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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 1.299 by root, Sat Sep 16 21:55:51 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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;
363 234
364 attachable::do_destroy (); 235 attachable::do_destroy ();
365 236
366 if (ob) 237 if (ob)
367 { 238 {
368 ob->destroy_inv (false); 239 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
240 // temporarily backed out patchset 4025 to see if THIS change causes crashes
241 //ob->contr = 0;
369 ob->destroy (); 242 ob->destroy ();
370 } 243 }
371 244
372 ob = observe = 0; 245 ob = observe = viewpoint = 0;
373} 246}
374 247
375player::~player () 248player::~player ()
376{ 249{
377 /* Clear item stack */ 250 /* Clear item stack */
378 free (stack_items); 251 free (stack_items);
252}
253
254/*
255 * get_player_archetype() return next player archetype from archetype
256 * list. Not very efficient routine, but used only creating new players.
257 * Note: there MUST be at least one player archetype!
258 */
259static archetype *
260get_player_archetype (archetype *at)
261{
262 // archetypes could have been reloaded
263 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
264
265 if (!nat)
266 return at;
267
268 archvec::iterator i = archetypes.find (nat);
269
270 for (;;)
271 {
272 if (++i == archetypes.end ())
273 i = archetypes.begin ();
274 else if (*i == at)
275 cleanup ("not a single player archetype found");
276
277 if ((*i)->type == PLAYER)
278 return *i;
279 }
379} 280}
380 281
381/* Tries to add player on the connection passed in ns. 282/* 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 283 * All we can really get in this is some settings like host and display
383 * mode. 284 * mode.
385player * 286player *
386player::create () 287player::create ()
387{ 288{
388 player *pl = new player; 289 player *pl = new player;
389 290
390 pl->set_object (arch_to_object (get_player_archetype (0))); 291 pl->set_object (get_player_archetype (0)->instance ());
391 292
392 pl->ob->roll_stats (); 293 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2; 294 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */ 295 pl->ob->run_away = 25; /* Then we panick... */
395 296
396 set_first_map (pl->ob); 297 set_first_map (pl->ob);
397 298
398 return pl; 299 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} 300}
428 301
429object * 302object *
430get_nearest_player (object *mon) 303get_nearest_player (object *mon)
431{ 304{
459#endif 332#endif
460 return op; 333 return op;
461} 334}
462 335
463/* I believe this can safely go to 2, 3 is questionable, 4 will likely 336/* I believe this can safely go to 2, 3 is questionable, 4 will likely
464 * result in a monster paths backtracking. It basically determines how large a 337 * result in a monster paths backtracking. It basically determines how large a
465 * detour a monster will take from the direction path when looking 338 * detour a monster will take from the direction path when looking
466 * for a path to the player. The values are in the amount of direction 339 * for a path to the player. The values are in the amount of direction
467 * the deviation is 340 * the deviation is
468 */ 341 */
469#define DETOUR_AMOUNT 2 342#define DETOUR_AMOUNT 2
505 */ 378 */
506int 379int
507path_to_player (object *mon, object *pl, unsigned mindiff) 380path_to_player (object *mon, object *pl, unsigned mindiff)
508{ 381{
509 rv_vector rv; 382 rv_vector rv;
510 sint16 x, y;
511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 383 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
512 maptile *m, *lastmap;
513 384
514 get_rangevector (mon, pl, &rv, 0); 385 get_rangevector (mon, pl, &rv, 0);
515 386
516 if (rv.distance < mindiff) 387 if (rv.distance < mindiff)
517 return 0; 388 return 0;
518 389
519 x = mon->x; 390 mapxy pos (mon);
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction; 391 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 392 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525 394
526 /* If we can't solve it within the search distance, return now. */ 395 /* If we can't solve it within the search distance, return now. */
527 if (diff > max) 396 if (diff > max)
528 return 0; 397 return 0;
529 398
530 while (diff > 1 && max > 0) 399 while (diff > 1 && max > 0)
531 { 400 {
532 lastx = x; 401 mapxy lastpos = pos;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537 402
538 mflags = get_map_flags (m, &m, x, y, &x, &y); 403 pos.move (dir);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540 404
541 /* Space is blocked - try changing direction a little */ 405 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 406 if (!pos.normalise ()
543 && (m == mon->map && blocked_link (mon, m, x, y)))) 407 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
408 && blocked_link (mon, pos.m, pos.x, pos.y)))
544 { 409 {
545 /* recalculate direction from last good location. Possible 410 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before. 411 * we were not traversing ideal location before.
547 */ 412 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 413 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
549 if (rv.direction != dir) 414 if (rv.direction != dir)
550 { 415 {
551 /* OK - says direction should be different - lets reset the 416 /* OK - says direction should be different - lets reset the
552 * the values so it will try again. 417 * the values so it will try again.
553 */ 418 */
554 x = lastx;
555 y = lasty;
556 m = lastmap; 419 pos = lastpos;
557 dir = firstdir = rv.direction; 420 dir = firstdir = rv.direction;
558 } 421 }
559 else 422 else
560 { 423 {
561 /* direct path is blocked - try taking a side step to 424 /* direct path is blocked - try taking a side step to
562 * either the left or right. 425 * either the left or right.
563 * Note increase the values in the loop below to be 426 * Note increase the values in the loop below to be
564 * more than -1/1 respectively will mean the monster takes 427 * more than -1/1 respectively will mean the monster takes
565 * bigger detour. Have to be careful about these values getting 428 * bigger detour. Have to be careful about these values getting
566 * too big (3 or maybe 4 or higher) as the monster may just try 429 * too big (3 or maybe 4 or higher) as the monster may just try
567 * stepping back and forth 430 * stepping back and forth
568 */ 431 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 432 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 { 433 {
571 if (i == 0) 434 if (i == 0)
572 continue; /* already did this, so skip it */ 435 continue; /* already did this, so skip it */
436
573 /* Use lastdir here - otherwise, 437 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in 438 * since the direction that the creature should move in
575 * may change, you could get infinite loops. 439 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only 440 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance, 441 * move west, so it does that. It goes some distance,
579 * can't do that, but now finds it can move east, and 443 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains 444 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully 445 * the last direction the creature has successfully
582 * moved. 446 * moved.
583 */ 447 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap; 448 pos = lastpos;
588 mflags = get_map_flags (m, &m, x, y, &x, &y); 449 pos.move (absdir (lastdir + i));
589 if (mflags & P_OUT_OF_MAP) 450
451 if (!pos.normalise ())
590 continue; 452 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 453
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 454 mapspace &ms = *pos;
455
456 if (ms.flags () & P_BLOCKSVIEW)
593 continue; 457 continue;
594 if (mflags & P_BLOCKSVIEW) 458
459 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
595 continue; 460 continue;
596 461
597 if (m == mon->map && blocked_link (mon, m, x, y)) 462 if (blocked_link (mon, pos.m, pos.x, pos.y))
598 break; 463 break;
599 } 464 }
465
600 /* go through entire loop without finding a valid 466 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path. 467 * sidestep to take - thus, no valid path.
602 */ 468 */
603 if (i == (DETOUR_AMOUNT + 1)) 469 if (i == DETOUR_AMOUNT + 1)
604 return 0; 470 return 0;
471
605 diff--; 472 diff--;
606 lastdir = dir; 473 lastdir = dir;
607 max--; 474 max--;
608 if (!firstdir) 475 if (!firstdir)
609 firstdir = dir + i; 476 firstdir = dir + i;
613 { 480 {
614 /* we moved towards creature, so diff is less */ 481 /* we moved towards creature, so diff is less */
615 diff--; 482 diff--;
616 max--; 483 max--;
617 lastdir = dir; 484 lastdir = dir;
485
618 if (!firstdir) 486 if (!firstdir)
619 firstdir = dir; 487 firstdir = dir;
620 } 488 }
621 489
622 if (diff <= 1) 490 if (diff <= 1)
623 { 491 {
624 /* Recalculate diff (distance) because we may not have actually 492 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance. 493 * headed toward player for entire distance.
626 */ 494 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 495 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 496 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 } 497 }
630 498
631 if (diff > max) 499 if (diff > max)
632 return 0; 500 return 0;
648 for (object *next, *op = pl->inv; op; op = next) 516 for (object *next, *op = pl->inv; op; op = next)
649 { 517 {
650 next = op->below; 518 next = op->below;
651 519
652 /* Forces get applied per default, unless they have the 520 /* Forces get applied per default, unless they have the
653 * flag "neutral" set. Sorry but I can't think of a better way 521 * flag "neutral" set. Sorry but I can't think of a better way
654 */ 522 */
655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 523 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
656 SET_FLAG (op, FLAG_APPLIED); 524 op->set_flag (FLAG_APPLIED);
657 525
658 /* we never give weapons/armour if these cannot be used 526 /* we never give weapons/armour if these cannot be used
659 * by this player due to race restrictions 527 * by this player due to race restrictions
660 */ 528 */
661 if (pl->type == PLAYER) 529 if (pl->type == PLAYER)
662 { 530 {
663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 531 if ((!pl->flag [FLAG_USE_ARMOUR]
664 && 532 &&
665 (op->type == ARMOUR || op->type == BOOTS 533 (op->type == ARMOUR || op->type == BOOTS
666 || op->type == CLOAK || op->type == HELMET 534 || op->type == CLOAK || op->type == HELMET
667 || op->type == SHIELD || op->type == GLOVES 535 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE)) 536 || op->type == BRACERS || op->type == GIRDLE))
669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 537 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
670 { 538 {
671 op->destroy (); 539 op->destroy ();
672 continue; 540 continue;
673 } 541 }
674 } 542 }
675 543
676 /* This really needs to be better - we should really give 544 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 545 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 546 * generated by multiple treasurelists specifying the same skills.
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 547 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 548 if (op->type == SKILL)
683 { 549 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 550 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 551 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 552 {
692 op->destroy (); 553 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 554 break;
694 continue;
695 } 555 }
696 556
697 if (op->nrof > 1) 557 if (op->nrof > 1)
698 op->nrof = 1; 558 op->nrof = 1;
699 } 559 }
700 560
701 if (op->type == SPELLBOOK && op->inv) 561 if (op->type == SPELLBOOK && op->inv)
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 562 op->inv->clr_flag (FLAG_STARTEQUIP);
703 563
704 /* Give starting characters identified, uncursed, and undamned 564 /* Give starting characters identified, uncursed, and undamned
705 * items. Just don't identify gold or silver, or it won't be 565 * items. Just don't identify gold or silver, or it won't be
706 * merged properly. 566 * merged properly.
