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Comparing deliantra/server/server/player.C (file contents):
Revision 1.143 by root, Fri May 18 21:12:40 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);
262 130
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats (); 131 ob->update_stats ();
289 132
290 ns->floorbox_update (); 133 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
293 136
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
294 activate (); 143 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299 144
300 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
302} 147}
303 148
304void 149void
305player::disconnect () 150player::disconnect ()
306{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
307 if (ns) 158 if (ns)
308 { 159 {
309 if (active) 160 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311 162
314 ns->reset_stats (); 165 ns->reset_stats ();
315 ns->pl = 0; 166 ns->pl = 0;
316 ns = 0; 167 ns = 0;
317 } 168 }
318 169
319 if (ob) 170 // this is important for the player scheduler to get the correct refcount
320 ob->close_container (); //TODO: client-specific 171 // when ns = 0
172 observe = viewpoint = ob;
321 173
322 deactivate (); 174 deactivate ();
323} 175}
176
177//-GPL
324 178
325// the need for this function can be explained 179// the need for this function can be explained
326// by load_object not returning the object 180// by load_object not returning the object
327void 181void
328player::set_object (object *op) 182player::set_object (object *op)
329{ 183{
330 ob = op; 184 ob = observe = viewpoint = op;
331 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
332 186
333 ob->speed = 1.0f; 187 ob->speed = 1.0f;
334 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
335 189
336 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
337} 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
338 208
339player::player () 209player::player ()
340{ 210{
341 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 212 * we deal with that below this point.
348 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
349 219
350 gen_sp_armour = 10; 220 gen_sp_armour = 10;
351 bowtype = bow_normal; 221 bowtype = bow_normal;
352 petmode = pet_normal; 222 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers; 223 usekeys = containers;
355 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
356 do_los = 1; 225 do_los = 1;
357 226
358 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
365 disconnect (); 234 disconnect ();
366 235
367 attachable::do_destroy (); 236 attachable::do_destroy ();
368 237
369 if (ob) 238 if (ob)
370 {
371 ob->destroy_inv (false);
372 ob->destroy (); 239 ob->destroy ();
373 } 240
241 ob = observe = viewpoint = 0;
374} 242}
375 243
376player::~player () 244player::~player ()
377{ 245{
378 /* Clear item stack */ 246 /* Clear item stack */
379 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 }
380} 276}
381 277
382/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
383 * 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
384 * mode. 280 * mode.
386player * 282player *
387player::create () 283player::create ()
388{ 284{
389 player *pl = new player; 285 player *pl = new player;
390 286
391 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
392 288
393 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
394 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
395 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
396 292
397 set_first_map (pl->ob); 293 set_first_map (pl->ob);
398 294
399 return pl; 295 return pl;
400}
401
402/*
403 * get_player_archetype() return next player archetype from archetype
404 * list. Not very efficient routine, but used only creating new players.
405 * Note: there MUST be at least one player archetype!
406 */
407archetype *
408get_player_archetype (archetype *at)
409{
410 archetype *start = at;
411
412 for (;;)
413 {
414 if (at == NULL || at->next == NULL)
415 at = first_archetype;
416 else
417 at = at->next;
418
419 if (at->clone.type == PLAYER)
420 return at;
421
422 if (at == start)
423 {
424 LOG (llevError, "No Player archetypes\n");
425 exit (-1);
426 }
427 }
428} 296}
429 297
430object * 298object *
431get_nearest_player (object *mon) 299get_nearest_player (object *mon)
432{ 300{
435 unsigned lastdist; 303 unsigned lastdist;
436 rv_vector rv; 304 rv_vector rv;
437 305
438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
439 { 307 {
440 /* We should not find free objects on this friendly list, but it
441 * does periodically happen. Given that, lets deal with it.
442 * While unlikely, it is possible the next object on the friendly
443 * list is also free, so encapsulate this in a while loop.
444 */
445 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
446 {
447 object *tmp = ol->ob;
448
449 /* Can't do much more other than log the fact, because the object
450 * itself will have been cleared.
451 */
452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
454 ol = ol->next;
455 remove_friendly_object (tmp);
456 if (!ol)
457 return op;
458 }
459
460 /* Remove special check for player from this. First, it looks to cause
461 * some crashes (ol->ob->contr not set properly?), but secondly, a more
462 * complicated method of state checking would be needed in any case -
463 * as it was, a clever player could type quit, and the function would
464 * skip them over while waiting for confirmation. Remove
465 * on_same_map check, as can_detect_enemy also does this
466 */
467 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
468 continue; 309 continue;
469 310
470 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
471 { 312 {
533 */ 374 */
534int 375int
535path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
536{ 377{
537 rv_vector rv; 378 rv_vector rv;
538 sint16 x, y;
539 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;
540 maptile *m, *lastmap;
541 380
542 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
543 382
544 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
545 return 0; 384 return 0;
546 385
547 x = mon->x; 386 mapxy pos (mon);
548 y = mon->y;
549 m = mon->map;
550 dir = rv.direction; 387 dir = rv.direction;
551 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 */
552 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
553 390
554 /* 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. */
555 if (diff > max) 392 if (diff > max)
556 return 0; 393 return 0;
557 394
558 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
559 { 396 {
560 lastx = x; 397 mapxy lastpos = pos;
561 lasty = y;
562 lastmap = m;
563 x = lastx + freearr_x[dir];
564 y = lasty + freearr_y[dir];
565 398
566 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
567 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
568 400
569 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
570 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
571 && (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)))
572 { 405 {
573 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
574 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
575 */ 408 */
576 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
577 if (rv.direction != dir) 410 if (rv.direction != dir)
578 { 411 {
579 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
580 * the values so it will try again. 413 * the values so it will try again.
581 */ 414 */
582 x = lastx;
583 y = lasty;
584 m = lastmap; 415 pos = lastpos;
585 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
586 } 417 }
587 else 418 else
588 { 419 {
589 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
596 */ 427 */
597 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
598 { 429 {
599 if (i == 0) 430 if (i == 0)
600 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
601 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
602 * since the direction that the creature should move in 434 * since the direction that the creature should move in
603 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
604 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
605 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
607 * 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
608 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
609 * the last direction the creature has successfully 441 * the last direction the creature has successfully
610 * moved. 442 * moved.
611 */ 443 */
612
613 x = lastx + freearr_x[absdir (lastdir + i)];
614 y = lasty + freearr_y[absdir (lastdir + i)];
615 m = lastmap; 444 pos = lastpos;
616 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
617 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
618 continue; 448 continue;
619 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
620 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
621 continue; 453 continue;
622 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
623 continue; 456 continue;
624 457
625 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
626 break; 459 break;
627 } 460 }
461
628 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
629 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
630 */ 464 */
631 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
632 return 0; 466 return 0;
467
633 diff--; 468 diff--;
634 lastdir = dir; 469 lastdir = dir;
635 max--; 470 max--;
636 if (!firstdir) 471 if (!firstdir)
637 firstdir = dir + i; 472 firstdir = dir + i;
641 { 476 {
642 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
643 diff--; 478 diff--;
644 max--; 479 max--;
645 lastdir = dir; 480 lastdir = dir;
481
646 if (!firstdir) 482 if (!firstdir)
647 firstdir = dir; 483 firstdir = dir;
648 } 484 }
649 485
650 if (diff <= 1) 486 if (diff <= 1)
651 { 487 {
652 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
653 * headed toward player for entire distance. 489 * headed toward player for entire distance.
654 */ 490 */
655 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
656 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
657 } 493 }
658 494
659 if (diff > max) 495 if (diff > max)
660 return 0; 496 return 0;
666 502
667 return firstdir; 503 return firstdir;
668} 504}
669 505
670void 506void
671give_initial_items (object *pl, treasurelist * items) 507give_initial_items (object *pl, treasurelist *items)
672{ 508{
673 object *op, *next = NULL;
674
675 if (pl->randomitems != NULL) 509 if (pl->randomitems)
676 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 510 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
677 511
678 for (op = pl->inv; op; op = next) 512 for (object *next, *op = pl->inv; op; op = next)
679 { 513 {
680 next = op->below; 514 next = op->below;
681 515
682 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
683 * 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
684 */ 518 */
685 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
686 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
687 521
688 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
689 * by this player due to race restrictions 523 * by this player due to race restrictions
690 */ 524 */
691 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
692 { 526 {
693 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 527 if ((!pl->flag [FLAG_USE_ARMOUR]
528 &&
694 (op->type == ARMOUR || op->type == BOOTS || 529 (op->type == ARMOUR || op->type == BOOTS
695 op->type == CLOAK || op->type == HELMET || 530 || op->type == CLOAK || op->type == HELMET
696 op->type == SHIELD || op->type == GLOVES || 531 || op->type == SHIELD || op->type == GLOVES
697 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))
698 { 534 {
699 op->destroy (); 535 op->destroy ();
700 continue; 536 continue;
701 } 537 }
702 } 538 }
703 539
704 /* This really needs to be better - we should really give 540 /* Here we remove duplicated skills (as duplicated spell objects have
705 * a substitute spellbook. The problem is that we don't really 541 * _very_ confusing effects for players), which could for instance be
706 * have a good idea what to replace it with (need something like 542 * generated by bad treasurelists. - elmex
707 * a first level treasurelist for each skill.)
708 * remove duplicate skills also
709 */ 543 */
710 if (op->type == SPELLBOOK || op->type == SKILL) 544 if (op->type == SKILL)
711 { 545 {
712 object *tmp;
713
714 for (tmp = op->below; tmp; tmp = tmp->below) 546 for (object *tmp = op->below; tmp; tmp = tmp->below)
715 if (tmp->type == op->type && tmp->name == op->name) 547 if (tmp->type == op->type && tmp->name == op->name)
716 break;
717
718 if (tmp)
719 { 548 {
720 op->destroy (); 549 op->destroy ();
550 LOG (llevError,
721 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
722 continue; 552 break;
723 } 553 }
724 554
725 if (op->nrof > 1) 555 if (op->nrof > 1)
726 op->nrof = 1; 556 op->nrof = 1;
727 } 557 }
728 558
729 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
730 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
731 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
732 }
733 561
734 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
735 * 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
736 * merged properly. 564 * merged properly.
