, you ate some random item from your backpack.>");
2586 manual_apply (op, flesh, 0); 2378 op->apply (flesh);
2587 } 2379 }
2380
2381 // If player is still starving, alert him!
2382 if (op->stats.food < 0)
2383 op->failmsg ("You are starving! "
2384 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2588 } 2385 }
2589 2386
2590 if (op->stats.food < 0) 2387 if (op->stats.food < 0)
2591 { 2388 {
2592 op->stats.hp += op->stats.food; 2389 op->stats.hp += op->stats.food;
2593 op->stats.food = 0; 2390 op->stats.food = 0;
2391
2392 if (op->stats.hp < 0)
2393 {
2394 op->contr->killer = archetype::get ("killer_starvation");
2395 op->contr->killer->destroy ();
2594 } 2396 }
2397 }
2595 2398
2399 /* killer should be set here already */
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2400 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2597 kill_player (op); 2401 kill_player (op);
2598 } 2402 }
2599} 2403}
2600 2404
2601/* If the player should die (lack of hp, food, etc), we call this. 2405/* If the player should die (lack of hp, food, etc), we call this.
2605 */ 2409 */
2606void 2410void
2607kill_player (object *op) 2411kill_player (object *op)
2608{ 2412{
2609 int x, y; 2413 int x, y;
2610 char buf[MAX_BUF];
2611 maptile *map; /* this is for resurrection */ 2414 maptile *map; /* this is for resurrection */
2612 int will_kill_again; 2415 int will_kill_again;
2613 archetype *at; 2416 archetype *at;
2614 object *tmp; 2417 object *tmp;
2615 2418
2616 if (save_life (op)) 2419 if (save_life (op))
2617 return; 2420 return;
2421
2422 dynbuf_text deathtab;
2423
2424 /* restore player */
2425 at = archetype::find (shstr_poisoning);
2426 if (object *tmp = present_arch_in_ob (at, op))
2427 {
2428 tmp->destroy ();
2429 deathtab << "Your body feels cleansed...\r";
2430 }
2431
2432 at = archetype::find (shstr_confusion);
2433 if (object *tmp = present_arch_in_ob (at, op))
2434 {
2435 tmp->destroy ();
2436 deathtab << "Your mind feels clearer...\r";
2437 }
2438
2439 cure_disease (op, 0, 0); /* remove any disease */
2440
2441 max_it (op->stats.hp , op->stats.maxhp);
2442 max_it (op->stats.sp , op->stats.maxsp);
2443 max_it (op->stats.grace, op->stats.maxgrace);
2444 max_it (op->stats.food , 200);
2445
2446 // remove all spell effects that are active
2447 // to avoid long-term effects such as word-of-recall
2448 for (object *item = op->inv; item; )
2449 {
2450 object *next = item->below;
2451
2452 if (item->type == SPELL_EFFECT && item->active)
2453 item->destroy ();
2454
2455 item = next;
2456 }
2618 2457
2619 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2458 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2620 * in cities ONLY!!! It is very important that this doesn't get abused. 2459 * in cities ONLY!!! It is very important that this doesn't get abused.