707 */ 567 */
708 if (need_identify (op)) 568 if (op->need_identify ())
709 { 569 {
710 SET_FLAG (op, FLAG_IDENTIFIED); 570 op->set_flag (FLAG_IDENTIFIED);
711 CLEAR_FLAG (op, FLAG_CURSED); 571 op->clr_flag (FLAG_CURSED);
712 CLEAR_FLAG (op, FLAG_DAMNED); 572 op->clr_flag (FLAG_DAMNED);
713 } 573 }
714 574
715 if (op->type == SPELL) 575 if (op->type == SPELL)
716 { 576 {
717 op->destroy (); 577 op->destroy ();
718 continue; 578 continue;
719 } 579 }
720 else if (op->type == SKILL) 580 else if (op->type == SKILL)
721 { 581 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL); 582 op->set_flag (FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0; 583 op->stats.exp = 0;
724 op->level = 1; 584 op->level = 1;
725 } 585 }
726 else /* lock all 'normal items by default */ 586 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 587 op->set_flag (FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 588 } /* for loop of objects in player inv */
729 589
730 /* Need to set up the skill pointers */ 590 /* Need to set up the skill pointers */
731 link_player_skills (pl); 591 pl->contr->link_skills ();
732} 592}
733 593
734void 594void
735get_party_password (object *op, partylist *party) 595get_party_password (object *op, partylist *party)
736{ 596{
746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 606 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
747} 607}
748 608
749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 609/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int 610static int
751roll_stat (void) 611roll_stat ()
752{ 612{
753 int a[4], i, j, k; 613 int a[4], i, j, k;
754 614
755 for (i = 0; i < 4; i++) 615 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1; 616 a[i] = rndm (1, 6);
757 617
758 for (i = 0, j = 0, k = 7; i < 4; i++) 618 for (i = 0, j = 0, k = 7; i < 4; i++)
759 if (a[i] < k) 619 if (a[i] < k)
760 k = a[i], j = i; 620 k = a[i], j = i;
761 621
851 */ 711 */
852void 712void
853player::chargen_race_done () 713player::chargen_race_done ()
854{ 714{
855 /* this must before then initial items are given */ 715 /* this must before then initial items are given */
856 esrv_new_player (ob->contr, ob->weight + ob->carrying); 716 esrv_new_player (ob->contr);
857 717
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 718 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
859 if (tl) 719 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 720 create_treasure (tl, ob, 0, 0, 0);
861 721
862 INVOKE_PLAYER (BIRTH, ob->contr); 722 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr);
864 723
865 ob->contr->ns->state = ST_PLAYING; 724 ob->contr->ns->state = ST_PLAYING;
866 725
867 if (ob->msg) 726 if (ob->msg)
868 ob->msg = 0; 727 ob->msg = 0;
869 728
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); 729 start_info (ob);
880 CLEAR_FLAG (ob, FLAG_WIZ); 730 ob->clr_flag (FLAG_WIZ);
881 give_initial_items (ob, ob->randomitems); 731 give_initial_items (ob, ob->randomitems);
882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob); 732 esrv_send_inventory (ob, ob);
884 ob->update_stats (); 733 ob->update_stats ();
885 734
886 /* This moves the player to a different start map, if there 735 /* This moves the player to a different start map, if there
887 * is one for this race 736 * is one for this race
888 */ 737 */
889 if (*first_map_ext_path) 738 if (*first_map_ext_path)
890 { 739 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 740 else
905 LOG (llevDebug, "first_map_ext_path not set\n"); 741 LOG (llevDebug, "first_map_ext_path not set\n");
742}
743
744/*
745 * Returns true if the given player is a legal class.
746 * The function to add and remove class-bonuses to the stats doesn't
747 * check if the stat becomes negative, thus this function
748 * merely checks that all stats are 1 or more, and returns
749 * false otherwise.
750 */
751static int
752allowed_class (const object *op)
753{
754 return op->stats.Dex > 0
755 && op->stats.Str > 0
756 && op->stats.Con > 0
757 && op->stats.Int > 0
758 && op->stats.Wis > 0
759 && op->stats.Pow > 0
760 && op->stats.Cha > 0;
906} 761}
907 762
908void 763void
909player::chargen_race_next () 764player::chargen_race_next ()
910{ 765{
939 ob->stats.hp = ob->stats.maxhp; 794 ob->stats.hp = ob->stats.maxhp;
940 ob->stats.sp = ob->stats.maxsp; 795 ob->stats.sp = ob->stats.maxsp;
941 ob->stats.grace = 0; 796 ob->stats.grace = 0;
942} 797}
943 798
944void 799static void
945flee_player (object *op) 800flee_player (object *op)
946{ 801{
947 int dir, diff; 802 int dir, diff;
948 rv_vector rv; 803 rv_vector rv;
949 804
950 if (op->stats.hp < 0) 805 if (op->stats.hp < 0)
951 { 806 {
952 LOG (llevDebug, "Fleeing player is dead.\n"); 807 LOG (llevDebug, "Fleeing player is dead.\n");
953 CLEAR_FLAG (op, FLAG_SCARED); 808 op->clr_flag (FLAG_SCARED);
954 return; 809 return;
955 } 810 }
956 811
957 if (op->enemy == NULL) 812 if (!op->enemy)
958 { 813 {
959 LOG (llevDebug, "Fleeing player had no enemy.\n"); 814 LOG (llevDebug, "Fleeing player had no enemy.\n");
960 CLEAR_FLAG (op, FLAG_SCARED); 815 op->clr_flag (FLAG_SCARED);
961 return; 816 return;
962 } 817 }
963 818
964 /* Seen some crashes here. Since we don't store an 819 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
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 { 820 {
970 CLEAR_FLAG (op, FLAG_SCARED);
971 op->enemy = NULL; 821 op->enemy = NULL;
972 return; 822 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; 823 return;
980 } 824 }
981 825
982 get_rangevector (op, op->enemy, &rv, 0); 826 get_rangevector (op, op->enemy, &rv, 0);
983 827
984 dir = absdir (4 + rv.direction); 828 dir = absdir (4 + rv.direction);
985 for (diff = 0; diff < 3; diff++) 829 for (diff = 0; diff < 3; diff++)
986 { 830 {
987 int m = 1 - (RANDOM () & 2); 831 int m = 1 - rndm (2) * 2;
988 832
989 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 833 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
990 return; 834 return;
991 } 835 }
992 836
993 /* Cornered, get rid of scared */ 837 /* Cornered, get rid of scared */
994 CLEAR_FLAG (op, FLAG_SCARED); 838 op->clr_flag (FLAG_SCARED);
995 op->enemy = NULL; 839 op->enemy = NULL;
996} 840}
997 841
998/* check_pick sees if there is stuff to be picked up/picks up stuff. 842/* check_pick sees if there is stuff to be picked up/picks up stuff.
999 * It returns 1 if the player should keep on moving, 0 if he should 843 * It returns 1 if the player should keep on moving, 0 if he should
1003check_pick (object *op) 847check_pick (object *op)
1004{ 848{
1005 object *tmp, *next; 849 object *tmp, *next;
1006 int stop = 0; 850 int stop = 0;
1007 int wvratio; 851 int wvratio;
1008 char putstring[128];
1009 852
1010 /* if you're flying, you cna't pick up anything */ 853 /* if you're flying, you can't pick up anything */
1011 if (op->move_type & MOVE_FLYING) 854 if (op->move_type & MOVE_FLYING)
1012 return 1; 855 return 1;
1013 856
1014 next = op->below; 857 next = op->below;
1015 858
1016 int cnt = MAX_ITEM_PER_DROP; 859 int cnt = MAX_ITEM_PER_ACTION;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 860#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018 861
1019 /* loop while there are items on the floor that are not marked as 862 /* loop while there are items on the floor that are not marked as
1020 * destroyed */ 863 * destroyed */
1021 while (next && !next->destroyed ()) 864 while (next && !next->destroyed ())
1037 880
1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 881 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1039 { 882 {
1040 if (item_matched_string (op, tmp, op->contr->search_str)) 883 if (item_matched_string (op, tmp, op->contr->search_str))
1041 CHK_PICK_PICKUP; 884 CHK_PICK_PICKUP;
885
1042 continue; 886 continue;
1043 } 887 }
1044 888
1045 /* high not bit set? We're using the old autopickup model */ 889 /* pickup handling */
890 if (op->contr->mode & PU_DEBUG)
891 {
892 /* some debugging code to figure out item information */
893 const char *str = tmp->name
894 ? format ("item name: %s item type: %d weight/value: %d",
895 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
896 : format ("item name: %s item type: %d weight/value: %d",
897 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
898
899 new_draw_info (NDI_UNIQUE, 0, op, str);
900 }
901
902 if (op->contr->mode & PU_INHIBIT)
903 return 1;
904
905 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
906 return 1;
907
908 /* philosophy:
909 * It's easy to grab an item type from a pile, as long as it's
910 * generic. This takes no game-time. For more detailed pickups
911 * and selections, select-items should be used. This is a
912 * grab-as-you-run type mode that's really useful for arrows for
913 * example.
914 * The drawback: right now it has no frontend, so you need to
915 * stick the bits you want into a calculator in hex mode and then
916 * convert to decimal and then 'pickup <#>
917 */
918
919 /* the first two modes are exclusive: if NOTHING we return, if
920 * STOP then we stop. All the rest are applied sequentially,
921 * meaning if any test passes, the item gets picked up. */
922
923 /* if mode is set to pick nothing up, return */
924 if (op->contr->mode == PU_NOTHING)
925 return 1;
926
927 /* if mode is set to stop when encountering objects, return */
928 /* take STOP before INHIBIT since it doesn't actually pick
929 * anything up */
930 if (op->contr->mode & PU_STOP)
931 return 0;
932
933 /* useful for going into stores and not losing your settings... */
934 /* and for battles wher you don't want to get loaded down while
935 * fighting */
936 if (op->contr->mode & PU_INHIBIT)
937 return 1;
938
939 /* prevent us from turning into auto-thieves :) */
940 if (tmp->flag [FLAG_UNPAID])
941 continue;
942
943 /* ignore known cursed objects */
944 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
945 continue;
946
947 /* all food and drink if desired */
948 /* question: don't pick up known-poisonous stuff? */
1046 if (!(op->contr->mode & PU_NEWMODE)) 949 if (op->contr->mode & PU_FOOD)
950 if (tmp->type == FOOD)
1047 { 951 {
1048 switch (op->contr->mode) 952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_DRINK)
957 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_POTION)
964 if (tmp->type == POTION)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* spellbooks, skillscrolls and normal books/scrolls */
971 if (op->contr->mode & PU_SPELLBOOK)
972 if (tmp->type == SPELLBOOK)
973 {
974 CHK_PICK_PICKUP;
975 continue;
976 }
977
978 if (op->contr->mode & PU_SKILLSCROLL)
979 if (tmp->type == SKILLSCROLL)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_READABLES)
986 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 /* wands/staves/rods/horns */
993 if (op->contr->mode & PU_MAGIC_DEVICE)
994 if (tmp->type == WAND
995 || tmp->type == ROD
996 || tmp->type == HORN
997 || tmp->type == POWER_CRYSTAL)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* pick up all magical items */
1004 if (op->contr->mode & PU_MAGICAL)
1005 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1006 && !tmp->flag [FLAG_KNOWN_CURSED])
1007 {
1008 CHK_PICK_PICKUP;
1009 continue;
1010 }
1011
1012 if (op->contr->mode & PU_VALUABLES)
1013 {
1014 if (tmp->type == MONEY || tmp->type == GEM)
1049 { 1015 {
1050 case 0:
1051 return 1; /* don't pick up */
1052 case 1:
1053 CHK_PICK_PICKUP; 1016 CHK_PICK_PICKUP;
1054 return 1; 1017 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 } 1018 }
1084 } 1019 }
1085 else 1020
1086 { /* old model */ 1021 /* rings & amulets - talismans seems to be typed AMULET */
1087 /* NEW pickup handling */
1088 if (op->contr->mode & PU_DEBUG) 1022 if (op->contr->mode & PU_JEWELS)
1023 if (tmp->type == RING
1024 || tmp->type == AMULET
1025 || tmp->type == GIRDLE
1026 || tmp->type == SKILL_TOOL)
1089 { 1027 {
1090 /* some debugging code to figure out item information */ 1028 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; 1029 continue;
1030 }
1137 1031
1138 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1139 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1140 continue; 1037 continue;
1038 }
1141 1039
1142 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1143 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1144 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1145 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES || tmp->type == BRACERS)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1146 { 1111 {
1147 CHK_PICK_PICKUP; 1112 CHK_PICK_PICKUP;
1148 continue; 1113 continue;
1149 } 1114 }
1115 }
1150 1116
1117 /* misc stuff that's useful */
1151 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1153 { 1120 {
1154 CHK_PICK_PICKUP; 1121 CHK_PICK_PICKUP;
1155 continue; 1122 continue;
1156 } 1123 }
1157 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1158 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1159 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1160 { 1132 */
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) 1133 wvratio = op->contr->mode & PU_RATIO;
1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_VALUABLES)
1204 { 1135 {
1205 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1206 { 1139 {
1207 CHK_PICK_PICKUP; 1140 fprintf (stderr, "%s", tmp->name);
1208 continue;
1209 } 1141 }
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 1142 else
1344 fprintf (stderr, "%s", tmp->arch->archname); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1345 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1347#endif 1146#endif
1147 CHK_PICK_PICKUP;
1348 continue; 1148 continue;
1349 }
1350 } 1149 }
1351 } /* the new pickup model */ 1150 } /* the new pickup model */
1352 } 1151 }
1353 1152
1354 return !stop; 1153 return !stop;
1355} 1154}
1356 1155
1156/* routine for both players and monsters. We call this when
1157 * there is a possibility for our action distrubing our hiding
1158 * place or invisiblity spell. Artefact invisiblity causes
1159 * "noise" instead. If we arent invisible to begin with, we
1160 * return 0.
