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Comparing deliantra/server/server/player.C (file contents):
Revision 1.127 by root, Sat May 12 18:14:48 2007 UTC vs.
Revision 1.274 by root, Wed Apr 21 06:40:57 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 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 */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
157 op->x = -1; 45 op->x = -1;
158 op->y = -1; 46 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172} 47}
173 48
174void 49void
175player::activate () 50player::activate ()
176{ 51{
179 54
180 players.insert (this); 55 players.insert (this);
181 ob->remove (); 56 ob->remove ();
182 ob->map = 0; 57 ob->map = 0;
183 ob->activate_recursive (); 58 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
185 add_friendly_object (ob); 60 add_friendly_object (ob);
186 enter_map ();
187} 61}
188 62
189void 63void
190player::deactivate () 64player::deactivate ()
191{ 65{
198 72
199 if (ob->map) 73 if (ob->map)
200 maplevel = ob->map->path; 74 maplevel = ob->map->path;
201 75
202 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 78 ob->map = 0;
204 party = 0; 79 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 80
208 players.erase (this); 81 players.erase (this);
209} 82}
210 83
211// connect the player with a specific client 84// connect the player with a specific client
221 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
222 95
223 ns->update_look = 0; 96 ns->update_look = 0;
224 ns->look_position = 0; 97 ns->look_position = 0;
225 98
226 clear_los (ob); 99 clear_los ();
227 100
228 ns->reset_stats (); 101 ns->reset_stats ();
229 102
230 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
233 106
234 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
235 link_player_skills (ob); 108 link_skills ();
236 109
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
240 111
241 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
243 { 114 {
244 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248 116
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 120 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 122 skin = tmp;
255 123
256 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
257 } 125 }
258 126
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 128
261 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278 130
279 ob->update_stats (); 131 ob->update_stats ();
132
280 ns->floorbox_update (); 133 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
284 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
285 activate (); 143 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290 144
291 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
293} 147}
294 148
295void 149void
296player::disconnect () 150player::disconnect ()
297{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
298 if (ns) 158 if (ns)
299 { 159 {
300 if (active) 160 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302 162
305 ns->reset_stats (); 165 ns->reset_stats ();
306 ns->pl = 0; 166 ns->pl = 0;
307 ns = 0; 167 ns = 0;
308 } 168 }
309 169
310 if (ob) 170 // this is important for the player scheduler to get the correct refcount
311 ob->close_container (); //TODO: client-specific 171 // when ns = 0
172 observe = viewpoint = ob;
312 173
313 deactivate (); 174 deactivate ();
314} 175}
176
177//-GPL
315 178
316// the need for this function can be explained 179// the need for this function can be explained
317// by load_object not returning the object 180// by load_object not returning the object
318void 181void
319player::set_object (object *op) 182player::set_object (object *op)
320{ 183{
321 ob = op; 184 ob = observe = viewpoint = op;
322 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
323 186
324 ob->speed_left = 0.5;
325 ob->speed = 1.0; 187 ob->speed = 1.0f;
188 ob->speed_left = 0.5f;
189
326 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
327} 191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
328 208
329player::player () 209player::player ()
330{ 210{
331 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point. 212 * we deal with that below this point.
338 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
339 219
340 gen_sp_armour = 10; 220 gen_sp_armour = 10;
341 bowtype = bow_normal; 221 bowtype = bow_normal;
342 petmode = pet_normal; 222 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers; 223 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
346 do_los = 1; 225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
347} 229}
348 230
349void 231void
350player::do_destroy () 232player::do_destroy ()
351{ 233{
352 disconnect (); 234 disconnect ();
353 235
354 attachable::do_destroy (); 236 attachable::do_destroy ();
355 237
356 if (ob) 238 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy (); 239 ob->destroy ();
360 } 240
241 ob = observe = viewpoint = 0;
361} 242}
362 243
363player::~player () 244player::~player ()
364{ 245{
365 /* Clear item stack */ 246 /* Clear item stack */
366 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
367} 276}
368 277
369/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
370 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
371 * mode. 280 * mode.
373player * 282player *
374player::create () 283player::create ()
375{ 284{
376 player *pl = new player; 285 player *pl = new player;
377 286
378 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
379 288
380 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
383 292
384 set_first_map (pl->ob); 293 set_first_map (pl->ob);
385 294
386 return pl; 295 return pl;
387}
388
389/*
390 * get_player_archetype() return next player archetype from archetype
391 * list. Not very efficient routine, but used only creating new players.
392 * Note: there MUST be at least one player archetype!
393 */
394archetype *
395get_player_archetype (archetype *at)
396{
397 archetype *start = at;
398
399 for (;;)
400 {
401 if (at == NULL || at->next == NULL)
402 at = first_archetype;
403 else
404 at = at->next;
405
406 if (at->clone.type == PLAYER)
407 return at;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 }
415} 296}
416 297
417object * 298object *
418get_nearest_player (object *mon) 299get_nearest_player (object *mon)
419{ 300{
422 unsigned lastdist; 303 unsigned lastdist;
423 rv_vector rv; 304 rv_vector rv;
424 305
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 307 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 309 continue;
456 310
457 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
458 { 312 {
520 */ 374 */
521int 375int
522path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
523{ 377{
524 rv_vector rv; 378 rv_vector rv;
525 sint16 x, y;
526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
527 maptile *m, *lastmap;
528 380
529 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
530 382
531 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
532 return 0; 384 return 0;
533 385
534 x = mon->x; 386 mapxy pos (mon);
535 y = mon->y;
536 m = mon->map;
537 dir = rv.direction; 387 dir = rv.direction;
538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540 390
541 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
542 if (diff > max) 392 if (diff > max)
543 return 0; 393 return 0;
544 394
545 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
546 { 396 {
547 lastx = x; 397 mapxy lastpos = pos;
548 lasty = y;
549 lastmap = m;
550 x = lastx + freearr_x[dir];
551 y = lasty + freearr_y[dir];
552 398
553 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
554 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
555 400
556 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
557 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
558 && (m == mon->map && blocked_link (mon, m, x, y)))) 403 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
404 && blocked_link (mon, pos.m, pos.x, pos.y)))
559 { 405 {
560 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
561 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
562 */ 408 */
563 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
564 if (rv.direction != dir) 410 if (rv.direction != dir)
565 { 411 {
566 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
567 * the values so it will try again. 413 * the values so it will try again.
568 */ 414 */
569 x = lastx;
570 y = lasty;
571 m = lastmap; 415 pos = lastpos;
572 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
573 } 417 }
574 else 418 else
575 { 419 {
576 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
583 */ 427 */
584 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585 { 429 {
586 if (i == 0) 430 if (i == 0)
587 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
588 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
589 * since the direction that the creature should move in 434 * since the direction that the creature should move in
590 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
591 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
592 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
594 * can't do that, but now finds it can move east, and 439 * can't do that, but now finds it can move east, and
595 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
596 * the last direction the creature has successfully 441 * the last direction the creature has successfully
597 * moved. 442 * moved.
598 */ 443 */
599
600 x = lastx + freearr_x[absdir (lastdir + i)];
601 y = lasty + freearr_y[absdir (lastdir + i)];
602 m = lastmap; 444 pos = lastpos;
603 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
604 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
605 continue; 448 continue;
606 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
607 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
608 continue; 453 continue;
609 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
610 continue; 456 continue;
611 457
612 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
613 break; 459 break;
614 } 460 }
461
615 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
616 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
617 */ 464 */
618 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
619 return 0; 466 return 0;
467
620 diff--; 468 diff--;
621 lastdir = dir; 469 lastdir = dir;
622 max--; 470 max--;
623 if (!firstdir) 471 if (!firstdir)
624 firstdir = dir + i; 472 firstdir = dir + i;
628 { 476 {
629 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
630 diff--; 478 diff--;
631 max--; 479 max--;
632 lastdir = dir; 480 lastdir = dir;
481
633 if (!firstdir) 482 if (!firstdir)
634 firstdir = dir; 483 firstdir = dir;
635 } 484 }
636 485
637 if (diff <= 1) 486 if (diff <= 1)
638 { 487 {
639 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
640 * headed toward player for entire distance. 489 * headed toward player for entire distance.
641 */ 490 */
642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
644 } 493 }
645 494
646 if (diff > max) 495 if (diff > max)
647 return 0; 496 return 0;
653 502
654 return firstdir; 503 return firstdir;
655} 504}
656 505
657void 506void
658give_initial_items (object *pl, treasurelist * items) 507give_initial_items (object *pl, treasurelist *items)
659{ 508{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 509 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 510 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 511
665 for (op = pl->inv; op; op = next) 512 for (object *next, *op = pl->inv; op; op = next)
666 { 513 {
667 next = op->below; 514 next = op->below;
668 515
669 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 517 * flag "neutral" set. Sorry but I can't think of a better way
671 */ 518 */
672 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
673 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
674 521
675 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 523 * by this player due to race restrictions
677 */ 524 */
678 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
679 { 526 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 527 if ((!pl->flag [FLAG_USE_ARMOUR]
528 &&
681 (op->type == ARMOUR || op->type == BOOTS || 529 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 530 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 531 || op->type == SHIELD || op->type == GLOVES
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || op->type == BRACERS || op->type == GIRDLE))
533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
685 { 534 {
686 op->destroy (); 535 op->destroy ();
687 continue; 536 continue;
688 } 537 }
689 } 538 }
690 539
691 /* This really needs to be better - we should really give 540 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 541 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 542 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 543 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 544 if (op->type == SKILL)
698 { 545 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 546 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 547 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 548 {
707 op->destroy (); 549 op->destroy ();
550 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 552 break;
710 } 553 }
711 554
712 if (op->nrof > 1) 555 if (op->nrof > 1)
713 op->nrof = 1; 556 op->nrof = 1;
714 } 557 }
715 558
716 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
717 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 561
721 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 564 * merged properly.
724 */ 565 */
725 if (need_identify (op)) 566 if (op->need_identify ())
726 {
727 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
731 if (op->type == SPELL) 573 if (op->type == SPELL)
732 { 574 {
733 op->destroy (); 575 op->destroy ();
734 continue; 576 continue;
735 } 577 }
736 else if (op->type == SKILL) 578 else if (op->type == SKILL)
737 { 579 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 581 op->stats.exp = 0;
740 op->level = 1; 582 op->level = 1;
741 } 583 }
742 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
743 else 585 op->set_flag (FLAG_INV_LOCKED);
744 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
746 587
747 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
748 link_player_skills (pl); 589 pl->contr->link_skills ();
749} 590}
750 591
751void 592void
752get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
753{ 594{
763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764} 605}
765 606
766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int 608static int
768roll_stat (void) 609roll_stat ()
769{ 610{
770 int a[4], i, j, k; 611 int a[4], i, j, k;
771 612
772 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1; 614 a[i] = (int) rndm (6) + 1;
784} 625}
785 626
786void 627void
787object::roll_stats () 628object::roll_stats ()
788{ 629{
789 int statsort [7]; 630 int statsort [NUM_STATS];
790 631
791 for (;;) 632 for (;;)
792 { 633 {
793 int sum = 0; 634 int sum = 0;
794 for (int i = 7; i--; ) 635 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat (); 636 sum += statsort [i] = roll_stat ();
796 637
797 if (sum >= 82 && sum <= 116) 638 if (sum >= 82 && sum <= 116)
798 break; 639 break;
799 } 640 }
800 641
801 // Sort the stats so that rerolling is easier... 642 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>()); 643 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 644
645 for (int i = 0; i < NUM_STATS; ++i)
804 stats.Str = statsort[0]; 646 stats.stat (i) = statsort [i];
805 stats.Dex = statsort[1];
806 stats.Con = statsort[2];
807 stats.Int = statsort[3];
808 stats.Wis = statsort[4];
809 stats.Pow = statsort[5];
810 stats.Cha = statsort[6];
811 647
812 stats.exp = 0; 648 stats.exp = 0;
813 stats.ac = 0; 649 stats.ac = 0;
814 650
815 stats.hp = stats.maxhp; 651 stats.hp = stats.maxhp;
859static void 695static void
860start_info (object *op) 696start_info (object *op)
861{ 697{
862 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
863 699
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868} 702}
869 703
870/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
875 */ 709 */
876void 710void
877player::chargen_race_done () 711player::chargen_race_done ()
878{ 712{
879 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
880 esrv_new_player (ob->contr, ob->weight + ob->carrying); 714 esrv_new_player (ob->contr);
881 715
882 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
883 if (tl) 717 if (tl)
884 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
885 719
886 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, ob->contr); 721 INVOKE_PLAYER (LOGIN, ob->contr);
889 ob->contr->ns->state = ST_PLAYING; 723 ob->contr->ns->state = ST_PLAYING;
890 724
891 if (ob->msg) 725 if (ob->msg)
892 ob->msg = 0; 726 ob->msg = 0;
893 727
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 {
898 char buf[MAX_BUF];
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900 make_path_to_file (buf);
901 }
902
903 start_info (ob); 728 start_info (ob);
904 CLEAR_FLAG (ob, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
905 give_initial_items (ob, ob->randomitems); 730 give_initial_items (ob, ob->randomitems);
906 link_player_skills (ob);
907 esrv_send_inventory (ob, ob); 731 esrv_send_inventory (ob, ob);
908 ob->update_stats (); 732 ob->update_stats ();
909 733
910 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
911 * is one for this race 735 * is one for this race
912 */ 736 */
913 if (*first_map_ext_path) 737 if (*first_map_ext_path)
914 { 738 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
915 object *tmp;
916 char mapname[MAX_BUF];
917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else 739 else
929 LOG (llevDebug, "first_map_ext_path not set\n"); 740 LOG (llevDebug, "first_map_ext_path not set\n");
930} 741}
931 742
932void 743void
942 int x = ob->x, y = ob->y; 753 int x = ob->x, y = ob->y;
943 754
944 ob->remove_statbonus (); 755 ob->remove_statbonus ();
945 ob->remove (); 756 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch); 757 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob); 758 ob->arch->copy_to (ob);
948 ob->instantiate (); 759 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats; 760 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name; 761 ob->name = ob->name_pl = name;
951 ob->x = x; 762 ob->x = x;
952 ob->y = y; 763 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */ 764 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0); 765 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name); 766 assign (ob->contr->title, ob->arch->object::name);
956 ob->add_statbonus (); 767 ob->add_statbonus ();
957 } 768 }
958 while (!allowed_class (ob)); 769 while (!allowed_class (ob));
959 770
960 update_object (ob, UP_OBJ_FACE); 771 update_object (ob, UP_OBJ_FACE);
963 ob->stats.hp = ob->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
964 ob->stats.sp = ob->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
965 ob->stats.grace = 0; 776 ob->stats.grace = 0;
966} 777}
967 778
968void 779static void
969flee_player (object *op) 780flee_player (object *op)
970{ 781{
971 int dir, diff; 782 int dir, diff;
972 rv_vector rv; 783 rv_vector rv;
973 784
974 if (op->stats.hp < 0) 785 if (op->stats.hp < 0)
975 { 786 {
976 LOG (llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
977 CLEAR_FLAG (op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
978 return; 789 return;
979 } 790 }
980 791
981 if (op->enemy == NULL) 792 if (!op->enemy)
982 { 793 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
985 return; 796 return;
986 } 797 }
987 798
988 /* Seen some crashes here. Since we don't store an 799 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
989 * op->enemy_count, it is possible that something destroys the
990 * actual enemy, and the object is recycled.
