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Comparing deliantra/server/server/player.C (file contents):
Revision 1.160 by root, Wed Aug 22 20:46:46 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
165 54
166 players.insert (this); 55 players.insert (this);
167 ob->remove (); 56 ob->remove ();
168 ob->map = 0; 57 ob->map = 0;
169 ob->activate_recursive (); 58 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 60 add_friendly_object (ob);
172} 61}
173 62
174void 63void
175player::deactivate () 64player::deactivate ()
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 80
193 players.erase (this); 81 players.erase (this);
194} 82}
195 83
196// connect the player with a specific client 84// connect the player with a specific client
206 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
207 95
208 ns->update_look = 0; 96 ns->update_look = 0;
209 ns->look_position = 0; 97 ns->look_position = 0;
210 98
211 clear_los (this); 99 clear_los ();
212 100
213 ns->reset_stats (); 101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
218 106
219 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
220 link_player_skills (ob); 108 link_skills ();
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 109
224 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
225 111
226 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
228 { 114 {
229 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
230 116
231 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
238 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
239 } 125 }
240 126
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 128
243 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
244 130
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 131 ob->update_stats ();
271 132
272 ns->floorbox_update (); 133 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
275 136
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
276 activate (); 143 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281 144
282 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
284} 147}
285 148
302 ns->reset_stats (); 165 ns->reset_stats ();
303 ns->pl = 0; 166 ns->pl = 0;
304 ns = 0; 167 ns = 0;
305 } 168 }
306 169
307 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
308 173
309 deactivate (); 174 deactivate ();
310} 175}
176
177//-GPL
311 178
312// the need for this function can be explained 179// the need for this function can be explained
313// by load_object not returning the object 180// by load_object not returning the object
314void 181void
315player::set_object (object *op) 182player::set_object (object *op)
316{ 183{
317 ob = observe = op; 184 ob = observe = viewpoint = op;
318 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
319 186
320 ob->speed = 1.0f; 187 ob->speed = 1.0f;
321 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
322 189
323 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
324} 191}
325 192
326void 193void
327player::set_observe (object *op) 194player::set_observe (object *op)
328{ 195{
329 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
330 do_los = 1; 197 do_los = 1;
331} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
332 208
333player::player () 209player::player ()
334{ 210{
335 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point. 212 * we deal with that below this point.
342 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
343 219
344 gen_sp_armour = 10; 220 gen_sp_armour = 10;
345 bowtype = bow_normal; 221 bowtype = bow_normal;
346 petmode = pet_normal; 222 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 223 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
350 do_los = 1; 225 do_los = 1;
351 226
352 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
359 disconnect (); 234 disconnect ();
360 235
361 attachable::do_destroy (); 236 attachable::do_destroy ();
362 237
363 if (ob) 238 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy (); 239 ob->destroy ();
367 }
368 240
369 ob = observe = 0; 241 ob = observe = viewpoint = 0;
370} 242}
371 243
372player::~player () 244player::~player ()
373{ 245{
374 /* Clear item stack */ 246 /* Clear item stack */
375 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 }
376} 276}
377 277
378/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
379 * 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
380 * mode. 280 * mode.
382player * 282player *
383player::create () 283player::create ()
384{ 284{
385 player *pl = new player; 285 player *pl = new player;
386 286
387 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
388 288
389 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
392 292
393 set_first_map (pl->ob); 293 set_first_map (pl->ob);
394 294
395 return pl; 295 return pl;
396}
397
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
408 for (;;)
409 {
410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418} 296}
419 297
420object * 298object *
421get_nearest_player (object *mon) 299get_nearest_player (object *mon)
422{ 300{
496 */ 374 */
497int 375int
498path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
499{ 377{
500 rv_vector rv; 378 rv_vector rv;
501 sint16 x, y;
502 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;
503 maptile *m, *lastmap;
504 380
505 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
506 382
507 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
508 return 0; 384 return 0;
509 385
510 x = mon->x; 386 mapxy pos (mon);
511 y = mon->y;
512 m = mon->map;
513 dir = rv.direction; 387 dir = rv.direction;
514 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 */
515 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
516 390
517 /* 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. */
518 if (diff > max) 392 if (diff > max)
519 return 0; 393 return 0;
520 394
521 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
522 { 396 {
523 lastx = x; 397 mapxy lastpos = pos;
524 lasty = y;
525 lastmap = m;
526 x = lastx + freearr_x[dir];
527 y = lasty + freearr_y[dir];
528 398
529 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
530 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
531 400
532 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
533 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
534 && (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)))
535 { 405 {
536 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
537 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
538 */ 408 */
539 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
540 if (rv.direction != dir) 410 if (rv.direction != dir)
541 { 411 {
542 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
543 * the values so it will try again. 413 * the values so it will try again.
544 */ 414 */
545 x = lastx;
546 y = lasty;
547 m = lastmap; 415 pos = lastpos;
548 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
549 } 417 }
550 else 418 else
551 { 419 {
552 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
559 */ 427 */
560 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
561 { 429 {
562 if (i == 0) 430 if (i == 0)
563 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
564 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
565 * since the direction that the creature should move in 434 * since the direction that the creature should move in
566 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
567 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
568 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
570 * 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
571 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
572 * the last direction the creature has successfully 441 * the last direction the creature has successfully
573 * moved. 442 * moved.
574 */ 443 */
575
576 x = lastx + freearr_x[absdir (lastdir + i)];
577 y = lasty + freearr_y[absdir (lastdir + i)];
578 m = lastmap; 444 pos = lastpos;
579 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
580 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
581 continue; 448 continue;
582 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
583 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
584 continue; 453 continue;
585 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
586 continue; 456 continue;
587 457
588 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
589 break; 459 break;
590 } 460 }
461
591 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
592 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
593 */ 464 */
594 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
595 return 0; 466 return 0;
467
596 diff--; 468 diff--;
597 lastdir = dir; 469 lastdir = dir;
598 max--; 470 max--;
599 if (!firstdir) 471 if (!firstdir)
600 firstdir = dir + i; 472 firstdir = dir + i;
604 { 476 {
605 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
606 diff--; 478 diff--;
607 max--; 479 max--;
608 lastdir = dir; 480 lastdir = dir;
481
609 if (!firstdir) 482 if (!firstdir)
610 firstdir = dir; 483 firstdir = dir;
611 } 484 }
612 485
613 if (diff <= 1) 486 if (diff <= 1)
614 { 487 {
615 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
616 * headed toward player for entire distance. 489 * headed toward player for entire distance.
617 */ 490 */
618 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
619 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
620 } 493 }
621 494
622 if (diff > max) 495 if (diff > max)
623 return 0; 496 return 0;
629 502
630 return firstdir; 503 return firstdir;
631} 504}
632 505
633void 506void
634give_initial_items (object *pl, treasurelist * items) 507give_initial_items (object *pl, treasurelist *items)
635{ 508{
636 object *op, *next = NULL;
637
638 if (pl->randomitems != NULL) 509 if (pl->randomitems)
639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 510 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640 511
641 for (op = pl->inv; op; op = next) 512 for (object *next, *op = pl->inv; op; op = next)
642 { 513 {
643 next = op->below; 514 next = op->below;
644 515
645 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
646 * 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
647 */ 518 */
648 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
649 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
650 521
651 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
652 * by this player due to race restrictions 523 * by this player due to race restrictions
653 */ 524 */
654 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
655 { 526 {
656 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 527 if ((!pl->flag [FLAG_USE_ARMOUR]
528 &&
657 (op->type == ARMOUR || op->type == BOOTS || 529 (op->type == ARMOUR || op->type == BOOTS
658 op->type == CLOAK || op->type == HELMET || 530 || op->type == CLOAK || op->type == HELMET
659 op->type == SHIELD || op->type == GLOVES || 531 || op->type == SHIELD || op->type == GLOVES
660 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))
661 { 534 {
662 op->destroy (); 535 op->destroy ();
663 continue; 536 continue;
664 } 537 }
665 } 538 }
666 539
667 /* This really needs to be better - we should really give 540 /* Here we remove duplicated skills (as duplicated spell objects have
668 * a substitute spellbook. The problem is that we don't really 541 * _very_ confusing effects for players), which could for instance be
669 * have a good idea what to replace it with (need something like 542 * generated by bad treasurelists. - elmex
670 * a first level treasurelist for each skill.)
671 * remove duplicate skills also
672 */ 543 */
673 if (op->type == SPELLBOOK || op->type == SKILL) 544 if (op->type == SKILL)
674 { 545 {
675 object *tmp;
676
677 for (tmp = op->below; tmp; tmp = tmp->below) 546 for (object *tmp = op->below; tmp; tmp = tmp->below)
678 if (tmp->type == op->type && tmp->name == op->name) 547 if (tmp->type == op->type && tmp->name == op->name)
679 break;
680
681 if (tmp)
682 { 548 {
683 op->destroy (); 549 op->destroy ();
550 LOG (llevError,
684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
685 continue; 552 break;
686 } 553 }
687 554
688 if (op->nrof > 1) 555 if (op->nrof > 1)
689 op->nrof = 1; 556 op->nrof = 1;
690 } 557 }
691 558
692 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
693 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
694 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
695 }
696 561
697 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
698 * 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
699 * merged properly. 564 * merged properly.