1161 */
1162static int
1163action_makes_visible (object *op)
1164{
1165 if (op->invisible && op->flag [FLAG_ALIVE])
1166 {
1167 if (op->flag [FLAG_MAKE_INVIS])
1168 {
1169 // artefact invisibility is permanent, but we still make noise
1170 // this is important for game-balance.
1171 if (op->contr)
1172 op->make_noise ();
1173
1174 return 0;
1175 }
1176
1177 if (op->contr && op->contr->tmp_invis == 0)
1178 return 0;
1179
1180 /* If monsters, they should become visible */
1181 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1182 {
1183 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1184 return 1;
1185 }
1186 }
1187
1188 return 0;
1189}
1190
1357/* 1191/*
1358 * Find an arrow in the inventory and after that 1192 * Find an arrow in the inventory and after that
1359 * in the right type container (quiver). Pointer to the 1193 * in the right type container (quiver). Pointer to the
1360 * found object is returned. 1194 * found object is returned.
1361 */ 1195 */
1362object * 1196static object *
1363find_arrow (object *op, const char *type) 1197find_arrow (object *op, const char *type)
1364{ 1198{
1365 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1199 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1200 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp); 1201 return splay (tmp);
1368 1202
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1204 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type)) 1205 if (object *arrow = find_arrow (tmp, type))
1372 { 1206 {
1373 splay (tmp); 1207 splay (tmp);
1374 return arrow; 1208 return arrow;
1375 } 1209 }
1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1215 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1382 * against the target. A full test is not performed, simply a basic test 1216 * against the target. A full test is not performed, simply a basic test
1383 * of resistances. The archer is making a quick guess at what he sees down 1217 * of resistances. The archer is making a quick guess at what he sees down
1384 * the hall. Failing that it does it's best to pick the highest plus arrow. 1218 * the hall. Failing that it does it's best to pick the highest plus arrow.
1385 */ 1219 */
1386object * 1220static object *
1387find_better_arrow (object *op, object *target, const char *type, int *better) 1221find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1388{ 1222{
1389 object *tmp = NULL, *arrow, *ntmp; 1223 object *tmp = NULL, *arrow, *ntmp;
1390 int attacknum, attacktype, betterby = 0, i; 1224 int attacknum, attacktype, betterby = 0, i;
1391 1225
1392 if (!type) 1226 if (!type)
1393 return NULL; 1227 return NULL;
1394 1228
1395 for (arrow = op->inv; arrow; arrow = arrow->below) 1229 for (arrow = op->inv; arrow; arrow = arrow->below)
1396 { 1230 {
1397 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1231 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1398 { 1232 {
1399 i = 0; 1233 i = 0;
1400 ntmp = find_better_arrow (arrow, target, type, &i); 1234 ntmp = find_better_arrow (arrow, target, type, &i);
1235
1401 if (i > betterby) 1236 if (i > betterby)
1402 { 1237 {
1403 tmp = ntmp; 1238 tmp = ntmp;
1404 betterby = i; 1239 betterby = i;
1405 } 1240 }
1406 } 1241 }
1407 else if (arrow->type == ARROW && arrow->race == type) 1242 else if (arrow->type == ARROW && arrow->race == type)
1408 { 1243 {
1409 /* allways prefer assasination/slaying */ 1244 /* allways prefer assasination/slaying */
1410 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1245 if (target->race && arrow->slaying.contains (target->race))
1411 { 1246 {
1412 if (arrow->attacktype & AT_DEATH) 1247 if (arrow->attacktype & AT_DEATH)
1413 { 1248 {
1414 *better = 100; 1249 *better = 100;
1415 return arrow; 1250 return arrow;
1430 { 1265 {
1431 tmp = arrow; 1266 tmp = arrow;
1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1267 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1433 } 1268 }
1434 } 1269 }
1270
1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1271 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436 { 1272 {
1437 tmp = arrow; 1273 tmp = arrow;
1438 betterby = 2 + arrow->magic + arrow->stats.dam; 1274 betterby = 2 + arrow->magic + arrow->stats.dam;
1439 } 1275 }
1276
1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1277 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1278 {
1442 tmp = arrow; 1279 tmp = arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam; 1280 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 } 1281 }
1445 } 1282 }
1446 } 1283 }
1447 } 1284 }
1285
1448 if (tmp == NULL && arrow == NULL) 1286 if (tmp == NULL && arrow == NULL)
1449 return find_arrow (op, type); 1287 return find_arrow (op, type);
1450 1288
1451 *better = betterby; 1289 *better = betterby;
1452 return tmp; 1290 return tmp;
1456 * find_better_arrow to find a decent arrow to use. 1294 * find_better_arrow to find a decent arrow to use.
1457 * op = the shooter 1295 * op = the shooter
1458 * type = bow->race 1296 * type = bow->race
1459 * dir = fire direction 1297 * dir = fire direction
1460 */ 1298 */
1461object * 1299static object *
1462pick_arrow_target (object *op, const char *type, int dir) 1300pick_arrow_target (object *op, shstr_cmp type, int dir)
1463{ 1301{
1464 object *tmp = NULL; 1302 object *tmp = NULL;
1465 maptile *m; 1303 maptile *m;
1466 int i, mflags, found, number; 1304 int i, mflags, found, number;
1467 sint16 x, y; 1305 sint16 x, y;
1482 for (i = 0, found = 0; i < 20; i++) 1320 for (i = 0, found = 0; i < 20; i++)
1483 { 1321 {
1484 x += freearr_x[dir]; 1322 x += freearr_x[dir];
1485 y += freearr_y[dir]; 1323 y += freearr_y[dir];
1486 mflags = get_map_flags (m, &m, x, y, &x, &y); 1324 mflags = get_map_flags (m, &m, x, y, &x, &y);
1325
1487 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1326 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1488 { 1327 {
1489 tmp = NULL; 1328 tmp = 0;
1490 break; 1329 break;
1491 } 1330 }
1492 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1331 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1493 { 1332 {
1494 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1333 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1495 * perhaps a bad assumption. 1334 * perhaps a bad assumption.
1496 */ 1335 */
1497 tmp = NULL; 1336 tmp = 0;
1498 break; 1337 break;
1499 } 1338 }
1339
1500 if (mflags & P_IS_ALIVE) 1340 if (mflags & P_IS_ALIVE)
1501 {
1502 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1341 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1503 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1342 if (tmp->flag [FLAG_ALIVE])
1504 {
1505 found++;
1506 break;
1507 }
1508 if (found)
1509 break; 1343 break;
1510 }
1511 } 1344 }
1512 if (tmp == NULL) 1345
1346 if (!tmp)
1513 return find_arrow (op, type); 1347 return find_arrow (op, type);
1514 1348
1515 if (tmp->head) 1349 if (tmp->head)
1516 tmp = tmp->head; 1350 tmp = tmp->head;
1517 1351
1518 return find_better_arrow (op, tmp, type, &i); 1352 return find_better_arrow (op, tmp, type, &i);
1519} 1353}
1520 1354
1521/* 1355/*
1522 * Creature fires a bow - op can be monster or player. Returns 1356 * Creature fires a bow - op can be monster or player. Returns
1523 * 1 if bow was actually fired, 0 otherwise. 1357 * 1 if bow was actually fired, 0 otherwise.
1524 * op is the object firing the bow. 1358 * op is the object firing the bow.
1525 * part is for multipart creatures - the part firing the bow. 1359 * part is for multipart creatures - the part firing the bow.
1526 * dir is the direction of fire. 1360 * dir is the direction of fire.
1527 * wc_mod is any special modifier to give (used in special player fire modes) 1361 * wc_mod is any special modifier to give (used in special player fire modes)
1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1391 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1558 return 0; 1392 return 0;
1559 } 1393 }
1560 1394
1561 // optimisation: move object to top so we will find it quickly again 1395 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below) 1396 splay (bow);
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1568 } 1397 }
1569 1398
1570 if (!bow->race || !bow->skill) 1399 if (!bow->race || !bow->skill)
1571 { 1400 {
1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1401 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 { 1408 {
1580 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1410 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1411 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1583 else 1412 else
1584 CLEAR_FLAG (op, FLAG_READY_BOW); 1413 op->clr_flag (FLAG_READY_BOW);
1585 1414
1586 return 0; 1415 return 0;
1587 } 1416 }
1588 } 1417 }
1589 1418
1598 } 1427 }
1599 1428
1600 /* this should not happen, but sometimes does */ 1429 /* this should not happen, but sometimes does */
1601 if (arrow->nrof == 0) 1430 if (arrow->nrof == 0)
1602 { 1431 {
1432 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1603 arrow->destroy (); 1433 arrow->destroy ();
1604 return 0; 1434 return 0;
1605 } 1435 }
1606 1436
1607 left = arrow; /* these are arrows left to the player */ 1437 left = arrow; /* these are arrows left to the player */
1617 arrow->direction = dir; 1447 arrow->direction = dir;
1618 1448
1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1449 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam; 1450 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype; 1451 arrow->stats.grace = arrow->attacktype;
1622 1452 arrow->custom_name = arrow->slaying;
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625 1453
1626#if 0 1454#if 0
1627 if (player *pl = op->contr) 1455 if (player *pl = op->contr)
1628 { 1456 {
1629 float speed = pl->weapon_sp; 1457 float speed = pl->weapon_sp;
1639#endif 1467#endif
1640 1468
1641 SET_ANIMATION (arrow, arrow->direction); 1469 SET_ANIMATION (arrow, arrow->direction);
1642 1470
1643 /* update the speed */ 1471 /* 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 1472
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0; 1473 arrow->speed_left = 0;
1474 arrow->set_speed (max (2.f,
1475 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1476 + bow->stats.dam / 7.f
1477 ));
1649 1478
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1479 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651 1480
1652 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1653 { 1482 {
1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1503 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1675 1504
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1505 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW; 1506 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1507 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1508 arrow->set_flag (FLAG_NO_PICK);
1679 1509
1680 op->play_sound (sound_find ("fire_arrow")); 1510 op->play_sound (sound_find ("fire_arrow"));
1681 m->insert (arrow, sx, sy, op); 1511 m->insert (arrow, sx, sy, op);
1682 1512
1683 if (!arrow->destroyed ()) 1513 if (!arrow->destroyed ())
1691 * but monsters can't. Putting that code here 1521 * but monsters can't. Putting that code here
1692 * makes the fire_bow code much cleaner. 1522 * makes the fire_bow code much cleaner.