991 */
992 if (op->enemy->map == NULL)
993 { 800 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL; 801 op->enemy = NULL;
996 return; 802 op->clr_flag (FLAG_SCARED);
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 {
1001 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 return; 803 return;
1004 } 804 }
1005 805
1006 get_rangevector (op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
1007 807
1008 dir = absdir (4 + rv.direction); 808 dir = absdir (4 + rv.direction);
1009 for (diff = 0; diff < 3; diff++) 809 for (diff = 0; diff < 3; diff++)
1010 { 810 {
1011 int m = 1 - (RANDOM () & 2); 811 int m = 1 - rndm (2) * 2;
1012 812
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 813 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1014 return; 814 return;
1015 } 815 }
1016 816
1017 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
1019 op->enemy = NULL; 819 op->enemy = NULL;
1020} 820}
1021 821
1022/* check_pick sees if there is stuff to be picked up/picks up stuff. 822/* check_pick sees if there is stuff to be picked up/picks up stuff.
1023 * It returns 1 if the player should keep on moving, 0 if he should 823 * It returns 1 if the player should keep on moving, 0 if he should
1027check_pick (object *op) 827check_pick (object *op)
1028{ 828{
1029 object *tmp, *next; 829 object *tmp, *next;
1030 int stop = 0; 830 int stop = 0;
1031 int wvratio; 831 int wvratio;
1032 char putstring[128];
1033 832
1034 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
1035 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
1036 return 1; 835 return 1;
1037 836
1038 next = op->below; 837 next = op->below;
838
839 int cnt = MAX_ITEM_PER_ACTION;
840#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1039 841
1040 /* loop while there are items on the floor that are not marked as 842 /* loop while there are items on the floor that are not marked as
1041 * destroyed */ 843 * destroyed */
1042 while (next && !next->destroyed ()) 844 while (next && !next->destroyed ())
1043 { 845 {
1044 tmp = next; 846 tmp = next;
1045 next = tmp->below; 847 next = tmp->below;
1046 848
849 if (cnt <= 0)
850 {
851 op->failmsg ("Couldn't pickup all items at once.");
852 return 0;
853 }
854
1047 if (op->destroyed ()) 855 if (op->destroyed ())
1048 return 0; 856 return 0;
1049 857
1050 if (!can_pick (op, tmp)) 858 if (!can_pick (op, tmp))
1051 continue; 859 continue;
1052 860
1053 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 861 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1054 { 862 {
1055 if (item_matched_string (op, tmp, op->contr->search_str)) 863 if (item_matched_string (op, tmp, op->contr->search_str))
1056 pick_up (op, tmp); 864 CHK_PICK_PICKUP;
865
1057 continue; 866 continue;
1058 } 867 }
1059 868
1060 /* high not bit set? We're using the old autopickup model */ 869 /* pickup handling */
870 if (op->contr->mode & PU_DEBUG)
871 {
872 /* some debugging code to figure out item information */
873 const char *str = tmp->name
874 ? format ("item name: %s item type: %d weight/value: %d",
875 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
876 : format ("item name: %s item type: %d weight/value: %d",
877 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
878
879 new_draw_info (NDI_UNIQUE, 0, op, str);
880 }
881
882 if (op->contr->mode & PU_INHIBIT)
883 return 1;
884
885 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
886 return 1;
887
888 /* philosophy:
889 * It's easy to grab an item type from a pile, as long as it's
890 * generic. This takes no game-time. For more detailed pickups
891 * and selections, select-items should be used. This is a
892 * grab-as-you-run type mode that's really useful for arrows for
893 * example.
894 * The drawback: right now it has no frontend, so you need to
895 * stick the bits you want into a calculator in hex mode and then
896 * convert to decimal and then 'pickup <#>
897 */
898
899 /* the first two modes are exclusive: if NOTHING we return, if
900 * STOP then we stop. All the rest are applied sequentially,
901 * meaning if any test passes, the item gets picked up. */
902
903 /* if mode is set to pick nothing up, return */
904 if (op->contr->mode == PU_NOTHING)
905 return 1;
906
907 /* if mode is set to stop when encountering objects, return */
908 /* take STOP before INHIBIT since it doesn't actually pick
909 * anything up */
910 if (op->contr->mode & PU_STOP)
911 return 0;
912
913 /* useful for going into stores and not losing your settings... */
914 /* and for battles wher you don't want to get loaded down while
915 * fighting */
916 if (op->contr->mode & PU_INHIBIT)
917 return 1;
918
919 /* prevent us from turning into auto-thieves :) */
920 if (tmp->flag [FLAG_UNPAID])
921 continue;
922
923 /* ignore known cursed objects */
924 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
925 continue;
926
927 /* all food and drink if desired */
928 /* question: don't pick up known-poisonous stuff? */
1061 if (!(op->contr->mode & PU_NEWMODE)) 929 if (op->contr->mode & PU_FOOD)
930 if (tmp->type == FOOD)
1062 { 931 {
1063 switch (op->contr->mode) 932 CHK_PICK_PICKUP;
933 continue;
934 }
935
936 if (op->contr->mode & PU_DRINK)
937 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
938 {
939 CHK_PICK_PICKUP;
940 continue;
941 }
942
943 if (op->contr->mode & PU_POTION)
944 if (tmp->type == POTION)
945 {
946 CHK_PICK_PICKUP;
947 continue;
948 }
949
950 /* spellbooks, skillscrolls and normal books/scrolls */
951 if (op->contr->mode & PU_SPELLBOOK)
952 if (tmp->type == SPELLBOOK)
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 if (op->contr->mode & PU_SKILLSCROLL)
959 if (tmp->type == SKILLSCROLL)
960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
965 if (op->contr->mode & PU_READABLES)
966 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
967 {
968 CHK_PICK_PICKUP;
969 continue;
970 }
971
972 /* wands/staves/rods/horns */
973 if (op->contr->mode & PU_MAGIC_DEVICE)
974 if (tmp->type == WAND
975 || tmp->type == ROD
976 || tmp->type == HORN
977 || tmp->type == POWER_CRYSTAL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* pick up all magical items */
984 if (op->contr->mode & PU_MAGICAL)
985 if (tmp->flag [FLAG_KNOWN_MAGICAL]
986 && !tmp->flag [FLAG_KNOWN_CURSED])
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_VALUABLES)
993 {
994 if (tmp->type == MONEY || tmp->type == GEM)
1064 { 995 {
1065 case 0: 996 CHK_PICK_PICKUP;
1066 return 1; /* don't pick up */ 997 continue;
1067 case 1:
1068 pick_up (op, tmp);
1069 return 1;
1070 case 2:
1071 pick_up (op, tmp);
1072 return 0;
1073 case 3:
1074 return 0; /* stop before pickup */
1075 case 4:
1076 pick_up (op, tmp);
1077 break;
1078 case 5:
1079 pick_up (op, tmp);
1080 stop = 1;
1081 break;
1082 case 6:
1083 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1084 pick_up (op, tmp);
1085 break;
1086
1087 case 7:
1088 if (tmp->type == MONEY || tmp->type == GEM)
1089 pick_up (op, tmp);
1090 break;
1091
1092 default:
1093 /* use value density */
1094 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1095 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1096 pick_up (op, tmp);
1097 } 998 }
1098 } 999 }
1099 else 1000
1100 { /* old model */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1101 /* NEW pickup handling */
1102 if (op->contr->mode & PU_DEBUG) 1002 if (op->contr->mode & PU_JEWELS)
1003 if (tmp->type == RING
1004 || tmp->type == AMULET
1005 || tmp->type == GIRDLE
1006 || tmp->type == SKILL_TOOL)
1103 { 1007 {
1104 /* some debugging code to figure out item information */ 1008 CHK_PICK_PICKUP;
1105 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 }
1114
1115 /* philosophy:
1116 * It's easy to grab an item type from a pile, as long as it's
1117 * generic. This takes no game-time. For more detailed pickups
1118 * and selections, select-items should be used. This is a
1119 * grab-as-you-run type mode that's really useful for arrows for
1120 * example.