700 */ 565 */
701 if (need_identify (op)) 566 if (op->need_identify ())
702 {
703 SET_FLAG (op, FLAG_IDENTIFIED);
704 CLEAR_FLAG (op, FLAG_CURSED);
705 CLEAR_FLAG (op, FLAG_DAMNED);
706 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
707 if (op->type == SPELL) 573 if (op->type == SPELL)
708 { 574 {
709 op->destroy (); 575 op->destroy ();
710 continue; 576 continue;
711 } 577 }
712 else if (op->type == SKILL) 578 else if (op->type == SKILL)
713 { 579 {
714 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
715 op->stats.exp = 0; 581 op->stats.exp = 0;
716 op->level = 1; 582 op->level = 1;
717 } 583 }
718 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
719 else 585 op->set_flag (FLAG_INV_LOCKED);
720 SET_FLAG (op, FLAG_INV_LOCKED);
721 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
722 587
723 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
724 link_player_skills (pl); 589 pl->contr->link_skills ();
725} 590}
726 591
727void 592void
728get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
729{ 594{
739 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:");
740} 605}
741 606
742/* 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. */
743static int 608static int
744roll_stat (void) 609roll_stat ()
745{ 610{
746 int a[4], i, j, k; 611 int a[4], i, j, k;
747 612
748 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
749 a[i] = (int) rndm (6) + 1; 614 a[i] = (int) rndm (6) + 1;
830static void 695static void
831start_info (object *op) 696start_info (object *op)
832{ 697{
833 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
834 699
835 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
836 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
837 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
838 //new_draw_info (NDI_UNIQUE, 0, op, " ");
839} 702}
840 703
841/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
842 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
843 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
846 */ 709 */
847void 710void
848player::chargen_race_done () 711player::chargen_race_done ()
849{ 712{
850 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
851 esrv_new_player (ob->contr, ob->weight + ob->carrying); 714 esrv_new_player (ob->contr);
852 715
853 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
854 if (tl) 717 if (tl)
855 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
856 719
857 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
858 INVOKE_PLAYER (LOGIN, ob->contr); 721 INVOKE_PLAYER (LOGIN, ob->contr);
860 ob->contr->ns->state = ST_PLAYING; 723 ob->contr->ns->state = ST_PLAYING;
861 724
862 if (ob->msg) 725 if (ob->msg)
863 ob->msg = 0; 726 ob->msg = 0;
864 727
865 /* We create this now because some of the unique maps will need it
866 * to save here.
867 */
868 {
869 char buf[MAX_BUF];
870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
871 make_path_to_file (buf);
872 }
873
874 start_info (ob); 728 start_info (ob);
875 CLEAR_FLAG (ob, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
876 give_initial_items (ob, ob->randomitems); 730 give_initial_items (ob, ob->randomitems);
877 link_player_skills (ob);
878 esrv_send_inventory (ob, ob); 731 esrv_send_inventory (ob, ob);
879 ob->update_stats (); 732 ob->update_stats ();
880 733
881 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
882 * is one for this race 735 * is one for this race
883 */ 736 */
884 if (*first_map_ext_path) 737 if (*first_map_ext_path)
885 { 738 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
886 object *tmp;
887 char mapname[MAX_BUF];
888
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
890 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = ob->x;
893 EXIT_Y (tmp) = ob->y;
894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the
896 * default initial map */
897 tmp->destroy ();
898 }
899 else 739 else
900 LOG (llevDebug, "first_map_ext_path not set\n"); 740 LOG (llevDebug, "first_map_ext_path not set\n");
901} 741}
902 742
903void 743void
934 ob->stats.hp = ob->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
935 ob->stats.sp = ob->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
936 ob->stats.grace = 0; 776 ob->stats.grace = 0;
937} 777}
938 778
939void 779static void
940flee_player (object *op) 780flee_player (object *op)
941{ 781{
942 int dir, diff; 782 int dir, diff;
943 rv_vector rv; 783 rv_vector rv;
944 784
945 if (op->stats.hp < 0) 785 if (op->stats.hp < 0)
946 { 786 {
947 LOG (llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
948 CLEAR_FLAG (op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
949 return; 789 return;
950 } 790 }
951 791
952 if (op->enemy == NULL) 792 if (!op->enemy)
953 { 793 {
954 LOG (llevDebug, "Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
955 CLEAR_FLAG (op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
956 return; 796 return;
957 } 797 }
958 798
959 /* 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))
960 * op->enemy_count, it is possible that something destroys the
961 * actual enemy, and the object is recycled.
962 */
963 if (op->enemy->map == NULL)
964 { 800 {
965 CLEAR_FLAG (op, FLAG_SCARED);
966 op->enemy = NULL; 801 op->enemy = NULL;
967 return; 802 op->clr_flag (FLAG_SCARED);
968 }
969
970 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
971 {
972 op->enemy = NULL;
973 CLEAR_FLAG (op, FLAG_SCARED);
974 return; 803 return;
975 } 804 }
976 805
977 get_rangevector (op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
978 807
979 dir = absdir (4 + rv.direction); 808 dir = absdir (4 + rv.direction);
980 for (diff = 0; diff < 3; diff++) 809 for (diff = 0; diff < 3; diff++)
981 { 810 {
982 int m = 1 - (RANDOM () & 2); 811 int m = 1 - rndm (2) * 2;
983 812
984 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))))
985 return; 814 return;
986 } 815 }
987 816
988 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
989 CLEAR_FLAG (op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
990 op->enemy = NULL; 819 op->enemy = NULL;
991} 820}
992 821
993/* 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.
994 * 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
998check_pick (object *op) 827check_pick (object *op)
999{ 828{
1000 object *tmp, *next; 829 object *tmp, *next;
1001 int stop = 0; 830 int stop = 0;
1002 int wvratio; 831 int wvratio;
1003 char putstring[128];
1004 832
1005 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
1006 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
1007 return 1; 835 return 1;
1008 836
1009 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)
1010 841
1011 /* 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
1012 * destroyed */ 843 * destroyed */
1013 while (next && !next->destroyed ()) 844 while (next && !next->destroyed ())
1014 { 845 {
1015 tmp = next; 846 tmp = next;
1016 next = tmp->below; 847 next = tmp->below;
1017 848
849 if (cnt <= 0)
850 {
851 op->failmsg ("Couldn't pickup all items at once.");
852 return 0;
853 }
854
1018 if (op->destroyed ()) 855 if (op->destroyed ())
1019 return 0; 856 return 0;
1020 857
1021 if (!can_pick (op, tmp)) 858 if (!can_pick (op, tmp))
1022 continue; 859 continue;
1023 860
1024 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 861 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1025 { 862 {
1026 if (item_matched_string (op, tmp, op->contr->search_str)) 863 if (item_matched_string (op, tmp, op->contr->search_str))
1027 pick_up (op, tmp); 864 CHK_PICK_PICKUP;
865
1028 continue; 866 continue;
1029 } 867 }
1030 868
1031 /* 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? */
1032 if (!(op->contr->mode & PU_NEWMODE)) 929 if (op->contr->mode & PU_FOOD)
930 if (tmp->type == FOOD)
1033 { 931 {
1034 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)
1035 { 995 {
1036 case 0: 996 CHK_PICK_PICKUP;
1037 return 1; /* don't pick up */ 997 continue;
1038 case 1:
1039 pick_up (op, tmp);
1040 return 1;
1041 case 2:
1042 pick_up (op, tmp);
1043 return 0;
1044 case 3:
1045 return 0; /* stop before pickup */
1046 case 4:
1047 pick_up (op, tmp);
1048 break;
1049 case 5:
1050 pick_up (op, tmp);
1051 stop = 1;
1052 break;
1053 case 6:
1054 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1055 pick_up (op, tmp);
1056 break;
1057
1058 case 7:
1059 if (tmp->type == MONEY || tmp->type == GEM)
1060 pick_up (op, tmp);
1061 break;
1062
1063 default:
1064 /* use value density */
1065 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1066 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1067 pick_up (op, tmp);
1068 } 998 }
1069 } 999 }
1070 else 1000
1071 { /* old model */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1072 /* NEW pickup handling */
1073 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)
1074 { 1007 {
1075 /* some debugging code to figure out item information */ 1008 CHK_PICK_PICKUP;
1076 if (tmp->name != NULL)
1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1079 else
1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1082
1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1084 }
1085
1086 /* philosophy:
1087 * It's easy to grab an item type from a pile, as long as it's
1088 * generic. This takes no game-time. For more detailed pickups
1089 * and selections, select-items should be used. This is a
1090 * grab-as-you-run type mode that's really useful for arrows for
1091 * example.
