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Comparing deliantra/server/server/player.C (file contents):
Revision 1.146 by root, Sun Jun 3 17:05:36 2007 UTC vs.
Revision 1.274 by root, Wed Apr 21 06:40:57 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors 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;
166 54
167 players.insert (this); 55 players.insert (this);
168 ob->remove (); 56 ob->remove ();
169 ob->map = 0; 57 ob->map = 0;
170 ob->activate_recursive (); 58 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
172 add_friendly_object (ob); 60 add_friendly_object (ob);
173} 61}
174 62
175void 63void
176player::deactivate () 64player::deactivate ()
184 72
185 if (ob->map) 73 if (ob->map)
186 maplevel = ob->map->path; 74 maplevel = ob->map->path;
187 75
188 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 80
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (ob); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222 109
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 120 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 122 skin = tmp;
241 123
242 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
243 } 125 }
244 126
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 128
247 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
248 130
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 131 ob->update_stats ();
275 132
276 ns->floorbox_update (); 133 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
279 136
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
280 activate (); 143 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285 144
286 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
288} 147}
289 148
290void 149void
291player::disconnect () 150player::disconnect ()
292{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
293 if (ns) 158 if (ns)
294 { 159 {
295 if (active) 160 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 162
300 ns->reset_stats (); 165 ns->reset_stats ();
301 ns->pl = 0; 166 ns->pl = 0;
302 ns = 0; 167 ns = 0;
303 } 168 }
304 169
305 if (ob) 170 // this is important for the player scheduler to get the correct refcount
306 ob->close_container (); //TODO: client-specific 171 // when ns = 0
172 observe = viewpoint = ob;
307 173
308 deactivate (); 174 deactivate ();
309} 175}
176
177//-GPL
310 178
311// the need for this function can be explained 179// the need for this function can be explained
312// by load_object not returning the object 180// by load_object not returning the object
313void 181void
314player::set_object (object *op) 182player::set_object (object *op)
315{ 183{
316 ob = observe = op; 184 ob = observe = viewpoint = op;
317 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
318 186
319 ob->speed = 1.0f; 187 ob->speed = 1.0f;
320 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
321 189
322 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
323} 191}
324 192
325void 193void
326player::set_observe (object *op) 194player::set_observe (object *op)
327{ 195{
328 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
329} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
330 208
331player::player () 209player::player ()
332{ 210{
333 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
334 * we deal with that below this point. 212 * we deal with that below this point.
340 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
341 219
342 gen_sp_armour = 10; 220 gen_sp_armour = 10;
343 bowtype = bow_normal; 221 bowtype = bow_normal;
344 petmode = pet_normal; 222 petmode = pet_normal;
345 listening = 10;
346 usekeys = containers; 223 usekeys = containers;
347 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
348 do_los = 1; 225 do_los = 1;
349 226
350 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
357 disconnect (); 234 disconnect ();
358 235
359 attachable::do_destroy (); 236 attachable::do_destroy ();
360 237
361 if (ob) 238 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy (); 239 ob->destroy ();
365 } 240
241 ob = observe = viewpoint = 0;
366} 242}
367 243
368player::~player () 244player::~player ()
369{ 245{
370 /* Clear item stack */ 246 /* Clear item stack */
371 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 }
372} 276}
373 277
374/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
375 * 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
376 * mode. 280 * mode.
378player * 282player *
379player::create () 283player::create ()
380{ 284{
381 player *pl = new player; 285 player *pl = new player;
382 286
383 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
384 288
385 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
386 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
387 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
388 292
389 set_first_map (pl->ob); 293 set_first_map (pl->ob);
390 294
391 return pl; 295 return pl;
392}
393
394/*
395 * get_player_archetype() return next player archetype from archetype
396 * list. Not very efficient routine, but used only creating new players.
397 * Note: there MUST be at least one player archetype!
398 */
399archetype *
400get_player_archetype (archetype *at)
401{
402 archetype *start = at;
403
404 for (;;)
405 {
406 if (at == NULL || at->next == NULL)
407 at = first_archetype;
408 else
409 at = at->next;
410
411 if (at->clone.type == PLAYER)
412 return at;
413
414 if (at == start)
415 {
416 LOG (llevError, "No Player archetypes\n");
417 exit (-1);
418 }
419 }
420} 296}
421 297
422object * 298object *
423get_nearest_player (object *mon) 299get_nearest_player (object *mon)
424{ 300{
427 unsigned lastdist; 303 unsigned lastdist;
428 rv_vector rv; 304 rv_vector rv;
429 305
430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
431 { 307 {
432 /* We should not find free objects on this friendly list, but it
433 * does periodically happen. Given that, lets deal with it.
434 * While unlikely, it is possible the next object on the friendly
435 * list is also free, so encapsulate this in a while loop.
436 */
437 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
438 {
439 object *tmp = ol->ob;
440
441 /* Can't do much more other than log the fact, because the object
442 * itself will have been cleared.
443 */
444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
446 ol = ol->next;
447 remove_friendly_object (tmp);
448 if (!ol)
449 return op;
450 }
451
452 /* Remove special check for player from this. First, it looks to cause
453 * some crashes (ol->ob->contr not set properly?), but secondly, a more
454 * complicated method of state checking would be needed in any case -
455 * as it was, a clever player could type quit, and the function would
456 * skip them over while waiting for confirmation. Remove
457 * on_same_map check, as can_detect_enemy also does this
458 */
459 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
460 continue; 309 continue;
461 310
462 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
463 { 312 {
525 */ 374 */
526int 375int
527path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
528{ 377{
529 rv_vector rv; 378 rv_vector rv;
530 sint16 x, y;
531 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;
532 maptile *m, *lastmap;
533 380
534 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
535 382
536 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
537 return 0; 384 return 0;
538 385
539 x = mon->x; 386 mapxy pos (mon);
540 y = mon->y;
541 m = mon->map;
542 dir = rv.direction; 387 dir = rv.direction;
543 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 */
544 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
545 390
546 /* 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. */
547 if (diff > max) 392 if (diff > max)
548 return 0; 393 return 0;
549 394
550 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
551 { 396 {
552 lastx = x; 397 mapxy lastpos = pos;
553 lasty = y;
554 lastmap = m;
555 x = lastx + freearr_x[dir];
556 y = lasty + freearr_y[dir];
557 398
558 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
559 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
560 400
561 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
562 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
563 && (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)))
564 { 405 {
565 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
566 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
567 */ 408 */
568 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
569 if (rv.direction != dir) 410 if (rv.direction != dir)
570 { 411 {
571 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
572 * the values so it will try again. 413 * the values so it will try again.
573 */ 414 */
574 x = lastx;
575 y = lasty;
576 m = lastmap; 415 pos = lastpos;
577 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
578 } 417 }
579 else 418 else
580 { 419 {
581 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
588 */ 427 */
589 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
590 { 429 {
591 if (i == 0) 430 if (i == 0)
592 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
593 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
594 * since the direction that the creature should move in 434 * since the direction that the creature should move in
595 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
596 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
597 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
599 * 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
600 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
601 * the last direction the creature has successfully 441 * the last direction the creature has successfully
602 * moved. 442 * moved.
603 */ 443 */
604
605 x = lastx + freearr_x[absdir (lastdir + i)];
606 y = lasty + freearr_y[absdir (lastdir + i)];
607 m = lastmap; 444 pos = lastpos;
608 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
609 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
610 continue; 448 continue;
611 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
612 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
613 continue; 453 continue;
614 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
615 continue; 456 continue;
616 457
617 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
618 break; 459 break;
619 } 460 }
461
620 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
621 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
622 */ 464 */
623 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
624 return 0; 466 return 0;
467
625 diff--; 468 diff--;
626 lastdir = dir; 469 lastdir = dir;
627 max--; 470 max--;
628 if (!firstdir) 471 if (!firstdir)
629 firstdir = dir + i; 472 firstdir = dir + i;
633 { 476 {
634 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
635 diff--; 478 diff--;
636 max--; 479 max--;
637 lastdir = dir; 480 lastdir = dir;
481
638 if (!firstdir) 482 if (!firstdir)
639 firstdir = dir; 483 firstdir = dir;
640 } 484 }
641 485
642 if (diff <= 1) 486 if (diff <= 1)
643 { 487 {
644 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
645 * headed toward player for entire distance. 489 * headed toward player for entire distance.
646 */ 490 */
647 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
648 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
649 } 493 }
650 494
651 if (diff > max) 495 if (diff > max)
652 return 0; 496 return 0;
658 502
659 return firstdir; 503 return firstdir;
660} 504}
661 505
662void 506void
663give_initial_items (object *pl, treasurelist * items) 507give_initial_items (object *pl, treasurelist *items)
664{ 508{
665 object *op, *next = NULL;
666
667 if (pl->randomitems != NULL) 509 if (pl->randomitems)
668 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 510 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
669 511
670 for (op = pl->inv; op; op = next) 512 for (object *next, *op = pl->inv; op; op = next)
671 { 513 {
672 next = op->below; 514 next = op->below;
673 515
674 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
675 * 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
676 */ 518 */
677 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
678 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
679 521
680 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
681 * by this player due to race restrictions 523 * by this player due to race restrictions
682 */ 524 */
683 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
684 { 526 {
685 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 527 if ((!pl->flag [FLAG_USE_ARMOUR]
528 &&
686 (op->type == ARMOUR || op->type == BOOTS || 529 (op->type == ARMOUR || op->type == BOOTS
687 op->type == CLOAK || op->type == HELMET || 530 || op->type == CLOAK || op->type == HELMET
688 op->type == SHIELD || op->type == GLOVES || 531 || op->type == SHIELD || op->type == GLOVES
689 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))
690 { 534 {
691 op->destroy (); 535 op->destroy ();
692 continue; 536 continue;
693 } 537 }
694 } 538 }
695 539
696 /* This really needs to be better - we should really give 540 /* Here we remove duplicated skills (as duplicated spell objects have
697 * a substitute spellbook. The problem is that we don't really 541 * _very_ confusing effects for players), which could for instance be
698 * have a good idea what to replace it with (need something like 542 * generated by bad treasurelists. - elmex
699 * a first level treasurelist for each skill.)