1121 * The drawback: right now it has no frontend, so you need to
1122 * stick the bits you want into a calculator in hex mode and then
1123 * convert to decimal and then 'pickup <#>
1124 */
1125
1126 /* the first two modes are exclusive: if NOTHING we return, if
1127 * STOP then we stop. All the rest are applied sequentially,
1128 * meaning if any test passes, the item gets picked up. */
1129
1130 /* if mode is set to pick nothing up, return */
1131
1132 if (op->contr->mode & PU_NOTHING)
1133 return 1;
1134
1135 /* if mode is set to stop when encountering objects, return */
1136 /* take STOP before INHIBIT since it doesn't actually pick
1137 * anything up */
1138
1139 if (op->contr->mode & PU_STOP)
1140 return 0;
1141
1142 /* useful for going into stores and not losing your settings... */
1143 /* and for battles wher you don't want to get loaded down while
1144 * fighting */
1145 if (op->contr->mode & PU_INHIBIT)
1146 return 1;
1147
1148 /* prevent us from turning into auto-thieves :) */
1149 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150 continue; 1009 continue;
1010 }
1151 1011
1152 /* ignore known cursed objects */ 1012 /* we don't forget dragon food */
1153 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1013 if (op->contr->mode & PU_FLESH)
1014 if (tmp->type == FLESH)
1015 {
1016 CHK_PICK_PICKUP;
1154 continue; 1017 continue;
1018 }
1155 1019
1156 /* all food and drink if desired */ 1020 /* bows and arrows. Bows are good for selling! */
1157 /* question: don't pick up known-poisonous stuff? */ 1021 if (op->contr->mode & PU_BOW)
1022 if (tmp->type == BOW)
1023 {
1024 CHK_PICK_PICKUP;
1025 continue;
1026 }
1027
1028 if (op->contr->mode & PU_ARROW)
1029 if (tmp->type == ARROW)
1030 {
1031 CHK_PICK_PICKUP;
1032 continue;
1033 }
1034
1035 /* all kinds of armor etc. */
1036 if (op->contr->mode & PU_ARMOUR)
1037 if (tmp->type == ARMOUR)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 if (op->contr->mode & PU_HELMET)
1044 if (tmp->type == HELMET)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1050 if (op->contr->mode & PU_SHIELD)
1051 if (tmp->type == SHIELD)
1052 {
1053 CHK_PICK_PICKUP;
1054 continue;
1055 }
1056
1158 if (op->contr->mode & PU_FOOD) 1057 if (op->contr->mode & PU_BOOTS)
1159 if (tmp->type == FOOD) 1058 if (tmp->type == BOOTS)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_GLOVES)
1065 if (tmp->type == GLOVES || tmp->type == BRACERS)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1071 if (op->contr->mode & PU_CLOAK)
1072 if (tmp->type == CLOAK)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1078 /* hoping to catch throwing daggers here */
1079 if (op->contr->mode & PU_MISSILEWEAPON)
1080 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 /* careful: chairs and tables are weapons! */
1087 if (op->contr->mode & PU_ALLWEAPON)
1088 {
1089 if (tmp->type == WEAPON)
1090 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1160 { 1091 {
1161 pick_up (op, tmp); 1092 CHK_PICK_PICKUP;
1162 continue; 1093 continue;
1163 } 1094 }
1095 }
1164 1096
1097 /* misc stuff that's useful */
1165 if (op->contr->mode & PU_DRINK) 1098 if (op->contr->mode & PU_KEY)
1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1099 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1167 { 1100 {
1168 pick_up (op, tmp); 1101 CHK_PICK_PICKUP;
1169 continue; 1102 continue;
1170 } 1103 }
1171 1104
1105 /* any of the last 4 bits set means we use the ratio for value
1106 * pickups */
1172 if (op->contr->mode & PU_POTION) 1107 if (op->contr->mode & PU_RATIO)
1173 if (tmp->type == POTION) 1108 {
1109 /* use value density to decide what else to grab */
1110 /* >=7 was >= op->contr->mode */
1111 /* >=7 is the old standard setting. Now we take the last 4 bits
1174 { 1112 */
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 /* spellbooks, skillscrolls and normal books/scrolls */
1180 if (op->contr->mode & PU_SPELLBOOK)
1181 if (tmp->type == SPELLBOOK)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SKILLSCROLL)
1188 if (tmp->type == SKILLSCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 /* wands/staves/rods/horns */
1202 if (op->contr->mode & PU_MAGIC_DEVICE)
1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* pick up all magical items */
1210 if (op->contr->mode & PU_MAGICAL) 1113 wvratio = op->contr->mode & PU_RATIO;
1211 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1114 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_VALUABLES)
1218 { 1115 {
1219 if (tmp->type == MONEY || tmp->type == GEM) 1116#if 0
1117 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1118 if (tmp->name != NULL)
1220 { 1119 {
1221 pick_up (op, tmp); 1120 fprintf (stderr, "%s", tmp->name);
1222 continue;
1223 } 1121 }
1224 }
1225
1226 /* rings & amulets - talismans seems to be typed AMULET */
1227 if (op->contr->mode & PU_JEWELS)
1228 if (tmp->type == RING || tmp->type == AMULET)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* bows and arrows. Bows are good for selling! */
1243 if (op->contr->mode & PU_BOW)
1244 if (tmp->type == BOW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_ARROW)
1251 if (tmp->type == ARROW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* all kinds of armor etc. */
1258 if (op->contr->mode & PU_ARMOUR)
1259 if (tmp->type == ARMOUR)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_HELMET)
1266 if (tmp->type == HELMET)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_SHIELD)
1273 if (tmp->type == SHIELD)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_BOOTS)
1280 if (tmp->type == BOOTS)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_GLOVES)
1287 if (tmp->type == GLOVES)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_CLOAK)
1294 if (tmp->type == CLOAK)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 /* hoping to catch throwing daggers here */
1301 if (op->contr->mode & PU_MISSILEWEAPON)
1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON)
1310 {
1311 if (tmp->type == WEAPON && tmp->name != NULL)
1312 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319 }
1320
1321 if (tmp->type == WEAPON && tmp->name == NULL)
1322 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329 }
1330
1331 /* misc stuff that's useful */
1332 if (op->contr->mode & PU_KEY)
1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 /* any of the last 4 bits set means we use the ratio for value
1340 * pickups */
1341 if (op->contr->mode & PU_RATIO)
1342 {
1343 /* use value density to decide what else to grab */
1344 /* >=7 was >= op->contr->mode */
1345 /* >=7 is the old standard setting. Now we take the last 4 bits
1346 * and multiply them by 5, giving 0..15*5== 5..75 */
1347 wvratio = (op->contr->mode & PU_RATIO) * 5;
1348 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1349 {
1350 pick_up (op, tmp);
1351#if 0
1352 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1353 if (tmp->name != NULL)
1354 {
1355 fprintf (stderr, "%s", tmp->name);
1356 }
1357 else 1122 else
1358 fprintf (stderr, "%s", tmp->arch->name); 1123 fprintf (stderr, "%s", tmp->arch->archname);
1359 fprintf (stderr, ",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1360 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1125 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1361#endif 1126#endif
1127 CHK_PICK_PICKUP;
1362 continue; 1128 continue;
1363 }
1364 } 1129 }
1365 } /* the new pickup model */ 1130 } /* the new pickup model */
1366 } 1131 }
1367 1132
1368 return !stop; 1133 return !stop;
1134}
1135
1136/* routine for both players and monsters. We call this when
1137 * there is a possibility for our action distrubing our hiding
1138 * place or invisiblity spell. Artefact invisiblity causes
1139 * "noise" instead. If we arent invisible to begin with, we
1140 * return 0.
1141 */
1142static int
1143action_makes_visible (object *op)
1144{
1145 if (op->invisible && op->flag [FLAG_ALIVE])
1146 {
1147 if (op->flag [FLAG_MAKE_INVIS])
1148 {
1149 // artefact invisibility is permanent, but we still make noise
1150 // this is important for game-balance.
1151 if (op->contr)
1152 op->make_noise ();
1153
1154 return 0;
1155 }
1156
1157 if (op->contr && op->contr->tmp_invis == 0)
1158 return 0;
1159
1160 /* If monsters, they should become visible */
1161 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1162 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1164 return 1;
1165 }
1166 }
1167
1168 return 0;
1369} 1169}
1370 1170
1371/* 1171/*
1372 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1373 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1374 * found object is returned. 1174 * found object is returned.
1375 */ 1175 */
1376object * 1176static object *
1377find_arrow (object *op, const char *type) 1177find_arrow (object *op, const char *type)
1378{ 1178{
1379 object *tmp = 0;
1380
1381 for (op = op->inv; op; op = op->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1383 tmp = find_arrow (op, type);
1384 else if (op->type == ARROW && op->race == type) 1180 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1181 return splay (tmp);
1182
1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1184 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1185 if (object *arrow = find_arrow (tmp, type))
1186 {
1187 splay (tmp);
1385 return op; 1188 return arrow;
1189 }
1386 1190
1387 return tmp; 1191 return 0;
1388} 1192}
1389 1193
1390/* 1194/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1195 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test 1196 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down 1197 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow. 1198 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1199 */
1396object * 1200static object *
1397find_better_arrow (object *op, object *target, const char *type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1398{ 1202{
1399 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1400 int attacknum, attacktype, betterby = 0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1401 1205
1402 if (!type) 1206 if (!type)
1403 return NULL; 1207 return NULL;
1404 1208
1405 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1406 { 1210 {
1407 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1408 { 1212 {
1409 i = 0; 1213 i = 0;
1410 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1215
1411 if (i > betterby) 1216 if (i > betterby)
1412 { 1217 {
1413 tmp = ntmp; 1218 tmp = ntmp;
1414 betterby = i; 1219 betterby = i;
1415 } 1220 }
1416 } 1221 }
1417 else if (arrow->type == ARROW && arrow->race == type) 1222 else if (arrow->type == ARROW && arrow->race == type)
1418 { 1223 {
1419 /* allways prefer assasination/slaying */ 1224 /* allways prefer assasination/slaying */
1420 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1225 if (target->race && arrow->slaying.contains (target->race))
1421 { 1226 {
1422 if (arrow->attacktype & AT_DEATH) 1227 if (arrow->attacktype & AT_DEATH)
1423 { 1228 {
1424 *better = 100; 1229 *better = 100;
1425 return arrow; 1230 return arrow;
1433 else 1238 else
1434 { 1239 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1240 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 { 1241 {
1437 attacktype = 1 << attacknum; 1242 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1243 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1439 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1244 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1440 { 1245 {
1441 tmp = arrow; 1246 tmp = arrow;
1442 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1247 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1443 } 1248 }
1444 } 1249 }
1250
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1251 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1252 {
1447 tmp = arrow; 1253 tmp = arrow;
1448 betterby = 2 + arrow->magic + arrow->stats.dam; 1254 betterby = 2 + arrow->magic + arrow->stats.dam;
1449 } 1255 }
1256
1450 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1257 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1451 { 1258 {
1452 tmp = arrow; 1259 tmp = arrow;
1453 betterby = 1 + arrow->magic + arrow->stats.dam; 1260 betterby = 1 + arrow->magic + arrow->stats.dam;
1454 } 1261 }
1455 } 1262 }
1456 } 1263 }
1457 } 1264 }
1265
1458 if (tmp == NULL && arrow == NULL) 1266 if (tmp == NULL && arrow == NULL)
1459 return find_arrow (op, type); 1267 return find_arrow (op, type);
1460 1268
1461 *better = betterby; 1269 *better = betterby;
1462 return tmp; 1270 return tmp;
1466 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1467 * op = the shooter 1275 * op = the shooter
1468 * type = bow->race 1276 * type = bow->race
1469 * dir = fire direction 1277 * dir = fire direction
1470 */ 1278 */
1471object * 1279static object *
1472pick_arrow_target (object *op, const char *type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1473{ 1281{
1474 object *tmp = NULL; 1282 object *tmp = NULL;
1475 maptile *m; 1283 maptile *m;
1476 int i, mflags, found, number; 1284 int i, mflags, found, number;
1477 sint16 x, y; 1285 sint16 x, y;
1492 for (i = 0, found = 0; i < 20; i++) 1300 for (i = 0, found = 0; i < 20; i++)
1493 { 1301 {
1494 x += freearr_x[dir]; 1302 x += freearr_x[dir];
1495 y += freearr_y[dir]; 1303 y += freearr_y[dir];
1496 mflags = get_map_flags (m, &m, x, y, &x, &y); 1304 mflags = get_map_flags (m, &m, x, y, &x, &y);
1305
1497 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1306 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1498 { 1307 {
1499 tmp = NULL; 1308 tmp = 0;
1500 break; 1309 break;
1501 } 1310 }
1502 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1311 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1503 { 1312 {
1504 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1313 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1505 * perhaps a bad assumption. 1314 * perhaps a bad assumption.
1506 */ 1315 */
1507 tmp = NULL; 1316 tmp = 0;
1508 break; 1317 break;
1509 } 1318 }
1319
1510 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1511 {
1512 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1321 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1513 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1514 {
1515 found++;
1516 break;
1517 }
1518 if (found)
1519 break; 1323 break;
1520 }
1521 } 1324 }
1522 if (tmp == NULL) 1325
1326 if (!tmp)
1523 return find_arrow (op, type); 1327 return find_arrow (op, type);
1524 1328
1525 if (tmp->head) 1329 if (tmp->head)
1526 tmp = tmp->head; 1330 tmp = tmp->head;
1527 1331
1540 */ 1344 */
1541int 1345int
1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1346fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1543{ 1347{
1544 object *left, *bow; 1348 object *left, *bow;
1545 int bowspeed, mflags; 1349 int mflags;
1546 maptile *m; 1350 maptile *m;
1547 1351
1548 if (!dir) 1352 if (!dir)
1549 { 1353 {
1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1354 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1551 return 0; 1355 return 0;
1552 } 1356 }
1553 1357
1554 if (player *pl = op->contr) 1358 if (op->contr)
1555 { 1359 bow = op->current_weapon;
1556 bow = pl->ranged_ob;
1557 if (!op->change_weapon (bow))
1558 return 0;
1559 }
1560 else 1360 else
1561 { 1361 {
1562 for (bow = op->inv; bow; bow = bow->below) 1362 for (bow = op->inv; bow; bow = bow->below)
1563 /* Don't check for applied - monsters don't apply bows - in that way, they 1363 /* Don't check for applied - monsters don't apply bows - in that way, they
1564 * don't need to switch back and forth between bows and weapons. 1364 * don't need to switch back and forth between bows and weapons.