737 */ 565 */
738 if (need_identify (op)) 566 if (op->need_identify ())
739 {
740 SET_FLAG (op, FLAG_IDENTIFIED);
741 CLEAR_FLAG (op, FLAG_CURSED);
742 CLEAR_FLAG (op, FLAG_DAMNED);
743 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
744 if (op->type == SPELL) 573 if (op->type == SPELL)
745 { 574 {
746 op->destroy (); 575 op->destroy ();
747 continue; 576 continue;
748 } 577 }
749 else if (op->type == SKILL) 578 else if (op->type == SKILL)
750 { 579 {
751 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
752 op->stats.exp = 0; 581 op->stats.exp = 0;
753 op->level = 1; 582 op->level = 1;
754 } 583 }
755 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
756 else 585 op->set_flag (FLAG_INV_LOCKED);
757 SET_FLAG (op, FLAG_INV_LOCKED);
758 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
759 587
760 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
761 link_player_skills (pl); 589 pl->contr->link_skills ();
762} 590}
763 591
764void 592void
765get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
766{ 594{
776 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:");
777} 605}
778 606
779/* 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. */
780static int 608static int
781roll_stat (void) 609roll_stat ()
782{ 610{
783 int a[4], i, j, k; 611 int a[4], i, j, k;
784 612
785 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
786 a[i] = (int) rndm (6) + 1; 614 a[i] = (int) rndm (6) + 1;
867static void 695static void
868start_info (object *op) 696start_info (object *op)
869{ 697{
870 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
871 699
872 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
873 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
874 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
875 //new_draw_info (NDI_UNIQUE, 0, op, " ");
876} 702}
877 703
878/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
879 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
880 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
883 */ 709 */
884void 710void
885player::chargen_race_done () 711player::chargen_race_done ()
886{ 712{
887 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
888 esrv_new_player (ob->contr, ob->weight + ob->carrying); 714 esrv_new_player (ob->contr);
889 715
890 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
891 if (tl) 717 if (tl)
892 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
893 719
894 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
895 INVOKE_PLAYER (LOGIN, ob->contr); 721 INVOKE_PLAYER (LOGIN, ob->contr);
897 ob->contr->ns->state = ST_PLAYING; 723 ob->contr->ns->state = ST_PLAYING;
898 724
899 if (ob->msg) 725 if (ob->msg)
900 ob->msg = 0; 726 ob->msg = 0;
901 727
902 /* We create this now because some of the unique maps will need it
903 * to save here.
904 */
905 {
906 char buf[MAX_BUF];
907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
908 make_path_to_file (buf);
909 }
910
911 start_info (ob); 728 start_info (ob);
912 CLEAR_FLAG (ob, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
913 give_initial_items (ob, ob->randomitems); 730 give_initial_items (ob, ob->randomitems);
914 link_player_skills (ob);
915 esrv_send_inventory (ob, ob); 731 esrv_send_inventory (ob, ob);
916 ob->update_stats (); 732 ob->update_stats ();
917 733
918 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
919 * is one for this race 735 * is one for this race
920 */ 736 */
921 if (*first_map_ext_path) 737 if (*first_map_ext_path)
922 { 738 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
923 object *tmp;
924 char mapname[MAX_BUF];
925
926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
927 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = ob->x;
930 EXIT_Y (tmp) = ob->y;
931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
932 * if the map isn't there, then stay on the
933 * default initial map */
934 tmp->destroy ();
935 }
936 else 739 else
937 LOG (llevDebug, "first_map_ext_path not set\n"); 740 LOG (llevDebug, "first_map_ext_path not set\n");
938} 741}
939 742
940void 743void
950 int x = ob->x, y = ob->y; 753 int x = ob->x, y = ob->y;
951 754
952 ob->remove_statbonus (); 755 ob->remove_statbonus ();
953 ob->remove (); 756 ob->remove ();
954 ob->arch = get_player_archetype (ob->arch); 757 ob->arch = get_player_archetype (ob->arch);
955 ob->arch->clone.copy_to (ob); 758 ob->arch->copy_to (ob);
956 ob->instantiate (); 759 ob->instantiate ();
957 ob->stats = ob->contr->orig_stats; 760 ob->stats = ob->contr->orig_stats;
958 ob->name = ob->name_pl = name; 761 ob->name = ob->name_pl = name;
959 ob->x = x; 762 ob->x = x;
960 ob->y = y; 763 ob->y = y;
961 SET_ANIMATION (ob, 2); /* So player faces south */ 764 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (ob, ob->map, ob, 0); 765 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (ob->contr->title, ob->arch->clone.name); 766 assign (ob->contr->title, ob->arch->object::name);
964 ob->add_statbonus (); 767 ob->add_statbonus ();
965 } 768 }
966 while (!allowed_class (ob)); 769 while (!allowed_class (ob));
967 770
968 update_object (ob, UP_OBJ_FACE); 771 update_object (ob, UP_OBJ_FACE);
971 ob->stats.hp = ob->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
972 ob->stats.sp = ob->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
973 ob->stats.grace = 0; 776 ob->stats.grace = 0;
974} 777}
975 778
976void 779static void
977flee_player (object *op) 780flee_player (object *op)
978{ 781{
979 int dir, diff; 782 int dir, diff;
980 rv_vector rv; 783 rv_vector rv;
981 784
982 if (op->stats.hp < 0) 785 if (op->stats.hp < 0)
983 { 786 {
984 LOG (llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
986 return; 789 return;
987 } 790 }
988 791
989 if (op->enemy == NULL) 792 if (!op->enemy)
990 { 793 {
991 LOG (llevDebug, "Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
992 CLEAR_FLAG (op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
993 return; 796 return;
994 } 797 }
995 798
996 /* 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))
997 * op->enemy_count, it is possible that something destroys the
998 * actual enemy, and the object is recycled.
999 */
1000 if (op->enemy->map == NULL)
1001 { 800 {
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 op->enemy = NULL; 801 op->enemy = NULL;
1004 return; 802 op->clr_flag (FLAG_SCARED);
1005 }
1006
1007 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1008 {
1009 op->enemy = NULL;
1010 CLEAR_FLAG (op, FLAG_SCARED);
1011 return; 803 return;
1012 } 804 }
1013 805
1014 get_rangevector (op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
1015 807
1016 dir = absdir (4 + rv.direction); 808 dir = absdir (4 + rv.direction);
1017 for (diff = 0; diff < 3; diff++) 809 for (diff = 0; diff < 3; diff++)
1018 { 810 {
1019 int m = 1 - (RANDOM () & 2); 811 int m = 1 - rndm (2) * 2;
1020 812
1021 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))))
1022 return; 814 return;
1023 } 815 }
1024 816
1025 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
1026 CLEAR_FLAG (op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
1027 op->enemy = NULL; 819 op->enemy = NULL;
1028} 820}
1029 821
1030/* 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.
1031 * 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
1035check_pick (object *op) 827check_pick (object *op)
1036{ 828{
1037 object *tmp, *next; 829 object *tmp, *next;
1038 int stop = 0; 830 int stop = 0;
1039 int wvratio; 831 int wvratio;
1040 char putstring[128];
1041 832
1042 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
1043 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
1044 return 1; 835 return 1;
1045 836
1046 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)
1047 841
1048 /* 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
1049 * destroyed */ 843 * destroyed */
1050 while (next && !next->destroyed ()) 844 while (next && !next->destroyed ())
1051 { 845 {
1052 tmp = next; 846 tmp = next;
1053 next = tmp->below; 847 next = tmp->below;
1054 848
849 if (cnt <= 0)
850 {
851 op->failmsg ("Couldn't pickup all items at once.");
852 return 0;
853 }
854
1055 if (op->destroyed ()) 855 if (op->destroyed ())
1056 return 0; 856 return 0;
1057 857
1058 if (!can_pick (op, tmp)) 858 if (!can_pick (op, tmp))
1059 continue; 859 continue;
1060 860
1061 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 861 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1062 { 862 {
1063 if (item_matched_string (op, tmp, op->contr->search_str)) 863 if (item_matched_string (op, tmp, op->contr->search_str))
1064 pick_up (op, tmp); 864 CHK_PICK_PICKUP;
865
1065 continue; 866 continue;
1066 } 867 }
1067 868
1068 /* 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? */
1069 if (!(op->contr->mode & PU_NEWMODE)) 929 if (op->contr->mode & PU_FOOD)
930 if (tmp->type == FOOD)
1070 { 931 {
1071 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)
1072 { 995 {
1073 case 0: 996 CHK_PICK_PICKUP;
1074 return 1; /* don't pick up */ 997 continue;
1075 case 1:
1076 pick_up (op, tmp);
1077 return 1;
1078 case 2:
1079 pick_up (op, tmp);
1080 return 0;
1081 case 3:
1082 return 0; /* stop before pickup */
1083 case 4:
1084 pick_up (op, tmp);
1085 break;
1086 case 5:
1087 pick_up (op, tmp);
1088 stop = 1;
1089 break;
1090 case 6:
1091 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1092 pick_up (op, tmp);
1093 break;
1094
1095 case 7:
1096 if (tmp->type == MONEY || tmp->type == GEM)
1097 pick_up (op, tmp);
1098 break;
1099
1100 default:
1101 /* use value density */
1102 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1103 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1104 pick_up (op, tmp);
1105 } 998 }
1106 } 999 }
1107 else 1000
1108 { /* old model */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1109 /* NEW pickup handling */
1110 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)
1111 { 1007 {
1112 /* some debugging code to figure out item information */ 1008 CHK_PICK_PICKUP;
1113 if (tmp->name != NULL)
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116 else
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1120 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1121 }
1122
1123 /* philosophy:
1124 * It's easy to grab an item type from a pile, as long as it's
1125 * generic. This takes no game-time. For more detailed pickups
1126 * and selections, select-items should be used. This is a
1127 * grab-as-you-run type mode that's really useful for arrows for
1128 * example.