2621 * Look at op_on_battleground() for more info --AndreasV 2460 * Look at op_on_battleground() for more info --AndreasV
2622 */ 2461 */
2623 if (op_on_battleground (op, &x, &y)) 2462 if (op_on_battleground (op, &x, &y))
2624 { 2463 {
2625 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2464 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2626 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2627
2628 /* restore player */
2629 at = archetype::find ("poisoning");
2630 if (object *tmp = present_arch_in_ob (at, op))
2631 {
2632 tmp->destroy ();
2633 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2634 }
2635
2636 at = archetype::find ("confusion");
2637 if (object *tmp = present_arch_in_ob (at, op))
2638 {
2639 tmp->destroy ();
2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2641 }
2642
2643 cure_disease (op, 0, 0); /* remove any disease */
2644 op->stats.hp = op->stats.maxhp;
2645 if (op->stats.food <= 0)
2646 op->stats.food = 999;
2647 2465
2648 /* create a bodypart-trophy to make the winner happy */ 2466 /* create a bodypart-trophy to make the winner happy */
2649 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2467 object *tmp = archetype::find (shstr_finger)->instance ();
2650 { 2468
2651 tmp->name = format ("%s's finger" , &op->name); 2469 tmp->name = format ("%s's finger" , &op->name);
2652 tmp->name_pl = format ("%s's fingers", &op->name); 2470 tmp->name_pl = format ("%s's fingers", &op->name);
2653 tmp->msg = format ( 2471 tmp->msg = format (
2654 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2472 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2473 &op->name, op->contr->title,
2474 (int)op->level,
2475 op->contr->killer_name ()
2656 ); 2476 );
2657 tmp->value = 0, tmp->type = 0; 2477 tmp->value = 0, tmp->type = 0;
2658 tmp->materialname = "organics"; 2478 tmp->material = name_to_material (shstr_organic);
2659 tmp->insert_at (op, tmp); 2479 tmp->insert_at (op, tmp);
2660 }
2661 2480
2662 /* teleport defeated player to new destination */ 2481 /* teleport defeated player to new destination */
2663 transfer_ob (op, x, y, 0, NULL); 2482 transfer_ob (op, x, y, 0, NULL);
2664 op->contr->braced = 0; 2483 op->contr->braced = 0;
2484
2485 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2665 return; 2486 return;
2666 } 2487 }
2667 2488
2489 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2490 deathtab << "T<YOU HAVE DIED>\n\n";
2491
2668 INVOKE_PLAYER (DEATH, op->contr); 2492 INVOKE_PLAYER (DEATH, op->contr);
2669 2493
2670 command_kill_pets (op, 0); 2494 command_kill_pets (op, 0);
2671
2672 if (op->stats.food < 0)
2673 strcpy (op->contr->killer, "starvation");
2674 2495
2675 op->contr->play_sound (sound_find ("player_dies")); 2496 op->contr->play_sound (sound_find ("player_dies"));
2676 2497
2677 /* save the map location for corpse, gravestone */ 2498 /* save the map location for corpse, gravestone */
2678 x = op->x; 2499 x = op->x;
2708 2529
2709 lost_a_stat = 0; 2530 lost_a_stat = 0;
2710 2531
2711 for (z = 0; z < num_stats_lose; z++) 2532 for (z = 0; z < num_stats_lose; z++)
2712 { 2533 {
2713 i = RANDOM () % NUM_STATS; 2534 i = rndm (NUM_STATS);
2714 2535
2715 if (settings.stat_loss_on_death) 2536 if (settings.stat_loss_on_death)
2716 { 2537 {
2717 /* Pick a random stat and take a point off it. Tell the player 2538 /* Pick a random stat and take a point off it. Tell the player
2718 * what he lost. 2539 * what he lost.
2725 lost_a_stat = 1; 2546 lost_a_stat = 1;
2726 } 2547 }
2727 else 2548 else
2728 { 2549 {
2729 /* deplete a stat */ 2550 /* deplete a stat */
2730 archetype *deparch = archetype::find ("depletion"); 2551 archetype *deparch = archetype::find (shstr_depletion);
2731 object *dep; 2552 object *dep;
2732 2553
2733 dep = present_arch_in_ob (deparch, op); 2554 dep = present_arch_in_ob (deparch, op);
2734 if (!dep) 2555 if (!dep)
2735 { 2556 {
2736 dep = arch_to_object (deparch); 2557 dep = deparch->instance ();
2737 insert_ob_in_ob (dep, op); 2558 insert_ob_in_ob (dep, op);
2738 } 2559 }
2739 lose_this_stat = 1; 2560 lose_this_stat = 1;
2740 if (settings.balanced_stat_loss) 2561 if (settings.balanced_stat_loss)
2741 { 2562 {
2769 } 2590 }
2770 } 2591 }
2771 2592
2772 if (lose_this_stat) 2593 if (lose_this_stat)
2773 { 2594 {
2774 this_stat = get_attr_value (&(dep->stats), i); 2595 this_stat = get_attr_value (&dep->stats, i);
2775 /* We could try to do something clever like find another 2596 /* We could try to do something clever like find another
2776 * stat to reduce if this fails. But chances are, if 2597 * stat to reduce if this fails. But chances are, if
2777 * stats have been depleted to -50, all are pretty low 2598 * stats have been depleted to -50, all are pretty low
2778 * and should be roughly the same, so it shouldn't make a 2599 * and should be roughly the same, so it shouldn't make a
2779 * difference. 2600 * difference.