1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1371 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1572 return 0; 1372 return 0;
1573 } 1373 }
1574 1374
1575 // optimisation: move object to top so we will find it quickly again 1375 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below) 1376 splay (bow);
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1582 } 1377 }
1583 1378
1584 if (!bow->race || !bow->skill) 1379 if (!bow->race || !bow->skill)
1585 { 1380 {
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1381 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587 return 0; 1382 return 0;
1588 } 1383 }
1589
1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1591
1592 /* penalize ROF for bestarrow */
1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1596 if (bowspeed < 1)
1597 bowspeed = 1;
1598 1384
1599 if (arrow == NULL) 1385 if (arrow == NULL)
1600 { 1386 {
1601 if ((arrow = find_arrow (op, bow->race)) == NULL) 1387 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 { 1388 {
1603 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1390 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1391 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1606 else 1392 else
1607 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1608 1394
1609 return 0; 1395 return 0;
1610 } 1396 }
1611 } 1397 }
1612 1398
1621 } 1407 }
1622 1408
1623 /* this should not happen, but sometimes does */ 1409 /* this should not happen, but sometimes does */
1624 if (arrow->nrof == 0) 1410 if (arrow->nrof == 0)
1625 { 1411 {
1412 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1626 arrow->destroy (); 1413 arrow->destroy ();
1627 return 0; 1414 return 0;
1628 } 1415 }
1629 1416
1630 left = arrow; /* these are arrows left to the player */ 1417 left = arrow; /* these are arrows left to the player */
1631 arrow = get_split_ob (arrow, 1); 1418 arrow = arrow->split ();
1632 if (!arrow) 1419 if (!arrow)
1633 { 1420 {
1634 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1421 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1635 return 0; 1422 return 0;
1636 } 1423 }
1640 arrow->direction = dir; 1427 arrow->direction = dir;
1641 1428
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1429 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643 arrow->stats.hp = arrow->stats.dam; 1430 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype; 1431 arrow->stats.grace = arrow->attacktype;
1432 arrow->custom_name = arrow->slaying;
1645 1433
1646 if (arrow->slaying) 1434#if 0
1647 arrow->spellarg = strdup (arrow->slaying); 1435 if (player *pl = op->contr)
1436 {
1437 float speed = pl->weapon_sp;
1438
1439 /* penalize ROF for bestarrow */
1440 if (pl->bowtype == bow_bestarrow)
1441 speed *= .9f;
1442 else
1443 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1444
1445 op->speed_left += speed - op->speed;
1446 }
1447#endif
1448
1449 SET_ANIMATION (arrow, arrow->direction);
1450
1451 /* update the speed */
1452 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1453 + bow->stats.dam / 7.f;
1454
1455 arrow->set_speed (max (arrow->speed, 2.f));
1456 arrow->speed_left = 0;
1457
1458 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1648 1459
1649 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1650 { 1461 {
1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1652 op->update_stats ();
1653 }
1654
1655 SET_ANIMATION (arrow, arrow->direction);
1656
1657 arrow->stats.dam += op->stats.dam + arrow->magic;
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1668 if (op->type == PLAYER)
1669 {
1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1462 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1463 wc -= dex_bonus[op->stats.Dex];
1672 1464
1673 if (!arrow->slaying) 1465 if (!arrow->slaying)
1674 arrow->slaying = op->slaying; 1466 arrow->slaying = op->slaying;
1675 1467
1676 arrow->attacktype |= op->attacktype; 1468 arrow->attacktype |= op->attacktype;
1684 arrow->slaying = bow->slaying; 1476 arrow->slaying = bow->slaying;
1685 1477
1686 arrow->attacktype |= bow->attacktype; 1478 arrow->attacktype |= bow->attacktype;
1687 } 1479 }
1688 1480
1689 arrow->stats.wc -= arrow->level; 1481 wc -= arrow->level;
1482 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1690 1483
1484 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1691 arrow->move_type = MOVE_FLY_LOW; 1485 arrow->move_type = MOVE_FLY_LOW;
1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1486 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1693 1487
1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1488 op->play_sound (sound_find ("fire_arrow"));
1695 m->insert (arrow, sx, sy, op); 1489 m->insert (arrow, sx, sy, op);
1696 1490
1697 if (!arrow->destroyed ()) 1491 if (!arrow->destroyed ())
1698 move_arrow (arrow); 1492 move_arrow (arrow);
1699
1700 if (op->type == PLAYER)
1701 {
1702 if (left->destroyed ())
1703 esrv_del_item (op->contr, left->count);
1704 else
1705 esrv_send_item (op, left);
1706 }
1707 1493
1708 return 1; 1494 return 1;
1709} 1495}
1710 1496
1711/* Special fire code for players - this takes into 1497/* Special fire code for players - this takes into
1713 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1714 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1715 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1716 * hence the function name. 1502 * hence the function name.
1717 */ 1503 */
1718int 1504static int
1719player_fire_bow (object *op, int dir) 1505player_fire_bow (object *op, int dir)
1720{ 1506{
1721 int ret = 0, wcmod = 0; 1507 int ret;
1722 1508
1723 if (op->contr->bowtype == bow_bestarrow) 1509 if (op->contr->bowtype == bow_bestarrow)
1724 { 1510 {
1725 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1726 } 1512 }
1727 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1513 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1728 { 1514 {
1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1515 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1730 wcmod = -1;
1731
1732 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1516 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1733 } 1517 }
1734 else if (op->contr->bowtype == bow_threewide) 1518 else if (op->contr->bowtype == bow_threewide)
1735 { 1519 {
1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1520 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1738 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1522 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1739 } 1523 }
1740 else if (op->contr->bowtype == bow_spreadshot) 1524 else if (op->contr->bowtype == bow_spreadshot)
1741 { 1525 {
1742 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1526 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1743 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1744 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1528 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1745 } 1529 }
1746 else 1530 else
1747 { 1531 {
1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1533 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1750 } 1534 }
1751 1535
1752 return ret; 1536 return ret;
1753} 1537}
1754
1755 1538
1756/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1757 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1758 */ 1541 */
1759void 1542static void
1760fire_misc_object (object *op, int dir) 1543fire_misc_object (object *op, int dir)
1761{ 1544{
1762 object *item = op->contr->ranged_ob; 1545 object *item = op->contr->ranged_ob;
1763 1546
1764 if (!item) 1547 if (!item)
1771 { 1554 {
1772 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1773 return; 1556 return;
1774 } 1557 }
1775 1558
1776 if (!op->change_weapon (item)) 1559 if (!op->apply (item))
1777 return; 1560 return;
1778 1561
1779 if (item->type == WAND) 1562 if (item->type == WAND)
1780 { 1563 {
1781 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1782 { 1565 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1566 op->contr->play_sound (sound_find ("wand_poof"));
1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1567 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785 1568
1786 return; 1569 return;
1787 } 1570 }
1788 } 1571 }
1789 else if (item->type == ROD || item->type == HORN) 1572 else if (item->type == ROD || item->type == HORN)
1790 { 1573 {
1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1574 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1575
1576 // using the maximum of the rods charge allows at least one spell cast
1577 // for a rod or horn, this fixes some broken rods.
1578 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1792 { 1579 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1794 1581
1795 if (item->type == ROD) 1582 if (item->type == ROD)
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1797 else 1584 else
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1801 } 1588 }
1802 } 1589 }
1803 1590
1804 if (cast_spell (op, item, dir, item->inv, NULL)) 1591 if (cast_spell (op, item, dir, item->inv, NULL))
1805 { 1592 {
1806 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1593 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1594
1807 if (item->type == WAND) 1595 if (item->type == WAND)
1808 { 1596 {
1809 if (!(--item->stats.food)) 1597 if (!(--item->stats.food))
1810 { 1598 {
1811 object *tmp; 1599 object *tmp;
1812 1600
1813 if (item->arch) 1601 if (item->arch)
1814 { 1602 {
1815 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1604 item->face = item->arch->face;
1817 item->set_speed (0); 1605 item->set_speed (0);
1818 } 1606 }
1819 1607
1820 if ((tmp = item->in_player ())) 1608 if (object *pl = item->visible_to ())
1821 esrv_update_item (UPD_ANIM, tmp, item); 1609 esrv_update_item (UPD_ANIM, pl, item);
1822 } 1610 }
1823 } 1611 }
1824 else if (item->type == ROD || item->type == HORN) 1612 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge (item); 1613 drain_rod_charge (item);
1826 } 1614 }
1827} 1615}
1828 1616
1829/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1830 */ 1618 */
1831void 1619bool
1832fire (object *op, int dir) 1620fire (object *who, int dir)
1833{ 1621{
1834 int spellcost = 0; 1622 int spellcost = 0;
1835 1623
1624 player *pl = who->contr;
1625
1626 if (pl->golem)
1627 {
1628 control_golem (who->contr->golem, dir);
1629 return false;
1630 }
1631
1632 object *ob = pl->ranged_ob;
1633
1634 if (!ob)
1635 return false;
1636
1637 if (who->speed_left > 0.f)
1638 --who->speed_left;
1639 else
1640 return false;
1641
1642 if (!who->apply (ob))
1643 return false;
1644
1836 /* check for loss of invisiblity/hide */ 1645 /* check for loss of invisiblity/hide */
1837 if (action_makes_visible (op)) 1646 if (action_makes_visible (who))
1838 make_visible (op); 1647 make_visible (who);
1839
1840 player *pl = op->contr;
1841
1842 if (pl->golem)
1843 {
1844 control_golem (op->contr->golem, dir);
1845 return;
1846 }
1847
1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return;
1852 1648
1853 switch (ob->type) 1649 switch (ob->type)
1854 { 1650 {
1855 case BOW: 1651 case BOW:
1856 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1857 break; 1653 break;
1858 1654
1859 case SPELL: 1655 case SPELL:
1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1656 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1861 break; 1657 break;
1862 1658
1863 case BUILDER: 1659 case BUILDER:
1864 apply_map_builder (op, dir); 1660 apply_map_builder (who, dir);
1865 break; 1661 break;
1866 1662
1867 case SKILL: 1663 case SKILL:
1868 case SKILL_TOOL:
1869 do_skill (op, op, ob, dir, 0); 1664 do_skill (who, who, ob, dir, 0);
1870 break; 1665 break;
1871 1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1872 default: 1671 default:
1873 fire_misc_object (op, dir); 1672 fire_misc_object (who, dir);
1874 break; 1673 break;
1875 } 1674 }
1876}
1877 1675
1878/* find_key 1676 return true;
1879 * We try to find a key for the door as passed. If we find a key 1677}
1880 * and successfully use it, we return the key, otherwise NULL 1678
1881 * This function merges both normal and locked door, since the logic 1679static object *
1882 * for both is the same - just the specific key is different.
1883 * pl is the player,
1884 * inv is the objects inventory to searched
1885 * door is the door we are trying to match against.
1886 * This function can be called recursively to search containers.
1887 */
1888object *
1889find_key (object *pl, object *container, object *door) 1680find_key_ (object *pl, object *container, object *door)
1890{ 1681{
1891 object *tmp, *key; 1682 object *tmp, *key;
1892 1683
1893 /* Should not happen, but sanity checking is never bad */ 1684 /* Should not happen, but sanity checking is never bad */
1894 if (!container->inv) 1685 if (!container->inv)
1897 /* First, lets try to find a key in the top level inventory */ 1688 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1690 {
1900 if (door->type == DOOR && tmp->type == KEY) 1691 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1692 break;
1693
1902 /* For sanity, we should really check door type, but other stuff 1694 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1695 * (like containers) can be locked with special keys
1904 */ 1696 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1697 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1698 break;
1912 * a key, return 1704 * a key, return
1913 */ 1705 */
1914 if (!tmp) 1706 if (!tmp)
1915 { 1707 {
1916 for (tmp = container->inv; tmp; tmp = tmp->below) 1708 for (tmp = container->inv; tmp; tmp = tmp->below)
1917 {
1918 /* No reason to search empty containers */ 1709 /* No reason to search empty containers */
1919 if (tmp->type == CONTAINER && tmp->inv) 1710 if (tmp->type == CONTAINER && tmp->inv)
1920 {
1921 if ((key = find_key (pl, tmp, door))) 1711 if ((key = find_key_ (pl, tmp, door)))
1922 return key; 1712 return key;
1923 }
1924 }
1925 1713
1926 if (!tmp) 1714 if (!tmp)
1927 return NULL; 1715 return 0;
1928 } 1716 }
1929 1717
1930 /* We get down here if we have found a key. Now if its in a container, 1718 /* We get down here if we have found a key. Now if its in a container,
1931 * see if we actually want to use it 1719 * see if we actually want to use it
1932 */ 1720 */
1933 if (pl != container) 1721 if (pl != container)
1934 { 1722 {
1935 /* Only let players use keys in containers */ 1723 /* Only let players use keys in containers */
1936 if (!pl->contr) 1724 if (!pl->contr)
1937 return NULL; 1725 return 0;
1726
1938 /* cases where this fails: 1727 /* cases where this fails:
1939 * If we only search the player inventory, return now since we 1728 * If we only search the player inventory, return now since we
1940 * are not in the players inventory. 1729 * are not in the players inventory.