700 * remove duplicate skills also
701 */ 543 */
702 if (op->type == SPELLBOOK || op->type == SKILL) 544 if (op->type == SKILL)
703 { 545 {
704 object *tmp;
705
706 for (tmp = op->below; tmp; tmp = tmp->below) 546 for (object *tmp = op->below; tmp; tmp = tmp->below)
707 if (tmp->type == op->type && tmp->name == op->name) 547 if (tmp->type == op->type && tmp->name == op->name)
708 break;
709
710 if (tmp)
711 { 548 {
712 op->destroy (); 549 op->destroy ();
550 LOG (llevError,
713 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
714 continue; 552 break;
715 } 553 }
716 554
717 if (op->nrof > 1) 555 if (op->nrof > 1)
718 op->nrof = 1; 556 op->nrof = 1;
719 } 557 }
720 558
721 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
722 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
723 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
724 }
725 561
726 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
727 * 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
728 * merged properly. 564 * merged properly.
729 */ 565 */
730 if (need_identify (op)) 566 if (op->need_identify ())
731 {
732 SET_FLAG (op, FLAG_IDENTIFIED);
733 CLEAR_FLAG (op, FLAG_CURSED);
734 CLEAR_FLAG (op, FLAG_DAMNED);
735 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
736 if (op->type == SPELL) 573 if (op->type == SPELL)
737 { 574 {
738 op->destroy (); 575 op->destroy ();
739 continue; 576 continue;
740 } 577 }
741 else if (op->type == SKILL) 578 else if (op->type == SKILL)
742 { 579 {
743 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
744 op->stats.exp = 0; 581 op->stats.exp = 0;
745 op->level = 1; 582 op->level = 1;
746 } 583 }
747 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
748 else 585 op->set_flag (FLAG_INV_LOCKED);
749 SET_FLAG (op, FLAG_INV_LOCKED);
750 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
751 587
752 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
753 link_player_skills (pl); 589 pl->contr->link_skills ();
754} 590}
755 591
756void 592void
757get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
758{ 594{
768 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:");
769} 605}
770 606
771/* 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. */
772static int 608static int
773roll_stat (void) 609roll_stat ()
774{ 610{
775 int a[4], i, j, k; 611 int a[4], i, j, k;
776 612
777 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
778 a[i] = (int) rndm (6) + 1; 614 a[i] = (int) rndm (6) + 1;
859static void 695static void
860start_info (object *op) 696start_info (object *op)
861{ 697{
862 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
863 699
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868} 702}
869 703
870/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
875 */ 709 */
876void 710void
877player::chargen_race_done () 711player::chargen_race_done ()
878{ 712{
879 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
880 esrv_new_player (ob->contr, ob->weight + ob->carrying); 714 esrv_new_player (ob->contr);
881 715
882 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
883 if (tl) 717 if (tl)
884 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
885 719
886 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, ob->contr); 721 INVOKE_PLAYER (LOGIN, ob->contr);
889 ob->contr->ns->state = ST_PLAYING; 723 ob->contr->ns->state = ST_PLAYING;
890 724
891 if (ob->msg) 725 if (ob->msg)
892 ob->msg = 0; 726 ob->msg = 0;
893 727
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 {
898 char buf[MAX_BUF];
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900 make_path_to_file (buf);
901 }
902
903 start_info (ob); 728 start_info (ob);
904 CLEAR_FLAG (ob, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
905 give_initial_items (ob, ob->randomitems); 730 give_initial_items (ob, ob->randomitems);
906 link_player_skills (ob);
907 esrv_send_inventory (ob, ob); 731 esrv_send_inventory (ob, ob);
908 ob->update_stats (); 732 ob->update_stats ();
909 733
910 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
911 * is one for this race 735 * is one for this race
912 */ 736 */
913 if (*first_map_ext_path) 737 if (*first_map_ext_path)
914 { 738 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
915 object *tmp;
916 char mapname[MAX_BUF];
917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else 739 else
929 LOG (llevDebug, "first_map_ext_path not set\n"); 740 LOG (llevDebug, "first_map_ext_path not set\n");
930} 741}
931 742
932void 743void
942 int x = ob->x, y = ob->y; 753 int x = ob->x, y = ob->y;
943 754
944 ob->remove_statbonus (); 755 ob->remove_statbonus ();
945 ob->remove (); 756 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch); 757 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob); 758 ob->arch->copy_to (ob);
948 ob->instantiate (); 759 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats; 760 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name; 761 ob->name = ob->name_pl = name;
951 ob->x = x; 762 ob->x = x;
952 ob->y = y; 763 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */ 764 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0); 765 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name); 766 assign (ob->contr->title, ob->arch->object::name);
956 ob->add_statbonus (); 767 ob->add_statbonus ();
957 } 768 }
958 while (!allowed_class (ob)); 769 while (!allowed_class (ob));
959 770
960 update_object (ob, UP_OBJ_FACE); 771 update_object (ob, UP_OBJ_FACE);
963 ob->stats.hp = ob->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
964 ob->stats.sp = ob->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
965 ob->stats.grace = 0; 776 ob->stats.grace = 0;
966} 777}
967 778
968void 779static void
969flee_player (object *op) 780flee_player (object *op)
970{ 781{
971 int dir, diff; 782 int dir, diff;
972 rv_vector rv; 783 rv_vector rv;
973 784
974 if (op->stats.hp < 0) 785 if (op->stats.hp < 0)
975 { 786 {
976 LOG (llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
977 CLEAR_FLAG (op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
978 return; 789 return;
979 } 790 }
980 791
981 if (op->enemy == NULL) 792 if (!op->enemy)
982 { 793 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
985 return; 796 return;
986 } 797 }
987 798
988 /* Seen some crashes here. Since we don't store an 799 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
989 * op->enemy_count, it is possible that something destroys the
990 * actual enemy, and the object is recycled.
991 */
992 if (op->enemy->map == NULL)
993 { 800 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL; 801 op->enemy = NULL;
996 return; 802 op->clr_flag (FLAG_SCARED);
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 {
1001 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 return; 803 return;
1004 } 804 }
1005 805
1006 get_rangevector (op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
1007 807
1008 dir = absdir (4 + rv.direction); 808 dir = absdir (4 + rv.direction);
1009 for (diff = 0; diff < 3; diff++) 809 for (diff = 0; diff < 3; diff++)
1010 { 810 {
1011 int m = 1 - (RANDOM () & 2); 811 int m = 1 - rndm (2) * 2;
1012 812
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 813 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1014 return; 814 return;
1015 } 815 }
1016 816
1017 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
1019 op->enemy = NULL; 819 op->enemy = NULL;
1020} 820}
1021 821
1022/* check_pick sees if there is stuff to be picked up/picks up stuff. 822/* check_pick sees if there is stuff to be picked up/picks up stuff.
1023 * It returns 1 if the player should keep on moving, 0 if he should 823 * It returns 1 if the player should keep on moving, 0 if he should
1027check_pick (object *op) 827check_pick (object *op)
1028{ 828{
1029 object *tmp, *next; 829 object *tmp, *next;
1030 int stop = 0; 830 int stop = 0;
1031 int wvratio; 831 int wvratio;
1032 char putstring[128];
1033 832
1034 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
1035 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
1036 return 1; 835 return 1;
1037 836
1038 next = op->below; 837 next = op->below;
838
839 int cnt = MAX_ITEM_PER_ACTION;
840#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1039 841
1040 /* loop while there are items on the floor that are not marked as 842 /* loop while there are items on the floor that are not marked as
1041 * destroyed */ 843 * destroyed */
1042 while (next && !next->destroyed ()) 844 while (next && !next->destroyed ())
1043 { 845 {
1044 tmp = next; 846 tmp = next;
1045 next = tmp->below; 847 next = tmp->below;
1046 848
849 if (cnt <= 0)
850 {
851 op->failmsg ("Couldn't pickup all items at once.");
852 return 0;
853 }
854
1047 if (op->destroyed ()) 855 if (op->destroyed ())
1048 return 0; 856 return 0;
1049 857
1050 if (!can_pick (op, tmp)) 858 if (!can_pick (op, tmp))
1051 continue; 859 continue;
1052 860
1053 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 861 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1054 { 862 {
1055 if (item_matched_string (op, tmp, op->contr->search_str)) 863 if (item_matched_string (op, tmp, op->contr->search_str))
1056 pick_up (op, tmp); 864 CHK_PICK_PICKUP;
865
1057 continue; 866 continue;
1058 } 867 }
1059 868
1060 /* high not bit set? We're using the old autopickup model */ 869 /* pickup handling */
870 if (op->contr->mode & PU_DEBUG)
871 {
872 /* some debugging code to figure out item information */
873 const char *str = tmp->name
874 ? format ("item name: %s item type: %d weight/value: %d",
875 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
876 : format ("item name: %s item type: %d weight/value: %d",
877 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
878
879 new_draw_info (NDI_UNIQUE, 0, op, str);
880 }
881
882 if (op->contr->mode & PU_INHIBIT)
883 return 1;
884
885 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
886 return 1;
887
888 /* philosophy:
889 * It's easy to grab an item type from a pile, as long as it's
890 * generic. This takes no game-time. For more detailed pickups
891 * and selections, select-items should be used. This is a
892 * grab-as-you-run type mode that's really useful for arrows for
893 * example.