1129 * The drawback: right now it has no frontend, so you need to
1130 * stick the bits you want into a calculator in hex mode and then
1131 * convert to decimal and then 'pickup <#>
1132 */
1133
1134 /* the first two modes are exclusive: if NOTHING we return, if
1135 * STOP then we stop. All the rest are applied sequentially,
1136 * meaning if any test passes, the item gets picked up. */
1137
1138 /* if mode is set to pick nothing up, return */
1139
1140 if (op->contr->mode & PU_NOTHING)
1141 return 1;
1142
1143 /* if mode is set to stop when encountering objects, return */
1144 /* take STOP before INHIBIT since it doesn't actually pick
1145 * anything up */
1146
1147 if (op->contr->mode & PU_STOP)
1148 return 0;
1149
1150 /* useful for going into stores and not losing your settings... */
1151 /* and for battles wher you don't want to get loaded down while
1152 * fighting */
1153 if (op->contr->mode & PU_INHIBIT)
1154 return 1;
1155
1156 /* prevent us from turning into auto-thieves :) */
1157 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1158 continue; 1009 continue;
1010 }
1159 1011
1160 /* ignore known cursed objects */ 1012 /* we don't forget dragon food */
1161 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;
1162 continue; 1017 continue;
1018 }
1163 1019
1164 /* all food and drink if desired */ 1020 /* bows and arrows. Bows are good for selling! */
1165 /* 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
1166 if (op->contr->mode & PU_FOOD) 1057 if (op->contr->mode & PU_BOOTS)
1167 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"))
1168 { 1091 {
1169 pick_up (op, tmp); 1092 CHK_PICK_PICKUP;
1170 continue; 1093 continue;
1171 } 1094 }
1095 }
1172 1096
1097 /* misc stuff that's useful */
1173 if (op->contr->mode & PU_DRINK) 1098 if (op->contr->mode & PU_KEY)
1174 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1099 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1175 { 1100 {
1176 pick_up (op, tmp); 1101 CHK_PICK_PICKUP;
1177 continue; 1102 continue;
1178 } 1103 }
1179 1104
1105 /* any of the last 4 bits set means we use the ratio for value
1106 * pickups */
1180 if (op->contr->mode & PU_POTION) 1107 if (op->contr->mode & PU_RATIO)
1181 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
1182 { 1112 */
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 /* spellbooks, skillscrolls and normal books/scrolls */
1188 if (op->contr->mode & PU_SPELLBOOK)
1189 if (tmp->type == SPELLBOOK)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_SKILLSCROLL)
1196 if (tmp->type == SKILLSCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_READABLES)
1203 if (tmp->type == BOOK || tmp->type == SCROLL)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* wands/staves/rods/horns */
1210 if (op->contr->mode & PU_MAGIC_DEVICE)
1211 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 /* pick up all magical items */
1218 if (op->contr->mode & PU_MAGICAL) 1113 wvratio = op->contr->mode & PU_RATIO;
1219 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)
1220 {
1221 pick_up (op, tmp);
1222 continue;
1223 }
1224
1225 if (op->contr->mode & PU_VALUABLES)
1226 { 1115 {
1227 if (tmp->type == MONEY || tmp->type == GEM) 1116#if 0
1117 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1118 if (tmp->name != NULL)
1228 { 1119 {
1229 pick_up (op, tmp); 1120 fprintf (stderr, "%s", tmp->name);
1230 continue;
1231 } 1121 }
1232 }
1233
1234 /* rings & amulets - talismans seems to be typed AMULET */
1235 if (op->contr->mode & PU_JEWELS)
1236 if (tmp->type == RING || tmp->type == AMULET)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* we don't forget dragon food */
1243 if (op->contr->mode & PU_FLESH)
1244 if (tmp->type == FLESH)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 /* bows and arrows. Bows are good for selling! */
1251 if (op->contr->mode & PU_BOW)
1252 if (tmp->type == BOW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_ARROW)
1259 if (tmp->type == ARROW)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 /* all kinds of armor etc. */
1266 if (op->contr->mode & PU_ARMOUR)
1267 if (tmp->type == ARMOUR)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_HELMET)
1274 if (tmp->type == HELMET)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_SHIELD)
1281 if (tmp->type == SHIELD)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_BOOTS)
1288 if (tmp->type == BOOTS)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_GLOVES)
1295 if (tmp->type == GLOVES)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 if (op->contr->mode & PU_CLOAK)
1302 if (tmp->type == CLOAK)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* hoping to catch throwing daggers here */
1309 if (op->contr->mode & PU_MISSILEWEAPON)
1310 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1311 {
1312 pick_up (op, tmp);
1313 continue;
1314 }
1315
1316 /* careful: chairs and tables are weapons! */
1317 if (op->contr->mode & PU_ALLWEAPON)
1318 {
1319 if (tmp->type == WEAPON && tmp->name != NULL)
1320 {
1321 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1322 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327 }
1328
1329 if (tmp->type == WEAPON && tmp->name == NULL)
1330 {
1331 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336 }
1337 }
1338
1339 /* misc stuff that's useful */
1340 if (op->contr->mode & PU_KEY)
1341 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1342 {
1343 pick_up (op, tmp);
1344 continue;
1345 }
1346
1347 /* any of the last 4 bits set means we use the ratio for value
1348 * pickups */
1349 if (op->contr->mode & PU_RATIO)
1350 {
1351 /* use value density to decide what else to grab */
1352 /* >=7 was >= op->contr->mode */
1353 /* >=7 is the old standard setting. Now we take the last 4 bits
1354 * and multiply them by 5, giving 0..15*5== 5..75 */
1355 wvratio = (op->contr->mode & PU_RATIO) * 5;
1356 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1357 {
1358 pick_up (op, tmp);
1359#if 0
1360 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1361 if (tmp->name != NULL)
1362 {
1363 fprintf (stderr, "%s", tmp->name);
1364 }
1365 else 1122 else
1366 fprintf (stderr, "%s", tmp->arch->name); 1123 fprintf (stderr, "%s", tmp->arch->archname);
1367 fprintf (stderr, ",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1368 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))));
1369#endif 1126#endif
1127 CHK_PICK_PICKUP;
1370 continue; 1128 continue;
1371 }
1372 } 1129 }
1373 } /* the new pickup model */ 1130 } /* the new pickup model */
1374 } 1131 }
1375 1132
1376 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;
1377} 1169}
1378 1170
1379/* 1171/*
1380 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1381 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1382 * found object is returned. 1174 * found object is returned.
1383 */ 1175 */
1384object * 1176static object *
1385find_arrow (object *op, const char *type) 1177find_arrow (object *op, const char *type)
1386{ 1178{
1387 object *tmp = 0;
1388
1389 for (op = op->inv; op; op = op->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1391 tmp = find_arrow (op, type);
1392 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);
1393 return op; 1188 return arrow;
1189 }
1394 1190
1395 return tmp; 1191 return 0;
1396} 1192}
1397 1193
1398/* 1194/*
1399 * 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
1400 * 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
1401 * 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
1402 * 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.
1403 */ 1199 */
1404object * 1200static object *
1405find_better_arrow (object *op, object *target, const char *type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1406{ 1202{
1407 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1408 int attacknum, attacktype, betterby = 0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1409 1205
1410 if (!type) 1206 if (!type)
1411 return NULL; 1207 return NULL;
1412 1208
1413 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1414 { 1210 {
1415 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1416 { 1212 {
1417 i = 0; 1213 i = 0;
1418 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1215
1419 if (i > betterby) 1216 if (i > betterby)
1420 { 1217 {
1421 tmp = ntmp; 1218 tmp = ntmp;
1422 betterby = i; 1219 betterby = i;
1423 } 1220 }
1424 } 1221 }
1425 else if (arrow->type == ARROW && arrow->race == type) 1222 else if (arrow->type == ARROW && arrow->race == type)
1426 { 1223 {
1427 /* allways prefer assasination/slaying */ 1224 /* allways prefer assasination/slaying */
1428 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1225 if (target->race && arrow->slaying.contains (target->race))
1429 { 1226 {
1430 if (arrow->attacktype & AT_DEATH) 1227 if (arrow->attacktype & AT_DEATH)
1431 { 1228 {
1432 *better = 100; 1229 *better = 100;
1433 return arrow; 1230 return arrow;
1441 else 1238 else
1442 { 1239 {
1443 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1240 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1444 { 1241 {
1445 attacktype = 1 << attacknum; 1242 attacktype = 1 << attacknum;
1446 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1243 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1447 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)
1448 { 1245 {
1449 tmp = arrow; 1246 tmp = arrow;
1450 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;
1451 } 1248 }
1452 } 1249 }
1250
1453 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1251 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1454 { 1252 {
1455 tmp = arrow; 1253 tmp = arrow;
1456 betterby = 2 + arrow->magic + arrow->stats.dam; 1254 betterby = 2 + arrow->magic + arrow->stats.dam;
1457 } 1255 }
1256
1458 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1257 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1459 { 1258 {
1460 tmp = arrow; 1259 tmp = arrow;
1461 betterby = 1 + arrow->magic + arrow->stats.dam; 1260 betterby = 1 + arrow->magic + arrow->stats.dam;
1462 } 1261 }
1463 } 1262 }
1464 } 1263 }
1465 } 1264 }
1265
1466 if (tmp == NULL && arrow == NULL) 1266 if (tmp == NULL && arrow == NULL)
1467 return find_arrow (op, type); 1267 return find_arrow (op, type);
1468 1268
1469 *better = betterby; 1269 *better = betterby;
1470 return tmp; 1270 return tmp;
1474 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1475 * op = the shooter 1275 * op = the shooter
1476 * type = bow->race 1276 * type = bow->race
1477 * dir = fire direction 1277 * dir = fire direction
1478 */ 1278 */
1479object * 1279static object *
1480pick_arrow_target (object *op, const char *type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1481{ 1281{
1482 object *tmp = NULL; 1282 object *tmp = NULL;
1483 maptile *m; 1283 maptile *m;
1484 int i, mflags, found, number; 1284 int i, mflags, found, number;
1485 sint16 x, y; 1285 sint16 x, y;
1500 for (i = 0, found = 0; i < 20; i++) 1300 for (i = 0, found = 0; i < 20; i++)
1501 { 1301 {
1502 x += freearr_x[dir]; 1302 x += freearr_x[dir];
1503 y += freearr_y[dir]; 1303 y += freearr_y[dir];
1504 mflags = get_map_flags (m, &m, x, y, &x, &y); 1304 mflags = get_map_flags (m, &m, x, y, &x, &y);
1305
1505 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1306 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1506 { 1307 {
1507 tmp = NULL; 1308 tmp = 0;
1508 break; 1309 break;
1509 } 1310 }
1510 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)
1511 { 1312 {
1512 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1313 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1513 * perhaps a bad assumption. 1314 * perhaps a bad assumption.