1941 * If the container is not active, return now since only active 1730 * If the container is not active, return now since only active
1942 * containers can be used. 1731 * containers can be used.
1946 * inv must have been an container and must have been active. 1735 * inv must have been an container and must have been active.
1947 * 1736 *
1948 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1949 * all the others. 1738 * all the others.
1950 */ 1739 */
1951 if (pl->contr->usekeys == key_inventory || 1740 if (pl->contr->usekeys == key_inventory
1952 !QUERY_FLAG (container, FLAG_APPLIED) || 1741 || !container->flag [FLAG_APPLIED]
1953 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1954 { 1743 {
1955 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1956 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1745 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1957 return NULL; 1746 return NULL;
1958 } 1747 }
1959 } 1748 }
1960 1749
1961 return tmp; 1750 return tmp;
1751}
1752
1753/* find_key
1754 * We try to find a key for the door as passed. If we find a key
1755 * and successfully use it, we return the key, otherwise NULL
1756 * This function merges both normal and locked door, since the logic
1757 * for both is the same - just the specific key is different.
1758 * pl is the player,
1759 * inv is the objects inventory to searched
1760 * door is the door we are trying to match against.
1761 * This function can be called recursively to search containers.
1762 */
1763object *
1764find_key (object *pl, object *container, object *door)
1765{
1766 if (door->slaying && is_match_expr (door->slaying))
1767 {
1768 // for match expressions, we try to find the key by applying the match
1769 // to the op itself, which is supposed to find the "key", instead
1770 // of searching through containers ourselves.
1771
1772 return match_one (door->slaying, container, door, pl, pl);
1773 }
1774 else
1775 return find_key_ (pl, container, door);
1962} 1776}
1963 1777
1964/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1965 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1966 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1967 * 0 otherwise 1781 * 0 otherwise
1968 */ 1782 */
1969static int 1783static int
1970player_attack_door (object *op, object *door) 1784player_attack_door (object *op, object *door)
1971{ 1785{
1972 /* If its a door, try to find a use a key. If we do destroy the door, 1786 /* If its a door, try to find a key. If we do destroy the door,
1973 * might as well return immediately as there is nothing more to do - 1787 * might as well return immediately as there is nothing more to do -
1974 * otherwise, we fall through to the rest of the code. 1788 * otherwise, we fall through to the rest of the code.
1975 */ 1789 */
1976 object *key = find_key (op, op, door); 1790 object *key = find_key (op, op, door);
1977 1791
1978 /* IF we found a key, do some extra work */ 1792 /* If we found a key, do some extra work */
1979 if (key) 1793 if (key)
1980 { 1794 {
1981 object *container = key->env; 1795 object *container = key->env;
1982
1983 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1984 1796
1985 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
1986 make_visible (op); 1798 make_visible (op);
1987 1799
1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1800 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 1802
1991 if (door->type == DOOR) 1803 if (door->type == DOOR)
1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1804 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 else if (door->type == LOCKED_DOOR) 1805 else if (door->type == LOCKED_DOOR)
1994 { 1806 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1807 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1808 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1809 }
1998 1810
1999 /* Do this after we print the message */ 1811 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */ 1812 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */
2002 if (container != op)
2003 esrv_update_item (UPD_WEIGHT, op, container);
2004 1813
2005 return 1; /* Nothing more to do below */ 1814 return 1; /* Nothing more to do below */
2006 } 1815 }
2007 else if (door->type == LOCKED_DOOR) 1816 else if (door->type == LOCKED_DOOR)
2008 { 1817 {
2009 /* Might as well return now - no other way to open this */ 1818 /* Might as well return now - no other way to open this */
2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1819 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2011 return 1; 1820 return 1;
2012 } 1821 }
2013 1822
2014 return 0; 1823 return 0;
2015} 1824}
2018 * It should keep the code cleaner. 1827 * It should keep the code cleaner.
2019 * When this is called, the players direction has been updated 1828 * When this is called, the players direction has been updated
2020 * (taking into account confusion.) The player is also actually 1829 * (taking into account confusion.) The player is also actually
2021 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
2022 */ 1831 */
2023void 1832bool
2024move_player_attack (object *op, int dir) 1833move_player_attack (object *op, int dir)
2025{ 1834{
2026 object *tmp, *mon; 1835 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2027 int on_battleground; 1836 {
2028 maptile *m; 1837 --op->speed_left;
1838 return true;
1839 }
2029 1840
2030 sint16 nx = freearr_x[dir] + op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
2031 sint16 ny = freearr_y[dir] + op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
2032 1843
2033 on_battleground = op_on_battleground (op, 0, 0); 1844 if (out_of_map (op->map, nx, ny))
1845 return false;
2034 1846
2035 /* If braced, or can't move to the square, and it is not out of the 1847 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 1848 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 1849 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 1850 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 1851 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 1852 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 1853 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 1854 * move_ob uses.
2043 */ 1855 */
2044 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1856 maptile *m = op->map->xy_find (nx, ny);
1857
1858 /* Go through all the objects, and find ones of interest. Only stop if
1859 * we find a monster - that is something we know we want to attack.
1860 * if its a door or barrel (can roll) see if there may be monsters
1861 * on the space
1862 */
1863 object *mon;
1864 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1865 {
1866 if ((mon->flag [FLAG_ALIVE]
1867 || mon->type == LOCKED_DOOR
1868 || mon->flag [FLAG_CAN_ROLL])
1869 && mon != op)
1870 break;
2045 { 1871 }
2046 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1872
1873 if (!mon) /* This happens anytime the player tries to move */
1874 return false; /* into a wall */
1875
1876 mon = mon->head_ ();
1877
1878 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1879 if (op->contr->weapon_sp_left > 0.f)
1880 if (player_attack_door (op, mon))
1881 {
1882 --op->contr->weapon_sp_left;
1883 return true;
2047 { 1884 }
2048 m = op->map->xy_find (nx, ny); 1885
2049 if (!m) 1886 /* The following deals with possibly attacking peaceful
2050 return; /* Don't think this should happen */ 1887 * or friendly creatures. Basically, all players are considered
1888 * unaggressive. If the moving player has peaceful set, then the
1889 * object should be pushed instead of attacked. It is assumed that
1890 * if you are braced, you will not attack friends accidently,
1891 * and thus will not push them.
1892 */
1893
1894 /* If the creature is a pet, push it even if the player is not
1895 * peaceful. Our assumption is the creature is a pet if the
1896 * player owns it and it is either friendly or unagressive.
1897 */
1898 if (op->type == PLAYER
1899 && ((mon->owner && mon->owner->contr
1900 && same_party (mon->owner->contr->party, op->contr->party))
1901 || mon->owner == op)
1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1903 {
1904 /* If we're braced, we don't want to switch places with it */
1905 if (op->contr->braced)
1906 return false;
1907
1908 if (op->speed_left > 0.f)
1909 {
1910 --op->speed_left;
1911
1912 op->play_sound (sound_find ("push_player"));
1913 push_ob (mon, dir, op);
1914
1915 if (action_makes_visible (op))
1916 make_visible (op);
1917
1918 return true;
2051 } 1919 }
2052 else 1920 else
2053 m = op->map;
2054
2055 if (!(tmp = m->at (nx, ny).bot))
2056 return; 1921 return false;
1922 }
2057 1923
2058 mon = 0; 1924 bool on_battleground = op_on_battleground (op, 0, 0);
2059 /* Go through all the objects, and find ones of interest. Only stop if
2060 * we find a monster - that is something we know we want to attack.
2061 * if its a door or barrel (can roll) see if there may be monsters
2062 * on the space
2063 */
2064 while (tmp)
2065 {
2066 if (tmp == op)
2067 {
2068 tmp = tmp->above;
2069 continue;
2070 }
2071 1925
2072 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2073 {
2074 mon = tmp;
2075 break;
2076 }
2077
2078 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2079 mon = tmp;
2080
2081 tmp = tmp->above;
2082 }
2083
2084 if (!mon) /* This happens anytime the player tries to move */
2085 return; /* into a wall */
2086
2087 if (mon->head)
2088 mon = mon->head;
2089
2090 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2091 if (player_attack_door (op, mon))
2092 return;
2093
2094 /* The following deals with possibly attacking peaceful
2095 * or frienddly creatures. Basically, all players are considered
2096 * unaggressive. If the moving player has peaceful set, then the
2097 * object should be pushed instead of attacked. It is assumed that
2098 * if you are braced, you will not attack friends accidently,
2099 * and thus will not push them.
2100 */
2101
2102 /* If the creature is a pet, push it even if the player is not
2103 * peaceful. Our assumption is the creature is a pet if the
2104 * player owns it and it is either friendly or unagressive.
2105 */
2106 if ((op->type == PLAYER)
2107#if COZY_SERVER
2108 &&
2109 ((mon->owner && mon->owner->contr
2110 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2111#else
2112 && mon->owner == op
2113#endif
2114 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2115 {
2116 /* If we're braced, we don't want to switch places with it */
2117 if (op->contr->braced)
2118 return;
2119
2120 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2121 push_ob (mon, dir, op);
2122 if (op->contr->tmp_invis || op->hide)
2123 make_visible (op);
2124
2125 return;
2126 }
2127
2128 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
2129 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
2130 * someone, but put it inside this loop so that you won't 1928 * someone, but put it inside this loop so that you won't
2131 * attack them either. 1929 * attack them either.
2132 */ 1930 */
2133 if ((mon->type == PLAYER || mon->enemy != op) && 1931 if ((mon->type == PLAYER || mon->enemy != op)
2134 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1932 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2135#ifdef PROHIBIT_PLAYERKILL
2136 (op->contr->peaceful 1933 && ((op->contr->peaceful
2137 || (mon->type == PLAYER 1934 || (mon->type == PLAYER && mon->contr->peaceful))
2138 && mon->contr->
2139 peaceful)) &&
2140#else
2141 op->contr->peaceful &&
2142#endif
2143 !on_battleground)) 1935 && !on_battleground))
1936 {
1937 if (op->speed_left > 0.f)
2144 { 1938 {
1939 --op->speed_left;
1940
2145 if (!op->contr->braced) 1941 if (!op->contr->braced)
2146 { 1942 {
2147 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1943 op->play_sound (sound_find ("push_player"));
2148 push_ob (mon, dir, op); 1944 push_ob (mon, dir, op);
2149 } 1945 }
2150 else 1946 else
2151 new_draw_info (0, 0, op, "You withhold your attack"); 1947 op->statusmsg ("You withhold your attack");
2152 1948
2153 if (op->contr->tmp_invis || op->hide) 1949 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2154 make_visible (op); 1950 make_visible (op);
2155 }
2156 1951
1952 return true;
1953 }
1954 }
2157 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
2158 * roll it if not braced. You can't roll it if you are braced. 1956 * roll it if not braced. You can't roll it if you are braced.
2159 */ 1957 */
2160 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1959 {
1960 if (op->speed_left > 0.f)
2161 { 1961 {
1962 --op->speed_left;
1963
2162 recursive_roll (mon, dir, op); 1964 recursive_roll (mon, dir, op);
2163 if (action_makes_visible (op)) 1965 if (action_makes_visible (op))
2164 make_visible (op); 1966 make_visible (op);
2165 }
2166 1967
1968 return true;
1969 }
1970 }
2167 /* Any generic living creature. Including things like doors. 1971 /* Any generic living creature. Including things like doors.
2168 * Way it works is like this: First, it must have some hit points 1972 * Way it works is like this: First, it must have some hit points
2169 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
2170 * 1) Not a player, 2) A player, but of a different party. Note 1974 * 1) Not a player, 2) A player, but of a different party. Note
2171 * that party_number -1 is no party, so attacks can still happen. 1975 * that party_number -1 is no party, so attacks can still happen.
2172 */ 1976 */
2173 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1978 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2175 { 1979 {
2176 1980 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2177 /* If the player hasn't hit something this tick, and does
2178 * so, give them speed boost based on weapon speed. Doing
2179 * it here is better than process_players2, which basically
2180 * incurred a 1 tick offset.
2181 */
2182 if (!op->contr->has_hit)
2183 { 1981 {
2184 op->speed_left += op->speed / op->contr->weapon_sp; 1982 --op->contr->weapon_sp_left;
2185
2186 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2187 }
2188 1983
2189 skill_attack (mon, op, 0, 0, 0); 1984 skill_attack (mon, op, 0, 0, 0);
2190
2191 /* If attacking another player, that player gets automatic
2192 * hitback, and doesn't loose luck either.
2193 * Disable hitback on the battleground or if the target is
2194 * the wiz.