894 * The drawback: right now it has no frontend, so you need to
895 * stick the bits you want into a calculator in hex mode and then
896 * convert to decimal and then 'pickup <#>
897 */
898
899 /* the first two modes are exclusive: if NOTHING we return, if
900 * STOP then we stop. All the rest are applied sequentially,
901 * meaning if any test passes, the item gets picked up. */
902
903 /* if mode is set to pick nothing up, return */
904 if (op->contr->mode == PU_NOTHING)
905 return 1;
906
907 /* if mode is set to stop when encountering objects, return */
908 /* take STOP before INHIBIT since it doesn't actually pick
909 * anything up */
910 if (op->contr->mode & PU_STOP)
911 return 0;
912
913 /* useful for going into stores and not losing your settings... */
914 /* and for battles wher you don't want to get loaded down while
915 * fighting */
916 if (op->contr->mode & PU_INHIBIT)
917 return 1;
918
919 /* prevent us from turning into auto-thieves :) */
920 if (tmp->flag [FLAG_UNPAID])
921 continue;
922
923 /* ignore known cursed objects */
924 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
925 continue;
926
927 /* all food and drink if desired */
928 /* question: don't pick up known-poisonous stuff? */
1061 if (!(op->contr->mode & PU_NEWMODE)) 929 if (op->contr->mode & PU_FOOD)
930 if (tmp->type == FOOD)
1062 { 931 {
1063 switch (op->contr->mode) 932 CHK_PICK_PICKUP;
933 continue;
934 }
935
936 if (op->contr->mode & PU_DRINK)
937 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
938 {
939 CHK_PICK_PICKUP;
940 continue;
941 }
942
943 if (op->contr->mode & PU_POTION)
944 if (tmp->type == POTION)
945 {
946 CHK_PICK_PICKUP;
947 continue;
948 }
949
950 /* spellbooks, skillscrolls and normal books/scrolls */
951 if (op->contr->mode & PU_SPELLBOOK)
952 if (tmp->type == SPELLBOOK)
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 if (op->contr->mode & PU_SKILLSCROLL)
959 if (tmp->type == SKILLSCROLL)
960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
965 if (op->contr->mode & PU_READABLES)
966 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
967 {
968 CHK_PICK_PICKUP;
969 continue;
970 }
971
972 /* wands/staves/rods/horns */
973 if (op->contr->mode & PU_MAGIC_DEVICE)
974 if (tmp->type == WAND
975 || tmp->type == ROD
976 || tmp->type == HORN
977 || tmp->type == POWER_CRYSTAL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* pick up all magical items */
984 if (op->contr->mode & PU_MAGICAL)
985 if (tmp->flag [FLAG_KNOWN_MAGICAL]
986 && !tmp->flag [FLAG_KNOWN_CURSED])
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_VALUABLES)
993 {
994 if (tmp->type == MONEY || tmp->type == GEM)
1064 { 995 {
1065 case 0: 996 CHK_PICK_PICKUP;
1066 return 1; /* don't pick up */ 997 continue;
1067 case 1:
1068 pick_up (op, tmp);
1069 return 1;
1070 case 2:
1071 pick_up (op, tmp);
1072 return 0;
1073 case 3:
1074 return 0; /* stop before pickup */
1075 case 4:
1076 pick_up (op, tmp);
1077 break;
1078 case 5:
1079 pick_up (op, tmp);
1080 stop = 1;
1081 break;
1082 case 6:
1083 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1084 pick_up (op, tmp);
1085 break;
1086
1087 case 7:
1088 if (tmp->type == MONEY || tmp->type == GEM)
1089 pick_up (op, tmp);
1090 break;
1091
1092 default:
1093 /* use value density */
1094 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1095 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1096 pick_up (op, tmp);
1097 } 998 }
1098 } 999 }
1099 else 1000
1100 { /* old model */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1101 /* NEW pickup handling */
1102 if (op->contr->mode & PU_DEBUG) 1002 if (op->contr->mode & PU_JEWELS)
1003 if (tmp->type == RING
1004 || tmp->type == AMULET
1005 || tmp->type == GIRDLE
1006 || tmp->type == SKILL_TOOL)
1103 { 1007 {
1104 /* some debugging code to figure out item information */ 1008 CHK_PICK_PICKUP;
1105 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 }
1114
1115 /* philosophy:
1116 * It's easy to grab an item type from a pile, as long as it's
1117 * generic. This takes no game-time. For more detailed pickups
1118 * and selections, select-items should be used. This is a
1119 * grab-as-you-run type mode that's really useful for arrows for
1120 * example.
1121 * The drawback: right now it has no frontend, so you need to
1122 * stick the bits you want into a calculator in hex mode and then
1123 * convert to decimal and then 'pickup <#>
1124 */
1125
1126 /* the first two modes are exclusive: if NOTHING we return, if
1127 * STOP then we stop. All the rest are applied sequentially,
1128 * meaning if any test passes, the item gets picked up. */
1129
1130 /* if mode is set to pick nothing up, return */
1131
1132 if (op->contr->mode & PU_NOTHING)
1133 return 1;
1134
1135 /* if mode is set to stop when encountering objects, return */
1136 /* take STOP before INHIBIT since it doesn't actually pick
1137 * anything up */
1138
1139 if (op->contr->mode & PU_STOP)
1140 return 0;
1141
1142 /* useful for going into stores and not losing your settings... */
1143 /* and for battles wher you don't want to get loaded down while
1144 * fighting */
1145 if (op->contr->mode & PU_INHIBIT)
1146 return 1;
1147
1148 /* prevent us from turning into auto-thieves :) */
1149 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150 continue; 1009 continue;
1010 }
1151 1011
1152 /* ignore known cursed objects */ 1012 /* we don't forget dragon food */
1153 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1013 if (op->contr->mode & PU_FLESH)
1014 if (tmp->type == FLESH)
1015 {
1016 CHK_PICK_PICKUP;
1154 continue; 1017 continue;
1018 }
1155 1019
1156 /* all food and drink if desired */ 1020 /* bows and arrows. Bows are good for selling! */
1157 /* question: don't pick up known-poisonous stuff? */ 1021 if (op->contr->mode & PU_BOW)
1022 if (tmp->type == BOW)
1023 {
1024 CHK_PICK_PICKUP;
1025 continue;
1026 }
1027
1028 if (op->contr->mode & PU_ARROW)
1029 if (tmp->type == ARROW)
1030 {
1031 CHK_PICK_PICKUP;
1032 continue;
1033 }
1034
1035 /* all kinds of armor etc. */
1036 if (op->contr->mode & PU_ARMOUR)
1037 if (tmp->type == ARMOUR)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 if (op->contr->mode & PU_HELMET)
1044 if (tmp->type == HELMET)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1050 if (op->contr->mode & PU_SHIELD)
1051 if (tmp->type == SHIELD)
1052 {
1053 CHK_PICK_PICKUP;
1054 continue;
1055 }
1056
1158 if (op->contr->mode & PU_FOOD) 1057 if (op->contr->mode & PU_BOOTS)
1159 if (tmp->type == FOOD) 1058 if (tmp->type == BOOTS)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_GLOVES)
1065 if (tmp->type == GLOVES || tmp->type == BRACERS)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1071 if (op->contr->mode & PU_CLOAK)
1072 if (tmp->type == CLOAK)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1078 /* hoping to catch throwing daggers here */
1079 if (op->contr->mode & PU_MISSILEWEAPON)
1080 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 /* careful: chairs and tables are weapons! */
1087 if (op->contr->mode & PU_ALLWEAPON)
1088 {
1089 if (tmp->type == WEAPON)
1090 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1160 { 1091 {
1161 pick_up (op, tmp); 1092 CHK_PICK_PICKUP;
1162 continue; 1093 continue;
1163 } 1094 }
1095 }
1164 1096
1097 /* misc stuff that's useful */
1165 if (op->contr->mode & PU_DRINK) 1098 if (op->contr->mode & PU_KEY)
1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1099 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1167 { 1100 {
1168 pick_up (op, tmp); 1101 CHK_PICK_PICKUP;
1169 continue; 1102 continue;
1170 } 1103 }
1171 1104
1105 /* any of the last 4 bits set means we use the ratio for value
1106 * pickups */
1172 if (op->contr->mode & PU_POTION) 1107 if (op->contr->mode & PU_RATIO)
1173 if (tmp->type == POTION) 1108 {
1109 /* use value density to decide what else to grab */
1110 /* >=7 was >= op->contr->mode */
1111 /* >=7 is the old standard setting. Now we take the last 4 bits
1174 { 1112 */
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 /* spellbooks, skillscrolls and normal books/scrolls */
1180 if (op->contr->mode & PU_SPELLBOOK)
1181 if (tmp->type == SPELLBOOK)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SKILLSCROLL)
1188 if (tmp->type == SKILLSCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 /* wands/staves/rods/horns */
1202 if (op->contr->mode & PU_MAGIC_DEVICE)
1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* pick up all magical items */
1210 if (op->contr->mode & PU_MAGICAL) 1113 wvratio = op->contr->mode & PU_RATIO;
1211 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1114 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_VALUABLES)
1218 { 1115 {
1219 if (tmp->type == MONEY || tmp->type == GEM) 1116#if 0
1117 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1118 if (tmp->name != NULL)
1220 { 1119 {
1221 pick_up (op, tmp); 1120 fprintf (stderr, "%s", tmp->name);
1222 continue;
1223 } 1121 }
1224 }
1225
1226 /* rings & amulets - talismans seems to be typed AMULET */
1227 if (op->contr->mode & PU_JEWELS)
1228 if (tmp->type == RING || tmp->type == AMULET)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* bows and arrows. Bows are good for selling! */
1243 if (op->contr->mode & PU_BOW)
1244 if (tmp->type == BOW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_ARROW)
1251 if (tmp->type == ARROW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* all kinds of armor etc. */
1258 if (op->contr->mode & PU_ARMOUR)
1259 if (tmp->type == ARMOUR)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_HELMET)
1266 if (tmp->type == HELMET)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_SHIELD)
1273 if (tmp->type == SHIELD)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_BOOTS)
1280 if (tmp->type == BOOTS)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_GLOVES)
1287 if (tmp->type == GLOVES)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_CLOAK)
1294 if (tmp->type == CLOAK)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 /* hoping to catch throwing daggers here */
1301 if (op->contr->mode & PU_MISSILEWEAPON)
1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON)
1310 {
1311 if (tmp->type == WEAPON && tmp->name != NULL)
1312 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319 }
1320
1321 if (tmp->type == WEAPON && tmp->name == NULL)
1322 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329 }
1330
1331 /* misc stuff that's useful */
1332 if (op->contr->mode & PU_KEY)
1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 /* any of the last 4 bits set means we use the ratio for value
1340 * pickups */
1341 if (op->contr->mode & PU_RATIO)
1342 {
1343 /* use value density to decide what else to grab */
1344 /* >=7 was >= op->contr->mode */
1345 /* >=7 is the old standard setting. Now we take the last 4 bits
1346 * and multiply them by 5, giving 0..15*5== 5..75 */
1347 wvratio = (op->contr->mode & PU_RATIO) * 5;
1348 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1349 {
1350 pick_up (op, tmp);
1351#if 0
1352 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1353 if (tmp->name != NULL)
1354 {
1355 fprintf (stderr, "%s", tmp->name);
1356 }
1357 else 1122 else
1358 fprintf (stderr, "%s", tmp->arch->name); 1123 fprintf (stderr, "%s", tmp->arch->archname);
1359 fprintf (stderr, ",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1360 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1125 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1361#endif 1126#endif
1127 CHK_PICK_PICKUP;
1362 continue; 1128 continue;
1363 }
1364 } 1129 }
1365 } /* the new pickup model */ 1130 } /* the new pickup model */
1366 } 1131 }
1367 1132
1368 return !stop; 1133 return !stop;
1134}
1135
1136/* routine for both players and monsters. We call this when
1137 * there is a possibility for our action distrubing our hiding
1138 * place or invisiblity spell. Artefact invisiblity causes
1139 * "noise" instead. If we arent invisible to begin with, we
1140 * return 0.