1092 * The drawback: right now it has no frontend, so you need to
1093 * stick the bits you want into a calculator in hex mode and then
1094 * convert to decimal and then 'pickup <#>
1095 */
1096
1097 /* the first two modes are exclusive: if NOTHING we return, if
1098 * STOP then we stop. All the rest are applied sequentially,
1099 * meaning if any test passes, the item gets picked up. */
1100
1101 /* if mode is set to pick nothing up, return */
1102
1103 if (op->contr->mode & PU_NOTHING)
1104 return 1;
1105
1106 /* if mode is set to stop when encountering objects, return */
1107 /* take STOP before INHIBIT since it doesn't actually pick
1108 * anything up */
1109
1110 if (op->contr->mode & PU_STOP)
1111 return 0;
1112
1113 /* useful for going into stores and not losing your settings... */
1114 /* and for battles wher you don't want to get loaded down while
1115 * fighting */
1116 if (op->contr->mode & PU_INHIBIT)
1117 return 1;
1118
1119 /* prevent us from turning into auto-thieves :) */
1120 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1121 continue; 1009 continue;
1010 }
1122 1011
1123 /* ignore known cursed objects */ 1012 /* we don't forget dragon food */
1124 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;
1125 continue; 1017 continue;
1018 }
1126 1019
1127 /* all food and drink if desired */ 1020 /* bows and arrows. Bows are good for selling! */
1128 /* 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
1129 if (op->contr->mode & PU_FOOD) 1057 if (op->contr->mode & PU_BOOTS)
1130 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"))
1131 { 1091 {
1132 pick_up (op, tmp); 1092 CHK_PICK_PICKUP;
1133 continue; 1093 continue;
1134 } 1094 }
1095 }
1135 1096
1097 /* misc stuff that's useful */
1136 if (op->contr->mode & PU_DRINK) 1098 if (op->contr->mode & PU_KEY)
1137 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1099 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1138 { 1100 {
1139 pick_up (op, tmp); 1101 CHK_PICK_PICKUP;
1140 continue; 1102 continue;
1141 } 1103 }
1142 1104
1105 /* any of the last 4 bits set means we use the ratio for value
1106 * pickups */
1143 if (op->contr->mode & PU_POTION) 1107 if (op->contr->mode & PU_RATIO)
1144 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
1145 { 1112 */
1146 pick_up (op, tmp);
1147 continue;
1148 }
1149
1150 /* spellbooks, skillscrolls and normal books/scrolls */
1151 if (op->contr->mode & PU_SPELLBOOK)
1152 if (tmp->type == SPELLBOOK)
1153 {
1154 pick_up (op, tmp);
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_SKILLSCROLL)
1159 if (tmp->type == SKILLSCROLL)
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_READABLES)
1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 /* wands/staves/rods/horns */
1173 if (op->contr->mode & PU_MAGIC_DEVICE)
1174 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* pick up all magical items */
1181 if (op->contr->mode & PU_MAGICAL) 1113 wvratio = op->contr->mode & PU_RATIO;
1182 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)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_VALUABLES)
1189 { 1115 {
1190 if (tmp->type == MONEY || tmp->type == GEM) 1116#if 0
1117 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1118 if (tmp->name != NULL)
1191 { 1119 {
1192 pick_up (op, tmp); 1120 fprintf (stderr, "%s", tmp->name);
1193 continue;
1194 } 1121 }
1195 }
1196
1197 /* rings & amulets - talismans seems to be typed AMULET */
1198 if (op->contr->mode & PU_JEWELS)
1199 if (tmp->type == RING || tmp->type == AMULET)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* we don't forget dragon food */
1206 if (op->contr->mode & PU_FLESH)
1207 if (tmp->type == FLESH)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* bows and arrows. Bows are good for selling! */
1214 if (op->contr->mode & PU_BOW)
1215 if (tmp->type == BOW)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_ARROW)
1222 if (tmp->type == ARROW)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* all kinds of armor etc. */
1229 if (op->contr->mode & PU_ARMOUR)
1230 if (tmp->type == ARMOUR)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_HELMET)
1237 if (tmp->type == HELMET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_SHIELD)
1244 if (tmp->type == SHIELD)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_BOOTS)
1251 if (tmp->type == BOOTS)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_GLOVES)
1258 if (tmp->type == GLOVES)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_CLOAK)
1265 if (tmp->type == CLOAK)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* hoping to catch throwing daggers here */
1272 if (op->contr->mode & PU_MISSILEWEAPON)
1273 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 /* careful: chairs and tables are weapons! */
1280 if (op->contr->mode & PU_ALLWEAPON)
1281 {
1282 if (tmp->type == WEAPON && tmp->name != NULL)
1283 {
1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290 }
1291
1292 if (tmp->type == WEAPON && tmp->name == NULL)
1293 {
1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299 }
1300 }
1301
1302 /* misc stuff that's useful */
1303 if (op->contr->mode & PU_KEY)
1304 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* any of the last 4 bits set means we use the ratio for value
1311 * pickups */
1312 if (op->contr->mode & PU_RATIO)
1313 {
1314 /* use value density to decide what else to grab */
1315 /* >=7 was >= op->contr->mode */
1316 /* >=7 is the old standard setting. Now we take the last 4 bits
1317 * and multiply them by 5, giving 0..15*5== 5..75 */
1318 wvratio = (op->contr->mode & PU_RATIO) * 5;
1319 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1320 {
1321 pick_up (op, tmp);
1322#if 0
1323 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1324 if (tmp->name != NULL)
1325 {
1326 fprintf (stderr, "%s", tmp->name);
1327 }
1328 else 1122 else
1329 fprintf (stderr, "%s", tmp->arch->archname); 1123 fprintf (stderr, "%s", tmp->arch->archname);
1330 fprintf (stderr, ",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1331 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))));
1332#endif 1126#endif
1127 CHK_PICK_PICKUP;
1333 continue; 1128 continue;
1334 }
1335 } 1129 }
1336 } /* the new pickup model */ 1130 } /* the new pickup model */
1337 } 1131 }
1338 1132
1339 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;
1340} 1169}
1341 1170
1342/* 1171/*
1343 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1344 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1345 * found object is returned. 1174 * found object is returned.
1346 */ 1175 */
1347object * 1176static object *
1348find_arrow (object *op, const char *type) 1177find_arrow (object *op, const char *type)
1349{ 1178{
1350 object *tmp = 0;
1351
1352 for (op = op->inv; op; op = op->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1354 tmp = find_arrow (op, type);
1355 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);
1356 return op; 1188 return arrow;
1189 }
1357 1190
1358 return tmp; 1191 return 0;
1359} 1192}
1360 1193
1361/* 1194/*
1362 * 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
1363 * 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
1364 * 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
1365 * 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.
1366 */ 1199 */
1367object * 1200static object *
1368find_better_arrow (object *op, object *target, const char *type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1369{ 1202{
1370 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1371 int attacknum, attacktype, betterby = 0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1372 1205
1373 if (!type) 1206 if (!type)
1374 return NULL; 1207 return NULL;
1375 1208
1376 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1377 { 1210 {
1378 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1379 { 1212 {
1380 i = 0; 1213 i = 0;
1381 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1215
1382 if (i > betterby) 1216 if (i > betterby)
1383 { 1217 {
1384 tmp = ntmp; 1218 tmp = ntmp;
1385 betterby = i; 1219 betterby = i;
1386 } 1220 }
1387 } 1221 }
1388 else if (arrow->type == ARROW && arrow->race == type) 1222 else if (arrow->type == ARROW && arrow->race == type)
1389 { 1223 {
1390 /* allways prefer assasination/slaying */ 1224 /* allways prefer assasination/slaying */
1391 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1225 if (target->race && arrow->slaying.contains (target->race))
1392 { 1226 {
1393 if (arrow->attacktype & AT_DEATH) 1227 if (arrow->attacktype & AT_DEATH)
1394 { 1228 {
1395 *better = 100; 1229 *better = 100;
1396 return arrow; 1230 return arrow;
1411 { 1245 {
1412 tmp = arrow; 1246 tmp = arrow;
1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1247 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1414 } 1248 }
1415 } 1249 }
1250
1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1251 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417 { 1252 {
1418 tmp = arrow; 1253 tmp = arrow;
1419 betterby = 2 + arrow->magic + arrow->stats.dam; 1254 betterby = 2 + arrow->magic + arrow->stats.dam;
1420 } 1255 }
1256
1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1257 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422 { 1258 {
1423 tmp = arrow; 1259 tmp = arrow;
1424 betterby = 1 + arrow->magic + arrow->stats.dam; 1260 betterby = 1 + arrow->magic + arrow->stats.dam;
1425 } 1261 }
1426 } 1262 }
1427 } 1263 }
1428 } 1264 }
1265
1429 if (tmp == NULL && arrow == NULL) 1266 if (tmp == NULL && arrow == NULL)
1430 return find_arrow (op, type); 1267 return find_arrow (op, type);
1431 1268
1432 *better = betterby; 1269 *better = betterby;
1433 return tmp; 1270 return tmp;
1437 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1438 * op = the shooter 1275 * op = the shooter
1439 * type = bow->race 1276 * type = bow->race
1440 * dir = fire direction 1277 * dir = fire direction
1441 */ 1278 */
1442object * 1279static object *
1443pick_arrow_target (object *op, const char *type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1444{ 1281{
1445 object *tmp = NULL; 1282 object *tmp = NULL;
1446 maptile *m; 1283 maptile *m;
1447 int i, mflags, found, number; 1284 int i, mflags, found, number;
1448 sint16 x, y; 1285 sint16 x, y;
1463 for (i = 0, found = 0; i < 20; i++) 1300 for (i = 0, found = 0; i < 20; i++)
1464 { 1301 {
1465 x += freearr_x[dir]; 1302 x += freearr_x[dir];
1466 y += freearr_y[dir]; 1303 y += freearr_y[dir];
1467 mflags = get_map_flags (m, &m, x, y, &x, &y); 1304 mflags = get_map_flags (m, &m, x, y, &x, &y);
1305
1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1306 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 { 1307 {
1470 tmp = NULL; 1308 tmp = 0;
1471 break; 1309 break;
1472 } 1310 }
1473 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)
1474 { 1312 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1313 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption. 1314 * perhaps a bad assumption.