2195 */
2196 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2197 {
2198 short luck = mon->stats.luck;
2199
2200 mon->contr->has_hit = 1;
2201 skill_attack (op, mon, 0, 0, 0);
2202 mon->stats.luck = luck;
2203 }
2204 1985
2205 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2206 make_visible (op); 1987 make_visible (op);
2207 }
2208 } /* if player should attack something */
2209}
2210 1988
2211int 1989 return true;
1990 }
1991 }
1992
1993 return false;
1994}
1995
1996bool
2212move_player (object *op, int dir) 1997move_player (object *op, int dir)
2213{ 1998{
2214 int pick;
2215
2216 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2217 return 0; 2000 return 0;
2218 2001
2219 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
2220 if ((dir < 0) || (dir >= 9)) 2003 if (dir < 0 || dir > 8)
2221 { 2004 {
2222 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2223 return 0; 2006 return 0;
2224 } 2007 }
2225 2008
2226 /* peterm: added following line */ 2009 /* peterm: added following line */
2227 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
2228 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2229 2012
2230 op->facing = dir; 2013 op->facing = dir;
2231 2014
2232 if (op->hide) 2015 if (op->flag [FLAG_HIDDEN])
2233 do_hidden_move (op); 2016 do_hidden_move (op);
2234 2017
2018 bool retval;
2019 int pick = 0;
2020
2235 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2236 /*nop */ ; 2022 retval = RESULT_INT (0);
2237 else if (op->contr->fire_on) 2023 else if (op->contr->fire_on)
2238 fire (op, dir); 2024 retval = fire (op, dir);
2239 else 2025 else
2240 { 2026 {
2241 move_player_attack (op, dir); 2027 retval = move_player_attack (op, dir);
2242 pick = check_pick (op); 2028 pick = check_pick (op);
2243 } 2029 }
2244 2030
2245 /* Add special check for newcs players and fire on - this way, the 2031 /* Add special check for newcs players and fire on - this way, the
2246 * server can handle repeat firing. 2032 * server can handle repeat firing.
2253 /* Update how the player looks. Use the facing, so direction may 2039 /* Update how the player looks. Use the facing, so direction may
2254 * get reset to zero. This allows for full animation capabilities 2040 * get reset to zero. This allows for full animation capabilities
2255 * for players. 2041 * for players.
2256 */ 2042 */
2257 animate_object (op, op->facing); 2043 animate_object (op, op->facing);
2258 return 0; 2044
2045 return retval;
2259} 2046}
2260 2047
2261/* This is similar to handle_player, below, but is only used by the 2048/* This is similar to handle_player, below, but is only used by the
2262 * new client/server stuff. 2049 * new client/server stuff.
2263 * This is sort of special, in that the new client/server actually uses 2050 * This is sort of special, in that the new client/server actually uses
2264 * the new speed values for commands. 2051 * the new speed values for commands.
2265 * 2052 *
2266 * Returns true if there are more actions we can do. 2053 * Returns true if there are more actions we can do. Should not do
2054 * many actions in a row, as that would be too unfair to other
2055 * players.
2267 */ 2056 */
2268int 2057bool
2269handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2270{ 2059{
2271 if (QUERY_FLAG (op, FLAG_SCARED)) 2060 if (op->flag [FLAG_SCARED])
2272 { 2061 {
2273 flee_player (op); 2062 if (op->speed_left > 0.f)
2274 /* If player is still scared, that is his action for this tick */
2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2063 {
2277 op->speed_left--; 2064 --op->speed_left;
2065 flee_player (op);
2066
2278 return 0; 2067 return true;
2279 } 2068 }
2069 else
2070 return false;
2280 } 2071 }
2281 2072
2282 /* call this here - we also will call this in do_ericserver, but 2073 /* call this here - we also will call this in do_ericserver, but
2283 * the players time has been increased when doericserver has been 2074 * the players time has been increased when doericserver has been
2284 * called, so we recheck it here. 2075 * called, so we recheck it here.
2285 */ 2076 */
2286 if (op->contr->ns->handle_command ()) 2077 if (op->contr->ns->handle_command ())
2287 return 1; 2078 return true;
2288 2079
2289 if (op->speed_left > 0)
2290 {
2291 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2080 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2292 {
2293 /* All move commands take 1 tick, at least for now */
2294 op->speed_left--;
2295
2296 /* Instead of all the stuff below, let move_player take care
2297 * of it. Also, some of the skill stuff is only put in
2298 * there, as well as the confusion stuff.
2299 */
2300 move_player (op, op->direction); 2081 return move_player (op, op->direction);
2301 2082
2302 return op->speed_left > 0;
2303 }
2304 }
2305
2306 return 0; 2083 return false;
2307} 2084}
2308 2085
2309int 2086static int
2310save_life (object *op) 2087save_life (object *op)
2311{ 2088{
2312 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2089 if (!op->flag [FLAG_LIFESAVE])
2313 return 0; 2090 return 0;
2314 2091
2315 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2316 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2317 { 2094 {
2318 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2095 op->play_sound (sound_find ("ob_evaporate"));
2319 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2096 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2320 2097
2321 if (op->contr)
2322 esrv_del_item (op->contr, tmp->count);
2323
2324 tmp->destroy (); 2098 tmp->destroy ();
2325 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2326 2100
2327 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2328 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2329 2103
2330 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2331 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2332 2106
2333 op->update_stats (); 2107 op->update_stats ();
2334 return 1; 2108 return 1;
2335 } 2109 }
2336 2110
2337 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2338 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2339 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2340 return 0; 2114 return 0;
2341} 2115}
2342 2116
2343/* This goes throws the inventory and removes unpaid objects, and puts them 2117/* This goes throws the inventory and removes unpaid objects, and puts them
2344 * back in the map (location and map determined by values of env). This 2118 * back in the map (location and map determined by values of env). This
2345 * function will descend into containers. op is the object to start the search 2119 * function will descend into containers. op is the object to start the search
2346 * from. 2120 * from.
2347 */ 2121 */
2122static void
2123drop_unpaid_items (object *op, object *env)
2124{
2125 while (op)
2126 {
2127 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2128
2129 if (op->flag [FLAG_UNPAID])
2130 op->insert_at (env);
2131 else if (op->inv)
2132 drop_unpaid_items (op->inv, env);
2133
2134 op = next;
2135 }
2136}
2137
2348void 2138void
2349remove_unpaid_objects (object *op, object *env) 2139object::drop_unpaid_items ()
2350{ 2140{
2351 while (op) 2141 if (!flag [FLAG_REMOVED])
2352 { 2142 ::drop_unpaid_items (inv, this);
2353 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2354
2355 if (QUERY_FLAG (op, FLAG_UNPAID))
2356 {
2357 if (env->type == PLAYER)
2358 esrv_del_item (env->contr, op->count);
2359
2360 op->insert_at (env);
2361 }
2362 else if (op->inv)
2363 remove_unpaid_objects (op->inv, env);
2364
2365 op = next;
2366 }
2367}
2368
2369/*
2370 * Returns pointer a static string containing gravestone text
2371 * Moved from apply.c to player.c - player.c is what
2372 * actually uses this function. player.c may not be quite the
2373 * best, a misc file for object actions is probably better,
2374 * but there isn't one in the server directory.
2375 */
2376char *
2377gravestone_text (object *op)
2378{
2379 static char buf2[MAX_BUF];
2380 char buf[MAX_BUF];
2381 time_t now = time (NULL);
2382
2383 strcpy (buf2, " R.I.P.\n\n");
2384 if (op->type == PLAYER)
2385 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2386 else
2387 sprintf (buf, "%s\n", &op->name);
2388
2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2390 strcat (buf2, buf);
2391 if (op->type == PLAYER)
2392 sprintf (buf, "who was in level %d when killed\n", op->level);
2393 else
2394 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2395
2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2397 strcat (buf2, buf);
2398 if (op->type == PLAYER)
2399 {
2400 sprintf (buf, "by %s.\n\n", op->contr->killer);
2401 strncat (buf2, " ", 21 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 }
2404
2405 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf);
2408
2409 return buf2;
2410} 2143}
2411 2144
2412void 2145void
2413do_some_living (object *op) 2146do_some_living (object *op)
2414{ 2147{
2431 * alternate it here for it to work correctly. 2164 * alternate it here for it to work correctly.
2432 */ 2165 */
2433 if (pticks & 2) 2166 if (pticks & 2)
2434 op->invisible--; 2167 op->invisible--;
2435 } 2168 }
2436 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2437 { 2170 {
2438 if (!op->invisible--) 2171 if (!op->invisible--)
2439 { 2172 {
2440 make_visible (op); 2173 make_visible (op);
2441 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2466 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2199 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2467 else 2200 else
2468 { 2201 {
2469 gen_grace = op->stats.maxgrace; 2202 gen_grace = op->stats.maxgrace;
2470 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2203 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2471 }
2472
2473 /* Regenerate Spell Points */
2474 if (!op->contr->golem && --op->last_sp < 0)
2475 {
2476 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp++;
2480 /* dms do not consume food */
2481 if (!QUERY_FLAG (op, FLAG_WIZ))
2482 {
2483 op->stats.food--;
2484 if (op->contr->digestion < 0)
2485 op->stats.food += op->contr->digestion;
2486 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2487 op->stats.food = last_food;
2488 }
2489 }
2490
2491 if (max_sp > 1)
2492 {
2493 over_sp = (gen_sp + 10) / rate_sp;
2494 if (over_sp > 0)
2495 {
2496 if (op->stats.sp < op->stats.maxsp)
2497 {
2498 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2499
2500 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2501 op->stats.sp--;
2502
2503 if (op->stats.sp > op->stats.maxsp)
2504 op->stats.sp = op->stats.maxsp;
2505 }
2506 op->last_sp = 0;
2507 }
2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511 else
2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2513 } 2204 }
2514 2205
2515 /* Regenerate Grace */ 2206 /* Regenerate Grace */
2516 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2207 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2517 if (--op->last_grace < 0) 2208 if (--op->last_grace < 0)
2538 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2229 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2539 } 2230 }
2540 /* wearing stuff doesn't detract from grace generation. */ 2231 /* wearing stuff doesn't detract from grace generation. */
2541 } 2232 }
2542 2233
2234 if (op->stats.food > 0)
2235 {
2543 /* Regenerate Hit Points */ 2236 /* Regenerate Spell Points */
2544 if (--op->last_heal < 0) 2237 if (!op->contr->golem && --op->last_sp < 0)
2545 {
2546 if (op->stats.hp < op->stats.maxhp)
2547 { 2238 {
2548 op->stats.hp++; 2239 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2549 /* dms do not consume food */ 2240
2550 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (op->stats.sp < op->stats.maxsp)
2551 { 2242 {
2243 op->stats.sp++;
2244
2245 /* dms do not consume food */
2246 if (!op->flag [FLAG_WIZ])
2247 {
2552 op->stats.food--; 2248 op->stats.food--;
2249
2553 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2554 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2252 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2556 op->stats.food = last_food; 2253 op->stats.food = last_food;
2254 }
2557 } 2255 }
2558 }
2559 2256
2560 if (max_hp > 1) 2257 if (max_sp > 1)
2561 {
2562 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2563 if (over_hp > 0)
2564 { 2258 {
2565 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2259 over_sp = (gen_sp + 10) / rate_sp;
2260 if (over_sp > 0)
2261 {
2262 if (op->stats.sp < op->stats.maxsp)
2263 {
2264 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2265
2266 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2267 op->stats.sp--;
2268
2269 if (op->stats.sp > op->stats.maxsp)
2270 op->stats.sp = op->stats.maxsp;
2271 }
2272
2566 op->last_heal = 0; 2273 op->last_sp = 0;
2274 }
2275 else
2276 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2567 } 2277 }
2568 else 2278 else
2279 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2280 }
2281
2282 /* Regenerate Hit Points */
2283 if (--op->last_heal < 0)
2284 {
2285 if (op->stats.hp < op->stats.maxhp)
2569 { 2286 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2287 op->stats.hp++;
2288
2289 /* dms do not consume food */
2290 if (!op->flag [FLAG_WIZ])
2291 {
2292 op->stats.food--;
2293
2294 if (op->contr->digestion < 0)
2295 op->stats.food += op->contr->digestion;
2296 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2297 op->stats.food = last_food;
2298 }
2571 } 2299 }
2300
2301 if (max_hp > 1)
2302 {
2303 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2304
2305 if (over_hp > 0)
2306 {
2307 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2308 op->last_heal = 0;
2309 }
2310 else
2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2572 } 2312 }
2573 else 2313 else
2574 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2314 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2576 } 2315 }
2577 } 2316 }
2578 2317
2579 /* Digestion */ 2318 /* Digestion */
2580 if (--op->last_eat < 0) 2319 if (--op->last_eat < 0)
2581 { 2320 {
2582#ifdef COZY_SERVER 2321 int bonus = max (0, op->contr->digestion),
2583 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2322 penalty = max (0, -op->contr->digestion);
2584 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2585#else
2586 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2587#endif
2588 2323
2589 if (op->contr->gen_hp > 0)
2590 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2324 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2591 else
2592 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2593 2325
2594 /* dms do not consume food */ 2326 /* dms do not consume food */
2595 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2596 op->stats.food--; 2328 op->stats.food--;
2597 } 2329 }
2598 2330
2599 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2600 { 2332 {
2601 object *tmp, *flesh = 0; 2333 object *flesh = 0;
2602 2334
2603 for (tmp = op->inv; tmp; tmp = tmp->below) 2335 for_inv_removable (op, tmp)
2604 { 2336 {
2605 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2337 if (tmp->flag [FLAG_UNPAID])
2338 continue;
2339
2340 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2606 { 2341 {
2607 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2342 op->statusmsg ("You blindly grab for a bite of food. "
2608 { 2343 "H<To prevent you from starving, you ate some random item from your backpack.>");
2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2344 op->apply (tmp);
2610 manual_apply (op, tmp, 0); 2345
2611 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2612 break; 2347 break;
2613 } 2348 }
2614 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2615 flesh = tmp; 2350 flesh = tmp;
2616 } /* End if paid for object */ 2351 }
2617 } /* end of for loop */
2618 2352
2619 /* If player is still starving, it means they don't have any food, so 2353 /* If player is still starving, it means they don't have any food, so
2620 * eat flesh instead. 2354 * eat flesh instead.