1141 */
1142static int
1143action_makes_visible (object *op)
1144{
1145 if (op->invisible && op->flag [FLAG_ALIVE])
1146 {
1147 if (op->flag [FLAG_MAKE_INVIS])
1148 {
1149 // artefact invisibility is permanent, but we still make noise
1150 // this is important for game-balance.
1151 if (op->contr)
1152 op->make_noise ();
1153
1154 return 0;
1155 }
1156
1157 if (op->contr && op->contr->tmp_invis == 0)
1158 return 0;
1159
1160 /* If monsters, they should become visible */
1161 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1162 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1164 return 1;
1165 }
1166 }
1167
1168 return 0;
1369} 1169}
1370 1170
1371/* 1171/*
1372 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1373 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1374 * found object is returned. 1174 * found object is returned.
1375 */ 1175 */
1376object * 1176static object *
1377find_arrow (object *op, const char *type) 1177find_arrow (object *op, const char *type)
1378{ 1178{
1379 object *tmp = 0;
1380
1381 for (op = op->inv; op; op = op->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1383 tmp = find_arrow (op, type);
1384 else if (op->type == ARROW && op->race == type) 1180 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1181 return splay (tmp);
1182
1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1184 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1185 if (object *arrow = find_arrow (tmp, type))
1186 {
1187 splay (tmp);
1385 return op; 1188 return arrow;
1189 }
1386 1190
1387 return tmp; 1191 return 0;
1388} 1192}
1389 1193
1390/* 1194/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1195 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test 1196 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down 1197 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow. 1198 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1199 */
1396object * 1200static object *
1397find_better_arrow (object *op, object *target, const char *type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1398{ 1202{
1399 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1400 int attacknum, attacktype, betterby = 0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1401 1205
1402 if (!type) 1206 if (!type)
1403 return NULL; 1207 return NULL;
1404 1208
1405 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1406 { 1210 {
1407 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1408 { 1212 {
1409 i = 0; 1213 i = 0;
1410 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1215
1411 if (i > betterby) 1216 if (i > betterby)
1412 { 1217 {
1413 tmp = ntmp; 1218 tmp = ntmp;
1414 betterby = i; 1219 betterby = i;
1415 } 1220 }
1416 } 1221 }
1417 else if (arrow->type == ARROW && arrow->race == type) 1222 else if (arrow->type == ARROW && arrow->race == type)
1418 { 1223 {
1419 /* allways prefer assasination/slaying */ 1224 /* allways prefer assasination/slaying */
1420 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1225 if (target->race && arrow->slaying.contains (target->race))
1421 { 1226 {
1422 if (arrow->attacktype & AT_DEATH) 1227 if (arrow->attacktype & AT_DEATH)
1423 { 1228 {
1424 *better = 100; 1229 *better = 100;
1425 return arrow; 1230 return arrow;
1433 else 1238 else
1434 { 1239 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1240 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 { 1241 {
1437 attacktype = 1 << attacknum; 1242 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1243 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1439 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1244 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1440 { 1245 {
1441 tmp = arrow; 1246 tmp = arrow;
1442 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1247 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1443 } 1248 }
1444 } 1249 }
1250
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1251 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1252 {
1447 tmp = arrow; 1253 tmp = arrow;
1448 betterby = 2 + arrow->magic + arrow->stats.dam; 1254 betterby = 2 + arrow->magic + arrow->stats.dam;
1449 } 1255 }
1256
1450 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1257 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1451 { 1258 {
1452 tmp = arrow; 1259 tmp = arrow;
1453 betterby = 1 + arrow->magic + arrow->stats.dam; 1260 betterby = 1 + arrow->magic + arrow->stats.dam;
1454 } 1261 }
1455 } 1262 }
1456 } 1263 }
1457 } 1264 }
1265
1458 if (tmp == NULL && arrow == NULL) 1266 if (tmp == NULL && arrow == NULL)
1459 return find_arrow (op, type); 1267 return find_arrow (op, type);
1460 1268
1461 *better = betterby; 1269 *better = betterby;
1462 return tmp; 1270 return tmp;
1466 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1467 * op = the shooter 1275 * op = the shooter
1468 * type = bow->race 1276 * type = bow->race
1469 * dir = fire direction 1277 * dir = fire direction
1470 */ 1278 */
1471object * 1279static object *
1472pick_arrow_target (object *op, const char *type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1473{ 1281{
1474 object *tmp = NULL; 1282 object *tmp = NULL;
1475 maptile *m; 1283 maptile *m;
1476 int i, mflags, found, number; 1284 int i, mflags, found, number;
1477 sint16 x, y; 1285 sint16 x, y;
1492 for (i = 0, found = 0; i < 20; i++) 1300 for (i = 0, found = 0; i < 20; i++)
1493 { 1301 {
1494 x += freearr_x[dir]; 1302 x += freearr_x[dir];
1495 y += freearr_y[dir]; 1303 y += freearr_y[dir];
1496 mflags = get_map_flags (m, &m, x, y, &x, &y); 1304 mflags = get_map_flags (m, &m, x, y, &x, &y);
1305
1497 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1306 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1498 { 1307 {
1499 tmp = NULL; 1308 tmp = 0;
1500 break; 1309 break;
1501 } 1310 }
1502 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1311 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1503 { 1312 {
1504 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1313 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1505 * perhaps a bad assumption. 1314 * perhaps a bad assumption.
1506 */ 1315 */
1507 tmp = NULL; 1316 tmp = 0;
1508 break; 1317 break;
1509 } 1318 }
1319
1510 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1511 {
1512 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1321 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1513 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1514 {
1515 found++;
1516 break;
1517 }
1518 if (found)
1519 break; 1323 break;
1520 }
1521 } 1324 }
1522 if (tmp == NULL) 1325
1326 if (!tmp)
1523 return find_arrow (op, type); 1327 return find_arrow (op, type);
1524 1328
1525 if (tmp->head) 1329 if (tmp->head)
1526 tmp = tmp->head; 1330 tmp = tmp->head;
1527 1331
1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1371 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1568 return 0; 1372 return 0;
1569 } 1373 }
1570 1374
1571 // 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
1572 if (bow->below) 1376 splay (bow);
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1578 } 1377 }
1579 1378
1580 if (!bow->race || !bow->skill) 1379 if (!bow->race || !bow->skill)
1581 { 1380 {
1582 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);
1589 { 1388 {
1590 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1591 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);
1592 /* 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 */
1593 else 1392 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1595 1394
1596 return 0; 1395 return 0;
1597 } 1396 }
1598 } 1397 }
1599 1398
1608 } 1407 }
1609 1408
1610 /* this should not happen, but sometimes does */ 1409 /* this should not happen, but sometimes does */
1611 if (arrow->nrof == 0) 1410 if (arrow->nrof == 0)
1612 { 1411 {
1412 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1613 arrow->destroy (); 1413 arrow->destroy ();
1614 return 0; 1414 return 0;
1615 } 1415 }
1616 1416
1617 left = arrow; /* these are arrows left to the player */ 1417 left = arrow; /* these are arrows left to the player */
1618 arrow = get_split_ob (arrow, 1); 1418 arrow = arrow->split ();
1619 if (!arrow) 1419 if (!arrow)
1620 { 1420 {
1621 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);
1622 return 0; 1422 return 0;
1623 } 1423 }
1627 arrow->direction = dir; 1427 arrow->direction = dir;
1628 1428
1629 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 */
1630 arrow->stats.hp = arrow->stats.dam; 1430 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype; 1431 arrow->stats.grace = arrow->attacktype;
1632 1432 arrow->custom_name = arrow->slaying;
1633 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying);
1635 1433
1636#if 0 1434#if 0
1637 if (player *pl = op->contr) 1435 if (player *pl = op->contr)
1638 { 1436 {
1639 float speed = pl->weapon_sp; 1437 float speed = pl->weapon_sp;
1685 1483
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1484 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1485 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1486 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1487
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1488 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1489 m->insert (arrow, sx, sy, op);
1692 1490
1693 if (!arrow->destroyed ()) 1491 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1492 move_arrow (arrow);
1695
1696 if (op->type == PLAYER)
1697 {
1698 if (left->destroyed ())
1699 esrv_del_item (op->contr, left->count);
1700 else
1701 esrv_send_item (op, left);
1702 }
1703 1493
1704 return 1; 1494 return 1;
1705} 1495}
1706 1496
1707/* Special fire code for players - this takes into 1497/* Special fire code for players - this takes into
1709 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1710 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1711 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1712 * hence the function name. 1502 * hence the function name.