1514 */ 1315 */
1515 tmp = NULL; 1316 tmp = 0;
1516 break; 1317 break;
1517 } 1318 }
1319
1518 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1519 {
1520 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)
1521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1522 {
1523 found++;
1524 break;
1525 }
1526 if (found)
1527 break; 1323 break;
1528 }
1529 } 1324 }
1530 if (tmp == NULL) 1325
1326 if (!tmp)
1531 return find_arrow (op, type); 1327 return find_arrow (op, type);
1532 1328
1533 if (tmp->head) 1329 if (tmp->head)
1534 tmp = tmp->head; 1330 tmp = tmp->head;
1535 1331
1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1371 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1576 return 0; 1372 return 0;
1577 } 1373 }
1578 1374
1579 // 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
1580 if (bow->below) 1376 splay (bow);
1581 {
1582 bow->remove ();
1583 op->insert (bow);
1584 }
1585
1586 } 1377 }
1587 1378
1588 if (!bow->race || !bow->skill) 1379 if (!bow->race || !bow->skill)
1589 { 1380 {
1590 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);
1597 { 1388 {
1598 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1599 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);
1600 /* 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 */
1601 else 1392 else
1602 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1603 1394
1604 return 0; 1395 return 0;
1605 } 1396 }
1606 } 1397 }
1607 1398
1616 } 1407 }
1617 1408
1618 /* this should not happen, but sometimes does */ 1409 /* this should not happen, but sometimes does */
1619 if (arrow->nrof == 0) 1410 if (arrow->nrof == 0)
1620 { 1411 {
1412 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1621 arrow->destroy (); 1413 arrow->destroy ();
1622 return 0; 1414 return 0;
1623 } 1415 }
1624 1416
1625 left = arrow; /* these are arrows left to the player */ 1417 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1); 1418 arrow = arrow->split ();
1627 if (!arrow) 1419 if (!arrow)
1628 { 1420 {
1629 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);
1630 return 0; 1422 return 0;
1631 } 1423 }
1635 arrow->direction = dir; 1427 arrow->direction = dir;
1636 1428
1637 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 */
1638 arrow->stats.hp = arrow->stats.dam; 1430 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1431 arrow->stats.grace = arrow->attacktype;
1640 1432 arrow->custom_name = arrow->slaying;
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643 1433
1644#if 0 1434#if 0
1645 if (player *pl = op->contr) 1435 if (player *pl = op->contr)
1646 { 1436 {
1647 float speed = pl->weapon_sp; 1437 float speed = pl->weapon_sp;
1693 1483
1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1484 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1695 arrow->move_type = MOVE_FLY_LOW; 1485 arrow->move_type = MOVE_FLY_LOW;
1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1486 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1697 1487
1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1488 op->play_sound (sound_find ("fire_arrow"));
1699 m->insert (arrow, sx, sy, op); 1489 m->insert (arrow, sx, sy, op);
1700 1490
1701 if (!arrow->destroyed ()) 1491 if (!arrow->destroyed ())
1702 move_arrow (arrow); 1492 move_arrow (arrow);
1703
1704 if (op->type == PLAYER)
1705 {
1706 if (left->destroyed ())
1707 esrv_del_item (op->contr, left->count);
1708 else
1709 esrv_send_item (op, left);
1710 }
1711 1493
1712 return 1; 1494 return 1;
1713} 1495}
1714 1496
1715/* Special fire code for players - this takes into 1497/* Special fire code for players - this takes into
1717 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1718 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1719 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1720 * hence the function name. 1502 * hence the function name.
1721 */ 1503 */
1722int 1504static int
1723player_fire_bow (object *op, int dir) 1505player_fire_bow (object *op, int dir)
1724{ 1506{
1725 int ret = 0, wcmod = 0; 1507 int ret;
1726 1508
1727 if (op->contr->bowtype == bow_bestarrow) 1509 if (op->contr->bowtype == bow_bestarrow)
1728 { 1510 {
1729 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);
1730 } 1512 }
1731 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)
1732 { 1514 {
1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1515 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1734 wcmod = -1;
1735
1736 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);
1737 } 1517 }
1738 else if (op->contr->bowtype == bow_threewide) 1518 else if (op->contr->bowtype == bow_threewide)
1739 { 1519 {
1740 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);
1741 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)]);
1742 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)]);
1743 } 1523 }
1744 else if (op->contr->bowtype == bow_spreadshot) 1524 else if (op->contr->bowtype == bow_spreadshot)
1745 { 1525 {
1746 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);
1747 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);
1748 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);
1749 } 1529 }
1750 else 1530 else
1751 { 1531 {
1757} 1537}
1758 1538
1759/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1760 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1761 */ 1541 */
1762void 1542static void
1763fire_misc_object (object *op, int dir) 1543fire_misc_object (object *op, int dir)
1764{ 1544{
1765 object *item = op->contr->ranged_ob; 1545 object *item = op->contr->ranged_ob;
1766 1546
1767 if (!item) 1547 if (!item)
1774 { 1554 {
1775 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1776 return; 1556 return;
1777 } 1557 }
1778 1558
1779 if (!op->change_weapon (item)) 1559 if (!op->apply (item))
1780 return; 1560 return;
1781 1561
1782 if (item->type == WAND) 1562 if (item->type == WAND)
1783 { 1563 {
1784 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1785 { 1565 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1566 op->contr->play_sound (sound_find ("wand_poof"));
1787 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));
1788 1568
1789 return; 1569 return;
1790 } 1570 }
1791 } 1571 }
1792 else if (item->type == ROD || item->type == HORN) 1572 else if (item->type == ROD || item->type == HORN)
1793 { 1573 {
1794 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))
1795 { 1579 {
1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1797 1581
1798 if (item->type == ROD) 1582 if (item->type == ROD)
1799 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));
1800 else 1584 else
1801 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));
1804 } 1588 }
1805 } 1589 }
1806 1590
1807 if (cast_spell (op, item, dir, item->inv, NULL)) 1591 if (cast_spell (op, item, dir, item->inv, NULL))
1808 { 1592 {
1809 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
1810 if (item->type == WAND) 1595 if (item->type == WAND)
1811 { 1596 {
1812 if (!(--item->stats.food)) 1597 if (!(--item->stats.food))
1813 { 1598 {
1814 object *tmp; 1599 object *tmp;
1815 1600
1816 if (item->arch) 1601 if (item->arch)
1817 { 1602 {
1818 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1819 item->face = item->arch->clone.face; 1604 item->face = item->arch->face;
1820 item->set_speed (0); 1605 item->set_speed (0);
1821 } 1606 }
1822 1607
1823 if ((tmp = item->in_player ())) 1608 if (object *pl = item->visible_to ())
1824 esrv_update_item (UPD_ANIM, tmp, item); 1609 esrv_update_item (UPD_ANIM, pl, item);
1825 } 1610 }
1826 } 1611 }
1827 else if (item->type == ROD || item->type == HORN) 1612 else if (item->type == ROD || item->type == HORN)
1828 drain_rod_charge (item); 1613 drain_rod_charge (item);
1829 } 1614 }
1830} 1615}
1831 1616
1832/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1833 */ 1618 */
1834bool 1619bool
1835fire (object *op, int dir) 1620fire (object *who, int dir)
1836{ 1621{
1837 int spellcost = 0; 1622 int spellcost = 0;
1838 1623
1839 /* check for loss of invisiblity/hide */
1840 if (action_makes_visible (op))
1841 make_visible (op);
1842
1843 player *pl = op->contr; 1624 player *pl = who->contr;
1844 1625
1845 if (pl->golem) 1626 if (pl->golem)
1846 { 1627 {
1847 control_golem (op->contr->golem, dir); 1628 control_golem (who->contr->golem, dir);
1848 return false; 1629 return false;
1849 } 1630 }
1850 1631
1851 object *ob = pl->ranged_ob; 1632 object *ob = pl->ranged_ob;
1852 1633
1853 if (!ob) 1634 if (!ob)
1854 return false; 1635 return false;
1855 1636
1856 if (!op->change_weapon (ob))
1857 return false;
1858
1859 if (op->speed_left > 0.f) 1637 if (who->speed_left > 0.f)
1860 --op->speed_left; 1638 --who->speed_left;
1861 else 1639 else
1862 return false; 1640 return false;
1863 1641
1642 if (!who->apply (ob))
1643 return false;
1644
1645 /* check for loss of invisiblity/hide */
1646 if (action_makes_visible (who))
1647 make_visible (who);
1648
1864 switch (ob->type) 1649 switch (ob->type)
1865 { 1650 {
1866 case BOW: 1651 case BOW:
1867 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1868 break; 1653 break;
1869 1654
1870 case SPELL: 1655 case SPELL:
1871 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);
1872 break; 1657 break;
1873 1658
1874 case BUILDER: 1659 case BUILDER:
1875 apply_map_builder (op, dir); 1660 apply_map_builder (who, dir);
1876 break; 1661 break;
1877 1662
1878 case SKILL: 1663 case SKILL:
1879 do_skill (op, op, ob, dir, 0); 1664 do_skill (who, who, ob, dir, 0);
1880 break; 1665 break;
1881 1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1882 default: 1671 default:
1883 fire_misc_object (op, dir); 1672 fire_misc_object (who, dir);
1884 break; 1673 break;
1885 } 1674 }
1886 1675
1887 return true; 1676 return true;
1888} 1677}
1889 1678
1890/* find_key 1679static object *
1891 * We try to find a key for the door as passed. If we find a key
1892 * and successfully use it, we return the key, otherwise NULL
1893 * This function merges both normal and locked door, since the logic
1894 * for both is the same - just the specific key is different.