1477 */ 1315 */
1478 tmp = NULL; 1316 tmp = 0;
1479 break; 1317 break;
1480 } 1318 }
1319
1481 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1482 {
1483 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)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1490 break; 1323 break;
1491 }
1492 } 1324 }
1493 if (tmp == NULL) 1325
1326 if (!tmp)
1494 return find_arrow (op, type); 1327 return find_arrow (op, type);
1495 1328
1496 if (tmp->head) 1329 if (tmp->head)
1497 tmp = tmp->head; 1330 tmp = tmp->head;
1498 1331
1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1371 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1539 return 0; 1372 return 0;
1540 } 1373 }
1541 1374
1542 // 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
1543 if (bow->below) 1376 splay (bow);
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1549 } 1377 }
1550 1378
1551 if (!bow->race || !bow->skill) 1379 if (!bow->race || !bow->skill)
1552 { 1380 {
1553 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);
1560 { 1388 {
1561 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1562 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);
1563 /* 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 */
1564 else 1392 else
1565 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1566 1394
1567 return 0; 1395 return 0;
1568 } 1396 }
1569 } 1397 }
1570 1398
1579 } 1407 }
1580 1408
1581 /* this should not happen, but sometimes does */ 1409 /* this should not happen, but sometimes does */
1582 if (arrow->nrof == 0) 1410 if (arrow->nrof == 0)
1583 { 1411 {
1412 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (); 1413 arrow->destroy ();
1585 return 0; 1414 return 0;
1586 } 1415 }
1587 1416
1588 left = arrow; /* these are arrows left to the player */ 1417 left = arrow; /* these are arrows left to the player */
1589 arrow = get_split_ob (arrow, 1); 1418 arrow = arrow->split ();
1590 if (!arrow) 1419 if (!arrow)
1591 { 1420 {
1592 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);
1593 return 0; 1422 return 0;
1594 } 1423 }
1598 arrow->direction = dir; 1427 arrow->direction = dir;
1599 1428
1600 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 */
1601 arrow->stats.hp = arrow->stats.dam; 1430 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1431 arrow->stats.grace = arrow->attacktype;
1603 1432 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1433
1607#if 0 1434#if 0
1608 if (player *pl = op->contr) 1435 if (player *pl = op->contr)
1609 { 1436 {
1610 float speed = pl->weapon_sp; 1437 float speed = pl->weapon_sp;
1661 op->play_sound (sound_find ("fire_arrow")); 1488 op->play_sound (sound_find ("fire_arrow"));
1662 m->insert (arrow, sx, sy, op); 1489 m->insert (arrow, sx, sy, op);
1663 1490
1664 if (!arrow->destroyed ()) 1491 if (!arrow->destroyed ())
1665 move_arrow (arrow); 1492 move_arrow (arrow);
1666
1667 if (op->type == PLAYER)
1668 {
1669 if (left->destroyed ())
1670 esrv_del_item (op->contr, left->count);
1671 else
1672 esrv_send_item (op, left);
1673 }
1674 1493
1675 return 1; 1494 return 1;
1676} 1495}
1677 1496
1678/* Special fire code for players - this takes into 1497/* Special fire code for players - this takes into
1680 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1681 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1682 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1683 * hence the function name. 1502 * hence the function name.
1684 */ 1503 */
1685int 1504static int
1686player_fire_bow (object *op, int dir) 1505player_fire_bow (object *op, int dir)
1687{ 1506{
1688 int ret = 0, wcmod = 0; 1507 int ret;
1689 1508
1690 if (op->contr->bowtype == bow_bestarrow) 1509 if (op->contr->bowtype == bow_bestarrow)
1691 { 1510 {
1692 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);
1693 } 1512 }
1694 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)
1695 { 1514 {
1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1515 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1697 wcmod = -1;
1698
1699 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);
1700 } 1517 }
1701 else if (op->contr->bowtype == bow_threewide) 1518 else if (op->contr->bowtype == bow_threewide)
1702 { 1519 {
1703 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);
1704 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)]);
1705 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)]);
1706 } 1523 }
1707 else if (op->contr->bowtype == bow_spreadshot) 1524 else if (op->contr->bowtype == bow_spreadshot)
1708 { 1525 {
1709 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);
1710 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);
1711 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);
1712 } 1529 }
1713 else 1530 else
1714 { 1531 {
1720} 1537}
1721 1538
1722/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1723 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1724 */ 1541 */
1725void 1542static void
1726fire_misc_object (object *op, int dir) 1543fire_misc_object (object *op, int dir)
1727{ 1544{
1728 object *item = op->contr->ranged_ob; 1545 object *item = op->contr->ranged_ob;
1729 1546
1730 if (!item) 1547 if (!item)
1737 { 1554 {
1738 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1739 return; 1556 return;
1740 } 1557 }
1741 1558
1742 if (!op->change_weapon (item)) 1559 if (!op->apply (item))
1743 return; 1560 return;
1744 1561
1745 if (item->type == WAND) 1562 if (item->type == WAND)
1746 { 1563 {
1747 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1752 return; 1569 return;
1753 } 1570 }
1754 } 1571 }
1755 else if (item->type == ROD || item->type == HORN) 1572 else if (item->type == ROD || item->type == HORN)
1756 { 1573 {
1757 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))
1758 { 1579 {
1759 op->contr->play_sound (sound_find ("wand_poof")); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1760 1581
1761 if (item->type == ROD) 1582 if (item->type == ROD)
1762 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));
1767 } 1588 }
1768 } 1589 }
1769 1590
1770 if (cast_spell (op, item, dir, item->inv, NULL)) 1591 if (cast_spell (op, item, dir, item->inv, NULL))
1771 { 1592 {
1772 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
1773 if (item->type == WAND) 1595 if (item->type == WAND)
1774 { 1596 {
1775 if (!(--item->stats.food)) 1597 if (!(--item->stats.food))
1776 { 1598 {
1777 object *tmp; 1599 object *tmp;
1778 1600
1779 if (item->arch) 1601 if (item->arch)
1780 { 1602 {
1781 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1782 item->face = item->arch->face; 1604 item->face = item->arch->face;
1783 item->set_speed (0); 1605 item->set_speed (0);
1784 } 1606 }
1785 1607
1786 if ((tmp = item->in_player ())) 1608 if (object *pl = item->visible_to ())
1787 esrv_update_item (UPD_ANIM, tmp, item); 1609 esrv_update_item (UPD_ANIM, pl, item);
1788 } 1610 }
1789 } 1611 }
1790 else if (item->type == ROD || item->type == HORN) 1612 else if (item->type == ROD || item->type == HORN)
1791 drain_rod_charge (item); 1613 drain_rod_charge (item);
1792 } 1614 }
1793} 1615}
1794 1616
1795/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1796 */ 1618 */
1797bool 1619bool
1798fire (object *op, int dir) 1620fire (object *who, int dir)
1799{ 1621{
1800 int spellcost = 0; 1622 int spellcost = 0;
1801 1623
1802 /* check for loss of invisiblity/hide */
1803 if (action_makes_visible (op))
1804 make_visible (op);
1805
1806 player *pl = op->contr; 1624 player *pl = who->contr;
1807 1625
1808 if (pl->golem) 1626 if (pl->golem)
1809 { 1627 {
1810 control_golem (op->contr->golem, dir); 1628 control_golem (who->contr->golem, dir);
1811 return false; 1629 return false;
1812 } 1630 }
1813 1631
1814 object *ob = pl->ranged_ob; 1632 object *ob = pl->ranged_ob;
1815 1633
1816 if (!ob) 1634 if (!ob)
1817 return false; 1635 return false;
1818 1636
1819 if (!op->change_weapon (ob))
1820 return false;
1821
1822 if (op->speed_left > 0.f) 1637 if (who->speed_left > 0.f)
1823 --op->speed_left; 1638 --who->speed_left;
1824 else 1639 else
1825 return false; 1640 return false;
1826 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
1827 switch (ob->type) 1649 switch (ob->type)
1828 { 1650 {
1829 case BOW: 1651 case BOW:
1830 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1831 break; 1653 break;
1832 1654
1833 case SPELL: 1655 case SPELL:
1834 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);
1835 break; 1657 break;
1836 1658
1837 case BUILDER: 1659 case BUILDER:
1838 apply_map_builder (op, dir); 1660 apply_map_builder (who, dir);
1839 break; 1661 break;
1840 1662
1841 case SKILL: 1663 case SKILL:
1842 do_skill (op, op, ob, dir, 0); 1664 do_skill (who, who, ob, dir, 0);
1843 break; 1665 break;
1844 1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1845 default: 1671 default:
1846 fire_misc_object (op, dir); 1672 fire_misc_object (who, dir);
1847 break; 1673 break;
1848 } 1674 }
1849 1675
1850 return true; 1676 return true;
1851} 1677}
1852 1678
1853/* find_key 1679static object *
1854 * We try to find a key for the door as passed. If we find a key
1855 * and successfully use it, we return the key, otherwise NULL
1856 * This function merges both normal and locked door, since the logic
1857 * for both is the same - just the specific key is different.