1713 */ 1503 */
1714int 1504static int
1715player_fire_bow (object *op, int dir) 1505player_fire_bow (object *op, int dir)
1716{ 1506{
1717 int ret = 0, wcmod = 0; 1507 int ret;
1718 1508
1719 if (op->contr->bowtype == bow_bestarrow) 1509 if (op->contr->bowtype == bow_bestarrow)
1720 { 1510 {
1721 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);
1722 } 1512 }
1723 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)
1724 { 1514 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1515 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1726 wcmod = -1;
1727
1728 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);
1729 } 1517 }
1730 else if (op->contr->bowtype == bow_threewide) 1518 else if (op->contr->bowtype == bow_threewide)
1731 { 1519 {
1732 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);
1733 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)]);
1734 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)]);
1735 } 1523 }
1736 else if (op->contr->bowtype == bow_spreadshot) 1524 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1525 {
1738 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);
1739 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);
1740 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);
1741 } 1529 }
1742 else 1530 else
1743 { 1531 {
1749} 1537}
1750 1538
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1753 */ 1541 */
1754void 1542static void
1755fire_misc_object (object *op, int dir) 1543fire_misc_object (object *op, int dir)
1756{ 1544{
1757 object *item = op->contr->ranged_ob; 1545 object *item = op->contr->ranged_ob;
1758 1546
1759 if (!item) 1547 if (!item)
1766 { 1554 {
1767 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1768 return; 1556 return;
1769 } 1557 }
1770 1558
1771 if (!op->change_weapon (item)) 1559 if (!op->apply (item))
1772 return; 1560 return;
1773 1561
1774 if (item->type == WAND) 1562 if (item->type == WAND)
1775 { 1563 {
1776 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1777 { 1565 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1566 op->contr->play_sound (sound_find ("wand_poof"));
1779 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));
1780 1568
1781 return; 1569 return;
1782 } 1570 }
1783 } 1571 }
1784 else if (item->type == ROD || item->type == HORN) 1572 else if (item->type == ROD || item->type == HORN)
1785 { 1573 {
1786 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))
1787 { 1579 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1789 1581
1790 if (item->type == ROD) 1582 if (item->type == ROD)
1791 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));
1792 else 1584 else
1793 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));
1796 } 1588 }
1797 } 1589 }
1798 1590
1799 if (cast_spell (op, item, dir, item->inv, NULL)) 1591 if (cast_spell (op, item, dir, item->inv, NULL))
1800 { 1592 {
1801 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
1802 if (item->type == WAND) 1595 if (item->type == WAND)
1803 { 1596 {
1804 if (!(--item->stats.food)) 1597 if (!(--item->stats.food))
1805 { 1598 {
1806 object *tmp; 1599 object *tmp;
1807 1600
1808 if (item->arch) 1601 if (item->arch)
1809 { 1602 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1811 item->face = item->arch->clone.face; 1604 item->face = item->arch->face;
1812 item->set_speed (0); 1605 item->set_speed (0);
1813 } 1606 }
1814 1607
1815 if ((tmp = item->in_player ())) 1608 if (object *pl = item->visible_to ())
1816 esrv_update_item (UPD_ANIM, tmp, item); 1609 esrv_update_item (UPD_ANIM, pl, item);
1817 } 1610 }
1818 } 1611 }
1819 else if (item->type == ROD || item->type == HORN) 1612 else if (item->type == ROD || item->type == HORN)
1820 drain_rod_charge (item); 1613 drain_rod_charge (item);
1821 } 1614 }
1822} 1615}
1823 1616
1824/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1825 */ 1618 */
1826bool 1619bool
1827fire (object *op, int dir) 1620fire (object *who, int dir)
1828{ 1621{
1829 int spellcost = 0; 1622 int spellcost = 0;
1830 1623
1831 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible (op))
1833 make_visible (op);
1834
1835 player *pl = op->contr; 1624 player *pl = who->contr;
1836 1625
1837 if (pl->golem) 1626 if (pl->golem)
1838 { 1627 {
1839 control_golem (op->contr->golem, dir); 1628 control_golem (who->contr->golem, dir);
1840 return false; 1629 return false;
1841 } 1630 }
1842 1631
1843 object *ob = pl->ranged_ob; 1632 object *ob = pl->ranged_ob;
1844 1633
1845 if (!ob) 1634 if (!ob)
1846 return false; 1635 return false;
1847 1636
1848 if (!op->change_weapon (ob))
1849 return false;
1850
1851 if (op->speed_left > 0.f) 1637 if (who->speed_left > 0.f)
1852 --op->speed_left; 1638 --who->speed_left;
1853 else 1639 else
1854 return false; 1640 return false;
1855 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
1856 switch (ob->type) 1649 switch (ob->type)
1857 { 1650 {
1858 case BOW: 1651 case BOW:
1859 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1860 break; 1653 break;
1861 1654
1862 case SPELL: 1655 case SPELL:
1863 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);
1864 break; 1657 break;
1865 1658
1866 case BUILDER: 1659 case BUILDER:
1867 apply_map_builder (op, dir); 1660 apply_map_builder (who, dir);
1868 break; 1661 break;
1869 1662
1870 case SKILL: 1663 case SKILL:
1871 do_skill (op, op, ob, dir, 0); 1664 do_skill (who, who, ob, dir, 0);
1872 break; 1665 break;
1873 1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1874 default: 1671 default:
1875 fire_misc_object (op, dir); 1672 fire_misc_object (who, dir);
1876 break; 1673 break;
1877 } 1674 }
1878 1675
1879 return true; 1676 return true;
1880} 1677}
1881 1678
1882/* find_key 1679static object *
1883 * We try to find a key for the door as passed. If we find a key
1884 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic
1886 * for both is the same - just the specific key is different.
1887 * pl is the player,
1888 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers.
1891 */
1892object *
1893find_key (object *pl, object *container, object *door) 1680find_key_ (object *pl, object *container, object *door)
1894{ 1681{
1895 object *tmp, *key; 1682 object *tmp, *key;
1896 1683
1897 /* Should not happen, but sanity checking is never bad */ 1684 /* Should not happen, but sanity checking is never bad */
1898 if (!container->inv) 1685 if (!container->inv)
1901 /* 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 */
1902 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 { 1690 {
1904 if (door->type == DOOR && tmp->type == KEY) 1691 if (door->type == DOOR && tmp->type == KEY)
1905 break; 1692 break;
1693
1906 /* For sanity, we should really check door type, but other stuff 1694 /* For sanity, we should really check door type, but other stuff
1907 * (like containers) can be locked with special keys 1695 * (like containers) can be locked with special keys
1908 */ 1696 */
1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1697 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1910 break; 1698 break;
1916 * a key, return 1704 * a key, return
1917 */ 1705 */
1918 if (!tmp) 1706 if (!tmp)
1919 { 1707 {
1920 for (tmp = container->inv; tmp; tmp = tmp->below) 1708 for (tmp = container->inv; tmp; tmp = tmp->below)
1921 {
1922 /* No reason to search empty containers */ 1709 /* No reason to search empty containers */
1923 if (tmp->type == CONTAINER && tmp->inv) 1710 if (tmp->type == CONTAINER && tmp->inv)
1924 {
1925 if ((key = find_key (pl, tmp, door))) 1711 if ((key = find_key_ (pl, tmp, door)))
1926 return key; 1712 return key;
1927 }
1928 }
1929 1713
1930 if (!tmp) 1714 if (!tmp)
1931 return NULL; 1715 return 0;
1932 } 1716 }
1933 1717
1934 /* 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,
1935 * see if we actually want to use it 1719 * see if we actually want to use it
1936 */ 1720 */
1937 if (pl != container) 1721 if (pl != container)
1938 { 1722 {
1939 /* Only let players use keys in containers */ 1723 /* Only let players use keys in containers */
1940 if (!pl->contr) 1724 if (!pl->contr)
1941 return NULL; 1725 return 0;
1726
1942 /* cases where this fails: 1727 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1728 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1729 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1730 * If the container is not active, return now since only active
1946 * containers can be used. 1731 * containers can be used.
1950 * inv must have been an container and must have been active. 1735 * inv must have been an container and must have been active.
1951 * 1736 *
1952 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1953 * all the others. 1738 * all the others.
1954 */ 1739 */
1955 if (pl->contr->usekeys == key_inventory || 1740 if (pl->contr->usekeys == key_inventory
1956 !QUERY_FLAG (container, FLAG_APPLIED) || 1741 || !container->flag [FLAG_APPLIED]
1957 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1958 { 1743 {
1959 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1960 "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));
1961 return NULL; 1746 return NULL;
1962 } 1747 }
1963 } 1748 }
1964 1749
1965 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);
1966} 1776}
1967 1777
1968/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1969 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1970 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1982 /* If we found a key, do some extra work */ 1792 /* If we found a key, do some extra work */
1983 if (key) 1793 if (key)
1984 { 1794 {
1985 object *container = key->env; 1795 object *container = key->env;
1986 1796
1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
1989 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
1990 make_visible (op); 1798 make_visible (op);
1991 1799
1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1800 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 spring_trap (door->inv, op); 1801 spring_trap (door->inv, op);
1994 1802
1995 if (door->type == DOOR) 1803 if (door->type == DOOR)
1996 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 */
1997 else if (door->type == LOCKED_DOOR) 1805 else if (door->type == LOCKED_DOOR)
1998 { 1806 {
1999 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);
2000 remove_door2 (door); /* remove door without violence ;-) */ 1808 remove_door2 (door); /* remove door without violence ;-) */
2001 } 1809 }
2002 1810
2003 /* Do this after we print the message */ 1811 /* Do this after we print the message */
2004 decrease_ob (key); /* Use up one of the keys */ 1812 key->decrease (); /* Use up one of the keys */
2005 /* Need to update the weight the container the key was in */
2006 if (container != op)
2007 esrv_update_item (UPD_WEIGHT, op, container);
2008 1813
2009 return 1; /* Nothing more to do below */ 1814 return 1; /* Nothing more to do below */
2010 } 1815 }
2011 else if (door->type == LOCKED_DOOR) 1816 else if (door->type == LOCKED_DOOR)
2012 { 1817 {
2013 /* Might as well return now - no other way to open this */ 1818 /* Might as well return now - no other way to open this */
2014 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...");
2015 return 1; 1820 return 1;
2016 } 1821 }
2017 1822
2018 return 0; 1823 return 0;
2019} 1824}
2025 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
2026 */ 1831 */
2027bool 1832bool
2028move_player_attack (object *op, int dir) 1833move_player_attack (object *op, int dir)
2029{ 1834{
2030 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 }
2031 1840
2032 sint16 nx = freearr_x[dir] + op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
2033 sint16 ny = freearr_y[dir] + op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
2034 1843
2035 on_battleground = op_on_battleground (op, 0, 0);
2036
2037 if (out_of_map (op->map, nx, ny)) 1844 if (out_of_map (op->map, nx, ny))
2038 return false; 1845 return false;
2039
2040 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2041 {
2042 --op->speed_left;
2043 return true;
2044 }
2045 1846
2046 /* 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
2047 * 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
2048 * 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
2049 * player. This is a pretty nasty hack, because if we could 1850 * player. This is a pretty nasty hack, because if we could
2096 */ 1897 */
2097 if (op->type == PLAYER 1898 if (op->type == PLAYER
2098 && ((mon->owner && mon->owner->contr 1899 && ((mon->owner && mon->owner->contr
2099 && same_party (mon->owner->contr->party, op->contr->party)) 1900 && same_party (mon->owner->contr->party, op->contr->party))
2100 || mon->owner == op) 1901 || mon->owner == op)
2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2102 { 1903 {
2103 /* 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 */
2104 if (op->contr->braced) 1905 if (op->contr->braced)
2105 return false; 1906 return false;
2106 1907
2107 if (op->speed_left > 0.f) 1908 if (op->speed_left > 0.f)
2108 { 1909 {
2109 --op->speed_left; 1910 --op->speed_left;
2110 1911
2111 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1912 op->play_sound (sound_find ("push_player"));
2112 push_ob (mon, dir, op); 1913 push_ob (mon, dir, op);
2113 1914
2114 if (op->contr->tmp_invis || op->hide) 1915 if (action_makes_visible (op))
2115 make_visible (op); 1916 make_visible (op);
2116 1917
2117 return true; 1918 return true;
2118 } 1919 }
2119 else 1920 else
2120 return false; 1921 return false;
2121 } 1922 }
1923
1924 bool on_battleground = op_on_battleground (op, 0, 0);
2122 1925
2123 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
2125 * 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
2126 * attack them either. 1929 * attack them either.