1895 * pl is the player,
1896 * inv is the objects inventory to searched
1897 * door is the door we are trying to match against.
1898 * This function can be called recursively to search containers.
1899 */
1900object *
1901find_key (object *pl, object *container, object *door) 1680find_key_ (object *pl, object *container, object *door)
1902{ 1681{
1903 object *tmp, *key; 1682 object *tmp, *key;
1904 1683
1905 /* Should not happen, but sanity checking is never bad */ 1684 /* Should not happen, but sanity checking is never bad */
1906 if (!container->inv) 1685 if (!container->inv)
1909 /* 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 */
1910 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 { 1690 {
1912 if (door->type == DOOR && tmp->type == KEY) 1691 if (door->type == DOOR && tmp->type == KEY)
1913 break; 1692 break;
1693
1914 /* For sanity, we should really check door type, but other stuff 1694 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys 1695 * (like containers) can be locked with special keys
1916 */ 1696 */
1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1697 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1918 break; 1698 break;
1924 * a key, return 1704 * a key, return
1925 */ 1705 */
1926 if (!tmp) 1706 if (!tmp)
1927 { 1707 {
1928 for (tmp = container->inv; tmp; tmp = tmp->below) 1708 for (tmp = container->inv; tmp; tmp = tmp->below)
1929 {
1930 /* No reason to search empty containers */ 1709 /* No reason to search empty containers */
1931 if (tmp->type == CONTAINER && tmp->inv) 1710 if (tmp->type == CONTAINER && tmp->inv)
1932 {
1933 if ((key = find_key (pl, tmp, door))) 1711 if ((key = find_key_ (pl, tmp, door)))
1934 return key; 1712 return key;
1935 }
1936 }
1937 1713
1938 if (!tmp) 1714 if (!tmp)
1939 return NULL; 1715 return 0;
1940 } 1716 }
1941 1717
1942 /* 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,
1943 * see if we actually want to use it 1719 * see if we actually want to use it
1944 */ 1720 */
1945 if (pl != container) 1721 if (pl != container)
1946 { 1722 {
1947 /* Only let players use keys in containers */ 1723 /* Only let players use keys in containers */
1948 if (!pl->contr) 1724 if (!pl->contr)
1949 return NULL; 1725 return 0;
1726
1950 /* cases where this fails: 1727 /* cases where this fails:
1951 * If we only search the player inventory, return now since we 1728 * If we only search the player inventory, return now since we
1952 * are not in the players inventory. 1729 * are not in the players inventory.
1953 * If the container is not active, return now since only active 1730 * If the container is not active, return now since only active
1954 * containers can be used. 1731 * containers can be used.
1958 * inv must have been an container and must have been active. 1735 * inv must have been an container and must have been active.
1959 * 1736 *
1960 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1961 * all the others. 1738 * all the others.
1962 */ 1739 */
1963 if (pl->contr->usekeys == key_inventory || 1740 if (pl->contr->usekeys == key_inventory
1964 !QUERY_FLAG (container, FLAG_APPLIED) || 1741 || !container->flag [FLAG_APPLIED]
1965 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1966 { 1743 {
1967 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1968 "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));
1969 return NULL; 1746 return NULL;
1970 } 1747 }
1971 } 1748 }
1972 1749
1973 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);
1974} 1776}
1975 1777
1976/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1978 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1990 /* If we found a key, do some extra work */ 1792 /* If we found a key, do some extra work */
1991 if (key) 1793 if (key)
1992 { 1794 {
1993 object *container = key->env; 1795 object *container = key->env;
1994 1796
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
1997 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
1998 make_visible (op); 1798 make_visible (op);
1999 1799
2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1800 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 spring_trap (door->inv, op); 1801 spring_trap (door->inv, op);
2002 1802
2003 if (door->type == DOOR) 1803 if (door->type == DOOR)
2004 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 */
2005 else if (door->type == LOCKED_DOOR) 1805 else if (door->type == LOCKED_DOOR)
2006 { 1806 {
2007 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);
2008 remove_door2 (door); /* remove door without violence ;-) */ 1808 remove_door2 (door); /* remove door without violence ;-) */
2009 } 1809 }
2010 1810
2011 /* Do this after we print the message */ 1811 /* Do this after we print the message */
2012 decrease_ob (key); /* Use up one of the keys */ 1812 key->decrease (); /* Use up one of the keys */
2013 /* Need to update the weight the container the key was in */
2014 if (container != op)
2015 esrv_update_item (UPD_WEIGHT, op, container);
2016 1813
2017 return 1; /* Nothing more to do below */ 1814 return 1; /* Nothing more to do below */
2018 } 1815 }
2019 else if (door->type == LOCKED_DOOR) 1816 else if (door->type == LOCKED_DOOR)
2020 { 1817 {
2021 /* Might as well return now - no other way to open this */ 1818 /* Might as well return now - no other way to open this */
2022 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...");
2023 return 1; 1820 return 1;
2024 } 1821 }
2025 1822
2026 return 0; 1823 return 0;
2027} 1824}
2033 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
2034 */ 1831 */
2035bool 1832bool
2036move_player_attack (object *op, int dir) 1833move_player_attack (object *op, int dir)
2037{ 1834{
2038 int on_battleground; 1835 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1836 {
1837 --op->speed_left;
1838 return true;
1839 }
2039 1840
2040 sint16 nx = freearr_x[dir] + op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
2041 sint16 ny = freearr_y[dir] + op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
2042 1843
2043 on_battleground = op_on_battleground (op, 0, 0);
2044
2045 if (out_of_map (op->map, nx, ny)) 1844 if (out_of_map (op->map, nx, ny))
2046 return false; 1845 return false;
2047
2048 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2049 {
2050 --op->speed_left;
2051 return true;
2052 }
2053 1846
2054 /* 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
2055 * 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
2056 * 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
2057 * player. This is a pretty nasty hack, because if we could 1850 * player. This is a pretty nasty hack, because if we could
2104 */ 1897 */
2105 if (op->type == PLAYER 1898 if (op->type == PLAYER
2106 && ((mon->owner && mon->owner->contr 1899 && ((mon->owner && mon->owner->contr
2107 && same_party (mon->owner->contr->party, op->contr->party)) 1900 && same_party (mon->owner->contr->party, op->contr->party))
2108 || mon->owner == op) 1901 || mon->owner == op)
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2110 { 1903 {
2111 /* If we're braced, we don't want to switch places with it */ 1904 /* If we're braced, we don't want to switch places with it */
2112 if (op->contr->braced) 1905 if (op->contr->braced)
2113 return false; 1906 return false;
2114 1907
2115 if (op->speed_left > 0.f) 1908 if (op->speed_left > 0.f)
2116 { 1909 {
2117 --op->speed_left; 1910 --op->speed_left;
2118 1911
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1912 op->play_sound (sound_find ("push_player"));
2120 push_ob (mon, dir, op); 1913 push_ob (mon, dir, op);
2121 1914
2122 if (op->contr->tmp_invis || op->hide) 1915 if (action_makes_visible (op))
2123 make_visible (op); 1916 make_visible (op);
2124 1917
2125 return true; 1918 return true;
2126 } 1919 }
2127 else 1920 else
2128 return false; 1921 return false;
2129 } 1922 }
1923
1924 bool on_battleground = op_on_battleground (op, 0, 0);
2130 1925
2131 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
2133 * 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
2134 * attack them either. 1929 * attack them either.
2135 */ 1930 */
2136 if ((mon->type == PLAYER || mon->enemy != op) 1931 if ((mon->type == PLAYER || mon->enemy != op)
2137 && (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])
2138 && ((op->contr->peaceful 1933 && ((op->contr->peaceful
2139 || (mon->type == PLAYER && mon->contr->peaceful)) 1934 || (mon->type == PLAYER && mon->contr->peaceful))
2140 && !on_battleground)) 1935 && !on_battleground))
2141 { 1936 {
2142 if (op->speed_left > 0.f) 1937 if (op->speed_left > 0.f)
2143 { 1938 {
2144 --op->speed_left; 1939 --op->speed_left;
2145 1940
2146 if (!op->contr->braced) 1941 if (!op->contr->braced)
2147 { 1942 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1943 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 1944 push_ob (mon, dir, op);
2150 } 1945 }
2151 else 1946 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 1947 op->statusmsg ("You withhold your attack");
2153 1948
2154 if (op->contr->tmp_invis || op->hide) 1949 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2155 make_visible (op); 1950 make_visible (op);
2156 1951
2157 return true; 1952 return true;
2158 } 1953 }
2159 } 1954 }
2160 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
2161 * 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.