1693 * this function should only be called if 'op' is a player, 1523 * this function should only be called if 'op' is a player,
1694 * hence the function name. 1524 * hence the function name.
1695 */ 1525 */
1696int 1526static int
1697player_fire_bow (object *op, int dir) 1527player_fire_bow (object *op, int dir)
1698{ 1528{
1699 int ret = 0, wcmod = 0; 1529 int ret;
1700 1530
1701 if (op->contr->bowtype == bow_bestarrow) 1531 if (op->contr->bowtype == bow_bestarrow)
1702 { 1532 {
1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1533 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1704 } 1534 }
1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1535 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1706 { 1536 {
1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1537 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); 1538 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1711 } 1539 }
1712 else if (op->contr->bowtype == bow_threewide) 1540 else if (op->contr->bowtype == bow_threewide)
1713 { 1541 {
1714 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1542 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1715 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1543 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1716 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1717 } 1545 }
1718 else if (op->contr->bowtype == bow_spreadshot) 1546 else if (op->contr->bowtype == bow_spreadshot)
1719 { 1547 {
1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1548 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1721 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1549 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1550 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1723 } 1551 }
1724 else 1552 else
1725 { 1553 {
1731} 1559}
1732 1560
1733/* Fires a misc (wand/rod/horn) object in 'dir'. 1561/* Fires a misc (wand/rod/horn) object in 'dir'.
1734 * Broken apart from 'fire' to keep it more readable. 1562 * Broken apart from 'fire' to keep it more readable.
1735 */ 1563 */
1736void 1564static void
1737fire_misc_object (object *op, int dir) 1565fire_misc_object (object *op, int dir)
1738{ 1566{
1739 object *item = op->contr->ranged_ob; 1567 object *item = op->contr->ranged_ob;
1740 1568
1741 if (!item) 1569 if (!item)
1748 { 1576 {
1749 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1577 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1750 return; 1578 return;
1751 } 1579 }
1752 1580
1753 if (!op->change_weapon (item)) 1581 if (!op->apply (item))
1754 return; 1582 return;
1755 1583
1756 if (item->type == WAND) 1584 if (item->type == WAND)
1757 { 1585 {
1758 if (item->stats.food <= 0) 1586 if (item->stats.food <= 0)
1763 return; 1591 return;
1764 } 1592 }
1765 } 1593 }
1766 else if (item->type == ROD || item->type == HORN) 1594 else if (item->type == ROD || item->type == HORN)
1767 { 1595 {
1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1596 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1597
1598 // using the maximum of the rods charge allows at least one spell cast
1599 // for a rod or horn, this fixes some broken rods.
1600 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1769 { 1601 {
1770 op->contr->play_sound (sound_find ("wand_poof")); 1602 op->contr->play_sound (sound_find ("wand_poof"));
1771 1603
1772 if (item->type == ROD) 1604 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)); 1605 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 } 1610 }
1779 } 1611 }
1780 1612
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1613 if (cast_spell (op, item, dir, item->inv, NULL))
1782 { 1614 {
1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1615 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1616
1784 if (item->type == WAND) 1617 if (item->type == WAND)
1785 { 1618 {
1786 if (!(--item->stats.food)) 1619 if (!(--item->stats.food))
1787 { 1620 {
1788 object *tmp;
1789
1790 if (item->arch) 1621 if (item->arch)
1791 { 1622 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1623 item->clr_flag (FLAG_ANIMATE);
1793 item->face = item->arch->face; 1624 item->face = item->arch->face;
1794 item->set_speed (0); 1625 item->set_speed (0);
1795 } 1626 }
1796 1627
1797 if ((tmp = item->in_player ())) 1628 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1629 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1630 }
1800 } 1631 }
1801 else if (item->type == ROD || item->type == HORN) 1632 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1633 drain_rod_charge (item);
1803 } 1634 }
1804} 1635}
1805 1636
1806/* Received a fire command for the player - go and do it. 1637/* Received a fire command for the player - go and do it.
1807 */ 1638 */
1808bool 1639bool
1809fire (object *op, int dir) 1640fire (object *who, int dir)
1810{ 1641{
1811 int spellcost = 0; 1642 int spellcost = 0;
1812 1643
1813 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op))
1815 make_visible (op);
1816
1817 player *pl = op->contr; 1644 player *pl = who->contr;
1818 1645
1819 if (pl->golem) 1646 if (pl->golem)
1820 { 1647 {
1821 control_golem (op->contr->golem, dir); 1648 control_golem (who->contr->golem, dir);
1822 return false; 1649 return false;
1823 } 1650 }
1824 1651
1825 object *ob = pl->ranged_ob; 1652 object *ob = pl->ranged_ob;
1826 1653
1827 if (!ob) 1654 if (!ob)
1828 return false; 1655 return false;
1829 1656
1830 if (!op->change_weapon (ob))
1831 return false;
1832
1833 if (op->speed_left > 0.f) 1657 if (who->speed_left > 0.f)
1834 --op->speed_left; 1658 --who->speed_left;
1835 else 1659 else
1836 return false; 1660 return false;
1837 1661
1662 if (!who->apply (ob))
1663 return false;
1664
1665 /* check for loss of invisiblity/hide */
1666 if (action_makes_visible (who))
1667 make_visible (who);
1668
1838 switch (ob->type) 1669 switch (ob->type)
1839 { 1670 {
1840 case BOW: 1671 case BOW:
1841 player_fire_bow (op, dir); 1672 player_fire_bow (who, dir);
1842 break; 1673 break;
1843 1674
1844 case SPELL: 1675 case SPELL:
1845 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1676 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1846 break; 1677 break;
1847 1678
1848 case BUILDER: 1679 case BUILDER:
1849 apply_map_builder (op, dir); 1680 apply_map_builder (who, dir);
1850 break; 1681 break;
1851 1682
1852 case SKILL: 1683 case SKILL:
1853 do_skill (op, op, ob, dir, 0); 1684 do_skill (who, who, ob, dir, 0);
1854 break; 1685 break;
1855 1686
1687 case RANGED:
1688 do_skill (who, ob, who->chosen_skill, dir, 0);
1689 break;
1690
1856 default: 1691 default:
1857 fire_misc_object (op, dir); 1692 fire_misc_object (who, dir);
1858 break; 1693 break;
1859 } 1694 }
1860 1695
1861 return true; 1696 return true;
1862} 1697}
1863 1698
1864/* find_key 1699static 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) 1700find_key_ (object *pl, object *container, object *door)
1876{ 1701{
1877 object *tmp, *key; 1702 object *tmp, *key;
1878 1703
1879 /* Should not happen, but sanity checking is never bad */ 1704 /* Should not happen, but sanity checking is never bad */
1880 if (!container->inv) 1705 if (!container->inv)
1883 /* First, lets try to find a key in the top level inventory */ 1708 /* First, lets try to find a key in the top level inventory */
1884 for (tmp = container->inv; tmp; tmp = tmp->below) 1709 for (tmp = container->inv; tmp; tmp = tmp->below)
1885 { 1710 {
1886 if (door->type == DOOR && tmp->type == KEY) 1711 if (door->type == DOOR && tmp->type == KEY)
1887 break; 1712 break;
1713
1888 /* For sanity, we should really check door type, but other stuff 1714 /* For sanity, we should really check door type, but other stuff
1889 * (like containers) can be locked with special keys 1715 * (like containers) can be locked with special keys
1890 */ 1716 */
1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1892 break; 1718 break;
1893 } 1719 }
1898 * a key, return 1724 * a key, return
1899 */ 1725 */
1900 if (!tmp) 1726 if (!tmp)
1901 { 1727 {
1902 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 {
1904 /* No reason to search empty containers */ 1729 /* No reason to search empty containers */
1905 if (tmp->type == CONTAINER && tmp->inv) 1730 if (tmp->type == CONTAINER && tmp->inv)
1906 {
1907 if ((key = find_key (pl, tmp, door))) 1731 if ((key = find_key_ (pl, tmp, door)))
1908 return key; 1732 return key;
1909 }
1910 }
1911 1733
1912 if (!tmp) 1734 if (!tmp)
1913 return NULL; 1735 return 0;
1914 } 1736 }
1915 1737
1916 /* We get down here if we have found a key. Now if its in a container, 1738 /* We get down here if we have found a key. Now if its in a container,
1917 * see if we actually want to use it 1739 * see if we actually want to use it
1918 */ 1740 */
1919 if (pl != container) 1741 if (pl != container)
1920 { 1742 {
1921 /* Only let players use keys in containers */ 1743 /* Only let players use keys in containers */
1922 if (!pl->contr) 1744 if (!pl->contr)
1923 return NULL; 1745 return 0;
1746
1924 /* cases where this fails: 1747 /* cases where this fails:
1925 * If we only search the player inventory, return now since we 1748 * If we only search the player inventory, return now since we
1926 * are not in the players inventory. 1749 * are not in the players inventory.
1927 * If the container is not active, return now since only active 1750 * If the container is not active, return now since only active
1928 * containers can be used. 1751 * containers can be used.
1932 * inv must have been an container and must have been active. 1755 * inv must have been an container and must have been active.
1933 * 1756 *
1934 * Change the color so that the message doesn't disappear with 1757 * Change the color so that the message doesn't disappear with
1935 * all the others. 1758 * all the others.
1936 */ 1759 */
1937 if (pl->contr->usekeys == key_inventory || 1760 if (pl->contr->usekeys == key_inventory
1938 !QUERY_FLAG (container, FLAG_APPLIED) || 1761 || !container->flag [FLAG_APPLIED]
1939 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1940 { 1763 {
1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1764 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)); 1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1943 return NULL; 1766 return NULL;
1944 } 1767 }
1945 } 1768 }
1946 1769
1947 return tmp; 1770 return tmp;
1771}
1772
1773/* find_key
1774 * We try to find a key for the door as passed. If we find a key
1775 * and successfully use it, we return the key, otherwise NULL
1776 * This function merges both normal and locked door, since the logic
1777 * for both is the same - just the specific key is different.
1778 * pl is the player,
1779 * inv is the objects inventory to searched
1780 * door is the door we are trying to match against.
1781 * This function can be called recursively to search containers.
1782 */
1783object *
1784find_key (object *pl, object *container, object *door)
1785{
1786 if (door->slaying && is_match_expr (door->slaying))
1787 {
1788 // for match expressions, we try to find the key by applying the match
1789 // to the op itself, which is supposed to find the "key", instead
1790 // of searching through containers ourselves.
1791
1792 return match_one (door->slaying, container, door, pl, pl);
1793 }
1794 else
1795 return find_key_ (pl, container, door);
1948} 1796}
1949 1797
1950/* moved door processing out of move_player_attack. 1798/* moved door processing out of move_player_attack.