2621 */ 2355 */
2622 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2623 { 2357 {
2624 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2358 op->statusmsg ("You blindly grab for a bite of food. "
2359 "H<To prevent you from starving, you ate some random item from your backpack.>");
2625 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2626 } 2361 }
2362
2363 // If player is still starving, alert him!
2364 if (op->stats.food < 0)
2365 op->failmsg ("You are starving! "
2366 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2367 }
2368
2369 if (op->stats.food < 0)
2627 } 2370 {
2371 op->stats.hp += op->stats.food;
2372 op->stats.food = 0;
2628 2373
2629 while (op->stats.food < 0 && op->stats.hp >= 0) 2374 if (op->stats.hp < 0)
2630 op->stats.food++, op->stats.hp--; 2375 {
2376 op->contr->killer = archetype::get ("killer_starvation");
2377 op->contr->killer->destroy ();
2378 }
2379 }
2631 2380
2381 /* killer should be set here already */
2632 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2633 kill_player (op); 2383 kill_player (op);
2634 } 2384 }
2635} 2385}
2636 2386
2637/* If the player should die (lack of hp, food, etc), we call this. 2387/* If the player should die (lack of hp, food, etc), we call this.
2640 * file. 2390 * file.
2641 */ 2391 */
2642void 2392void
2643kill_player (object *op) 2393kill_player (object *op)
2644{ 2394{
2645 char buf[MAX_BUF];
2646 int x, y; 2395 int x, y;
2647
2648 //int i;
2649 maptile *map; /* this is for resurrection */ 2396 maptile *map; /* this is for resurrection */
2650
2651 /* int z;
2652 int num_stats_lose;
2653 int lost_a_stat;
2654 int lose_this_stat;
2655 int this_stat; */
2656 int will_kill_again; 2397 int will_kill_again;
2657 archetype *at; 2398 archetype *at;
2658 object *tmp; 2399 object *tmp;
2659 2400
2660 if (save_life (op)) 2401 if (save_life (op))
2661 return; 2402 return;
2662 2403
2404 dynbuf_text deathtab;
2405
2406 /* restore player */
2407 at = archetype::find (shstr_poisoning);
2408 if (object *tmp = present_arch_in_ob (at, op))
2409 {
2410 tmp->destroy ();
2411 deathtab << "Your body feels cleansed...\r";
2412 }
2413
2414 at = archetype::find (shstr_confusion);
2415 if (object *tmp = present_arch_in_ob (at, op))
2416 {
2417 tmp->destroy ();
2418 deathtab << "Your mind feels clearer...\r";
2419 }
2420
2421 cure_disease (op, 0, 0); /* remove any disease */
2422
2423 max_it (op->stats.hp , op->stats.maxhp);
2424 max_it (op->stats.sp , op->stats.maxsp);
2425 max_it (op->stats.grace, op->stats.maxgrace);
2426 max_it (op->stats.food , 200);
2427
2428 // remove all spell effects that are active
2429 // to avoid long-term effects such as word-of-recall
2430 for (object *item = op->inv; item; )
2431 {
2432 object *next = item->below;
2433
2434 if (item->type == SPELL_EFFECT && item->active)
2435 item->destroy ();
2436
2437 item = next;
2438 }
2663 2439
2664 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2440 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2665 * in cities ONLY!!! It is very important that this doesn't get abused. 2441 * in cities ONLY!!! It is very important that this doesn't get abused.
2666 * Look at op_on_battleground() for more info --AndreasV 2442 * Look at op_on_battleground() for more info --AndreasV
2667 */ 2443 */
2668 if (op_on_battleground (op, &x, &y)) 2444 if (op_on_battleground (op, &x, &y))
2669 { 2445 {
2670 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2446 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2671 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2672
2673 /* restore player */
2674 at = archetype::find ("poisoning");
2675 if (object *tmp = present_arch_in_ob (at, op))
2676 {
2677 tmp->destroy ();
2678 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2679 }
2680
2681 at = archetype::find ("confusion");
2682 if (object *tmp = present_arch_in_ob (at, op))
2683 {
2684 tmp->destroy ();
2685 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2686 }
2687
2688 cure_disease (op, 0); /* remove any disease */
2689 op->stats.hp = op->stats.maxhp;
2690 if (op->stats.food <= 0)
2691 op->stats.food = 999;
2692 2447
2693 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2694 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2695 { 2450
2696 sprintf (buf, "%s's finger", &op->name); 2451 tmp->name = format ("%s's finger" , &op->name);
2697 tmp->name = buf; 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2698 sprintf (buf, " This finger has been cut off %s\n" 2453 tmp->msg = format (
2699 " the %s, when he was defeated at\n level %d by %s.\n", 2454 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2700 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2455 &op->name, op->contr->title,
2701 tmp->msg = buf; 2456 (int)op->level,
2457 op->contr->killer_name ()
2458 );
2702 tmp->value = 0, tmp->type = 0; 2459 tmp->value = 0, tmp->type = 0;
2703 tmp->materialname = "organics"; 2460 tmp->material = name_to_material (shstr_organic);
2704 tmp->insert_at (op, tmp); 2461 tmp->insert_at (op, tmp);
2705 }
2706 2462
2707 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2708 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2709 op->contr->braced = 0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2710 return; 2468 return;
2711 } 2469 }
2712 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2713 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2714 2475
2715 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2716 2477
2717 if (op->stats.food < 0) 2478 op->contr->play_sound (sound_find ("player_dies"));
2718 {
2719 sprintf (buf, "%s starved to death.", &op->name);
2720 strcpy (op->contr->killer, "starvation");
2721 }
2722 else
2723 sprintf (buf, "%s died.", &op->name);
2724
2725 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2726 2479
2727 /* save the map location for corpse, gravestone */ 2480 /* save the map location for corpse, gravestone */
2728 x = op->x; 2481 x = op->x;
2729 y = op->y; 2482 y = op->y;
2730 map = op->map; 2483 map = op->map;
2758 2511
2759 lost_a_stat = 0; 2512 lost_a_stat = 0;
2760 2513
2761 for (z = 0; z < num_stats_lose; z++) 2514 for (z = 0; z < num_stats_lose; z++)
2762 { 2515 {
2763 i = RANDOM () % NUM_STATS; 2516 i = rndm (NUM_STATS);
2764 2517
2765 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2766 { 2519 {
2767 /* Pick a random stat and take a point off it. Tell the player 2520 /* Pick a random stat and take a point off it. Tell the player
2768 * what he lost. 2521 * what he lost.
2775 lost_a_stat = 1; 2528 lost_a_stat = 1;
2776 } 2529 }
2777 else 2530 else
2778 { 2531 {
2779 /* deplete a stat */ 2532 /* deplete a stat */
2780 archetype *deparch = archetype::find ("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2781 object *dep; 2534 object *dep;
2782 2535
2783 dep = present_arch_in_ob (deparch, op); 2536 dep = present_arch_in_ob (deparch, op);
2784 if (!dep) 2537 if (!dep)
2785 { 2538 {
2786 dep = arch_to_object (deparch); 2539 dep = deparch->instance ();
2787 insert_ob_in_ob (dep, op); 2540 insert_ob_in_ob (dep, op);
2788 } 2541 }
2789 lose_this_stat = 1; 2542 lose_this_stat = 1;
2790 if (settings.balanced_stat_loss) 2543 if (settings.balanced_stat_loss)
2791 { 2544 {
2819 } 2572 }
2820 } 2573 }
2821 2574
2822 if (lose_this_stat) 2575 if (lose_this_stat)
2823 { 2576 {
2824 this_stat = get_attr_value (&(dep->stats), i); 2577 this_stat = get_attr_value (&dep->stats, i);
2825 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2826 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2827 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2828 * and should be roughly the same, so it shouldn't make a 2581 * and should be roughly the same, so it shouldn't make a
2829 * difference. 2582 * difference.
2830 */ 2583 */
2831 if (this_stat >= -50) 2584 if (this_stat >= -50)
2832 { 2585 {
2833 change_attr_value (&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2834 SET_FLAG (dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2835 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2836 op->update_stats (); 2589 op->update_stats ();
2837 lost_a_stat = 1; 2590 lost_a_stat = 1;
2838 } 2591 }
2839 } 2592 }
2840 } 2593 }
2841 } 2594 }
2595
2842 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2843 if (!lost_a_stat) 2597 if (!lost_a_stat)
2844 { 2598 {
2845 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2846 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2847 const char *god = determine_god (op); 2601 shstr_tmp god = determine_god (op);
2848 2602
2849 if (god && (strcmp (god, "none"))) 2603 if (god != shstr_none)
2850 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2604 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2851 else 2605 else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2606 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2853 } 2607 }
2854#else 2608#else
2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2609 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2856#endif 2610#endif
2857 2611
2858 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2859 * exp loss on the stone. 2613 * exp loss on the stone.
2860 */ 2614 */
2861 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2862 sprintf (buf, "%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2863 tmp->name = buf; 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2864 sprintf (buf, "%s's gravestones", &op->name); 2618 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2865 tmp->name_pl = buf; 2619 &op->name, op->contr->title, op->contr->killer_name ());
2866 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);
2867 tmp->msg = buf;
2868 tmp->x = op->x, tmp->y = op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2869 insert_ob_in_map (tmp, op->map, NULL, 0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2870 2622
2871 /**************************************/ 2623 /**************************************/
2872 /* */ 2624 /* */
2873 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2874 /* if we died cause of food, give us */
2875 /* food, and reset HP's... */
2876 /* */ 2626 /* */
2877 /**************************************/ 2627 /**************************************/
2878 2628
2879 /* remove any poisoning and confusion the character may be suffering. */
2880 /* restore player */
2881 at = archetype::find ("poisoning");
2882 tmp = present_arch_in_ob (at, op);
2883
2884 if (tmp)
2885 {
2886 tmp->destroy ();
2887 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2888 }
2889
2890 at = archetype::find ("confusion");
2891 tmp = present_arch_in_ob (at, op);
2892 if (tmp)
2893 {
2894 tmp->destroy ();
2895 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2896 }
2897
2898 cure_disease (op, 0); /* remove any disease */
2899
2900 /*add_exp(op, (op->stats.exp * -0.20)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2901 apply_death_exp_penalty (op); 2630 apply_death_exp_penalty (op);
2902 if (op->stats.food < 100)
2903 op->stats.food = 900;
2904 op->stats.hp = op->stats.maxhp;
2905 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2906 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2907 2631
2908 /* 2632 /*
2909 * Check to see if the player has any unpaid items. If so, remove them 2633 * Check to see if the player has any unpaid items. If so, remove them
2910 * and put them back in the map. 2634 * and put them back in the map.