2780 */ 2601 */
2781 if (this_stat >= -50) 2602 if (this_stat >= -50)
2782 { 2603 {
2783 change_attr_value (&(dep->stats), i, -1); 2604 change_attr_value (&(dep->stats), i, -1);
2784 SET_FLAG (dep, FLAG_APPLIED); 2605 dep->set_flag (FLAG_APPLIED);
2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2606 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2786 op->update_stats (); 2607 op->update_stats ();
2787 lost_a_stat = 1; 2608 lost_a_stat = 1;
2788 } 2609 }
2789 } 2610 }
2790 } 2611 }
2791 } 2612 }
2613
2792 /* If no stat lost, tell the player. */ 2614 /* If no stat lost, tell the player. */
2793 if (!lost_a_stat) 2615 if (!lost_a_stat)
2794 { 2616 {
2795 /* determine_god() seems to not work sometimes... why is this? 2617 /* determine_god() seems to not work sometimes... why is this?
2796 Should I be using something else? GD */ 2618 Should I be using something else? GD */
2797 const char *god = determine_god (op); 2619 shstr_tmp god = determine_god (op);
2798 2620
2799 if (god && (strcmp (god, "none"))) 2621 if (god != shstr_none)
2800 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2622 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2801 else 2623 else
2802 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2624 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2803 } 2625 }
2804#else 2626#else
2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2627 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2806#endif 2628#endif
2807 2629
2808 /* Put a gravestone up where the character 'almost' died. List the 2630 /* Put a gravestone up where the character 'almost' died. List the
2809 * exp loss on the stone. 2631 * exp loss on the stone.
2810 */ 2632 */
2811 tmp = arch_to_object (archetype::find ("gravestone")); 2633 tmp = archetype::find (shstr_gravestone)->instance ();
2812 sprintf (buf, "%s's gravestone", &op->name); 2634 tmp->name = format ("%s's gravestone", &op->name);
2813 tmp->name = buf; 2635 tmp->name_pl = format ("%s's gravestones", &op->name);
2814 sprintf (buf, "%s's gravestones", &op->name); 2636 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2815 tmp->name_pl = buf; 2637 &op->name, op->contr->title, op->contr->killer_name ());
2816 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);
2817 tmp->msg = buf;
2818 tmp->x = op->x, tmp->y = op->y; 2638 tmp->x = op->x, tmp->y = op->y;
2819 insert_ob_in_map (tmp, op->map, NULL, 0); 2639 insert_ob_in_map (tmp, op->map, NULL, 0);
2820 2640
2821 /**************************************/ 2641 /**************************************/
2822 /* */ 2642 /* */
2823 /* Subtract the experience points, */ 2643 /* Subtract the experience points, */
2824 /* if we died cause of food, give us */
2825 /* food, and reset HP's... */
2826 /* */ 2644 /* */
2827 /**************************************/ 2645 /**************************************/
2828 2646
2829 /* remove any poisoning and confusion the character may be suffering. */
2830 /* restore player */
2831 at = archetype::find ("poisoning");
2832 tmp = present_arch_in_ob (at, op);
2833
2834 if (tmp)
2835 {
2836 tmp->destroy ();
2837 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2838 }
2839
2840 at = archetype::find ("confusion");
2841 tmp = present_arch_in_ob (at, op);
2842 if (tmp)
2843 {
2844 tmp->destroy ();
2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2846 }
2847
2848 cure_disease (op, 0, 0); /* remove any disease */
2849
2850 /*add_exp(op, (op->stats.exp * -0.20)); */ 2647 /*add_exp(op, (op->stats.exp * -0.20)); */
2851 apply_death_exp_penalty (op); 2648 apply_death_exp_penalty (op);
2852 if (op->stats.food < 100)
2853 op->stats.food = 900;
2854 op->stats.hp = op->stats.maxhp;
2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2857 2649
2858 /* 2650 /*
2859 * Check to see if the player has any unpaid items. If so, remove them 2651 * Check to see if the player has any unpaid items. If so, remove them
2860 * and put them back in the map. 2652 * and put them back in the map.