2162 */ 1957 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2164 { 1959 {
2165 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
2166 { 1961 {
2167 --op->speed_left; 1962 --op->speed_left;
2168 1963
2177 * 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
2178 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
2179 * 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
2180 * 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.
2181 */ 1976 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2183 ((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)))
2184 { 1979 {
2185 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1980 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2186 { 1981 {
2187 --op->contr->weapon_sp_left; 1982 --op->contr->weapon_sp_left;
2199} 1994}
2200 1995
2201bool 1996bool
2202move_player (object *op, int dir) 1997move_player (object *op, int dir)
2203{ 1998{
2204 int pick;
2205
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2207 return 0; 2000 return 0;
2208 2001
2209 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9)) 2003 if (dir < 0 || dir > 8)
2211 { 2004 {
2212 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2213 return 0; 2006 return 0;
2214 } 2007 }
2215 2008
2216 /* peterm: added following line */ 2009 /* peterm: added following line */
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219 2012
2220 op->facing = dir; 2013 op->facing = dir;
2221 2014
2222 if (op->hide) 2015 if (op->flag [FLAG_HIDDEN])
2223 do_hidden_move (op); 2016 do_hidden_move (op);
2224 2017
2225 bool retval; 2018 bool retval;
2019 int pick = 0;
2226 2020
2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2228 retval = RESULT_INT (0); 2022 retval = RESULT_INT (0);
2229 else if (op->contr->fire_on) 2023 else if (op->contr->fire_on)
2230 retval = fire (op, dir); 2024 retval = fire (op, dir);
2261 * players. 2055 * players.
2262 */ 2056 */
2263bool 2057bool
2264handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2265{ 2059{
2266 if (QUERY_FLAG (op, FLAG_SCARED)) 2060 if (op->flag [FLAG_SCARED])
2267 { 2061 {
2268 if (op->speed_left > 0.f) 2062 if (op->speed_left > 0.f)
2269 { 2063 {
2270 --op->speed_left; 2064 --op->speed_left;
2271 flee_player (op); 2065 flee_player (op);
2287 return move_player (op, op->direction); 2081 return move_player (op, op->direction);
2288 2082
2289 return false; 2083 return false;
2290} 2084}
2291 2085
2292int 2086static int
2293save_life (object *op) 2087save_life (object *op)
2294{ 2088{
2295 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2089 if (!op->flag [FLAG_LIFESAVE])
2296 return 0; 2090 return 0;
2297 2091
2298 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2299 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2300 { 2094 {
2301 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2095 op->play_sound (sound_find ("ob_evaporate"));
2302 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));
2303 2097
2304 if (op->contr)
2305 esrv_del_item (op->contr, tmp->count);
2306
2307 tmp->destroy (); 2098 tmp->destroy ();
2308 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2309 2100
2310 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2311 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2312 2103
2313 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2314 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2315 2106
2316 op->update_stats (); 2107 op->update_stats ();
2317 return 1; 2108 return 1;
2318 } 2109 }
2319 2110
2320 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2321 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2322 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2323 return 0; 2114 return 0;
2324} 2115}
2325 2116
2326/* 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
2327 * 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
2328 * 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
2329 * from. 2120 * from.
2330 */ 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
2331void 2138void
2332remove_unpaid_objects (object *op, object *env) 2139object::drop_unpaid_items ()
2333{ 2140{
2334 while (op) 2141 if (!flag [FLAG_REMOVED])
2335 { 2142 ::drop_unpaid_items (inv, this);
2336 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2337
2338 if (QUERY_FLAG (op, FLAG_UNPAID))
2339 {
2340 if (env->type == PLAYER)
2341 esrv_del_item (env->contr, op->count);
2342
2343 op->insert_at (env);
2344 }
2345 else if (op->inv)
2346 remove_unpaid_objects (op->inv, env);
2347
2348 op = next;
2349 }
2350}
2351
2352/*
2353 * Returns pointer a static string containing gravestone text
2354 * Moved from apply.c to player.c - player.c is what
2355 * actually uses this function. player.c may not be quite the
2356 * best, a misc file for object actions is probably better,
2357 * but there isn't one in the server directory.
2358 */
2359char *
2360gravestone_text (object *op)
2361{
2362 static char buf2[MAX_BUF];
2363 char buf[MAX_BUF];
2364 time_t now = time (NULL);
2365
2366 strcpy (buf2, " R.I.P.\n\n");
2367 if (op->type == PLAYER)
2368 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2369 else
2370 sprintf (buf, "%s\n", &op->name);
2371
2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2373 strcat (buf2, buf);
2374 if (op->type == PLAYER)
2375 sprintf (buf, "who was in level %d when killed\n", op->level);
2376 else
2377 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2378
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 if (op->type == PLAYER)
2382 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386 }
2387
2388 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2390 strcat (buf2, buf);
2391
2392 return buf2;
2393} 2143}
2394 2144
2395void 2145void
2396do_some_living (object *op) 2146do_some_living (object *op)
2397{ 2147{
2414 * alternate it here for it to work correctly. 2164 * alternate it here for it to work correctly.
2415 */ 2165 */
2416 if (pticks & 2) 2166 if (pticks & 2)
2417 op->invisible--; 2167 op->invisible--;
2418 } 2168 }
2419 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2420 { 2170 {
2421 if (!op->invisible--) 2171 if (!op->invisible--)
2422 { 2172 {
2423 make_visible (op); 2173 make_visible (op);
2424 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.");
2449 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2199 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2450 else 2200 else
2451 { 2201 {
2452 gen_grace = op->stats.maxgrace; 2202 gen_grace = op->stats.maxgrace;
2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2203 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2454 }
2455
2456 /* Regenerate Spell Points */
2457 if (!op->contr->golem && --op->last_sp < 0)
2458 {
2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp++;
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2466 op->stats.food--;
2467 if (op->contr->digestion < 0)
2468 op->stats.food += op->contr->digestion;
2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2470 op->stats.food = last_food;
2471 }
2472 }
2473
2474 if (max_sp > 1)
2475 {
2476 over_sp = (gen_sp + 10) / rate_sp;
2477 if (over_sp > 0)
2478 {
2479 if (op->stats.sp < op->stats.maxsp)
2480 {
2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2484 op->stats.sp--;
2485
2486 if (op->stats.sp > op->stats.maxsp)
2487 op->stats.sp = op->stats.maxsp;
2488 }
2489 op->last_sp = 0;
2490 }
2491 else
2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 } 2204 }
2497 2205
2498 /* Regenerate Grace */ 2206 /* Regenerate Grace */
2499 /* 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. */
2500 if (--op->last_grace < 0) 2208 if (--op->last_grace < 0)
2521 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);
2522 } 2230 }
2523 /* wearing stuff doesn't detract from grace generation. */ 2231 /* wearing stuff doesn't detract from grace generation. */
2524 } 2232 }
2525 2233
2234 if (op->stats.food > 0)
2235 {
2526 /* Regenerate Hit Points */ 2236 /* Regenerate Spell Points */
2527 if (--op->last_heal < 0) 2237 if (!op->contr->golem && --op->last_sp < 0)
2528 {
2529 if (op->stats.hp < op->stats.maxhp)
2530 { 2238 {
2531 op->stats.hp++; 2239 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2532 /* dms do not consume food */ 2240
2533 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (op->stats.sp < op->stats.maxsp)
2534 { 2242 {
2243 op->stats.sp++;
2244
2245 /* dms do not consume food */
2246 if (!op->flag [FLAG_WIZ])
2247 {
2535 op->stats.food--; 2248 op->stats.food--;
2249
2536 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2537 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2538 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))
2539 op->stats.food = last_food; 2253 op->stats.food = last_food;
2254 }
2540 } 2255 }
2541 }
2542 2256
2543 if (max_hp > 1) 2257 if (max_sp > 1)
2544 {
2545 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2546 if (over_hp > 0)
2547 { 2258 {
2548 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
2549 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);
2550 } 2277 }
2551 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)
2552 { 2286 {
2553 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 }
2554 } 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);
2555 } 2312 }
2556 else 2313 else
2557 {
2558 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);
2559 } 2315 }
2560 } 2316 }
2561 2317
2562 /* Digestion */ 2318 /* Digestion */
2563 if (--op->last_eat < 0) 2319 if (--op->last_eat < 0)
2564 { 2320 {
2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2321 int bonus = max (0, op->contr->digestion),
2322 penalty = max (0, -op->contr->digestion);
2566 2323
2567 if (op->contr->gen_hp > 0)
2568 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);
2569 else
2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2571 2325
2572 /* dms do not consume food */ 2326 /* dms do not consume food */
2573 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2574 op->stats.food--; 2328 op->stats.food--;
2575 } 2329 }
2576 2330
2577 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2578 { 2332 {
2579 object *tmp, *flesh = 0; 2333 object *flesh = 0;
2580 2334
2581 for (tmp = op->inv; tmp; tmp = tmp->below) 2335 for_inv_removable (op, tmp)
2582 { 2336 {
2583 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)
2584 { 2341 {
2585 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2342 op->statusmsg ("You blindly grab for a bite of food. "
2586 { 2343 "H<To prevent you from starving, you ate some random item from your backpack.>");
2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2344 op->apply (tmp);
2588 manual_apply (op, tmp, 0); 2345
2589 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2590 break; 2347 break;
2591 } 2348 }
2592 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2593 flesh = tmp; 2350 flesh = tmp;
2594 } /* End if paid for object */ 2351 }
2595 } /* end of for loop */
2596 2352
2597 /* 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
2598 * eat flesh instead. 2354 * eat flesh instead.