1951 * returns 1 if player has opened the door with a key 1799 * returns 1 if player has opened the door with a key
1952 * such that the caller should not do anything more, 1800 * such that the caller should not do anything more,
1980 remove_door2 (door); /* remove door without violence ;-) */ 1828 remove_door2 (door); /* remove door without violence ;-) */
1981 } 1829 }
1982 1830
1983 /* Do this after we print the message */ 1831 /* Do this after we print the message */
1984 key->decrease (); /* Use up one of the keys */ 1832 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 1833
1989 return 1; /* Nothing more to do below */ 1834 return 1; /* Nothing more to do below */
1990 } 1835 }
1991 else if (door->type == LOCKED_DOOR) 1836 else if (door->type == LOCKED_DOOR)
1992 { 1837 {
2005 * going to try and move (not fire weapons). 1850 * going to try and move (not fire weapons).
2006 */ 1851 */
2007bool 1852bool
2008move_player_attack (object *op, int dir) 1853move_player_attack (object *op, int dir)
2009{ 1854{
2010 int on_battleground; 1855 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1856 {
1857 --op->speed_left;
1858 return true;
1859 }
2011 1860
2012 sint16 nx = freearr_x[dir] + op->x; 1861 sint16 nx = freearr_x[dir] + op->x;
2013 sint16 ny = freearr_y[dir] + op->y; 1862 sint16 ny = freearr_y[dir] + op->y;
2014 1863
2015 on_battleground = op_on_battleground (op, 0, 0);
2016
2017 if (out_of_map (op->map, nx, ny)) 1864 if (out_of_map (op->map, nx, ny))
2018 return false; 1865 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 1866
2026 /* If braced, or can't move to the square, and it is not out of the 1867 /* If braced, or can't move to the square, and it is not out of the
2027 * map, attack it. Note order of if statement is important - don't 1868 * map, attack it. Note order of if statement is important - don't
2028 * want to be calling move_ob if braced, because move_ob will move the 1869 * want to be calling move_ob if braced, because move_ob will move the
2029 * player. This is a pretty nasty hack, because if we could 1870 * player. This is a pretty nasty hack, because if we could
2047 || mon->flag [FLAG_CAN_ROLL]) 1888 || mon->flag [FLAG_CAN_ROLL])
2048 && mon != op) 1889 && mon != op)
2049 break; 1890 break;
2050 } 1891 }
2051 1892
2052 if (!mon) /* This happens anytime the player tries to move */ 1893 /* no monster == player tries to move into a wall or so */
2053 return false; /* into a wall */ 1894 if (!mon)
1895 {
1896 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1897 if (op->move_type & ob->move_block)
1898 {
1899 if (ob->move_block == MOVE_ALL)
1900 move_into_wall (op, ob);
1901 else
1902 {
1903 if (op->contr->ns->bumpmsg)
1904 {
1905 op->play_sound (sound_find ("blocked_move"));
1906
1907 op->statusmsg (ob->invisible
1908 ? "Something blocks you."
1909 : format ("Something blocks you from entering the %s.", query_name (ob))
1910 );
1911 }
1912 }
1913
1914 break;
1915 }
1916
1917 return false;
1918 }
2054 1919
2055 mon = mon->head_ (); 1920 mon = mon->head_ ();
2056 1921
2057 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1922 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2058 if (op->contr->weapon_sp_left > 0.f) 1923 if (op->contr->weapon_sp_left > 0.f)
2076 */ 1941 */
2077 if (op->type == PLAYER 1942 if (op->type == PLAYER
2078 && ((mon->owner && mon->owner->contr 1943 && ((mon->owner && mon->owner->contr
2079 && same_party (mon->owner->contr->party, op->contr->party)) 1944 && same_party (mon->owner->contr->party, op->contr->party))
2080 || mon->owner == op) 1945 || mon->owner == op)
2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1946 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2082 { 1947 {
2083 /* If we're braced, we don't want to switch places with it */ 1948 /* If we're braced, we don't want to switch places with it */
2084 if (op->contr->braced) 1949 if (op->contr->braced)
2085 return false; 1950 return false;
2086 1951
2089 --op->speed_left; 1954 --op->speed_left;
2090 1955
2091 op->play_sound (sound_find ("push_player")); 1956 op->play_sound (sound_find ("push_player"));
2092 push_ob (mon, dir, op); 1957 push_ob (mon, dir, op);
2093 1958
2094 if (op->contr->tmp_invis || op->hide) 1959 if (action_makes_visible (op))
2095 make_visible (op); 1960 make_visible (op);
2096 1961
2097 return true; 1962 return true;
2098 } 1963 }
2099 else 1964 else
2100 return false; 1965 return false;
2101 } 1966 }
1967
1968 bool on_battleground = op_on_battleground (op, 0, 0);
2102 1969
2103 /* in certain circumstances, you shouldn't attack friendly 1970 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push 1971 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't 1972 * someone, but put it inside this loop so that you won't
2106 * attack them either. 1973 * attack them either.
2107 */ 1974 */
2108 if ((mon->type == PLAYER || mon->enemy != op) 1975 if ((mon->type == PLAYER || mon->enemy != op)
2109 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1976 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2110 && ((op->contr->peaceful 1977 && ((op->contr->peaceful
2111 || (mon->type == PLAYER && mon->contr->peaceful)) 1978 || (mon->type == PLAYER && mon->contr->peaceful))
2112 && !on_battleground)) 1979 && !on_battleground))
2113 { 1980 {
2114 if (op->speed_left > 0.f) 1981 if (op->speed_left > 0.f)
2121 push_ob (mon, dir, op); 1988 push_ob (mon, dir, op);
2122 } 1989 }
2123 else 1990 else
2124 op->statusmsg ("You withhold your attack"); 1991 op->statusmsg ("You withhold your attack");
2125 1992
2126 if (op->contr->tmp_invis || op->hide) 1993 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2127 make_visible (op); 1994 make_visible (op);
2128 1995
2129 return true; 1996 return true;
2130 } 1997 }
2131 } 1998 }
2132 /* If the object is a boulder or other rollable object, then 1999 /* 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. 2000 * roll it if not braced. You can't roll it if you are braced.
2134 */ 2001 */
2135 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2002 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2136 { 2003 {
2137 if (op->speed_left > 0.f) 2004 if (op->speed_left > 0.f)
2138 { 2005 {
2139 --op->speed_left; 2006 --op->speed_left;
2140 2007
2149 * Way it works is like this: First, it must have some hit points 2016 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 2017 * 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 2018 * 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. 2019 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2020 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2021 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2022 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 2023 {
2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2024 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2158 { 2025 {
2159 --op->contr->weapon_sp_left; 2026 --op->contr->weapon_sp_left;
2171} 2038}
2172 2039
2173bool 2040bool
2174move_player (object *op, int dir) 2041move_player (object *op, int dir)
2175{ 2042{
2176 int pick;
2177
2178 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2043 if (!op->map || op->map->state != MAP_ACTIVE)
2179 return 0; 2044 return 0;
2180 2045
2181 /* Sanity check: make sure dir is valid */ 2046 /* Sanity check: make sure dir is valid */
2182 if ((dir < 0) || (dir >= 9)) 2047 if (dir < 0 || dir > 8)
2183 { 2048 {
2184 LOG (llevError, "move_player: invalid direction %d\n", dir); 2049 LOG (llevError, "move_player: invalid direction %d\n", dir);
2185 return 0; 2050 return 0;
2186 } 2051 }
2187 2052
2188 /* peterm: added following line */ 2053 /* peterm: added following line */
2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2054 if (op->flag [FLAG_CONFUSED] && dir)
2190 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2055 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2191 2056
2192 op->facing = dir; 2057 op->facing = dir;
2193 2058
2194 if (op->hide) 2059 if (op->flag [FLAG_HIDDEN])
2195 do_hidden_move (op); 2060 do_hidden_move (op);
2196 2061
2197 bool retval; 2062 bool retval;
2063 int pick = 0;
2198 2064
2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2065 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2200 retval = RESULT_INT (0); 2066 retval = RESULT_INT (0);
2201 else if (op->contr->fire_on) 2067 else if (op->contr->fire_on)
2202 retval = fire (op, dir); 2068 retval = fire (op, dir);
2233 * players. 2099 * players.
2234 */ 2100 */
2235bool 2101bool
2236handle_newcs_player (object *op) 2102handle_newcs_player (object *op)
2237{ 2103{
2238 if (QUERY_FLAG (op, FLAG_SCARED)) 2104 if (op->flag [FLAG_SCARED])
2239 { 2105 {
2240 if (op->speed_left > 0.f) 2106 if (op->speed_left > 0.f)
2241 { 2107 {
2242 --op->speed_left; 2108 --op->speed_left;
2243 flee_player (op); 2109 flee_player (op);
2259 return move_player (op, op->direction); 2125 return move_player (op, op->direction);
2260 2126
2261 return false; 2127 return false;
2262} 2128}
2263 2129
2264int 2130static int
2265save_life (object *op) 2131save_life (object *op)
2266{ 2132{
2267 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2133 if (!op->flag [FLAG_LIFESAVE])
2268 return 0; 2134 return 0;
2269 2135
2270 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2136 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2137 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2272 { 2138 {
2273 op->play_sound (sound_find ("ob_evaporate")); 2139 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)); 2140 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2275 2141
2276 if (op->contr)
2277 esrv_del_item (op->contr, tmp->count);
2278
2279 tmp->destroy (); 2142 tmp->destroy ();
2280 CLEAR_FLAG (op, FLAG_LIFESAVE); 2143 op->clr_flag (FLAG_LIFESAVE);
2281 2144
2282 if (op->stats.hp < 0) 2145 if (op->stats.hp < 0)
2283 op->stats.hp = op->stats.maxhp; 2146 op->stats.hp = op->stats.maxhp;
2284 2147
2285 if (op->stats.food < 0) 2148 if (op->stats.food < 0)
2286 op->stats.food = 999; 2149 op->stats.food = MAX_FOOD;
2287 2150
2288 op->update_stats (); 2151 op->update_stats ();
2289 return 1; 2152 return 1;
2290 } 2153 }
2291 2154
2292 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2155 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2293 CLEAR_FLAG (op, FLAG_LIFESAVE); 2156 op->clr_flag (FLAG_LIFESAVE);
2294 enter_player_savebed (op); /* bring him home. */ 2157 enter_player_savebed (op); /* bring him home. */
2295 return 0; 2158 return 0;
2296} 2159}
2297 2160
2298/* This goes throws the inventory and removes unpaid objects, and puts them 2161/* This goes throws the inventory and removes unpaid objects, and puts them
2299 * back in the map (location and map determined by values of env). This 2162 * back in the map (location and map determined by values of env). This
2300 * function will descend into containers. op is the object to start the search 2163 * function will descend into containers. op is the object to start the search
2301 * from. 2164 * from.