2861 */ 2653 */
2885 if (will_kill_again) 2677 if (will_kill_again)
2886 { 2678 {
2887 object *force; 2679 object *force;
2888 int at; 2680 int at;
2889 2681
2890 force = get_archetype (FORCE_NAME); 2682 force = archetype::get (FORCE_NAME);
2891 /* 50 ticks should be enough time for the spell to abate */ 2683 /* 50 ticks should be enough time for the spell to abate */
2892 force->speed = 0.1f;
2893 force->speed_left = -5.f; 2684 force->speed_left = -5.f;
2894 SET_FLAG (force, FLAG_APPLIED); 2685 force->set_speed (0.1f);
2686 force->set_flag (FLAG_APPLIED);
2687
2895 for (at = 0; at < NROFATTACKS; at++) 2688 for (at = 0; at < NROFATTACKS; at++)
2896 if (will_kill_again & (1 << at)) 2689 if (will_kill_again & (1 << at))
2897 force->resist[at] = 100; 2690 force->resist[at] = 100;
2898 2691
2899 insert_ob_in_ob (force, op); 2692 insert_ob_in_ob (force, op);
2900 op->update_stats (); 2693 op->update_stats ();
2901
2902 } 2694 }
2903 2695
2904 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2696 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2905} 2697}
2906 2698
2907void 2699static void
2908loot_object (object *op) 2700loot_object (object *op)
2909{ /* Grab and destroy some treasure */ 2701{ /* Grab and destroy some treasure */
2910 object *tmp, *tmp2, *next; 2702 object *tmp, *next;
2911 2703
2912 op->close_container (); /* close open sack first */ 2704 op->close_container (); /* close open sack first */
2913 2705
2914 for (tmp = op->inv; tmp; tmp = next) 2706 for (tmp = op->inv; tmp; tmp = next)
2915 { 2707 {
2922 tmp->x = op->x, tmp->y = op->y; 2714 tmp->x = op->x, tmp->y = op->y;
2923 2715
2924 if (tmp->type == CONTAINER) 2716 if (tmp->type == CONTAINER)
2925 loot_object (tmp); /* empty container to ground */ 2717 loot_object (tmp); /* empty container to ground */
2926 2718
2927 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2719 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2928 { 2720 {
2929 if (tmp->nrof > 1) 2721 if (tmp->nrof > 1)
2930 { 2722 {
2931 tmp->decrease (rndm (1, tmp->nrof - 1)); 2723 tmp->decrease (rndm (1, tmp->nrof - 1));
2932 insert_ob_in_map (tmp, op->map, NULL, 0); 2724 insert_ob_in_map (tmp, op->map, NULL, 0);
2943 * fix_weight(): Check recursively the weight of all players, and fix 2735 * fix_weight(): Check recursively the weight of all players, and fix
2944 * what needs to be fixed. Refresh windows and fix speed if anything 2736 * what needs to be fixed. Refresh windows and fix speed if anything
2945 * was changed. 2737 * was changed.