2599 */ 2355 */
2600 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2601 { 2357 {
2602 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.>");
2603 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2604 } 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)
2605 } 2370 {
2371 op->stats.hp += op->stats.food;
2372 op->stats.food = 0;
2606 2373
2607 while (op->stats.food < 0 && op->stats.hp >= 0) 2374 if (op->stats.hp < 0)
2608 op->stats.food++, op->stats.hp--; 2375 {
2376 op->contr->killer = archetype::get ("killer_starvation");
2377 op->contr->killer->destroy ();
2378 }
2379 }
2609 2380
2381 /* killer should be set here already */
2610 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2611 kill_player (op); 2383 kill_player (op);
2612 } 2384 }
2613} 2385}
2614 2386
2615/* 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.
2618 * file. 2390 * file.
2619 */ 2391 */
2620void 2392void
2621kill_player (object *op) 2393kill_player (object *op)
2622{ 2394{
2623 char buf[MAX_BUF];
2624 int x, y; 2395 int x, y;
2625
2626 //int i;
2627 maptile *map; /* this is for resurrection */ 2396 maptile *map; /* this is for resurrection */
2628
2629 /* int z;
2630 int num_stats_lose;
2631 int lost_a_stat;
2632 int lose_this_stat;
2633 int this_stat; */
2634 int will_kill_again; 2397 int will_kill_again;
2635 archetype *at; 2398 archetype *at;
2636 object *tmp; 2399 object *tmp;
2637 2400
2638 if (save_life (op)) 2401 if (save_life (op))
2639 return; 2402 return;
2640 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 }
2641 2439
2642 /* 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
2643 * 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.
2644 * Look at op_on_battleground() for more info --AndreasV 2442 * Look at op_on_battleground() for more info --AndreasV
2645 */ 2443 */
2646 if (op_on_battleground (op, &x, &y)) 2444 if (op_on_battleground (op, &x, &y))
2647 { 2445 {
2648 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";
2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2650
2651 /* restore player */
2652 at = archetype::find ("poisoning");
2653 if (object *tmp = present_arch_in_ob (at, op))
2654 {
2655 tmp->destroy ();
2656 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2657 }
2658
2659 at = archetype::find ("confusion");
2660 if (object *tmp = present_arch_in_ob (at, op))
2661 {
2662 tmp->destroy ();
2663 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2664 }
2665
2666 cure_disease (op, 0); /* remove any disease */
2667 op->stats.hp = op->stats.maxhp;
2668 if (op->stats.food <= 0)
2669 op->stats.food = 999;
2670 2447
2671 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2672 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2673 { 2450
2674 sprintf (buf, "%s's finger", &op->name); 2451 tmp->name = format ("%s's finger" , &op->name);
2675 tmp->name = buf; 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2676 sprintf (buf, " This finger has been cut off %s\n" 2453 tmp->msg = format (
2677 " 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",
2678 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2455 &op->name, op->contr->title,
2679 tmp->msg = buf; 2456 (int)op->level,
2457 op->contr->killer_name ()
2458 );
2680 tmp->value = 0, tmp->type = 0; 2459 tmp->value = 0, tmp->type = 0;
2681 tmp->materialname = "organics"; 2460 tmp->material = name_to_material (shstr_organic);
2682 tmp->insert_at (op, tmp); 2461 tmp->insert_at (op, tmp);
2683 }
2684 2462
2685 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2686 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2687 op->contr->braced = 0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2688 return; 2468 return;
2689 } 2469 }
2690 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2691 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2692 2475
2693 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2694 2477
2695 if (op->stats.food < 0) 2478 op->contr->play_sound (sound_find ("player_dies"));
2696 {
2697 sprintf (buf, "%s starved to death.", &op->name);
2698 strcpy (op->contr->killer, "starvation");
2699 }
2700 else
2701 sprintf (buf, "%s died.", &op->name);
2702
2703 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 2479
2705 /* save the map location for corpse, gravestone */ 2480 /* save the map location for corpse, gravestone */
2706 x = op->x; 2481 x = op->x;
2707 y = op->y; 2482 y = op->y;
2708 map = op->map; 2483 map = op->map;
2736 2511
2737 lost_a_stat = 0; 2512 lost_a_stat = 0;
2738 2513
2739 for (z = 0; z < num_stats_lose; z++) 2514 for (z = 0; z < num_stats_lose; z++)
2740 { 2515 {
2741 i = RANDOM () % NUM_STATS; 2516 i = rndm (NUM_STATS);
2742 2517
2743 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2744 { 2519 {
2745 /* 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
2746 * what he lost. 2521 * what he lost.
2753 lost_a_stat = 1; 2528 lost_a_stat = 1;
2754 } 2529 }
2755 else 2530 else
2756 { 2531 {
2757 /* deplete a stat */ 2532 /* deplete a stat */
2758 archetype *deparch = archetype::find ("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2759 object *dep; 2534 object *dep;
2760 2535
2761 dep = present_arch_in_ob (deparch, op); 2536 dep = present_arch_in_ob (deparch, op);
2762 if (!dep) 2537 if (!dep)
2763 { 2538 {
2764 dep = arch_to_object (deparch); 2539 dep = deparch->instance ();
2765 insert_ob_in_ob (dep, op); 2540 insert_ob_in_ob (dep, op);
2766 } 2541 }
2767 lose_this_stat = 1; 2542 lose_this_stat = 1;
2768 if (settings.balanced_stat_loss) 2543 if (settings.balanced_stat_loss)
2769 { 2544 {
2797 } 2572 }
2798 } 2573 }
2799 2574
2800 if (lose_this_stat) 2575 if (lose_this_stat)
2801 { 2576 {
2802 this_stat = get_attr_value (&(dep->stats), i); 2577 this_stat = get_attr_value (&dep->stats, i);
2803 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2804 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2805 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2806 * 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
2807 * difference. 2582 * difference.
2808 */ 2583 */
2809 if (this_stat >= -50) 2584 if (this_stat >= -50)
2810 { 2585 {
2811 change_attr_value (&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2812 SET_FLAG (dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2813 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2814 op->update_stats (); 2589 op->update_stats ();
2815 lost_a_stat = 1; 2590 lost_a_stat = 1;
2816 } 2591 }
2817 } 2592 }
2818 } 2593 }
2819 } 2594 }
2595
2820 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2821 if (!lost_a_stat) 2597 if (!lost_a_stat)
2822 { 2598 {
2823 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2824 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2825 const char *god = determine_god (op); 2601 shstr_tmp god = determine_god (op);
2826 2602
2827 if (god && (strcmp (god, "none"))) 2603 if (god != shstr_none)
2828 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";
2829 else 2605 else
2830 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";
2831 } 2607 }
2832#else 2608#else
2833 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.";
2834#endif 2610#endif
2835 2611
2836 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2837 * exp loss on the stone. 2613 * exp loss on the stone.
2838 */ 2614 */
2839 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2840 sprintf (buf, "%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2841 tmp->name = buf; 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2842 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",
2843 tmp->name_pl = buf; 2619 &op->name, op->contr->title, op->contr->killer_name ());
2844 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);
2845 tmp->msg = buf;
2846 tmp->x = op->x, tmp->y = op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2847 insert_ob_in_map (tmp, op->map, NULL, 0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2848 2622
2849 /**************************************/ 2623 /**************************************/
2850 /* */ 2624 /* */
2851 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2852 /* if we died cause of food, give us */
2853 /* food, and reset HP's... */
2854 /* */ 2626 /* */
2855 /**************************************/ 2627 /**************************************/
2856 2628
2857 /* remove any poisoning and confusion the character may be suffering. */
2858 /* restore player */
2859 at = archetype::find ("poisoning");
2860 tmp = present_arch_in_ob (at, op);
2861
2862 if (tmp)
2863 {
2864 tmp->destroy ();
2865 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2866 }
2867
2868 at = archetype::find ("confusion");
2869 tmp = present_arch_in_ob (at, op);
2870 if (tmp)
2871 {
2872 tmp->destroy ();
2873 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2874 }
2875
2876 cure_disease (op, 0); /* remove any disease */
2877
2878 /*add_exp(op, (op->stats.exp * -0.20)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2879 apply_death_exp_penalty (op); 2630 apply_death_exp_penalty (op);
2880 if (op->stats.food < 100)
2881 op->stats.food = 900;
2882 op->stats.hp = op->stats.maxhp;
2883 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2884 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2885 2631
2886 /* 2632 /*
2887 * 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
2888 * and put them back in the map. 2634 * and put them back in the map.
2889 */ 2635 */
2890 remove_unpaid_objects (op->inv, op); 2636 op->drop_unpaid_items ();
2891 2637
2892 /****************************************/ 2638 /****************************************/
2893 /* */ 2639 /* */
2894 /* Move player to his current respawn- */ 2640 /* Move player to his current respawn- */
2895 /* position (usually last savebed) */ 2641 /* position (usually last savebed) */
2917 2663
2918 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed = 0.1f; 2666 force->speed = 0.1f;
2921 force->speed_left = -5.f; 2667 force->speed_left = -5.f;
2922 SET_FLAG (force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2923 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2671 force->resist[at] = 100;
2926 2672
2927 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2928 op->update_stats (); 2674 op->update_stats ();
2929
2930 } 2675 }
2931 2676
2932 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2933} 2678}
2934 2679
2935void 2680static void
2936loot_object (object *op) 2681loot_object (object *op)
2937{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2938 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2939 2684
2940 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2950 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2951 2696
2952 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2953 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2954 2699
2955 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))))
2956 { 2701 {
2957 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2958 { 2703 {
2959 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2960 tmp2->destroy ();
2961 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2962 } 2706 }
2963 else 2707 else
2964 tmp->destroy (); 2708 tmp->destroy ();
2965 } 2709 }
2972 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2973 * 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
2974 * was changed. 2718 * was changed.