2127 */ 1930 */
2128 if ((mon->type == PLAYER || mon->enemy != op) 1931 if ((mon->type == PLAYER || mon->enemy != op)
2129 && (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])
2130 && ((op->contr->peaceful 1933 && ((op->contr->peaceful
2131 || (mon->type == PLAYER && mon->contr->peaceful)) 1934 || (mon->type == PLAYER && mon->contr->peaceful))
2132 && !on_battleground)) 1935 && !on_battleground))
2133 { 1936 {
2134 if (op->speed_left > 0.f) 1937 if (op->speed_left > 0.f)
2135 { 1938 {
2136 --op->speed_left; 1939 --op->speed_left;
2137 1940
2138 if (!op->contr->braced) 1941 if (!op->contr->braced)
2139 { 1942 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1943 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 1944 push_ob (mon, dir, op);
2142 } 1945 }
2143 else 1946 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 1947 op->statusmsg ("You withhold your attack");
2145 1948
2146 if (op->contr->tmp_invis || op->hide) 1949 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 1950 make_visible (op);
2148 1951
2149 return true; 1952 return true;
2150 } 1953 }
2151 } 1954 }
2152 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
2153 * 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.
2154 */ 1957 */
2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2156 { 1959 {
2157 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
2158 { 1961 {
2159 --op->speed_left; 1962 --op->speed_left;
2160 1963
2169 * 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
2170 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
2171 * 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
2172 * 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.
2173 */ 1976 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2175 ((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)))
2176 { 1979 {
2177 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])
2178 { 1981 {
2179 --op->contr->weapon_sp_left; 1982 --op->contr->weapon_sp_left;
2191} 1994}
2192 1995
2193bool 1996bool
2194move_player (object *op, int dir) 1997move_player (object *op, int dir)
2195{ 1998{
2196 int pick;
2197
2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2199 return 0; 2000 return 0;
2200 2001
2201 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
2202 if ((dir < 0) || (dir >= 9)) 2003 if (dir < 0 || dir > 8)
2203 { 2004 {
2204 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2205 return 0; 2006 return 0;
2206 } 2007 }
2207 2008
2208 /* peterm: added following line */ 2009 /* peterm: added following line */
2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
2210 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2211 2012
2212 op->facing = dir; 2013 op->facing = dir;
2213 2014
2214 if (op->hide) 2015 if (op->flag [FLAG_HIDDEN])
2215 do_hidden_move (op); 2016 do_hidden_move (op);
2216 2017
2217 bool retval; 2018 bool retval;
2019 int pick = 0;
2218 2020
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 retval = RESULT_INT (0); 2022 retval = RESULT_INT (0);
2221 else if (op->contr->fire_on) 2023 else if (op->contr->fire_on)
2222 retval = fire (op, dir); 2024 retval = fire (op, dir);
2253 * players. 2055 * players.
2254 */ 2056 */
2255bool 2057bool
2256handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2257{ 2059{
2258 if (QUERY_FLAG (op, FLAG_SCARED)) 2060 if (op->flag [FLAG_SCARED])
2259 { 2061 {
2260 if (op->speed_left > 0.f) 2062 if (op->speed_left > 0.f)
2261 { 2063 {
2262 --op->speed_left; 2064 --op->speed_left;
2263 flee_player (op); 2065 flee_player (op);
2279 return move_player (op, op->direction); 2081 return move_player (op, op->direction);
2280 2082
2281 return false; 2083 return false;
2282} 2084}
2283 2085
2284int 2086static int
2285save_life (object *op) 2087save_life (object *op)
2286{ 2088{
2287 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2089 if (!op->flag [FLAG_LIFESAVE])
2288 return 0; 2090 return 0;
2289 2091
2290 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2291 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2292 { 2094 {
2293 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2095 op->play_sound (sound_find ("ob_evaporate"));
2294 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));
2295 2097
2296 if (op->contr)
2297 esrv_del_item (op->contr, tmp->count);
2298
2299 tmp->destroy (); 2098 tmp->destroy ();
2300 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2301 2100
2302 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2303 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2304 2103
2305 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2306 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2307 2106
2308 op->update_stats (); 2107 op->update_stats ();
2309 return 1; 2108 return 1;
2310 } 2109 }
2311 2110
2312 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2314 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2315 return 0; 2114 return 0;
2316} 2115}
2317 2116
2318/* 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
2319 * 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
2320 * 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
2321 * from. 2120 * from.
2322 */ 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
2323void 2138void
2324remove_unpaid_objects (object *op, object *env) 2139object::drop_unpaid_items ()
2325{ 2140{
2326 while (op) 2141 if (!flag [FLAG_REMOVED])
2327 { 2142 ::drop_unpaid_items (inv, this);
2328 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2329
2330 if (QUERY_FLAG (op, FLAG_UNPAID))
2331 {
2332 if (env->type == PLAYER)
2333 esrv_del_item (env->contr, op->count);
2334
2335 op->insert_at (env);
2336 }
2337 else if (op->inv)
2338 remove_unpaid_objects (op->inv, env);
2339
2340 op = next;
2341 }
2342}
2343
2344/*
2345 * Returns pointer a static string containing gravestone text
2346 * Moved from apply.c to player.c - player.c is what
2347 * actually uses this function. player.c may not be quite the
2348 * best, a misc file for object actions is probably better,
2349 * but there isn't one in the server directory.
2350 */
2351char *
2352gravestone_text (object *op)
2353{
2354 static char buf2[MAX_BUF];
2355 char buf[MAX_BUF];
2356 time_t now = time (NULL);
2357
2358 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else
2362 sprintf (buf, "%s\n", &op->name);
2363
2364 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf);
2366 if (op->type == PLAYER)
2367 sprintf (buf, "who was in level %d when killed\n", op->level);
2368 else
2369 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2370
2371 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 if (op->type == PLAYER)
2374 {
2375 sprintf (buf, "by %s.\n\n", op->contr->killer);
2376 strncat (buf2, " ", 21 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378 }
2379
2380 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2381 strncat (buf2, " ", 20 - strlen (buf) / 2);
2382 strcat (buf2, buf);
2383
2384 return buf2;
2385} 2143}
2386 2144
2387void 2145void
2388do_some_living (object *op) 2146do_some_living (object *op)
2389{ 2147{
2406 * alternate it here for it to work correctly. 2164 * alternate it here for it to work correctly.
2407 */ 2165 */
2408 if (pticks & 2) 2166 if (pticks & 2)
2409 op->invisible--; 2167 op->invisible--;
2410 } 2168 }
2411 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2412 { 2170 {
2413 if (!op->invisible--) 2171 if (!op->invisible--)
2414 { 2172 {
2415 make_visible (op); 2173 make_visible (op);
2416 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.");
2441 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2199 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2442 else 2200 else
2443 { 2201 {
2444 gen_grace = op->stats.maxgrace; 2202 gen_grace = op->stats.maxgrace;
2445 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2203 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2446 }
2447
2448 /* Regenerate Spell Points */
2449 if (!op->contr->golem && --op->last_sp < 0)
2450 {
2451 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2452 if (op->stats.sp < op->stats.maxsp)
2453 {
2454 op->stats.sp++;
2455 /* dms do not consume food */
2456 if (!QUERY_FLAG (op, FLAG_WIZ))
2457 {
2458 op->stats.food--;
2459 if (op->contr->digestion < 0)
2460 op->stats.food += op->contr->digestion;
2461 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2462 op->stats.food = last_food;
2463 }
2464 }
2465
2466 if (max_sp > 1)
2467 {
2468 over_sp = (gen_sp + 10) / rate_sp;
2469 if (over_sp > 0)
2470 {
2471 if (op->stats.sp < op->stats.maxsp)
2472 {
2473 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2474
2475 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2476 op->stats.sp--;
2477
2478 if (op->stats.sp > op->stats.maxsp)
2479 op->stats.sp = op->stats.maxsp;
2480 }
2481 op->last_sp = 0;
2482 }
2483 else
2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 }
2486 else
2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 } 2204 }
2489 2205
2490 /* Regenerate Grace */ 2206 /* Regenerate Grace */
2491 /* 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. */
2492 if (--op->last_grace < 0) 2208 if (--op->last_grace < 0)
2513 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);
2514 } 2230 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2231 /* wearing stuff doesn't detract from grace generation. */
2516 } 2232 }
2517 2233
2234 if (op->stats.food > 0)
2235 {
2518 /* Regenerate Hit Points */ 2236 /* Regenerate Spell Points */
2519 if (--op->last_heal < 0) 2237 if (!op->contr->golem && --op->last_sp < 0)
2520 {
2521 if (op->stats.hp < op->stats.maxhp)
2522 { 2238 {
2523 op->stats.hp++; 2239 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2524 /* dms do not consume food */ 2240
2525 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (op->stats.sp < op->stats.maxsp)
2526 { 2242 {
2243 op->stats.sp++;
2244
2245 /* dms do not consume food */
2246 if (!op->flag [FLAG_WIZ])
2247 {
2527 op->stats.food--; 2248 op->stats.food--;
2249
2528 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2529 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2530 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))
2531 op->stats.food = last_food; 2253 op->stats.food = last_food;
2254 }
2532 } 2255 }
2533 }
2534 2256
2535 if (max_hp > 1) 2257 if (max_sp > 1)
2536 {
2537 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2538 if (over_hp > 0)
2539 { 2258 {
2540 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
2541 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);
2542 } 2277 }
2543 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)
2544 { 2286 {
2545 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 }
2546 } 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);
2547 } 2312 }
2548 else 2313 else
2549 {
2550 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);
2551 } 2315 }
2552 } 2316 }
2553 2317
2554 /* Digestion */ 2318 /* Digestion */
2555 if (--op->last_eat < 0) 2319 if (--op->last_eat < 0)
2556 { 2320 {
2557 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);
2558 2323
2559 if (op->contr->gen_hp > 0)
2560 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);
2561 else
2562 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2563 2325
2564 /* dms do not consume food */ 2326 /* dms do not consume food */
2565 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2566 op->stats.food--; 2328 op->stats.food--;
2567 } 2329 }
2568 2330
2569 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2570 { 2332 {
2571 object *tmp, *flesh = 0; 2333 object *flesh = 0;
2572 2334
2573 for (tmp = op->inv; tmp; tmp = tmp->below) 2335 for_inv_removable (op, tmp)
2574 { 2336 {
2575 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)
2576 { 2341 {
2577 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2342 op->statusmsg ("You blindly grab for a bite of food. "
2578 { 2343 "H<To prevent you from starving, you ate some random item from your backpack.>");
2579 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2344 op->apply (tmp);
2580 manual_apply (op, tmp, 0); 2345
2581 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2582 break; 2347 break;
2583 } 2348 }
2584 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2585 flesh = tmp; 2350 flesh = tmp;
2586 } /* End if paid for object */ 2351 }
2587 } /* end of for loop */
2588 2352
2589 /* 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
2590 * eat flesh instead. 2354 * eat flesh instead.