1858 * pl is the player,
1859 * inv is the objects inventory to searched
1860 * door is the door we are trying to match against.
1861 * This function can be called recursively to search containers.
1862 */
1863object *
1864find_key (object *pl, object *container, object *door) 1680find_key_ (object *pl, object *container, object *door)
1865{ 1681{
1866 object *tmp, *key; 1682 object *tmp, *key;
1867 1683
1868 /* Should not happen, but sanity checking is never bad */ 1684 /* Should not happen, but sanity checking is never bad */
1869 if (!container->inv) 1685 if (!container->inv)
1872 /* 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 */
1873 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1874 { 1690 {
1875 if (door->type == DOOR && tmp->type == KEY) 1691 if (door->type == DOOR && tmp->type == KEY)
1876 break; 1692 break;
1693
1877 /* For sanity, we should really check door type, but other stuff 1694 /* For sanity, we should really check door type, but other stuff
1878 * (like containers) can be locked with special keys 1695 * (like containers) can be locked with special keys
1879 */ 1696 */
1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1697 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1881 break; 1698 break;
1887 * a key, return 1704 * a key, return
1888 */ 1705 */
1889 if (!tmp) 1706 if (!tmp)
1890 { 1707 {
1891 for (tmp = container->inv; tmp; tmp = tmp->below) 1708 for (tmp = container->inv; tmp; tmp = tmp->below)
1892 {
1893 /* No reason to search empty containers */ 1709 /* No reason to search empty containers */
1894 if (tmp->type == CONTAINER && tmp->inv) 1710 if (tmp->type == CONTAINER && tmp->inv)
1895 {
1896 if ((key = find_key (pl, tmp, door))) 1711 if ((key = find_key_ (pl, tmp, door)))
1897 return key; 1712 return key;
1898 }
1899 }
1900 1713
1901 if (!tmp) 1714 if (!tmp)
1902 return NULL; 1715 return 0;
1903 } 1716 }
1904 1717
1905 /* 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,
1906 * see if we actually want to use it 1719 * see if we actually want to use it
1907 */ 1720 */
1908 if (pl != container) 1721 if (pl != container)
1909 { 1722 {
1910 /* Only let players use keys in containers */ 1723 /* Only let players use keys in containers */
1911 if (!pl->contr) 1724 if (!pl->contr)
1912 return NULL; 1725 return 0;
1726
1913 /* cases where this fails: 1727 /* cases where this fails:
1914 * If we only search the player inventory, return now since we 1728 * If we only search the player inventory, return now since we
1915 * are not in the players inventory. 1729 * are not in the players inventory.
1916 * If the container is not active, return now since only active 1730 * If the container is not active, return now since only active
1917 * containers can be used. 1731 * containers can be used.
1921 * inv must have been an container and must have been active. 1735 * inv must have been an container and must have been active.
1922 * 1736 *
1923 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1924 * all the others. 1738 * all the others.
1925 */ 1739 */
1926 if (pl->contr->usekeys == key_inventory || 1740 if (pl->contr->usekeys == key_inventory
1927 !QUERY_FLAG (container, FLAG_APPLIED) || 1741 || !container->flag [FLAG_APPLIED]
1928 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1929 { 1743 {
1930 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1931 "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));
1932 return NULL; 1746 return NULL;
1933 } 1747 }
1934 } 1748 }
1935 1749
1936 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);
1937} 1776}
1938 1777
1939/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1940 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1941 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1963 1802
1964 if (door->type == DOOR) 1803 if (door->type == DOOR)
1965 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 */
1966 else if (door->type == LOCKED_DOOR) 1805 else if (door->type == LOCKED_DOOR)
1967 { 1806 {
1968 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);
1969 remove_door2 (door); /* remove door without violence ;-) */ 1808 remove_door2 (door); /* remove door without violence ;-) */
1970 } 1809 }
1971 1810
1972 /* Do this after we print the message */ 1811 /* Do this after we print the message */
1973 decrease_ob (key); /* Use up one of the keys */ 1812 key->decrease (); /* Use up one of the keys */
1974 /* Need to update the weight the container the key was in */
1975 if (container != op)
1976 esrv_update_item (UPD_WEIGHT, op, container);
1977 1813
1978 return 1; /* Nothing more to do below */ 1814 return 1; /* Nothing more to do below */
1979 } 1815 }
1980 else if (door->type == LOCKED_DOOR) 1816 else if (door->type == LOCKED_DOOR)
1981 { 1817 {
1982 /* Might as well return now - no other way to open this */ 1818 /* Might as well return now - no other way to open this */
1983 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...");
1984 return 1; 1820 return 1;
1985 } 1821 }
1986 1822
1987 return 0; 1823 return 0;
1988} 1824}
1994 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
1995 */ 1831 */
1996bool 1832bool
1997move_player_attack (object *op, int dir) 1833move_player_attack (object *op, int dir)
1998{ 1834{
1999 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 }
2000 1840
2001 sint16 nx = freearr_x[dir] + op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
2002 sint16 ny = freearr_y[dir] + op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
2003 1843
2004 on_battleground = op_on_battleground (op, 0, 0);
2005
2006 if (out_of_map (op->map, nx, ny)) 1844 if (out_of_map (op->map, nx, ny))
2007 return false; 1845 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2014 1846
2015 /* 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
2016 * 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
2017 * 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
2018 * player. This is a pretty nasty hack, because if we could 1850 * player. This is a pretty nasty hack, because if we could
2065 */ 1897 */
2066 if (op->type == PLAYER 1898 if (op->type == PLAYER
2067 && ((mon->owner && mon->owner->contr 1899 && ((mon->owner && mon->owner->contr
2068 && same_party (mon->owner->contr->party, op->contr->party)) 1900 && same_party (mon->owner->contr->party, op->contr->party))
2069 || mon->owner == op) 1901 || mon->owner == op)
2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2071 { 1903 {
2072 /* 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 */
2073 if (op->contr->braced) 1905 if (op->contr->braced)
2074 return false; 1906 return false;
2075 1907
2078 --op->speed_left; 1910 --op->speed_left;
2079 1911
2080 op->play_sound (sound_find ("push_player")); 1912 op->play_sound (sound_find ("push_player"));
2081 push_ob (mon, dir, op); 1913 push_ob (mon, dir, op);
2082 1914
2083 if (op->contr->tmp_invis || op->hide) 1915 if (action_makes_visible (op))
2084 make_visible (op); 1916 make_visible (op);
2085 1917
2086 return true; 1918 return true;
2087 } 1919 }
2088 else 1920 else
2089 return false; 1921 return false;
2090 } 1922 }
1923
1924 bool on_battleground = op_on_battleground (op, 0, 0);
2091 1925
2092 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
2093 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
2094 * 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
2095 * attack them either. 1929 * attack them either.
2096 */ 1930 */
2097 if ((mon->type == PLAYER || mon->enemy != op) 1931 if ((mon->type == PLAYER || mon->enemy != op)
2098 && (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])
2099 && ((op->contr->peaceful 1933 && ((op->contr->peaceful
2100 || (mon->type == PLAYER && mon->contr->peaceful)) 1934 || (mon->type == PLAYER && mon->contr->peaceful))
2101 && !on_battleground)) 1935 && !on_battleground))
2102 { 1936 {
2103 if (op->speed_left > 0.f) 1937 if (op->speed_left > 0.f)
2108 { 1942 {
2109 op->play_sound (sound_find ("push_player")); 1943 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 1944 push_ob (mon, dir, op);
2111 } 1945 }
2112 else 1946 else
2113 new_draw_info (0, 0, op, "You withhold your attack"); 1947 op->statusmsg ("You withhold your attack");
2114 1948
2115 if (op->contr->tmp_invis || op->hide) 1949 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2116 make_visible (op); 1950 make_visible (op);
2117 1951
2118 return true; 1952 return true;
2119 } 1953 }
2120 } 1954 }
2121 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
2122 * 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.
2123 */ 1957 */
2124 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2125 { 1959 {
2126 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
2127 { 1961 {
2128 --op->speed_left; 1962 --op->speed_left;
2129 1963
2138 * 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
2139 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
2140 * 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
2141 * 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.
2142 */ 1976 */
2143 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2144 ((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)))
2145 { 1979 {
2146 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])
2147 { 1981 {
2148 --op->contr->weapon_sp_left; 1982 --op->contr->weapon_sp_left;
2160} 1994}
2161 1995
2162bool 1996bool
2163move_player (object *op, int dir) 1997move_player (object *op, int dir)
2164{ 1998{
2165 int pick;
2166
2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2168 return 0; 2000 return 0;
2169 2001
2170 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
2171 if ((dir < 0) || (dir >= 9)) 2003 if (dir < 0 || dir > 8)
2172 { 2004 {
2173 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2174 return 0; 2006 return 0;
2175 } 2007 }
2176 2008
2177 /* peterm: added following line */ 2009 /* peterm: added following line */
2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
2179 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2180 2012
2181 op->facing = dir; 2013 op->facing = dir;
2182 2014
2183 if (op->hide) 2015 if (op->flag [FLAG_HIDDEN])
2184 do_hidden_move (op); 2016 do_hidden_move (op);
2185 2017
2186 bool retval; 2018 bool retval;
2019 int pick = 0;
2187 2020
2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2189 retval = RESULT_INT (0); 2022 retval = RESULT_INT (0);
2190 else if (op->contr->fire_on) 2023 else if (op->contr->fire_on)
2191 retval = fire (op, dir); 2024 retval = fire (op, dir);
2222 * players. 2055 * players.