2975 */ 2719 */
2976void 2720void
2977fix_weight (void) 2721fix_weight ()
2978{ 2722{
2979 for_all_players (pl) 2723 for_all_players (pl)
2980 { 2724 {
2981 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
2982 2726
2983 if (old == sum) 2727 pl->ob->update_weight ();
2984 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
2985 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
2986 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 }
2987 } 2734 }
2988} 2735}
2989 2736
2990void 2737void
2991fix_luck (void) 2738fix_luck ()
2992{ 2739{
2993 for_all_players (pl) 2740 for_all_players (pl)
2994 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
2995 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
2996} 2743}
3033} 2780}
3034 2781
3035void 2782void
3036make_visible (object *op) 2783make_visible (object *op)
3037{ 2784{
3038 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3039 op->invisible = 0; 2786 op->invisible = 0;
2787
3040 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3041 { 2789 {
3042 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3043 op->contr->invis_race = 0; 2791 op->contr->invis_race = 0;
3044 } 2792 }
3047} 2795}
3048 2796
3049int 2797int
3050is_true_undead (object *op) 2798is_true_undead (object *op)
3051{ 2799{
3052 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
3053 return 1; 2801 return 1;
3054 2802
3055 return 0; 2803 return 0;
3056} 2804}
3057 2805
3058/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3059 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3060 * indicate greater hideability. 2808 * indicate greater hideability.
3061 */ 2809 */
3062
3063int 2810int
3064hideability (object *ob) 2811hideability (object *ob)
3065{ 2812{
3066 int i, level = 0, mflag; 2813 int i, level = 0, mflag;
3067 sint16 x, y; 2814 sint16 x, y;
3068 2815
3069 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3070 return 0; 2817 return 0;
3071 2818
3072 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3073 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3074 2821
3075 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3076 * 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
3077 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3078 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3079 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3080 2827
3081 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3082 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])
3083 { 2832 {
3084 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3085 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3086 {
3087 continue; 2835 continue;
3088 } 2836
3089 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3090 level += 2; 2838 level += 2;
3091 else /* open terrain! */ 2839 else /* open terrain! */
3092 level -= 1; 2840 level -= 1;
3093 } 2841 }
3104 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3105 */ 2853 */
3106void 2854void
3107do_hidden_move (object *op) 2855do_hidden_move (object *op)
3108{ 2856{
3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3110 object *skop;
3111 2858
3112 if (!op || !op->map) 2859 if (!op || !op->map)
3113 return; 2860 return;
3114 2861
3115 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);
3116 2864
3117 /* 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! */
3118 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3119 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3120 { 2868 {
3130 num -= hide; 2878 num -= hide;
3131 2879
3132 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3133 { 2881 {
3134 make_visible (op); 2882 make_visible (op);
2883
3135 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3136 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!");
3137 } 2886 }
3138 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3139 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);
3154 2903
3155 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3156 player = 1; 2905 player = 1;
3157 2906
3158 else 2907 else
3159 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3160 2909
3161 /* search adjacent squares */ 2910 /* search adjacent squares */
3162 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3163 { 2912 {
3164 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3173 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)))
3174 continue; 2923 continue;
3175 2924
3176 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)
3177 { 2926 {
3178 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])
3179 return 1; 2928 return 1;
3180 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3181 { 2930 {
3182 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3183 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3184 return 1; 2933 return 1;
3185 } 2934 }
3186 } 2935 }
3187 } 2936 }
3188 return 0; 2937 return 0;
3192 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3193 * 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
3194 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3195 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3196 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3197 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3198 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3199 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3200 * 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.
3201 * -b.t. 2950 * -b.t.
3202 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3203 */ 2952 */
3204
3205int 2953int
3206player_can_view (object *pl, object *op) 2954player_can_view (object *pl, object *op)
3207{ 2955{
3208 rv_vector rv; 2956 rv_vector rv;
3209 int dx, dy; 2957 int dx, dy;
3221 2969
3222 get_rangevector (pl, op, &rv, 0x1); 2970 get_rangevector (pl, op, &rv, 0x1);
3223 2971
3224 /* starting with the 'head' part, lets loop 2972 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any 2973 * through the object and find if it has any
3226 * part that is in the los array but isnt on 2974 * part that is in the los array but isn't on
3227 * a blocked los square. 2975 * a blocked los square.
3228 * we use the archetype to figure out offsets. 2976 * we use the archetype to figure out offsets.
3229 */ 2977 */
3230 while (op) 2978 while (op)
3231 { 2979 {
3232 dx = rv.distance_x + op->arch->clone.x; 2980 dx = rv.distance_x + op->arch->x;
3233 dy = rv.distance_y + op->arch->clone.y; 2981 dy = rv.distance_y + op->arch->y;
3234 2982
3235 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3236 * code, so we need to restrict ourselves to that range of values
3237 * for any meaningful values.
3238 */
3239 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3240 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3241 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3242 return 1; 2984 return 1;
2985
3243 op = op->more; 2986 op = op->more;
3244 } 2987 }
3245 return 0;
3246}
3247 2988
3248/* routine for both players and monsters. We call this when
3249 * there is a possibility for our action distrubing our hiding
3250 * place or invisiblity spell. Artefact invisiblity is not
3251 * effected by this. If we arent invisible to begin with, we
3252 * return 0.
3253 */
3254int
3255action_makes_visible (object *op)
3256{
3257
3258 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3259 {
3260 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3261 return 0;
3262
3263 if (op->contr && op->contr->tmp_invis == 0)
3264 return 0;
3265
3266 /* If monsters, they should become visible */
3267 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3268 {
3269 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3270 return 1;
3271 }
3272 }
3273 return 0; 2989 return 0;
3274} 2990}
3275 2991
3276/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3277 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3282 * 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
3283 */ 2999 */
3284int 3000int
3285op_on_battleground (object *op, int *x, int *y) 3001op_on_battleground (object *op, int *x, int *y)
3286{ 3002{
3287 object *tmp;
3288
3289 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3290 * 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),
3291 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3292 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3293 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3294 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3295 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3296 { 3010 {
3297 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3298 { 3012 {
3299 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3013 if (tmp->flag [FLAG_NO_PICK]
3300 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))
3301 { 3017 {
3302 /*before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3303 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))
3304 {
3305 object *invtmp;
3306
3307 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)
3308 { 3022 {
3309 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3310 {
3311 if (x != NULL && y != NULL) 3023 if (x && y)
3312 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3313 return 1; 3026 return 1;
3314 }
3315 } 3027 }
3316 } 3028
3317 if (x != NULL && y != NULL) 3029 if (x && y)
3318 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3319 return 1; 3032 return 1;
3320 } 3033 }
3321 } 3034 }
3322 } 3035 }
3036
3323 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3324 return 0; 3038 return 0;
3325} 3039}
3326 3040
3327/* 3041/*
3343 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3344 int i = 0, j = 0; 3058 int i = 0, j = 0;
3345 3059
3346 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3347 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3348 trlist = treasurelist::find ("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3349 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3350 trlist = treasurelist::find ("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3351 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3352 trlist = treasurelist::find ("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3353 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3354 trlist = treasurelist::find ("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3355 3069
3356 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3357 return; 3071 return;
3358 3072
3359 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++);
3363 /* 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]); */
3364 return; 3078 return;
3365 } 3079 }
3366 3080
3367 /* everything seems okay - now bring on the gift: */ 3081 /* everything seems okay - now bring on the gift: */
3368 item = &(tr->item->clone); 3082 item = tr->item;
3369 3083
3370 if (item->type == SPELL) 3084 if (item->type == SPELL)
3371 { 3085 {
3372 if (check_spell_known (who, item->name)) 3086 if (check_spell_known (who, item->name))
3373 return; 3087 return;
3432 { 3146 {
3433 /* forces in the treasurelist can alter the player's stats */ 3147 /* forces in the treasurelist can alter the player's stats */
3434 object *skin; 3148 object *skin;
3435 3149
3436 /* first get the dragon skin force */ 3150 /* first get the dragon skin force */
3437 shstr_cmp dragon_skin_force ("dragon_skin_force");
3438 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)
3439 ; 3152 ;
3440 3153
3441 if (!skin) 3154 if (!skin)
3442 return; 3155 return;
3443 3156
3457 else 3170 else
3458 j = 1; 3171 j = 1;
3459 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3460 } 3173 }
3461 } 3174 }
3175
3462 strcat (buf, "."); 3176 strcat (buf, ".");
3463 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3464 } 3178 }
3465 3179
3466 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3467 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3468 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3469 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3470 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3471 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3472 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3473 3187
3474 /* print message if there is one */ 3188 /* print message if there is one */
3475 if (item->msg != NULL) 3189 if (item->msg != NULL)
3476 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3477 } 3191 }
3478 else 3192 else
3479 { 3193 {
3480 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3482 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));
3483 tmp = insert_ob_in_ob (tmp, who); 3197 who->insert (tmp);
3484 if (who->type == PLAYER)
3485 esrv_send_item (who, tmp);
3486 } 3198 }
3487} 3199}
3488 3200
3489/** 3201//-GPL
3490 * Unready an object for a player. This function does nothing if the object was
3491 * not readied.
3492 */
3493void
3494player_unready_range_ob (player *pl, object *ob)
3495{
3496 if (pl->ob->current_weapon == ob)
3497 pl->ob->current_weapon = 0;
3498
3499 if (pl->combat_ob == ob)
3500 pl->combat_ob = 0;
3501
3502 if (pl->ranged_ob == ob)
3503 pl->ranged_ob = 0;
3504}
3505 3202
3506sint8 3203sint8
3507player::visibility_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3508{ 3205{
3509 if (!ns) 3206 if (!ns)
3510 return 0; 3207 return LOS_BLOCKED;
3511 3208
3512 int dx, dy; 3209 int dx, dy;
3513 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)
3514 return 0; 3242 return;
3515 3243
3516 x += dx - ns->current_x + ns->mapx / 2; 3244 va_list ap;
3517 y += dy - ns->current_y + ns->mapy / 2; 3245 va_start (ap, format);
3518 3246 contr->failmsg (vformat (format, ap));
3519 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3247 va_end (ap);
3520 return 0;
3521
3522 return 100 - blocked_los [x][y];
3523} 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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