2946 */ 2738 */
2947void 2739void
2948fix_weight (void) 2740fix_weight ()
2949{ 2741{
2950 for_all_players (pl) 2742 for_all_players (pl)
2951 { 2743 {
2952 sint32 old = pl->ob->carrying; 2744 sint32 old = pl->ob->carrying;
2953 2745
2960 } 2752 }
2961 } 2753 }
2962} 2754}
2963 2755
2964void 2756void
2965fix_luck (void) 2757fix_luck ()
2966{ 2758{
2967 for_all_players (pl) 2759 for_all_players (pl)
2968 if (!pl->ob->contr->ns->state) 2760 if (!pl->ob->contr->ns->state)
2969 pl->ob->change_luck (0); 2761 pl->ob->change_luck (0);
2970} 2762}
3007} 2799}
3008 2800
3009void 2801void
3010make_visible (object *op) 2802make_visible (object *op)
3011{ 2803{
3012 op->hide = 0; 2804 op->flag [FLAG_HIDDEN] = 0;
3013 op->invisible = 0; 2805 op->invisible = 0;
3014 2806
3015 if (op->type == PLAYER) 2807 if (op->type == PLAYER)
3016 { 2808 {
3017 op->contr->tmp_invis = 0; 2809 op->contr->tmp_invis = 0;
3022} 2814}
3023 2815
3024int 2816int
3025is_true_undead (object *op) 2817is_true_undead (object *op)
3026{ 2818{
3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2819 if (op->arch->flag [FLAG_UNDEAD])
3028 return 1; 2820 return 1;
3029 2821
3030 return 0; 2822 return 0;
3031} 2823}
3032 2824
3042 2834
3043 if (!ob || !ob->map) 2835 if (!ob || !ob->map)
3044 return 0; 2836 return 0;
3045 2837
3046 /* so, on normal lighted maps, its hard to hide */ 2838 /* so, on normal lighted maps, its hard to hide */
3047 level = ob->map->darkness - 2; 2839 level = ob->map->darklevel () - 2;
3048 2840
3049 /* this also picks up whether the object is glowing. 2841 /* this also picks up whether the object is glowing.
3050 * If you carry a light on a non-dark map, its not 2842 * If you carry a light on a non-dark map, its not
3051 * as bad as carrying a light on a pitch dark map */ 2843 * as bad as carrying a light on a pitch dark map */
3052 if (has_carried_lights (ob)) 2844 if (ob->has_carried_lights ())
3053 level = -(10 + (2 * ob->map->darkness)); 2845 level = -(10 + (2 * ob->map->darklevel ()));
3054 2846
3055 /* scan through all nearby squares for terrain to hide in */ 2847 /* scan through all nearby squares for terrain to hide in */
3056 for (i = 0, x = ob->x, y = ob->y; 2848 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1; 2849 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2850 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3079 * spot (surrounded by clear terrain in broad daylight). -b.t. 2871 * spot (surrounded by clear terrain in broad daylight). -b.t.