2223 */ 2056 */
2224bool 2057bool
2225handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2226{ 2059{
2227 if (QUERY_FLAG (op, FLAG_SCARED)) 2060 if (op->flag [FLAG_SCARED])
2228 { 2061 {
2229 if (op->speed_left > 0.f) 2062 if (op->speed_left > 0.f)
2230 { 2063 {
2231 --op->speed_left; 2064 --op->speed_left;
2232 flee_player (op); 2065 flee_player (op);
2248 return move_player (op, op->direction); 2081 return move_player (op, op->direction);
2249 2082
2250 return false; 2083 return false;
2251} 2084}
2252 2085
2253int 2086static int
2254save_life (object *op) 2087save_life (object *op)
2255{ 2088{
2256 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2089 if (!op->flag [FLAG_LIFESAVE])
2257 return 0; 2090 return 0;
2258 2091
2259 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2261 { 2094 {
2262 op->play_sound (sound_find ("ob_evaporate")); 2095 op->play_sound (sound_find ("ob_evaporate"));
2263 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));
2264 2097
2265 if (op->contr)
2266 esrv_del_item (op->contr, tmp->count);
2267
2268 tmp->destroy (); 2098 tmp->destroy ();
2269 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2270 2100
2271 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2272 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2273 2103
2274 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2275 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2276 2106
2277 op->update_stats (); 2107 op->update_stats ();
2278 return 1; 2108 return 1;
2279 } 2109 }
2280 2110
2281 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2282 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2283 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2284 return 0; 2114 return 0;
2285} 2115}
2286 2116
2287/* 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
2288 * 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
2289 * 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
2290 * from. 2120 * from.
2291 */ 2121 */
2292static void 2122static void
2293drop_unpaid_items (object *op, object *env) 2123drop_unpaid_items (object *op, object *env)
2294{ 2124{
2295 while (op) 2125 while (op)
2296 { 2126 {
2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2127 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2298 2128
2299 if (QUERY_FLAG (op, FLAG_UNPAID)) 2129 if (op->flag [FLAG_UNPAID])
2300 {
2301 if (env->type == PLAYER)
2302 esrv_del_item (env->contr, op->count);
2303
2304 op->insert_at (env); 2130 op->insert_at (env);
2305 }
2306 else if (op->inv) 2131 else if (op->inv)
2307 drop_unpaid_items (op->inv, env); 2132 drop_unpaid_items (op->inv, env);
2308 2133
2309 op = next; 2134 op = next;
2310 } 2135 }
2313void 2138void
2314object::drop_unpaid_items () 2139object::drop_unpaid_items ()
2315{ 2140{
2316 if (!flag [FLAG_REMOVED]) 2141 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this); 2142 ::drop_unpaid_items (inv, this);
2318}
2319
2320/*
2321 * Returns pointer a static string containing gravestone text
2322 * Moved from apply.c to player.c - player.c is what
2323 * actually uses this function. player.c may not be quite the
2324 * best, a misc file for object actions is probably better,
2325 * but there isn't one in the server directory.
2326 */
2327char *
2328gravestone_text (object *op)
2329{
2330 static char buf2[MAX_BUF];
2331 char buf[MAX_BUF];
2332 time_t now = time (NULL);
2333
2334 strcpy (buf2, " R.I.P.\n\n");
2335 if (op->type == PLAYER)
2336 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2337 else
2338 sprintf (buf, "%s\n", &op->name);
2339
2340 strncat (buf2, " ", 20 - strlen (buf) / 2);
2341 strcat (buf2, buf);
2342 if (op->type == PLAYER)
2343 sprintf (buf, "who was in level %d when killed\n", op->level);
2344 else
2345 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2346
2347 strncat (buf2, " ", 20 - strlen (buf) / 2);
2348 strcat (buf2, buf);
2349 if (op->type == PLAYER)
2350 {
2351 sprintf (buf, "by %s.\n\n", op->contr->killer);
2352 strncat (buf2, " ", 21 - strlen (buf) / 2);
2353 strcat (buf2, buf);
2354 }
2355
2356 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2358 strcat (buf2, buf);
2359
2360 return buf2;
2361} 2143}
2362 2144
2363void 2145void
2364do_some_living (object *op) 2146do_some_living (object *op)
2365{ 2147{
2382 * alternate it here for it to work correctly. 2164 * alternate it here for it to work correctly.
2383 */ 2165 */
2384 if (pticks & 2) 2166 if (pticks & 2)
2385 op->invisible--; 2167 op->invisible--;
2386 } 2168 }
2387 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2388 { 2170 {
2389 if (!op->invisible--) 2171 if (!op->invisible--)
2390 { 2172 {
2391 make_visible (op); 2173 make_visible (op);
2392 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.");
2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2199 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2418 else 2200 else
2419 { 2201 {
2420 gen_grace = op->stats.maxgrace; 2202 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2203 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 }
2423
2424 /* Regenerate Spell Points */
2425 if (!op->contr->golem && --op->last_sp < 0)
2426 {
2427 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2428 if (op->stats.sp < op->stats.maxsp)
2429 {
2430 op->stats.sp++;
2431 /* dms do not consume food */
2432 if (!QUERY_FLAG (op, FLAG_WIZ))
2433 {
2434 op->stats.food--;
2435 if (op->contr->digestion < 0)
2436 op->stats.food += op->contr->digestion;
2437 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2438 op->stats.food = last_food;
2439 }
2440 }
2441
2442 if (max_sp > 1)
2443 {
2444 over_sp = (gen_sp + 10) / rate_sp;
2445 if (over_sp > 0)
2446 {
2447 if (op->stats.sp < op->stats.maxsp)
2448 {
2449 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2450
2451 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2452 op->stats.sp--;
2453
2454 if (op->stats.sp > op->stats.maxsp)
2455 op->stats.sp = op->stats.maxsp;
2456 }
2457 op->last_sp = 0;
2458 }
2459 else
2460 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2461 }
2462 else
2463 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2464 } 2204 }
2465 2205
2466 /* Regenerate Grace */ 2206 /* Regenerate Grace */
2467 /* 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. */
2468 if (--op->last_grace < 0) 2208 if (--op->last_grace < 0)
2489 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);
2490 } 2230 }
2491 /* wearing stuff doesn't detract from grace generation. */ 2231 /* wearing stuff doesn't detract from grace generation. */
2492 } 2232 }
2493 2233
2234 if (op->stats.food > 0)
2235 {
2494 /* Regenerate Hit Points */ 2236 /* Regenerate Spell Points */
2495 if (--op->last_heal < 0) 2237 if (!op->contr->golem && --op->last_sp < 0)
2496 {
2497 if (op->stats.hp < op->stats.maxhp)
2498 { 2238 {
2499 op->stats.hp++; 2239 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2500 /* dms do not consume food */ 2240
2501 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (op->stats.sp < op->stats.maxsp)
2502 { 2242 {
2243 op->stats.sp++;
2244
2245 /* dms do not consume food */
2246 if (!op->flag [FLAG_WIZ])
2247 {
2503 op->stats.food--; 2248 op->stats.food--;
2249
2504 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2505 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2506 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))
2507 op->stats.food = last_food; 2253 op->stats.food = last_food;
2254 }
2508 } 2255 }
2509 }
2510 2256
2511 if (max_hp > 1) 2257 if (max_sp > 1)
2512 {
2513 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2514 if (over_hp > 0)
2515 { 2258 {
2516 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
2517 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);
2518 } 2277 }
2519 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)
2520 { 2286 {
2521 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 }
2522 } 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);
2523 } 2312 }
2524 else 2313 else
2525 {
2526 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);
2527 } 2315 }
2528 } 2316 }
2529 2317
2530 /* Digestion */ 2318 /* Digestion */
2531 if (--op->last_eat < 0) 2319 if (--op->last_eat < 0)
2534 penalty = max (0, -op->contr->digestion); 2322 penalty = max (0, -op->contr->digestion);
2535 2323
2536 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2324 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2537 2325
2538 /* dms do not consume food */ 2326 /* dms do not consume food */
2539 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2540 op->stats.food--; 2328 op->stats.food--;
2541 } 2329 }
2542 2330
2543 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2544 { 2332 {
2545 object *tmp, *flesh = 0; 2333 object *flesh = 0;
2546 2334
2547 for (tmp = op->inv; tmp; tmp = tmp->below) 2335 for_inv_removable (op, tmp)
2548 { 2336 {
2549 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)
2550 { 2341 {
2551 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2342 op->statusmsg ("You blindly grab for a bite of food. "
2552 { 2343 "H<To prevent you from starving, you ate some random item from your backpack.>");
2553 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2344 op->apply (tmp);
2554 manual_apply (op, tmp, 0); 2345
2555 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2556 break; 2347 break;
2557 } 2348 }
2558 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2559 flesh = tmp; 2350 flesh = tmp;
2560 } /* End if paid for object */ 2351 }
2561 } /* end of for loop */
2562 2352
2563 /* 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
2564 * eat flesh instead. 2354 * eat flesh instead.