2302 */ 2165 */
2303static void 2166static void
2304drop_unpaid_items (object *op, object *env) 2167drop_unpaid_items (object *op, object *env)
2305{ 2168{
2306 while (op) 2169 while (op)
2307 { 2170 {
2308 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2171 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2309 2172
2310 if (QUERY_FLAG (op, FLAG_UNPAID)) 2173 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); 2174 op->insert_at (env);
2316 }
2317 else if (op->inv) 2175 else if (op->inv)
2318 drop_unpaid_items (op->inv, env); 2176 drop_unpaid_items (op->inv, env);
2319 2177
2320 op = next; 2178 op = next;
2321 } 2179 }
2326{ 2184{
2327 if (!flag [FLAG_REMOVED]) 2185 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this); 2186 ::drop_unpaid_items (inv, this);
2329} 2187}
2330 2188
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 2189void
2375do_some_living (object *op) 2190do_some_living (object *op)
2376{ 2191{
2377 int last_food = op->stats.food; 2192 int last_food = op->stats.food;
2378 int gen_hp, gen_sp, gen_grace; 2193 int gen_hp, gen_sp, gen_grace;
2379 int over_hp, over_sp, over_grace;
2380 int i;
2381 int rate_hp = 1200; 2194 int rate_hp = 1200;
2382 int rate_sp = 2500; 2195 int rate_sp = 2500;
2383 int rate_grace = 2000; 2196 int rate_grace = 2000;
2384 const int max_hp = 1; 2197 const int max_hp = 1;
2385 const int max_sp = 1; 2198 const int max_sp = 1;
2386 const int max_grace = 1; 2199 const int max_grace = 1;
2387 2200
2201#if 0
2388 if (op->contr->hidden) 2202 if (op->contr->hidden)
2389 { 2203 {
2390 op->invisible = 1000; 2204 op->invisible = 1000;
2391 /* the socket code flashes the player visible/invisible 2205 /* the socket code flashes the player visible/invisible
2392 * depending on the value of invisible, so we need to 2206 * depending on the value of invisible, so we need to
2393 * alternate it here for it to work correctly. 2207 * alternate it here for it to work correctly.
2394 */ 2208 */
2395 if (pticks & 2) 2209 if (server_tick & 2)
2396 op->invisible--; 2210 op->invisible--;
2397 } 2211 }
2212 else
2213#endif
2398 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2214 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2399 { 2215 {
2400 if (!op->invisible--) 2216 if (!op->invisible--)
2401 { 2217 {
2402 make_visible (op); 2218 make_visible (op);
2403 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2219 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 if (--op->last_grace < 0) 2253 if (--op->last_grace < 0)
2438 { 2254 {
2439 if (op->stats.grace < op->stats.maxgrace / 2) 2255 if (op->stats.grace < op->stats.maxgrace / 2)
2440 op->stats.grace++; /* no penalty in food for regaining grace */ 2256 op->stats.grace++; /* no penalty in food for regaining grace */
2441 2257
2258 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2259
2442 if (max_grace > 1) 2260 if (max_grace > 1)
2443 { 2261 {
2444 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2262 int over_grace = temp / rate_grace;
2263
2445 if (over_grace > 0) 2264 if (over_grace > 0)
2446 { 2265 {
2447 op->stats.sp += over_grace 2266 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
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; 2267 op->last_grace = 0;
2450 } 2268 }
2451 else 2269 else
2452 { 2270 op->last_grace = rate_grace / temp;
2453 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2454 }
2455 } 2271 }
2456 else 2272 else
2457 { 2273 op->last_grace = rate_grace / temp;
2458 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2274
2459 }
2460 /* wearing stuff doesn't detract from grace generation. */ 2275 /* wearing stuff doesn't detract from grace generation. */
2461 } 2276 }
2462 2277
2463 if (op->stats.food > 0) 2278 if (op->stats.food > 0)
2464 { 2279 {
2470 if (op->stats.sp < op->stats.maxsp) 2285 if (op->stats.sp < op->stats.maxsp)
2471 { 2286 {
2472 op->stats.sp++; 2287 op->stats.sp++;
2473 2288
2474 /* dms do not consume food */ 2289 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ)) 2290 if (!op->flag [FLAG_WIZ])
2476 { 2291 {
2477 op->stats.food--; 2292 op->stats.food--;
2478 2293
2479 if (op->contr->digestion < 0) 2294 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion; 2295 op->stats.food += op->contr->digestion;
2483 } 2298 }
2484 } 2299 }
2485 2300
2486 if (max_sp > 1) 2301 if (max_sp > 1)
2487 { 2302 {
2488 over_sp = (gen_sp + 10) / rate_sp; 2303 int over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0) 2304 if (over_sp > 0)
2490 { 2305 {
2491 if (op->stats.sp < op->stats.maxsp) 2306 if (op->stats.sp < op->stats.maxsp)
2492 { 2307 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2308 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2514 if (op->stats.hp < op->stats.maxhp) 2329 if (op->stats.hp < op->stats.maxhp)
2515 { 2330 {
2516 op->stats.hp++; 2331 op->stats.hp++;
2517 2332
2518 /* dms do not consume food */ 2333 /* dms do not consume food */
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2334 if (!op->flag [FLAG_WIZ])
2520 { 2335 {
2521 op->stats.food--; 2336 op->stats.food--;
2522 2337
2523 if (op->contr->digestion < 0) 2338 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion; 2339 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2340 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food; 2341 op->stats.food = last_food;
2527 } 2342 }
2528 } 2343 }
2529 2344
2345 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2346
2530 if (max_hp > 1) 2347 if (max_hp > 1)
2531 { 2348 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2349 int over_hp = temp / rate_hp;
2533 2350
2534 if (over_hp > 0) 2351 if (over_hp > 0)
2535 { 2352 {
2536 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2353 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2537 op->last_heal = 0; 2354 op->last_heal = 0;
2538 } 2355 }
2539 else 2356 else
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2357 op->last_heal = rate_hp / temp;
2541 } 2358 }
2542 else 2359 else
2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2360 op->last_heal = rate_hp / temp;
2544 } 2361 }
2545 } 2362 }
2546 2363
2547 /* Digestion */ 2364 /* Digestion */
2548 if (--op->last_eat < 0) 2365 if (--op->last_eat < 0)
2551 penalty = max (0, -op->contr->digestion); 2368 penalty = max (0, -op->contr->digestion);
2552 2369
2553 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2370 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2554 2371
2555 /* dms do not consume food */ 2372 /* dms do not consume food */
2556 if (!QUERY_FLAG (op, FLAG_WIZ)) 2373 if (!op->flag [FLAG_WIZ])
2557 op->stats.food--; 2374 op->stats.food--;
2558 } 2375 }
2559 2376
2560 if (op->stats.food < 0 && op->stats.hp >= 0) 2377 if (op->stats.food < 0 && op->stats.hp >= 0)
2561 { 2378 {
2562 object *tmp, *flesh = 0; 2379 object *flesh = 0;
2563 2380
2564 for (tmp = op->inv; tmp; tmp = tmp->below) 2381 for_inv_removable (op, tmp)
2565 { 2382 {
2566 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2383 if (tmp->flag [FLAG_UNPAID])
2384 continue;
2385
2386 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2567 { 2387 {
2568 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2388 op->statusmsg ("You blindly grab for a bite of food. "
2569 { 2389 "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."); 2390 op->apply (tmp);
2571 manual_apply (op, tmp, 0); 2391
2572 if (op->stats.food >= 0 || op->stats.hp < 0) 2392 if (op->stats.food >= 0 || op->stats.hp < 0)
2573 break; 2393 break;
2574 } 2394 }
2575 else if (tmp->type == FLESH) 2395 else if (tmp->type == FLESH)
2576 flesh = tmp; 2396 flesh = tmp;
2577 } /* End if paid for object */ 2397 }
2578 } /* end of for loop */
2579 2398
2580 /* If player is still starving, it means they don't have any food, so 2399 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2400 * eat flesh instead.
2582 */ 2401 */
2583 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2402 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 { 2403 {
2585 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2404 op->statusmsg ("You blindly grab for a bite of food. "
2405 "H<To prevent you from starving, you ate some random item from your backpack.>");
2586 manual_apply (op, flesh, 0); 2406 op->apply (flesh);
2587 } 2407 }
2408
2409 // If player is still starving, alert him!
2410 if (op->stats.food < 0)
2411 op->failmsg ("You are starving! "
2412 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2588 } 2413 }
2589 2414
2590 if (op->stats.food < 0) 2415 if (op->stats.food < 0)
2591 { 2416 {
2592 op->stats.hp += op->stats.food; 2417 op->stats.hp += op->stats.food;
2593 op->stats.food = 0; 2418 op->stats.food = 0;
2419
2420 if (op->stats.hp < 0)
2421 {
2422 op->contr->killer = archetype::get ("killer_starvation");
2423 op->contr->killer->destroy ();
2594 } 2424 }
2425 }
2595 2426
2427 /* killer should be set here already */
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2428 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2597 kill_player (op); 2429 kill_player (op);
2598 } 2430 }
2599} 2431}
2600 2432
2601/* If the player should die (lack of hp, food, etc), we call this. 2433/* If the player should die (lack of hp, food, etc), we call this.
2605 */ 2437 */
2606void 2438void
2607kill_player (object *op) 2439kill_player (object *op)
2608{ 2440{
2609 int x, y; 2441 int x, y;
2610 char buf[MAX_BUF];
2611 maptile *map; /* this is for resurrection */ 2442 maptile *map; /* this is for resurrection */
2612 int will_kill_again; 2443 int will_kill_again;
2613 archetype *at; 2444 archetype *at;
2614 object *tmp; 2445 object *tmp;
2615 2446
2616 if (save_life (op)) 2447 if (save_life (op))
2617 return; 2448 return;
2449
2450 dynbuf_text deathtab;
2451
2452 /* restore player */
2453 at = archetype::find (shstr_poisoning);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your body feels cleansed...\r";
2458 }
2459
2460 at = archetype::find (shstr_confusion);
2461 if (object *tmp = present_arch_in_ob (at, op))
2462 {
2463 tmp->destroy ();
2464 deathtab << "Your mind feels clearer...\r";
2465 }
2466
2467 cure_disease (op, 0, 0); /* remove any disease */
2468
2469 max_it (op->stats.hp , op->stats.maxhp);
2470 max_it (op->stats.sp , op->stats.maxsp);
2471 max_it (op->stats.grace, op->stats.maxgrace);
2472 max_it (op->stats.food , 200);
2473
2474 // remove all spell effects that are active
2475 // to avoid long-term effects such as word-of-recall
2476 for (object *item = op->inv; item; )
2477 {
2478 object *next = item->below;
2479
2480 if (item->type == SPELL_EFFECT && item->active)
2481 item->destroy ();
2482
2483 item = next;
2484 }
2618 2485
2619 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2486 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2620 * in cities ONLY!!! It is very important that this doesn't get abused. 2487 * in cities ONLY!!! It is very important that this doesn't get abused.