3080 */ 2872 */
3081void 2873void
3082do_hidden_move (object *op) 2874do_hidden_move (object *op)
3083{ 2875{
3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2876 int hide = 0;
3085 object *skop;
3086 2877
3087 if (!op || !op->map) 2878 if (!op || !op->map)
3088 return; 2879 return;
3089 2880
3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2881 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2882 int num = random_roll (0, 19, op, PREFER_LOW);
3091 2883
3092 /* its *extremely* hard to run and sneak/hide at the same time! */ 2884 /* its *extremely* hard to run and sneak/hide at the same time! */
3093 if (op->type == PLAYER && op->contr->run_on) 2885 if (op->type == PLAYER && op->contr->run_on)
3094 if (!skop || num >= skop->level) 2886 if (!skop || num >= skop->level)
3095 { 2887 {
3105 num -= hide; 2897 num -= hide;
3106 2898
3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2899 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108 { 2900 {
3109 make_visible (op); 2901 make_visible (op);
2902
3110 if (op->type == PLAYER) 2903 if (op->type == PLAYER)
3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2904 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3112 } 2905 }
3113 else if (op->type == PLAYER && skop) 2906 else if (op->type == PLAYER && skop)
3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2907 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3129 2922
3130 if (who->type == PLAYER) 2923 if (who->type == PLAYER)
3131 player = 1; 2924 player = 1;
3132 2925
3133 else 2926 else
3134 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2927 friendly = who->flag [FLAG_FRIENDLY];
3135 2928
3136 /* search adjacent squares */ 2929 /* search adjacent squares */
3137 for (i = 1; i < 9; i++) 2930 for (i = 1; i < 9; i++)
3138 { 2931 {
3139 x = who->x + freearr_x[i]; 2932 x = who->x + freearr_x[i];
3148 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2941 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3149 continue; 2942 continue;
3150 2943
3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2944 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3152 { 2945 {
3153 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2946 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3154 return 1; 2947 return 1;
3155 else if (tmp->type == PLAYER) 2948 else if (tmp->type == PLAYER)
3156 { 2949 {
3157 /*don't let a hidden DM prevent you from hiding */ 2950 /*don't let a hidden DM prevent you from hiding */
3158 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2951 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3159 return 1; 2952 return 1;
3160 } 2953 }
3161 } 2954 }
3162 } 2955 }
3163 return 0; 2956 return 0;
3204 while (op) 2997 while (op)
3205 { 2998 {
3206 dx = rv.distance_x + op->arch->x; 2999 dx = rv.distance_x + op->arch->x;
3207 dy = rv.distance_y + op->arch->y; 3000 dy = rv.distance_y + op->arch->y;
3208 3001
3209 /* only the viewable area the player sees is updated by LOS 3002 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3210 * code, so we need to restrict ourselves to that range of values
3211 * for any meaningful values.
3212 */
3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3216 return 1; 3003 return 1;
3217 3004
3218 op = op->more; 3005 op = op->more;
3219 }
3220
3221 return 0;
3222}
3223
3224/* routine for both players and monsters. We call this when
3225 * there is a possibility for our action distrubing our hiding
3226 * place or invisiblity spell. Artefact invisiblity is not
3227 * effected by this. If we arent invisible to begin with, we
3228 * return 0.
3229 */
3230int
3231action_makes_visible (object *op)
3232{
3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3234 {
3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3236 return 0;
3237
3238 if (op->contr && op->contr->tmp_invis == 0)
3239 return 0;
3240
3241 /* If monsters, they should become visible */
3242 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3243 {
3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3245 return 1;
3246 }
3247 } 3006 }
3248 3007
3249 return 0; 3008 return 0;
3250} 3009}
3251 3010
3266 * and the exit-coordinates sp/hp must both be > 0. 3025 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3026 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3027 * feature (like pickable or hidden battleground tiles). */
3269 for (object *tmp = op->below; tmp; tmp = tmp->below) 3028 for (object *tmp = op->below; tmp; tmp = tmp->below)
3270 { 3029 {
3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3030 if (tmp->flag [FLAG_IS_FLOOR])
3272 { 3031 {