2565 */ 2355 */
2566 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2567 { 2357 {
2568 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.>");
2569 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2570 } 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)
2571 } 2370 {
2371 op->stats.hp += op->stats.food;
2372 op->stats.food = 0;
2572 2373
2573 while (op->stats.food < 0 && op->stats.hp >= 0) 2374 if (op->stats.hp < 0)
2574 op->stats.food++, op->stats.hp--; 2375 {
2376 op->contr->killer = archetype::get ("killer_starvation");
2377 op->contr->killer->destroy ();
2378 }
2379 }
2575 2380
2381 /* killer should be set here already */
2576 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2577 kill_player (op); 2383 kill_player (op);
2578 } 2384 }
2579} 2385}
2580 2386
2581/* 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.
2584 * file. 2390 * file.
2585 */ 2391 */
2586void 2392void
2587kill_player (object *op) 2393kill_player (object *op)
2588{ 2394{
2589 char buf[MAX_BUF];
2590 int x, y; 2395 int x, y;
2591
2592 //int i;
2593 maptile *map; /* this is for resurrection */ 2396 maptile *map; /* this is for resurrection */
2594
2595 /* int z;
2596 int num_stats_lose;
2597 int lost_a_stat;
2598 int lose_this_stat;
2599 int this_stat; */
2600 int will_kill_again; 2397 int will_kill_again;
2601 archetype *at; 2398 archetype *at;
2602 object *tmp; 2399 object *tmp;
2603 2400
2604 if (save_life (op)) 2401 if (save_life (op))
2605 return; 2402 return;
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 }
2606 2439
2607 /* 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
2608 * 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.
2609 * Look at op_on_battleground() for more info --AndreasV 2442 * Look at op_on_battleground() for more info --AndreasV
2610 */ 2443 */
2611 if (op_on_battleground (op, &x, &y)) 2444 if (op_on_battleground (op, &x, &y))
2612 { 2445 {
2613 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";
2614 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2615
2616 /* restore player */
2617 at = archetype::find ("poisoning");
2618 if (object *tmp = present_arch_in_ob (at, op))
2619 {
2620 tmp->destroy ();
2621 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2622 }
2623
2624 at = archetype::find ("confusion");
2625 if (object *tmp = present_arch_in_ob (at, op))
2626 {
2627 tmp->destroy ();
2628 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2629 }
2630
2631 cure_disease (op, 0); /* remove any disease */
2632 op->stats.hp = op->stats.maxhp;
2633 if (op->stats.food <= 0)
2634 op->stats.food = 999;
2635 2447
2636 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2637 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2638 { 2450
2639 sprintf (buf, "%s's finger", &op->name); 2451 tmp->name = format ("%s's finger" , &op->name);
2640 tmp->name = buf; 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2641 sprintf (buf, " This finger has been cut off %s\n" 2453 tmp->msg = format (
2642 " 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",
2643 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2455 &op->name, op->contr->title,
2644 tmp->msg = buf; 2456 (int)op->level,
2457 op->contr->killer_name ()
2458 );
2645 tmp->value = 0, tmp->type = 0; 2459 tmp->value = 0, tmp->type = 0;
2646 tmp->materialname = "organics"; 2460 tmp->material = name_to_material (shstr_organic);
2647 tmp->insert_at (op, tmp); 2461 tmp->insert_at (op, tmp);
2648 }
2649 2462
2650 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2651 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2652 op->contr->braced = 0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2653 return; 2468 return;
2654 } 2469 }
2655 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2656 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2657 2475
2658 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2659
2660 if (op->stats.food < 0)
2661 {
2662 sprintf (buf, "%s starved to death.", &op->name);
2663 strcpy (op->contr->killer, "starvation");
2664 }
2665 else
2666 sprintf (buf, "%s died.", &op->name);
2667 2477
2668 op->contr->play_sound (sound_find ("player_dies")); 2478 op->contr->play_sound (sound_find ("player_dies"));
2669 2479
2670 /* save the map location for corpse, gravestone */ 2480 /* save the map location for corpse, gravestone */
2671 x = op->x; 2481 x = op->x;
2701 2511
2702 lost_a_stat = 0; 2512 lost_a_stat = 0;
2703 2513
2704 for (z = 0; z < num_stats_lose; z++) 2514 for (z = 0; z < num_stats_lose; z++)
2705 { 2515 {
2706 i = RANDOM () % NUM_STATS; 2516 i = rndm (NUM_STATS);
2707 2517
2708 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2709 { 2519 {
2710 /* 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
2711 * what he lost. 2521 * what he lost.
2718 lost_a_stat = 1; 2528 lost_a_stat = 1;
2719 } 2529 }
2720 else 2530 else
2721 { 2531 {
2722 /* deplete a stat */ 2532 /* deplete a stat */
2723 archetype *deparch = archetype::find ("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2724 object *dep; 2534 object *dep;
2725 2535
2726 dep = present_arch_in_ob (deparch, op); 2536 dep = present_arch_in_ob (deparch, op);
2727 if (!dep) 2537 if (!dep)
2728 { 2538 {
2729 dep = arch_to_object (deparch); 2539 dep = deparch->instance ();
2730 insert_ob_in_ob (dep, op); 2540 insert_ob_in_ob (dep, op);
2731 } 2541 }
2732 lose_this_stat = 1; 2542 lose_this_stat = 1;
2733 if (settings.balanced_stat_loss) 2543 if (settings.balanced_stat_loss)
2734 { 2544 {
2762 } 2572 }
2763 } 2573 }
2764 2574
2765 if (lose_this_stat) 2575 if (lose_this_stat)
2766 { 2576 {
2767 this_stat = get_attr_value (&(dep->stats), i); 2577 this_stat = get_attr_value (&dep->stats, i);
2768 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2769 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2770 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2771 * 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
2772 * difference. 2582 * difference.
2773 */ 2583 */
2774 if (this_stat >= -50) 2584 if (this_stat >= -50)
2775 { 2585 {
2776 change_attr_value (&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2777 SET_FLAG (dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2778 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2779 op->update_stats (); 2589 op->update_stats ();
2780 lost_a_stat = 1; 2590 lost_a_stat = 1;
2781 } 2591 }
2782 } 2592 }
2783 } 2593 }
2784 } 2594 }
2595
2785 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2786 if (!lost_a_stat) 2597 if (!lost_a_stat)
2787 { 2598 {
2788 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2789 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2790 const char *god = determine_god (op); 2601 shstr_tmp god = determine_god (op);
2791 2602
2792 if (god && (strcmp (god, "none"))) 2603 if (god != shstr_none)
2793 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";
2794 else 2605 else
2795 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";
2796 } 2607 }
2797#else 2608#else
2798 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.";
2799#endif 2610#endif
2800 2611
2801 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2802 * exp loss on the stone. 2613 * exp loss on the stone.
2803 */ 2614 */
2804 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2805 sprintf (buf, "%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2806 tmp->name = buf; 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2807 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",
2808 tmp->name_pl = buf; 2619 &op->name, op->contr->title, op->contr->killer_name ());
2809 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);
2810 tmp->msg = buf;
2811 tmp->x = op->x, tmp->y = op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2812 insert_ob_in_map (tmp, op->map, NULL, 0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2813 2622
2814 /**************************************/ 2623 /**************************************/
2815 /* */ 2624 /* */
2816 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2817 /* if we died cause of food, give us */
2818 /* food, and reset HP's... */
2819 /* */ 2626 /* */
2820 /**************************************/ 2627 /**************************************/
2821 2628
2822 /* remove any poisoning and confusion the character may be suffering. */
2823 /* restore player */
2824 at = archetype::find ("poisoning");
2825 tmp = present_arch_in_ob (at, op);
2826
2827 if (tmp)
2828 {
2829 tmp->destroy ();
2830 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2831 }
2832
2833 at = archetype::find ("confusion");
2834 tmp = present_arch_in_ob (at, op);
2835 if (tmp)
2836 {
2837 tmp->destroy ();
2838 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2839 }
2840
2841 cure_disease (op, 0); /* remove any disease */
2842
2843 /*add_exp(op, (op->stats.exp * -0.20)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2844 apply_death_exp_penalty (op); 2630 apply_death_exp_penalty (op);
2845 if (op->stats.food < 100)
2846 op->stats.food = 900;
2847 op->stats.hp = op->stats.maxhp;
2848 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2849 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2850 2631
2851 /* 2632 /*
2852 * 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
2853 * and put them back in the map. 2634 * and put them back in the map.
2854 */ 2635 */
2882 2663
2883 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed = 0.1f; 2666 force->speed = 0.1f;
2886 force->speed_left = -5.f; 2667 force->speed_left = -5.f;
2887 SET_FLAG (force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2888 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2671 force->resist[at] = 100;
2891 2672
2892 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2893 op->update_stats (); 2674 op->update_stats ();
2894
2895 } 2675 }
2896 2676
2897 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2898} 2678}
2899 2679
2900void 2680static void
2901loot_object (object *op) 2681loot_object (object *op)
2902{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2903 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2904 2684
2905 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2915 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2916 2696
2917 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2918 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2919 2699
2920 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))))
2921 { 2701 {
2922 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2923 { 2703 {
2924 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2925 tmp2->destroy ();
2926 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2927 } 2706 }
2928 else 2707 else
2929 tmp->destroy (); 2708 tmp->destroy ();
2930 } 2709 }
2937 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2938 * 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
2939 * was changed. 2718 * was changed.