2591 */ 2355 */
2592 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2593 { 2357 {
2594 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.>");
2595 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2596 } 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)
2597 } 2370 {
2371 op->stats.hp += op->stats.food;
2372 op->stats.food = 0;
2598 2373
2599 while (op->stats.food < 0 && op->stats.hp >= 0) 2374 if (op->stats.hp < 0)
2600 op->stats.food++, op->stats.hp--; 2375 {
2376 op->contr->killer = archetype::get ("killer_starvation");
2377 op->contr->killer->destroy ();
2378 }
2379 }
2601 2380
2381 /* killer should be set here already */
2602 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2603 kill_player (op); 2383 kill_player (op);
2604 } 2384 }
2605} 2385}
2606 2386
2607/* 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.
2610 * file. 2390 * file.
2611 */ 2391 */
2612void 2392void
2613kill_player (object *op) 2393kill_player (object *op)
2614{ 2394{
2615 char buf[MAX_BUF];
2616 int x, y; 2395 int x, y;
2617
2618 //int i;
2619 maptile *map; /* this is for resurrection */ 2396 maptile *map; /* this is for resurrection */
2620
2621 /* int z;
2622 int num_stats_lose;
2623 int lost_a_stat;
2624 int lose_this_stat;
2625 int this_stat; */
2626 int will_kill_again; 2397 int will_kill_again;
2627 archetype *at; 2398 archetype *at;
2628 object *tmp; 2399 object *tmp;
2629 2400
2630 if (save_life (op)) 2401 if (save_life (op))
2631 return; 2402 return;
2632 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 }
2633 2439
2634 /* 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
2635 * 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.
2636 * Look at op_on_battleground() for more info --AndreasV 2442 * Look at op_on_battleground() for more info --AndreasV
2637 */ 2443 */
2638 if (op_on_battleground (op, &x, &y)) 2444 if (op_on_battleground (op, &x, &y))
2639 { 2445 {
2640 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";
2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2642
2643 /* restore player */
2644 at = archetype::find ("poisoning");
2645 if (object *tmp = present_arch_in_ob (at, op))
2646 {
2647 tmp->destroy ();
2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2649 }
2650
2651 at = archetype::find ("confusion");
2652 if (object *tmp = present_arch_in_ob (at, op))
2653 {
2654 tmp->destroy ();
2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2656 }
2657
2658 cure_disease (op, 0); /* remove any disease */
2659 op->stats.hp = op->stats.maxhp;
2660 if (op->stats.food <= 0)
2661 op->stats.food = 999;
2662 2447
2663 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2664 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2665 { 2450
2666 sprintf (buf, "%s's finger", &op->name); 2451 tmp->name = format ("%s's finger" , &op->name);
2667 tmp->name = buf; 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2668 sprintf (buf, " This finger has been cut off %s\n" 2453 tmp->msg = format (
2669 " 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",
2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2455 &op->name, op->contr->title,
2671 tmp->msg = buf; 2456 (int)op->level,
2457 op->contr->killer_name ()
2458 );
2672 tmp->value = 0, tmp->type = 0; 2459 tmp->value = 0, tmp->type = 0;
2673 tmp->materialname = "organics"; 2460 tmp->material = name_to_material (shstr_organic);
2674 tmp->insert_at (op, tmp); 2461 tmp->insert_at (op, tmp);
2675 }
2676 2462
2677 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2678 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2679 op->contr->braced = 0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2680 return; 2468 return;
2681 } 2469 }
2682 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2683 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2684 2475
2685 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2686 2477
2687 if (op->stats.food < 0) 2478 op->contr->play_sound (sound_find ("player_dies"));
2688 {
2689 sprintf (buf, "%s starved to death.", &op->name);
2690 strcpy (op->contr->killer, "starvation");
2691 }
2692 else
2693 sprintf (buf, "%s died.", &op->name);
2694
2695 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2696 2479
2697 /* save the map location for corpse, gravestone */ 2480 /* save the map location for corpse, gravestone */
2698 x = op->x; 2481 x = op->x;
2699 y = op->y; 2482 y = op->y;
2700 map = op->map; 2483 map = op->map;
2728 2511
2729 lost_a_stat = 0; 2512 lost_a_stat = 0;
2730 2513
2731 for (z = 0; z < num_stats_lose; z++) 2514 for (z = 0; z < num_stats_lose; z++)
2732 { 2515 {
2733 i = RANDOM () % NUM_STATS; 2516 i = rndm (NUM_STATS);
2734 2517
2735 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2736 { 2519 {
2737 /* 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
2738 * what he lost. 2521 * what he lost.
2745 lost_a_stat = 1; 2528 lost_a_stat = 1;
2746 } 2529 }
2747 else 2530 else
2748 { 2531 {
2749 /* deplete a stat */ 2532 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2751 object *dep; 2534 object *dep;
2752 2535
2753 dep = present_arch_in_ob (deparch, op); 2536 dep = present_arch_in_ob (deparch, op);
2754 if (!dep) 2537 if (!dep)
2755 { 2538 {
2756 dep = arch_to_object (deparch); 2539 dep = deparch->instance ();
2757 insert_ob_in_ob (dep, op); 2540 insert_ob_in_ob (dep, op);
2758 } 2541 }
2759 lose_this_stat = 1; 2542 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss) 2543 if (settings.balanced_stat_loss)
2761 { 2544 {
2789 } 2572 }
2790 } 2573 }
2791 2574
2792 if (lose_this_stat) 2575 if (lose_this_stat)
2793 { 2576 {
2794 this_stat = get_attr_value (&(dep->stats), i); 2577 this_stat = get_attr_value (&dep->stats, i);
2795 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2798 * 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
2799 * difference. 2582 * difference.
2800 */ 2583 */
2801 if (this_stat >= -50) 2584 if (this_stat >= -50)
2802 { 2585 {
2803 change_attr_value (&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats (); 2589 op->update_stats ();
2807 lost_a_stat = 1; 2590 lost_a_stat = 1;
2808 } 2591 }
2809 } 2592 }
2810 } 2593 }
2811 } 2594 }
2595
2812 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2813 if (!lost_a_stat) 2597 if (!lost_a_stat)
2814 { 2598 {
2815 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2816 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2817 const char *god = determine_god (op); 2601 shstr_tmp god = determine_god (op);
2818 2602
2819 if (god && (strcmp (god, "none"))) 2603 if (god != shstr_none)
2820 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";
2821 else 2605 else
2822 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";
2823 } 2607 }
2824#else 2608#else
2825 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.";
2826#endif 2610#endif
2827 2611
2828 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2829 * exp loss on the stone. 2613 * exp loss on the stone.
2830 */ 2614 */
2831 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2832 sprintf (buf, "%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2833 tmp->name = buf; 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2834 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",
2835 tmp->name_pl = buf; 2619 &op->name, op->contr->title, op->contr->killer_name ());
2836 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);
2837 tmp->msg = buf;
2838 tmp->x = op->x, tmp->y = op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL, 0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2622
2841 /**************************************/ 2623 /**************************************/
2842 /* */ 2624 /* */
2843 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2626 /* */
2847 /**************************************/ 2627 /**************************************/
2848 2628
2849 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */
2851 at = archetype::find ("poisoning");
2852 tmp = present_arch_in_ob (at, op);
2853
2854 if (tmp)
2855 {
2856 tmp->destroy ();
2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2858 }
2859
2860 at = archetype::find ("confusion");
2861 tmp = present_arch_in_ob (at, op);
2862 if (tmp)
2863 {
2864 tmp->destroy ();
2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2866 }
2867
2868 cure_disease (op, 0); /* remove any disease */
2869
2870 /*add_exp(op, (op->stats.exp * -0.20)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2871 apply_death_exp_penalty (op); 2630 apply_death_exp_penalty (op);
2872 if (op->stats.food < 100)
2873 op->stats.food = 900;
2874 op->stats.hp = op->stats.maxhp;
2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2877 2631
2878 /* 2632 /*
2879 * 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
2880 * and put them back in the map. 2634 * and put them back in the map.