3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3032 if (tmp->flag [FLAG_NO_PICK]
3274 && tmp->type == BATTLEGROUND 3033 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground 3034 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp)) 3035 && EXIT_X (tmp) && EXIT_Y (tmp))
3277 { 3036 {
3278 /* before we assign the exit, check if this is a teambattle */ 3037 /* before we assign the exit, check if this is a teambattle */
3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3038 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3280 {
3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3039 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3040 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3282 { 3041 {
3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3284 {
3285 if (x && y) 3042 if (x && y)
3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3043 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287 3044
3288 return 1; 3045 return 1;
3289 }
3290 } 3046 }
3291 }
3292 3047
3293 if (x && y) 3048 if (x && y)
3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3049 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295 3050
3296 return 1; 3051 return 1;
3434 else 3189 else
3435 j = 1; 3190 j = 1;
3436 strcat (buf, spellpathnames[i]); 3191 strcat (buf, spellpathnames[i]);
3437 } 3192 }
3438 } 3193 }
3194
3439 strcat (buf, "."); 3195 strcat (buf, ".");
3440 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3196 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441 } 3197 }
3442 3198
3443 /* evtl. adding flags: */ 3199 /* evtl. adding flags: */
3444 if (QUERY_FLAG (item, FLAG_XRAYS)) 3200 if (item->flag [FLAG_XRAYS])
3445 SET_FLAG (skin, FLAG_XRAYS); 3201 skin->set_flag (FLAG_XRAYS);
3446 if (QUERY_FLAG (item, FLAG_STEALTH)) 3202 if (item->flag [FLAG_STEALTH])
3447 SET_FLAG (skin, FLAG_STEALTH); 3203 skin->set_flag (FLAG_STEALTH);
3448 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3204 if (item->flag [FLAG_SEE_IN_DARK])
3449 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3205 skin->set_flag (FLAG_SEE_IN_DARK);
3450 3206
3451 /* print message if there is one */ 3207 /* print message if there is one */
3452 if (item->msg != NULL) 3208 if (item->msg != NULL)
3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3209 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3454 } 3210 }
3455 else 3211 else
3456 { 3212 {
3457 /* generate misc. treasure */ 3213 /* generate misc. treasure */
3458 tmp = arch_to_object (tr->item); 3214 tmp = tr->item->instance ();
3459 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3215 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3460 tmp = insert_ob_in_ob (tmp, who); 3216 who->insert (tmp);
3461 if (who->type == PLAYER)
3462 esrv_send_item (who, tmp);
3463 } 3217 }
3464} 3218}
3465 3219
3466/** 3220//-GPL
3467 * Unready an object for a player. This function does nothing if the object was
3468 * not readied.
3469 */
3470void
3471player_unready_range_ob (player *pl, object *ob)
3472{
3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3475
3476 if (pl->combat_ob == ob)
3477 pl->combat_ob = 0;
3478
3479 if (pl->ranged_ob == ob)
3480 pl->ranged_ob = 0;
3481}
3482 3221
3483sint8 3222sint8
3484player::visibility_at (maptile *map, int x, int y) const 3223player::darkness_at (maptile *map, int x, int y) const
3485{ 3224{
3486 if (!ns) 3225 if (!ns)
3487 return 0; 3226 return LOS_BLOCKED;
3488 3227
3489 int dx, dy; 3228 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3229 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0; 3230 return LOS_BLOCKED;
3492 3231
3493 x += dx - ns->current_x + ns->mapx / 2; 3232 x += dx - ns->current_x;
3494 y += dy - ns->current_y + ns->mapy / 2; 3233 y += dy - ns->current_y;
3495 3234
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y]; 3235 return blocked_los (x, y);
3500} 3236}
3501 3237
3502void 3238void
3503player::infobox (const char *title, const char *msg, int color) 3239player::infobox (const char *title, const char *msg, int color)
3504{ 3240{
3516{ 3252{
3517 play_sound (sound_find ("generic_failure")); 3253 play_sound (sound_find ("generic_failure"));
3518 statusmsg (msg, color); 3254 statusmsg (msg, color);
3519} 3255}
3520 3256
3257void
3258object::failmsgf (const char *format, ...)
3259{
3260 if (!contr)
3261 return;
3262
3263 va_list ap;
3264 va_start (ap, format);
3265 contr->failmsg (vformat (format, ap));
3266 va_end (ap);
3267}
3268
3269void
3270player::failmsgf (const char *format, ...)
3271{
3272 va_list ap;
3273 va_start (ap, format);
3274 failmsg (vformat (format, ap));
3275 va_end (ap);
3276}
3277

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