2940 */ 2719 */
2941void 2720void
2942fix_weight (void) 2721fix_weight ()
2943{ 2722{
2944 for_all_players (pl) 2723 for_all_players (pl)
2945 { 2724 {
2946 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
2947 2726
2948 if (old == sum) 2727 pl->ob->update_weight ();
2949 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
2950 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
2951 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 }
2952 } 2734 }
2953} 2735}
2954 2736
2955void 2737void
2956fix_luck (void) 2738fix_luck ()
2957{ 2739{
2958 for_all_players (pl) 2740 for_all_players (pl)
2959 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
2960 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
2961} 2743}
2998} 2780}
2999 2781
3000void 2782void
3001make_visible (object *op) 2783make_visible (object *op)
3002{ 2784{
3003 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3004 op->invisible = 0; 2786 op->invisible = 0;
2787
3005 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3006 { 2789 {
3007 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3008 op->contr->invis_race = 0; 2791 op->contr->invis_race = 0;
3009 } 2792 }
3012} 2795}
3013 2796
3014int 2797int
3015is_true_undead (object *op) 2798is_true_undead (object *op)
3016{ 2799{
3017 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
3018 return 1; 2801 return 1;
3019 2802
3020 return 0; 2803 return 0;
3021} 2804}
3022 2805
3023/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3024 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3025 * indicate greater hideability. 2808 * indicate greater hideability.
3026 */ 2809 */
3027
3028int 2810int
3029hideability (object *ob) 2811hideability (object *ob)
3030{ 2812{
3031 int i, level = 0, mflag; 2813 int i, level = 0, mflag;
3032 sint16 x, y; 2814 sint16 x, y;
3033 2815
3034 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3035 return 0; 2817 return 0;
3036 2818
3037 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3038 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3039 2821
3040 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3041 * 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
3042 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3043 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3044 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3045 2827
3046 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3047 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])
3048 { 2832 {
3049 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3050 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3051 {
3052 continue; 2835 continue;
3053 } 2836
3054 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3055 level += 2; 2838 level += 2;
3056 else /* open terrain! */ 2839 else /* open terrain! */
3057 level -= 1; 2840 level -= 1;
3058 } 2841 }
3069 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3070 */ 2853 */
3071void 2854void
3072do_hidden_move (object *op) 2855do_hidden_move (object *op)
3073{ 2856{
3074 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3075 object *skop;
3076 2858
3077 if (!op || !op->map) 2859 if (!op || !op->map)
3078 return; 2860 return;
3079 2861
3080 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);
3081 2864
3082 /* 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! */
3083 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3084 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3085 { 2868 {
3095 num -= hide; 2878 num -= hide;
3096 2879
3097 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3098 { 2881 {
3099 make_visible (op); 2882 make_visible (op);
2883
3100 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3101 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!");
3102 } 2886 }
3103 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3104 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);
3119 2903
3120 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3121 player = 1; 2905 player = 1;
3122 2906
3123 else 2907 else
3124 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3125 2909
3126 /* search adjacent squares */ 2910 /* search adjacent squares */
3127 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3128 { 2912 {
3129 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3138 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)))
3139 continue; 2923 continue;
3140 2924
3141 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)
3142 { 2926 {
3143 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])
3144 return 1; 2928 return 1;
3145 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3146 { 2930 {
3147 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3148 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3149 return 1; 2933 return 1;
3150 } 2934 }
3151 } 2935 }
3152 } 2936 }
3153 return 0; 2937 return 0;
3157 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3158 * 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
3159 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3160 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3161 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3162 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3163 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3164 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3165 * 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.
3166 * -b.t. 2950 * -b.t.
3167 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3168 */ 2952 */
3169
3170int 2953int
3171player_can_view (object *pl, object *op) 2954player_can_view (object *pl, object *op)
3172{ 2955{
3173 rv_vector rv; 2956 rv_vector rv;
3174 int dx, dy; 2957 int dx, dy;
3186 2969
3187 get_rangevector (pl, op, &rv, 0x1); 2970 get_rangevector (pl, op, &rv, 0x1);
3188 2971
3189 /* starting with the 'head' part, lets loop 2972 /* starting with the 'head' part, lets loop
3190 * through the object and find if it has any 2973 * through the object and find if it has any
3191 * part that is in the los array but isnt on 2974 * part that is in the los array but isn't on
3192 * a blocked los square. 2975 * a blocked los square.
3193 * we use the archetype to figure out offsets. 2976 * we use the archetype to figure out offsets.
3194 */ 2977 */
3195 while (op) 2978 while (op)
3196 { 2979 {
3197 dx = rv.distance_x + op->arch->x; 2980 dx = rv.distance_x + op->arch->x;
3198 dy = rv.distance_y + op->arch->y; 2981 dy = rv.distance_y + op->arch->y;
3199 2982
3200 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3201 * code, so we need to restrict ourselves to that range of values
3202 * for any meaningful values.
3203 */
3204 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3205 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3206 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3207 return 1; 2984 return 1;
2985
3208 op = op->more; 2986 op = op->more;
3209 } 2987 }
3210 return 0;
3211}
3212 2988
3213/* routine for both players and monsters. We call this when
3214 * there is a possibility for our action distrubing our hiding
3215 * place or invisiblity spell. Artefact invisiblity is not
3216 * effected by this. If we arent invisible to begin with, we
3217 * return 0.
3218 */
3219int
3220action_makes_visible (object *op)
3221{
3222
3223 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3224 {
3225 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3226 return 0;
3227
3228 if (op->contr && op->contr->tmp_invis == 0)
3229 return 0;
3230
3231 /* If monsters, they should become visible */
3232 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3233 {
3234 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3235 return 1;
3236 }
3237 }
3238 return 0; 2989 return 0;
3239} 2990}
3240 2991
3241/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3242 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3247 * 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
3248 */ 2999 */
3249int 3000int
3250op_on_battleground (object *op, int *x, int *y) 3001op_on_battleground (object *op, int *x, int *y)
3251{ 3002{
3252 object *tmp;
3253
3254 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3255 * 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),
3256 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3257 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3258 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3259 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3260 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3261 { 3010 {
3262 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3263 { 3012 {
3264 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3013 if (tmp->flag [FLAG_NO_PICK]
3265 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))
3266 { 3017 {
3267 /*before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3268 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))
3269 {
3270 object *invtmp;
3271
3272 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)
3273 { 3022 {
3274 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3275 {
3276 if (x != NULL && y != NULL) 3023 if (x && y)
3277 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3278 return 1; 3026 return 1;
3279 }
3280 } 3027 }
3281 } 3028
3282 if (x != NULL && y != NULL) 3029 if (x && y)
3283 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3284 return 1; 3032 return 1;
3285 } 3033 }
3286 } 3034 }
3287 } 3035 }
3036
3288 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3289 return 0; 3038 return 0;
3290} 3039}
3291 3040
3292/* 3041/*
3308 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3309 int i = 0, j = 0; 3058 int i = 0, j = 0;
3310 3059
3311 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3312 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3313 trlist = treasurelist::find ("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3314 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3315 trlist = treasurelist::find ("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3316 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3317 trlist = treasurelist::find ("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3318 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3319 trlist = treasurelist::find ("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3320 3069
3321 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3322 return; 3071 return;
3323 3072
3324 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++);
3421 else 3170 else
3422 j = 1; 3171 j = 1;
3423 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3424 } 3173 }
3425 } 3174 }
3175
3426 strcat (buf, "."); 3176 strcat (buf, ".");
3427 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3428 } 3178 }
3429 3179
3430 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3431 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3432 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3433 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3434 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3435 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3436 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3437 3187
3438 /* print message if there is one */ 3188 /* print message if there is one */
3439 if (item->msg != NULL) 3189 if (item->msg != NULL)
3440 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3441 } 3191 }
3442 else 3192 else
3443 { 3193 {
3444 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3445 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3446 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));
3447 tmp = insert_ob_in_ob (tmp, who); 3197 who->insert (tmp);
3448 if (who->type == PLAYER)
3449 esrv_send_item (who, tmp);
3450 } 3198 }
3451} 3199}
3452 3200
3453/** 3201//-GPL
3454 * Unready an object for a player. This function does nothing if the object was
3455 * not readied.
3456 */
3457void
3458player_unready_range_ob (player *pl, object *ob)
3459{
3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3462
3463 if (pl->combat_ob == ob)
3464 pl->combat_ob = 0;
3465
3466 if (pl->ranged_ob == ob)
3467 pl->ranged_ob = 0;
3468}
3469 3202
3470sint8 3203sint8
3471player::visibility_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3472{ 3205{
3473 if (!ns) 3206 if (!ns)
3474 return 0; 3207 return LOS_BLOCKED;
3475 3208
3476 int dx, dy; 3209 int dx, dy;
3477 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)
3478 return 0; 3242 return;
3479 3243
3480 x += dx - ns->current_x + ns->mapx / 2; 3244 va_list ap;
3481 y += dy - ns->current_y + ns->mapy / 2; 3245 va_start (ap, format);
3482 3246 contr->failmsg (vformat (format, ap));
3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3247 va_end (ap);
3484 return 0;
3485
3486 return 100 - blocked_los [x][y];
3487} 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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