2911 */ 2635 */
2912 remove_unpaid_objects (op->inv, op); 2636 op->drop_unpaid_items ();
2913 2637
2914 /****************************************/ 2638 /****************************************/
2915 /* */ 2639 /* */
2916 /* Move player to his current respawn- */ 2640 /* Move player to his current respawn- */
2917 /* position (usually last savebed) */ 2641 /* position (usually last savebed) */
2937 object *force; 2661 object *force;
2938 int at; 2662 int at;
2939 2663
2940 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2941 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2942 force->speed = 0.1; 2666 force->speed = 0.1f;
2943 force->speed_left = -5.0; 2667 force->speed_left = -5.f;
2944 SET_FLAG (force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2945 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2946 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2947 force->resist[at] = 100; 2671 force->resist[at] = 100;
2948 2672
2949 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2950 op->update_stats (); 2674 op->update_stats ();
2951
2952 } 2675 }
2953 2676
2954 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2955} 2678}
2956 2679
2957void 2680static void
2958loot_object (object *op) 2681loot_object (object *op)
2959{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2960 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2961 2684
2962 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2972 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2973 2696
2974 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2975 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2976 2699
2977 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2978 { 2701 {
2979 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2980 { 2703 {
2981 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2982 tmp2->destroy ();
2983 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2984 } 2706 }
2985 else 2707 else
2986 tmp->destroy (); 2708 tmp->destroy ();
2987 } 2709 }
2994 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2995 * what needs to be fixed. Refresh windows and fix speed if anything 2717 * what needs to be fixed. Refresh windows and fix speed if anything
2996 * was changed. 2718 * was changed.
2997 */ 2719 */
2998void 2720void
2999fix_weight (void) 2721fix_weight ()
3000{ 2722{
3001 for_all_players (pl) 2723 for_all_players (pl)
3002 { 2724 {
3003 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
3004 2726
3005 if (old == sum) 2727 pl->ob->update_weight ();
3006 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
3007 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
3008 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2733 }
3009 } 2734 }
3010} 2735}
3011 2736
3012void 2737void
3013fix_luck (void) 2738fix_luck ()
3014{ 2739{
3015 for_all_players (pl) 2740 for_all_players (pl)
3016 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
3017 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
3018} 2743}
3055} 2780}
3056 2781
3057void 2782void
3058make_visible (object *op) 2783make_visible (object *op)
3059{ 2784{
3060 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3061 op->invisible = 0; 2786 op->invisible = 0;
2787
3062 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3063 { 2789 {
3064 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3065 op->contr->invis_race = 0; 2791 op->contr->invis_race = 0;
3066 } 2792 }
3069} 2795}
3070 2796
3071int 2797int
3072is_true_undead (object *op) 2798is_true_undead (object *op)
3073{ 2799{
3074 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
3075 return 1; 2801 return 1;
3076 2802
3077 return 0; 2803 return 0;
3078} 2804}
3079 2805
3080/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3081 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3082 * indicate greater hideability. 2808 * indicate greater hideability.
3083 */ 2809 */
3084
3085int 2810int
3086hideability (object *ob) 2811hideability (object *ob)
3087{ 2812{
3088 int i, level = 0, mflag; 2813 int i, level = 0, mflag;
3089 sint16 x, y; 2814 sint16 x, y;
3090 2815
3091 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3092 return 0; 2817 return 0;
3093 2818
3094 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3095 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3096 2821
3097 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3098 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3099 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3100 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3101 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3102 2827
3103 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3104 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2829 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3105 { 2832 {
3106 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3107 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3108 {
3109 continue; 2835 continue;
3110 } 2836
3111 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3112 level += 2; 2838 level += 2;
3113 else /* open terrain! */ 2839 else /* open terrain! */
3114 level -= 1; 2840 level -= 1;
3115 } 2841 }
3123/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3124 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3125 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3126 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3127 */ 2853 */
3128
3129void 2854void
3130do_hidden_move (object *op) 2855do_hidden_move (object *op)
3131{ 2856{
3132 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3133 object *skop;
3134 2858
3135 if (!op || !op->map) 2859 if (!op || !op->map)
3136 return; 2860 return;
3137 2861
3138 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2862 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863 int num = random_roll (0, 19, op, PREFER_LOW);
3139 2864
3140 /* its *extremely* hard to run and sneak/hide at the same time! */ 2865 /* its *extremely* hard to run and sneak/hide at the same time! */
3141 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3142 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3143 { 2868 {
3153 num -= hide; 2878 num -= hide;
3154 2879
3155 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3156 { 2881 {
3157 make_visible (op); 2882 make_visible (op);
2883
3158 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3159 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3160 } 2886 }
3161 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3162 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2888 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3177 2903
3178 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3179 player = 1; 2905 player = 1;
3180 2906
3181 else 2907 else
3182 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3183 2909
3184 /* search adjacent squares */ 2910 /* search adjacent squares */
3185 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3186 { 2912 {
3187 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3196 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3197 continue; 2923 continue;
3198 2924
3199 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3200 { 2926 {
3201 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2927 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3202 return 1; 2928 return 1;
3203 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3204 { 2930 {
3205 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3206 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3207 return 1; 2933 return 1;
3208 } 2934 }
3209 } 2935 }
3210 } 2936 }
3211 return 0; 2937 return 0;
3215 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3216 * but we dont worry if the object isnt the top one in 2942 * but we dont worry if the object isnt the top one in
3217 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3218 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3219 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3220 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3221 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3222 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3223 * for them to differ. Sigh, this fctn could get a bit more complex. 2949 * for them to differ. Sigh, this fctn could get a bit more complex.
3224 * -b.t. 2950 * -b.t.
3225 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3226 */ 2952 */
3227
3228int 2953int
3229player_can_view (object *pl, object *op) 2954player_can_view (object *pl, object *op)
3230{ 2955{
3231 rv_vector rv; 2956 rv_vector rv;
3232 int dx, dy; 2957 int dx, dy;
3244 2969
3245 get_rangevector (pl, op, &rv, 0x1); 2970 get_rangevector (pl, op, &rv, 0x1);
3246 2971
3247 /* starting with the 'head' part, lets loop 2972 /* starting with the 'head' part, lets loop
3248 * through the object and find if it has any 2973 * through the object and find if it has any
3249 * part that is in the los array but isnt on 2974 * part that is in the los array but isn't on
3250 * a blocked los square. 2975 * a blocked los square.
3251 * we use the archetype to figure out offsets. 2976 * we use the archetype to figure out offsets.
3252 */ 2977 */
3253 while (op) 2978 while (op)
3254 { 2979 {
3255 dx = rv.distance_x + op->arch->clone.x; 2980 dx = rv.distance_x + op->arch->x;
3256 dy = rv.distance_y + op->arch->clone.y; 2981 dy = rv.distance_y + op->arch->y;
3257 2982
3258 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3259 * code, so we need to restrict ourselves to that range of values
3260 * for any meaningful values.
3261 */
3262 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3263 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3264 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3265 return 1; 2984 return 1;
2985
3266 op = op->more; 2986 op = op->more;
3267 } 2987 }
3268 return 0;
3269}
3270 2988
3271/* routine for both players and monsters. We call this when
3272 * there is a possibility for our action distrubing our hiding
3273 * place or invisiblity spell. Artefact invisiblity is not
3274 * effected by this. If we arent invisible to begin with, we
3275 * return 0.
3276 */
3277int
3278action_makes_visible (object *op)
3279{
3280
3281 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3282 {
3283 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3284 return 0;
3285
3286 if (op->contr && op->contr->tmp_invis == 0)
3287 return 0;
3288
3289 /* If monsters, they should become visible */
3290 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3291 {
3292 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3293 return 1;
3294 }
3295 }
3296 return 0; 2989 return 0;
3297} 2990}
3298 2991
3299/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3300 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3305 * Default is to do the same as before, so only people wanting to have different points need worry about this 2998 * Default is to do the same as before, so only people wanting to have different points need worry about this
3306 */ 2999 */
3307int 3000int
3308op_on_battleground (object *op, int *x, int *y) 3001op_on_battleground (object *op, int *x, int *y)
3309{ 3002{
3310 object *tmp;
3311
3312 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3313 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3004 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3319 { 3010 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3321 { 3012 {
3322 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3013 if (tmp->flag [FLAG_NO_PICK]
3323 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3014 && tmp->type == BATTLEGROUND
3015 && tmp->name == shstr_battleground
3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3324 { 3017 {
3325 /*before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3326 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3019 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3327 {
3328 object *invtmp;
3329
3330 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3331 { 3022 {
3332 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3333 {
3334 if (x != NULL && y != NULL) 3023 if (x && y)
3335 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3336 return 1; 3026 return 1;
3337 }
3338 } 3027 }
3339 } 3028
3340 if (x != NULL && y != NULL) 3029 if (x && y)
3341 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3342 return 1; 3032 return 1;
3343 } 3033 }
3344 } 3034 }
3345 } 3035 }
3036
3346 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3347 return 0; 3038 return 0;
3348} 3039}
3349 3040
3350/* 3041/*
3366 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3367 int i = 0, j = 0; 3058 int i = 0, j = 0;
3368 3059
3369 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3370 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3371 trlist = treasurelist::find ("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3372 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3373 trlist = treasurelist::find ("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3374 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3375 trlist = treasurelist::find ("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3376 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3377 trlist = treasurelist::find ("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3378 3069
3379 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3380 return; 3071 return;
3381 3072
3382 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3073 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3386 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3077 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3387 return; 3078 return;
3388 } 3079 }
3389 3080
3390 /* everything seems okay - now bring on the gift: */ 3081 /* everything seems okay - now bring on the gift: */
3391 item = &(tr->item->clone); 3082 item = tr->item;
3392 3083
3393 if (item->type == SPELL) 3084 if (item->type == SPELL)
3394 { 3085 {
3395 if (check_spell_known (who, item->name)) 3086 if (check_spell_known (who, item->name))
3396 return; 3087 return;
3455 { 3146 {
3456 /* forces in the treasurelist can alter the player's stats */ 3147 /* forces in the treasurelist can alter the player's stats */
3457 object *skin; 3148 object *skin;
3458 3149
3459 /* first get the dragon skin force */ 3150 /* first get the dragon skin force */
3460 shstr_cmp dragon_skin_force ("dragon_skin_force");
3461 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3151 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3462 ; 3152 ;
3463 3153
3464 if (!skin) 3154 if (!skin)
3465 return; 3155 return;
3466 3156
3480 else 3170 else
3481 j = 1; 3171 j = 1;
3482 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3483 } 3173 }
3484 } 3174 }
3175
3485 strcat (buf, "."); 3176 strcat (buf, ".");
3486 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3487 } 3178 }
3488 3179
3489 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3490 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3491 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3492 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3493 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3494 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3495 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3496 3187
3497 /* print message if there is one */ 3188 /* print message if there is one */
3498 if (item->msg != NULL) 3189 if (item->msg != NULL)
3499 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3500 } 3191 }
3501 else 3192 else
3502 { 3193 {
3503 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3504 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3505 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3196 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3506 tmp = insert_ob_in_ob (tmp, who); 3197 who->insert (tmp);
3507 if (who->type == PLAYER)
3508 esrv_send_item (who, tmp);
3509 } 3198 }
3510} 3199}
3511 3200
3512/** 3201//-GPL
3513 * Unready an object for a player. This function does nothing if the object was
3514 * not readied.
3515 */
3516void
3517player_unready_range_ob (player *pl, object *ob)
3518{
3519 if (pl->ob->current_weapon == ob)
3520 pl->ob->current_weapon = 0;
3521
3522 if (pl->combat_ob == ob)
3523 pl->combat_ob = 0;
3524
3525 if (pl->ranged_ob == ob)
3526 pl->ranged_ob = 0;
3527}
3528 3202
3529sint8 3203sint8
3530player::visibility_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3531{ 3205{
3532 if (!ns) 3206 if (!ns)
3533 return 0; 3207 return LOS_BLOCKED;
3534 3208
3535 int dx, dy; 3209 int dx, dy;
3536 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3211 return LOS_BLOCKED;
3212
3213 x += dx - ns->current_x;
3214 y += dy - ns->current_y;
3215
3216 return blocked_los (x, y);
3217}
3218
3219void
3220player::infobox (const char *title, const char *msg, int color)
3221{
3222 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3223}
3224
3225void
3226player::statusmsg (const char *msg, int color)
3227{
3228 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3229}
3230
3231void
3232player::failmsg (const char *msg, int color)
3233{
3234 play_sound (sound_find ("generic_failure"));
3235 statusmsg (msg, color);
3236}
3237
3238void
3239object::failmsgf (const char *format, ...)
3240{
3241 if (!contr)
3537 return 0; 3242 return;
3538 3243
3539 x += dx - ns->current_x + ns->mapx / 2; 3244 va_list ap;
3540 y += dy - ns->current_y + ns->mapy / 2; 3245 va_start (ap, format);
3541 3246 contr->failmsg (vformat (format, ap));
3542 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3247 va_end (ap);
3543 return 0;
3544
3545 return 100 - blocked_los [x][y];
3546} 3248}
3249
3250void
3251player::failmsgf (const char *format, ...)
3252{
3253 va_list ap;
3254 va_start (ap, format);
3255 failmsg (vformat (format, ap));
3256 va_end (ap);
3257}
3258

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