2621 * Look at op_on_battleground() for more info --AndreasV 2488 * Look at op_on_battleground() for more info --AndreasV
2622 */ 2489 */
2623 if (op_on_battleground (op, &x, &y)) 2490 if (op_on_battleground (op, &x, &y))
2624 { 2491 {
2625 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2492 deathtab << "You almost died in combat, but local medics have saved your life...\r";
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 2493
2648 /* create a bodypart-trophy to make the winner happy */ 2494 /* create a bodypart-trophy to make the winner happy */
2649 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2495 object *tmp = archetype::find (shstr_finger)->instance ();
2650 { 2496
2651 tmp->name = format ("%s's finger" , &op->name); 2497 tmp->name = format ("%s's finger" , &op->name);
2652 tmp->name_pl = format ("%s's fingers", &op->name); 2498 tmp->name_pl = format ("%s's fingers", &op->name);
2653 tmp->msg = format ( 2499 tmp->msg = format (
2654 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2500 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2501 &op->name, op->contr->title,
2502 (int)op->level,
2503 op->contr->killer_name ()
2656 ); 2504 );
2657 tmp->value = 0, tmp->type = 0; 2505 tmp->value = 0, tmp->type = 0;
2658 tmp->materialname = "organics"; 2506 tmp->material = name_to_material (shstr_organic);
2659 tmp->insert_at (op, tmp); 2507 tmp->insert_at (op, tmp);
2660 }
2661 2508
2662 /* teleport defeated player to new destination */ 2509 /* teleport defeated player to new destination */
2663 transfer_ob (op, x, y, 0, NULL); 2510 transfer_ob (op, x, y, 0, NULL);
2664 op->contr->braced = 0; 2511 op->contr->braced = 0;
2512
2513 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2665 return; 2514 return;
2666 } 2515 }
2667 2516
2517 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2518 deathtab << "T<YOU HAVE DIED>\n\n";
2519
2668 INVOKE_PLAYER (DEATH, op->contr); 2520 INVOKE_PLAYER (DEATH, op->contr);
2669 2521
2670 command_kill_pets (op, 0); 2522 command_kill_pets (op, 0);
2671
2672 if (op->stats.food < 0)
2673 strcpy (op->contr->killer, "starvation");
2674 2523
2675 op->contr->play_sound (sound_find ("player_dies")); 2524 op->contr->play_sound (sound_find ("player_dies"));
2676 2525
2677 /* save the map location for corpse, gravestone */ 2526 /* save the map location for corpse, gravestone */
2678 x = op->x; 2527 x = op->x;
2708 2557
2709 lost_a_stat = 0; 2558 lost_a_stat = 0;
2710 2559
2711 for (z = 0; z < num_stats_lose; z++) 2560 for (z = 0; z < num_stats_lose; z++)
2712 { 2561 {
2713 i = RANDOM () % NUM_STATS; 2562 i = rndm (NUM_STATS);
2714 2563
2715 if (settings.stat_loss_on_death) 2564 if (settings.stat_loss_on_death)
2716 { 2565 {
2717 /* Pick a random stat and take a point off it. Tell the player 2566 /* Pick a random stat and take a point off it. Tell the player
2718 * what he lost. 2567 * what he lost.
2725 lost_a_stat = 1; 2574 lost_a_stat = 1;
2726 } 2575 }
2727 else 2576 else
2728 { 2577 {
2729 /* deplete a stat */ 2578 /* deplete a stat */
2730 archetype *deparch = archetype::find ("depletion"); 2579 archetype *deparch = archetype::find (shstr_depletion);
2731 object *dep; 2580 object *dep;
2732 2581
2733 dep = present_arch_in_ob (deparch, op); 2582 dep = present_arch_in_ob (deparch, op);
2734 if (!dep) 2583 if (!dep)
2735 { 2584 {
2736 dep = arch_to_object (deparch); 2585 dep = deparch->instance ();
2737 insert_ob_in_ob (dep, op); 2586 insert_ob_in_ob (dep, op);
2738 } 2587 }
2739 lose_this_stat = 1; 2588 lose_this_stat = 1;
2740 if (settings.balanced_stat_loss) 2589 if (settings.balanced_stat_loss)
2741 { 2590 {
2753 2602
2754 /* There is a maximum depletion total per level. */ 2603 /* There is a maximum depletion total per level. */
2755 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2604 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2756 { 2605 {
2757 lose_this_stat = 0; 2606 lose_this_stat = 0;
2758 /* Take loss chance vs keep chance to see if we 2607 /* Take loss chance vs keep chance to see if we
2759 retain the stat. */ 2608 retain the stat. */
2760 } 2609 }
2761 else 2610 else
2762 { 2611 {
2763 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2612 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2769 } 2618 }
2770 } 2619 }
2771 2620
2772 if (lose_this_stat) 2621 if (lose_this_stat)
2773 { 2622 {
2774 this_stat = get_attr_value (&(dep->stats), i); 2623 this_stat = get_attr_value (&dep->stats, i);
2775 /* We could try to do something clever like find another 2624 /* We could try to do something clever like find another
2776 * stat to reduce if this fails. But chances are, if 2625 * stat to reduce if this fails. But chances are, if
2777 * stats have been depleted to -50, all are pretty low 2626 * stats have been depleted to -50, all are pretty low
2778 * and should be roughly the same, so it shouldn't make a 2627 * and should be roughly the same, so it shouldn't make a
2779 * difference. 2628 * difference.
2780 */ 2629 */
2781 if (this_stat >= -50) 2630 if (this_stat >= -50)
2782 { 2631 {
2783 change_attr_value (&(dep->stats), i, -1); 2632 change_attr_value (&(dep->stats), i, -1);
2784 SET_FLAG (dep, FLAG_APPLIED); 2633 dep->set_flag (FLAG_APPLIED);
2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2634 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2786 op->update_stats (); 2635 op->update_stats ();
2787 lost_a_stat = 1; 2636 lost_a_stat = 1;
2788 } 2637 }
2789 } 2638 }
2790 } 2639 }
2791 } 2640 }
2641
2792 /* If no stat lost, tell the player. */ 2642 /* If no stat lost, tell the player. */
2793 if (!lost_a_stat) 2643 if (!lost_a_stat)
2794 { 2644 {
2795 /* determine_god() seems to not work sometimes... why is this? 2645 /* determine_god() seems to not work sometimes... why is this?
2796 Should I be using something else? GD */ 2646 Should I be using something else? GD */
2797 const char *god = determine_god (op); 2647 shstr_tmp god = determine_god (op);
2798 2648
2799 if (god && (strcmp (god, "none"))) 2649 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); 2650 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2801 else 2651 else
2802 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2652 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2803 } 2653 }
2804#else 2654#else
2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2655 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2806#endif 2656#endif
2807 2657
2808 /* Put a gravestone up where the character 'almost' died. List the 2658 /* Put a gravestone up where the character 'almost' died. List the
2809 * exp loss on the stone. 2659 * exp loss on the stone.
2810 */ 2660 */
2811 tmp = arch_to_object (archetype::find ("gravestone")); 2661 tmp = archetype::find (shstr_gravestone)->instance ();
2812 sprintf (buf, "%s's gravestone", &op->name); 2662 tmp->name = format ("%s's gravestone", &op->name);
2813 tmp->name = buf; 2663 tmp->name_pl = format ("%s's gravestones", &op->name);
2814 sprintf (buf, "%s's gravestones", &op->name); 2664 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2815 tmp->name_pl = buf; 2665 &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; 2666 tmp->x = op->x, tmp->y = op->y;
2819 insert_ob_in_map (tmp, op->map, NULL, 0); 2667 insert_ob_in_map (tmp, op->map, NULL, 0);
2820 2668
2821 /**************************************/ 2669 /**************************************/
2822 /* */ 2670 /* */
2823 /* Subtract the experience points, */ 2671 /* Subtract the experience points, */
2824 /* if we died cause of food, give us */
2825 /* food, and reset HP's... */
2826 /* */ 2672 /* */
2827 /**************************************/ 2673 /**************************************/
2828 2674
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)); */ 2675 /*add_exp(op, (op->stats.exp * -0.20)); */
2851 apply_death_exp_penalty (op); 2676 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 2677
2858 /* 2678 /*
2859 * Check to see if the player has any unpaid items. If so, remove them 2679 * Check to see if the player has any unpaid items. If so, remove them
2860 * and put them back in the map. 2680 * and put them back in the map.
2861 */ 2681 */
2885 if (will_kill_again) 2705 if (will_kill_again)
2886 { 2706 {
2887 object *force; 2707 object *force;
2888 int at; 2708 int at;
2889 2709
2890 force = get_archetype (FORCE_NAME); 2710 force = archetype::get (FORCE_NAME);
2891 /* 50 ticks should be enough time for the spell to abate */ 2711 /* 50 ticks should be enough time for the spell to abate */
2892 force->speed = 0.1f;
2893 force->speed_left = -5.f; 2712 force->speed_left = -5.f;
2894 SET_FLAG (force, FLAG_APPLIED); 2713 force->set_speed (0.1f);
2714 force->set_flag (FLAG_APPLIED);
2715
2895 for (at = 0; at < NROFATTACKS; at++) 2716 for (at = 0; at < NROFATTACKS; at++)
2896 if (will_kill_again & (1 << at)) 2717 if (will_kill_again & (1 << at))
2897 force->resist[at] = 100; 2718 force->resist[at] = 100;
2898 2719
2899 insert_ob_in_ob (force, op); 2720 insert_ob_in_ob (force, op);
2900 op->update_stats (); 2721 op->update_stats ();
2901
2902 } 2722 }
2903 2723
2904 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2724 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2905} 2725}
2906 2726
2907void 2727static void
2908loot_object (object *op) 2728loot_object (object *op)
2909{ /* Grab and destroy some treasure */ 2729{ /* Grab and destroy some treasure */
2910 object *tmp, *tmp2, *next; 2730 object *tmp, *next;
2911 2731
2912 op->close_container (); /* close open sack first */ 2732 op->close_container (); /* close open sack first */
2913 2733
2914 for (tmp = op->inv; tmp; tmp = next) 2734 for (tmp = op->inv; tmp; tmp = next)
2915 { 2735 {
2922 tmp->x = op->x, tmp->y = op->y; 2742 tmp->x = op->x, tmp->y = op->y;
2923 2743
2924 if (tmp->type == CONTAINER) 2744 if (tmp->type == CONTAINER)
2925 loot_object (tmp); /* empty container to ground */ 2745 loot_object (tmp); /* empty container to ground */
2926 2746
2927 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2747 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2928 { 2748 {
2929 if (tmp->nrof > 1) 2749 if (tmp->nrof > 1)
2930 { 2750 {
2931 tmp->decrease (rndm (1, tmp->nrof - 1)); 2751 tmp->decrease (rndm (1, tmp->nrof - 1));
2932 insert_ob_in_map (tmp, op->map, NULL, 0); 2752 insert_ob_in_map (tmp, op->map, NULL, 0);
2943 * fix_weight(): Check recursively the weight of all players, and fix 2763 * fix_weight(): Check recursively the weight of all players, and fix
2944 * what needs to be fixed. Refresh windows and fix speed if anything 2764 * what needs to be fixed. Refresh windows and fix speed if anything
2945 * was changed. 2765 * was changed.