2881 */ 2635 */
2882 remove_unpaid_objects (op->inv, op); 2636 op->drop_unpaid_items ();
2883 2637
2884 /****************************************/ 2638 /****************************************/
2885 /* */ 2639 /* */
2886 /* Move player to his current respawn- */ 2640 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2641 /* position (usually last savebed) */
2909 2663
2910 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2911 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2912 force->speed = 0.1f; 2666 force->speed = 0.1f;
2913 force->speed_left = -5.f; 2667 force->speed_left = -5.f;
2914 SET_FLAG (force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2915 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2916 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2917 force->resist[at] = 100; 2671 force->resist[at] = 100;
2918 2672
2919 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2920 op->update_stats (); 2674 op->update_stats ();
2921
2922 } 2675 }
2923 2676
2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2925} 2678}
2926 2679
2927void 2680static void
2928loot_object (object *op) 2681loot_object (object *op)
2929{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2930 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2931 2684
2932 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2942 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2943 2696
2944 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2945 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2946 2699
2947 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))))
2948 { 2701 {
2949 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2950 { 2703 {
2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2952 tmp2->destroy ();
2953 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2954 } 2706 }
2955 else 2707 else
2956 tmp->destroy (); 2708 tmp->destroy ();
2957 } 2709 }
2964 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2965 * 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
2966 * was changed. 2718 * was changed.
2967 */ 2719 */
2968void 2720void
2969fix_weight (void) 2721fix_weight ()
2970{ 2722{
2971 for_all_players (pl) 2723 for_all_players (pl)
2972 { 2724 {
2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
2974 2726
2975 if (old == sum) 2727 pl->ob->update_weight ();
2976 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
2977 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
2978 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 }
2979 } 2734 }
2980} 2735}
2981 2736
2982void 2737void
2983fix_luck (void) 2738fix_luck ()
2984{ 2739{
2985 for_all_players (pl) 2740 for_all_players (pl)
2986 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
2987 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
2988} 2743}
3025} 2780}
3026 2781
3027void 2782void
3028make_visible (object *op) 2783make_visible (object *op)
3029{ 2784{
3030 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3031 op->invisible = 0; 2786 op->invisible = 0;
2787
3032 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3033 { 2789 {
3034 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3035 op->contr->invis_race = 0; 2791 op->contr->invis_race = 0;
3036 } 2792 }
3039} 2795}
3040 2796
3041int 2797int
3042is_true_undead (object *op) 2798is_true_undead (object *op)
3043{ 2799{
3044 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
3045 return 1; 2801 return 1;
3046 2802
3047 return 0; 2803 return 0;
3048} 2804}
3049 2805
3050/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3051 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3052 * indicate greater hideability. 2808 * indicate greater hideability.
3053 */ 2809 */
3054
3055int 2810int
3056hideability (object *ob) 2811hideability (object *ob)
3057{ 2812{
3058 int i, level = 0, mflag; 2813 int i, level = 0, mflag;
3059 sint16 x, y; 2814 sint16 x, y;
3060 2815
3061 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3062 return 0; 2817 return 0;
3063 2818
3064 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3065 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3066 2821
3067 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3068 * 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
3069 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3070 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3071 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3072 2827
3073 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3074 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])
3075 { 2832 {
3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3077 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue; 2835 continue;
3080 } 2836
3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3082 level += 2; 2838 level += 2;
3083 else /* open terrain! */ 2839 else /* open terrain! */
3084 level -= 1; 2840 level -= 1;
3085 } 2841 }
3096 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3097 */ 2853 */
3098void 2854void
3099do_hidden_move (object *op) 2855do_hidden_move (object *op)
3100{ 2856{
3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3102 object *skop;
3103 2858
3104 if (!op || !op->map) 2859 if (!op || !op->map)
3105 return; 2860 return;
3106 2861
3107 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);
3108 2864
3109 /* 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! */
3110 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3111 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3112 { 2868 {
3122 num -= hide; 2878 num -= hide;
3123 2879
3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125 { 2881 {
3126 make_visible (op); 2882 make_visible (op);
2883
3127 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3128 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!");
3129 } 2886 }
3130 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3131 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);
3146 2903
3147 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3148 player = 1; 2905 player = 1;
3149 2906
3150 else 2907 else
3151 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3152 2909
3153 /* search adjacent squares */ 2910 /* search adjacent squares */
3154 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3155 { 2912 {
3156 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3165 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)))
3166 continue; 2923 continue;
3167 2924
3168 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)
3169 { 2926 {
3170 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])
3171 return 1; 2928 return 1;
3172 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3173 { 2930 {
3174 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3175 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3176 return 1; 2933 return 1;
3177 } 2934 }
3178 } 2935 }
3179 } 2936 }
3180 return 0; 2937 return 0;
3184 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3185 * 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
3186 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3192 * 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.
3193 * -b.t. 2950 * -b.t.
3194 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3195 */ 2952 */
3196
3197int 2953int
3198player_can_view (object *pl, object *op) 2954player_can_view (object *pl, object *op)
3199{ 2955{
3200 rv_vector rv; 2956 rv_vector rv;
3201 int dx, dy; 2957 int dx, dy;
3213 2969
3214 get_rangevector (pl, op, &rv, 0x1); 2970 get_rangevector (pl, op, &rv, 0x1);
3215 2971
3216 /* starting with the 'head' part, lets loop 2972 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any 2973 * through the object and find if it has any
3218 * part that is in the los array but isnt on 2974 * part that is in the los array but isn't on
3219 * a blocked los square. 2975 * a blocked los square.
3220 * we use the archetype to figure out offsets. 2976 * we use the archetype to figure out offsets.
3221 */ 2977 */
3222 while (op) 2978 while (op)
3223 { 2979 {
3224 dx = rv.distance_x + op->arch->clone.x; 2980 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->clone.y; 2981 dy = rv.distance_y + op->arch->y;
3226 2982
3227 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3228 * code, so we need to restrict ourselves to that range of values
3229 * for any meaningful values.
3230 */
3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3234 return 1; 2984 return 1;
2985
3235 op = op->more; 2986 op = op->more;
3236 } 2987 }
3237 return 0;
3238}
3239 2988
3240/* routine for both players and monsters. We call this when
3241 * there is a possibility for our action distrubing our hiding
3242 * place or invisiblity spell. Artefact invisiblity is not
3243 * effected by this. If we arent invisible to begin with, we
3244 * return 0.
3245 */
3246int
3247action_makes_visible (object *op)
3248{
3249
3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 {
3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3253 return 0;
3254
3255 if (op->contr && op->contr->tmp_invis == 0)
3256 return 0;
3257
3258 /* If monsters, they should become visible */
3259 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3260 {
3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3262 return 1;
3263 }
3264 }
3265 return 0; 2989 return 0;
3266} 2990}
3267 2991
3268/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3269 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3274 * 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
3275 */ 2999 */
3276int 3000int
3277op_on_battleground (object *op, int *x, int *y) 3001op_on_battleground (object *op, int *x, int *y)
3278{ 3002{
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3282 * 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),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3288 { 3010 {
3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3290 { 3012 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3013 if (tmp->flag [FLAG_NO_PICK]
3292 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))
3293 { 3017 {
3294 /*before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3295 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))
3296 {
3297 object *invtmp;
3298
3299 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)
3300 { 3022 {
3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3302 {
3303 if (x != NULL && y != NULL) 3023 if (x && y)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3305 return 1; 3026 return 1;
3306 }
3307 } 3027 }
3308 } 3028
3309 if (x != NULL && y != NULL) 3029 if (x && y)
3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3311 return 1; 3032 return 1;
3312 } 3033 }
3313 } 3034 }
3314 } 3035 }
3036
3315 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3316 return 0; 3038 return 0;
3317} 3039}
3318 3040
3319/* 3041/*
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0; 3058 int i = 0, j = 0;
3337 3059
3338 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find ("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find ("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find ("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find ("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3069
3348 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3349 return; 3071 return;
3350 3072
3351 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++);
3355 /* 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]); */
3356 return; 3078 return;
3357 } 3079 }
3358 3080
3359 /* everything seems okay - now bring on the gift: */ 3081 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone); 3082 item = tr->item;
3361 3083
3362 if (item->type == SPELL) 3084 if (item->type == SPELL)
3363 { 3085 {
3364 if (check_spell_known (who, item->name)) 3086 if (check_spell_known (who, item->name))
3365 return; 3087 return;
3424 { 3146 {
3425 /* forces in the treasurelist can alter the player's stats */ 3147 /* forces in the treasurelist can alter the player's stats */
3426 object *skin; 3148 object *skin;
3427 3149
3428 /* first get the dragon skin force */ 3150 /* first get the dragon skin force */
3429 shstr_cmp dragon_skin_force ("dragon_skin_force");
3430 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)
3431 ; 3152 ;
3432 3153
3433 if (!skin) 3154 if (!skin)
3434 return; 3155 return;
3435 3156
3449 else 3170 else
3450 j = 1; 3171 j = 1;
3451 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3452 } 3173 }
3453 } 3174 }
3175
3454 strcat (buf, "."); 3176 strcat (buf, ".");
3455 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3456 } 3178 }
3457 3179
3458 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3459 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3460 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3461 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3462 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3463 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3464 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3465 3187
3466 /* print message if there is one */ 3188 /* print message if there is one */
3467 if (item->msg != NULL) 3189 if (item->msg != NULL)
3468 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3469 } 3191 }
3470 else 3192 else
3471 { 3193 {
3472 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3473 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3474 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));
3475 tmp = insert_ob_in_ob (tmp, who); 3197 who->insert (tmp);
3476 if (who->type == PLAYER)
3477 esrv_send_item (who, tmp);
3478 } 3198 }
3479} 3199}
3480 3200
3481/** 3201//-GPL
3482 * Unready an object for a player. This function does nothing if the object was
3483 * not readied.
3484 */
3485void
3486player_unready_range_ob (player *pl, object *ob)
3487{
3488 if (pl->ob->current_weapon == ob)
3489 pl->ob->current_weapon = 0;
3490
3491 if (pl->combat_ob == ob)
3492 pl->combat_ob = 0;
3493
3494 if (pl->ranged_ob == ob)
3495 pl->ranged_ob = 0;
3496}
3497 3202
3498sint8 3203sint8
3499player::visibility_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3500{ 3205{
3501 if (!ns) 3206 if (!ns)
3502 return 0; 3207 return LOS_BLOCKED;
3503 3208
3504 int dx, dy; 3209 int dx, dy;
3505 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)
3506 return 0; 3242 return;
3507 3243
3508 x += dx - ns->current_x + ns->mapx / 2; 3244 va_list ap;
3509 y += dy - ns->current_y + ns->mapy / 2; 3245 va_start (ap, format);
3510 3246 contr->failmsg (vformat (format, ap));
3511 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3247 va_end (ap);
3512 return 0;
3513
3514 return 100 - blocked_los [x][y];
3515} 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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