2946 */ 2766 */
2947void 2767void
2948fix_weight (void) 2768fix_weight ()
2949{ 2769{
2950 for_all_players (pl) 2770 for_all_players (pl)
2951 { 2771 {
2952 sint32 old = pl->ob->carrying; 2772 weight_t old = pl->ob->carrying;
2953 2773
2954 pl->ob->update_weight (); 2774 pl->ob->update_weight ();
2955 2775
2956 if (old != pl->ob->carrying) 2776 if (old != pl->ob->carrying)
2957 { 2777 {
2960 } 2780 }
2961 } 2781 }
2962} 2782}
2963 2783
2964void 2784void
2965fix_luck (void) 2785fix_luck ()
2966{ 2786{
2967 for_all_players (pl) 2787 for_all_players (pl)
2968 if (!pl->ob->contr->ns->state) 2788 if (!pl->ob->contr->ns->state)
2969 pl->ob->change_luck (0); 2789 pl->ob->change_luck (0);
2970} 2790}
3007} 2827}
3008 2828
3009void 2829void
3010make_visible (object *op) 2830make_visible (object *op)
3011{ 2831{
3012 op->hide = 0; 2832 op->flag [FLAG_HIDDEN] = 0;
3013 op->invisible = 0; 2833 op->invisible = 0;
3014 2834
3015 if (op->type == PLAYER) 2835 if (op->type == PLAYER)
3016 { 2836 {
3017 op->contr->tmp_invis = 0; 2837 op->contr->tmp_invis = 0;
3022} 2842}
3023 2843
3024int 2844int
3025is_true_undead (object *op) 2845is_true_undead (object *op)
3026{ 2846{
3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2847 if (op->arch->flag [FLAG_UNDEAD])
3028 return 1; 2848 return 1;
3029 2849
3030 return 0; 2850 return 0;
3031} 2851}
3032 2852
3042 2862
3043 if (!ob || !ob->map) 2863 if (!ob || !ob->map)
3044 return 0; 2864 return 0;
3045 2865
3046 /* so, on normal lighted maps, its hard to hide */ 2866 /* so, on normal lighted maps, its hard to hide */
3047 level = ob->map->darkness - 2; 2867 level = ob->map->darklevel () - 2;
3048 2868
3049 /* this also picks up whether the object is glowing. 2869 /* this also picks up whether the object is glowing.
3050 * If you carry a light on a non-dark map, its not 2870 * If you carry a light on a non-dark map, its not
3051 * as bad as carrying a light on a pitch dark map */ 2871 * as bad as carrying a light on a pitch dark map */
3052 if (has_carried_lights (ob)) 2872 if (ob->has_carried_lights ())
3053 level = -(10 + (2 * ob->map->darkness)); 2873 level = -(10 + (2 * ob->map->darklevel ()));
3054 2874
3055 /* scan through all nearby squares for terrain to hide in */ 2875 /* scan through all nearby squares for terrain to hide in */
3056 for (i = 0, x = ob->x, y = ob->y; 2876 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1; 2877 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2878 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3079 * spot (surrounded by clear terrain in broad daylight). -b.t. 2899 * spot (surrounded by clear terrain in broad daylight). -b.t.
3080 */ 2900 */
3081void 2901void
3082do_hidden_move (object *op) 2902do_hidden_move (object *op)
3083{ 2903{
3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2904 int hide = 0;
3085 object *skop;
3086 2905
3087 if (!op || !op->map) 2906 if (!op || !op->map)
3088 return; 2907 return;
3089 2908
3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2909 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2910 int num = random_roll (0, 19, op, PREFER_LOW);
3091 2911
3092 /* its *extremely* hard to run and sneak/hide at the same time! */ 2912 /* its *extremely* hard to run and sneak/hide at the same time! */
3093 if (op->type == PLAYER && op->contr->run_on) 2913 if (op->type == PLAYER && op->contr->run_on)
3094 if (!skop || num >= skop->level) 2914 if (!skop || num >= skop->level)
3095 { 2915 {
3105 num -= hide; 2925 num -= hide;
3106 2926
3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2927 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108 { 2928 {
3109 make_visible (op); 2929 make_visible (op);
2930
3110 if (op->type == PLAYER) 2931 if (op->type == PLAYER)
3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2932 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3112 } 2933 }
3113 else if (op->type == PLAYER && skop) 2934 else if (op->type == PLAYER && skop)
3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2935 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3129 2950
3130 if (who->type == PLAYER) 2951 if (who->type == PLAYER)
3131 player = 1; 2952 player = 1;
3132 2953
3133 else 2954 else
3134 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2955 friendly = who->flag [FLAG_FRIENDLY];
3135 2956
3136 /* search adjacent squares */ 2957 /* search adjacent squares */
3137 for (i = 1; i < 9; i++) 2958 for (i = 1; i < 9; i++)
3138 { 2959 {
3139 x = who->x + freearr_x[i]; 2960 x = who->x + freearr_x[i];
3148 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2969 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3149 continue; 2970 continue;
3150 2971
3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2972 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3152 { 2973 {
3153 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2974 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3154 return 1; 2975 return 1;
3155 else if (tmp->type == PLAYER) 2976 else if (tmp->type == PLAYER)
3156 {
3157 /*don't let a hidden DM prevent you from hiding */
3158 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3159 return 1; 2977 return 1;
3160 }
3161 } 2978 }
3162 } 2979 }
3163 return 0; 2980 return 0;
3164} 2981}
3165 2982
3166/* check the player los field for viewability of the 2983/* check the player los field for viewability of the
3167 * object op. This function works fine for monsters, 2984 * object op. This function works fine for monsters,
3168 * but we dont worry if the object isnt the top one in 2985 * but we dont worry if the object isnt the top one in
3169 * a pile (say a coin under a table would return "viewable" 2986 * a pile (say a coin under a table would return "viewable"
3170 * by this routine). Another question, should we be 2987 * by this routine). Another question, should we be
3171 * concerned with the direction the player is looking 2988 * concerned with the direction the player is looking
3172 * in? Realistically, most of us can't see stuff behind 2989 * in? Realistically, most of us can't see stuff behind
3173 * our backs...on the other hand, does the "facing" direction 2990 * our backs...on the other hand, does the "facing" direction
3174 * imply the way your head, or body is facing? It's possible 2991 * imply the way your head, or body is facing? It's possible
3175 * for them to differ. Sigh, this fctn could get a bit more complex. 2992 * for them to differ. Sigh, this fctn could get a bit more complex.
3176 * -b.t. 2993 * -b.t.
3177 * This function is now map tiling safe. 2994 * This function is now map tiling safe.
3178 */ 2995 */
3179int 2996int
3180player_can_view (object *pl, object *op) 2997player_can_view (object *pl, object *op)
3181{ 2998{
3195 3012
3196 get_rangevector (pl, op, &rv, 0x1); 3013 get_rangevector (pl, op, &rv, 0x1);
3197 3014
3198 /* starting with the 'head' part, lets loop 3015 /* starting with the 'head' part, lets loop
3199 * through the object and find if it has any 3016 * through the object and find if it has any
3200 * part that is in the los array but isn't on 3017 * part that is in the los array but isn't on
3201 * a blocked los square. 3018 * a blocked los square.
3202 * we use the archetype to figure out offsets. 3019 * we use the archetype to figure out offsets.
3203 */ 3020 */
3204 while (op) 3021 while (op)
3205 { 3022 {
3206 dx = rv.distance_x + op->arch->x; 3023 dx = rv.distance_x + op->arch->x;
3207 dy = rv.distance_y + op->arch->y; 3024 dy = rv.distance_y + op->arch->y;
3208 3025
3209 /* only the viewable area the player sees is updated by LOS 3026 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; 3027 return 1;
3217 3028
3218 op = op->more; 3029 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 } 3030 }
3248 3031
3249 return 0; 3032 return 0;
3250} 3033}
3251 3034
3266 * and the exit-coordinates sp/hp must both be > 0. 3049 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3050 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3051 * feature (like pickable or hidden battleground tiles). */
3269 for (object *tmp = op->below; tmp; tmp = tmp->below) 3052 for (object *tmp = op->below; tmp; tmp = tmp->below)
3270 { 3053 {
3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3054 if (tmp->flag [FLAG_IS_FLOOR])
3272 { 3055 {
3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3056 if (tmp->flag [FLAG_NO_PICK]
3274 && tmp->type == BATTLEGROUND 3057 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground 3058 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp)) 3059 && EXIT_X (tmp) && EXIT_Y (tmp))
3277 { 3060 {
3278 /* before we assign the exit, check if this is a teambattle */ 3061 /* before we assign the exit, check if this is a teambattle */
3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3062 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3280 {
3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3063 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3064 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3282 { 3065 {
3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3284 {
3285 if (x && y) 3066 if (x && y)
3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3067 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287 3068
3288 return 1; 3069 return 1;
3289 }
3290 } 3070 }
3291 }
3292 3071
3293 if (x && y) 3072 if (x && y)
3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3073 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295 3074
3296 return 1; 3075 return 1;
3434 else 3213 else
3435 j = 1; 3214 j = 1;
3436 strcat (buf, spellpathnames[i]); 3215 strcat (buf, spellpathnames[i]);
3437 } 3216 }
3438 } 3217 }
3218
3439 strcat (buf, "."); 3219 strcat (buf, ".");
3440 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441 } 3221 }
3442 3222
3443 /* evtl. adding flags: */ 3223 /* evtl. adding flags: */
3444 if (QUERY_FLAG (item, FLAG_XRAYS)) 3224 if (item->flag [FLAG_XRAYS])
3445 SET_FLAG (skin, FLAG_XRAYS); 3225 skin->set_flag (FLAG_XRAYS);
3446 if (QUERY_FLAG (item, FLAG_STEALTH)) 3226 if (item->flag [FLAG_STEALTH])
3447 SET_FLAG (skin, FLAG_STEALTH); 3227 skin->set_flag (FLAG_STEALTH);
3448 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3228 if (item->flag [FLAG_SEE_IN_DARK])
3449 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3229 skin->set_flag (FLAG_SEE_IN_DARK);
3450 3230
3451 /* print message if there is one */ 3231 /* print message if there is one */
3452 if (item->msg != NULL) 3232 if (item->msg != NULL)
3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3233 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3454 } 3234 }
3455 else 3235 else
3456 { 3236 {
3457 /* generate misc. treasure */ 3237 /* generate misc. treasure */
3458 tmp = arch_to_object (tr->item); 3238 tmp = tr->item->instance ();
3459 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3239 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3460 tmp = insert_ob_in_ob (tmp, who); 3240 who->insert (tmp);
3461 if (who->type == PLAYER)
3462 esrv_send_item (who, tmp);
3463 } 3241 }
3464} 3242}
3465 3243
3466/** 3244//-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 3245
3483sint8 3246sint8
3484player::visibility_at (maptile *map, int x, int y) const 3247player::darkness_at (maptile *map, int x, int y) const
3485{ 3248{
3486 if (!ns) 3249 if (!ns)
3487 return 0; 3250 return LOS_BLOCKED;
3488 3251
3489 int dx, dy; 3252 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3253 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0; 3254 return LOS_BLOCKED;
3492 3255
3493 x += dx - ns->current_x + ns->mapx / 2; 3256 x += dx - ns->current_x;
3494 y += dy - ns->current_y + ns->mapy / 2; 3257 y += dy - ns->current_y;
3495 3258
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]; 3259 return blocked_los (x, y);
3500} 3260}
3501 3261
3502void 3262void
3503player::infobox (const char *title, const char *msg, int color) 3263player::infobox (const char *title, const char *msg, int color)
3504{ 3264{
3516{ 3276{
3517 play_sound (sound_find ("generic_failure")); 3277 play_sound (sound_find ("generic_failure"));
3518 statusmsg (msg, color); 3278 statusmsg (msg, color);
3519} 3279}
3520 3280
3281void
3282object::failmsgf (const char *format, ...)
3283{
3284 if (!contr)
3285 return;
3286
3287 va_list ap;
3288 va_start (ap, format);
3289 contr->failmsg (vformat (format, ap));
3290 va_end (ap);
3291}
3292
3293void
3294player::failmsgf (const char *format, ...)
3295{
3296 va_list ap;
3297 va_start (ap, format);
3298 failmsg (vformat (format, ap));
3299 va_end (ap);
3300}
3301

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