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Comparing deliantra/server/server/player.C (file contents):
Revision 1.181 by root, Tue Apr 15 14:21:04 2008 UTC vs.
Revision 1.274 by root, Wed Apr 21 06:40:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
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 ()
187 ob->remove (); 76 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 109
225 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231 116
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
239 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
240 } 125 }
241 126
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 128
244 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
245 130
246 ob->update_stats (); 131 ob->update_stats ();
247 132
248 ns->floorbox_update (); 133 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
251 136
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
252 activate (); 143 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257 144
258 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
260} 147}
261 148
278 ns->reset_stats (); 165 ns->reset_stats ();
279 ns->pl = 0; 166 ns->pl = 0;
280 ns = 0; 167 ns = 0;
281 } 168 }
282 169
283 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
284 173
285 deactivate (); 174 deactivate ();
286} 175}
176
177//-GPL
287 178
288// the need for this function can be explained 179// the need for this function can be explained
289// by load_object not returning the object 180// by load_object not returning the object
290void 181void
291player::set_object (object *op) 182player::set_object (object *op)
292{ 183{
293 ob = observe = op; 184 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
295 186
296 ob->speed = 1.0f; 187 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
298 189
299 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
327} 191}
328 192
329void 193void
330player::set_observe (object *op) 194player::set_observe (object *op)
331{ 195{
332 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
333 do_los = 1; 197 do_los = 1;
334} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
335 208
336player::player () 209player::player ()
337{ 210{
338 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point. 212 * we deal with that below this point.
345 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
346 219
347 gen_sp_armour = 10; 220 gen_sp_armour = 10;
348 bowtype = bow_normal; 221 bowtype = bow_normal;
349 petmode = pet_normal; 222 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 223 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
353 do_los = 1; 225 do_los = 1;
354 226
355 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
362 disconnect (); 234 disconnect ();
363 235
364 attachable::do_destroy (); 236 attachable::do_destroy ();
365 237
366 if (ob) 238 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy (); 239 ob->destroy ();
370 }
371 240
372 ob = observe = 0; 241 ob = observe = viewpoint = 0;
373} 242}
374 243
375player::~player () 244player::~player ()
376{ 245{
377 /* Clear item stack */ 246 /* Clear item stack */
378 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 }
379} 276}
380 277
381/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
382 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
383 * mode. 280 * mode.
385player * 282player *
386player::create () 283player::create ()
387{ 284{
388 player *pl = new player; 285 player *pl = new player;
389 286
390 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
391 288
392 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
395 292
396 set_first_map (pl->ob); 293 set_first_map (pl->ob);
397 294
398 return pl; 295 return pl;
399}
400
401/*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406archetype *
407get_player_archetype (archetype *at)
408{
409 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
410
411 for (;;)
412 {
413 if (++i == archetypes.end ())
414 i = archetypes.begin ();
415 else if (*i == at)
416 cleanup ("not a single player archetype found");
417
418 if ((*i)->type == PLAYER)
419 return *i;
420 }
421} 296}
422 297
423object * 298object *
424get_nearest_player (object *mon) 299get_nearest_player (object *mon)
425{ 300{
499 */ 374 */
500int 375int
501path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
502{ 377{
503 rv_vector rv; 378 rv_vector rv;
504 sint16 x, y;
505 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;
506 maptile *m, *lastmap;
507 380
508 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
509 382
510 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
511 return 0; 384 return 0;
512 385
513 x = mon->x; 386 mapxy pos (mon);
514 y = mon->y;
515 m = mon->map;
516 dir = rv.direction; 387 dir = rv.direction;
517 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 */
518 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
519 390
520 /* 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. */
521 if (diff > max) 392 if (diff > max)
522 return 0; 393 return 0;
523 394
524 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
525 { 396 {
526 lastx = x; 397 mapxy lastpos = pos;
527 lasty = y;
528 lastmap = m;
529 x = lastx + freearr_x[dir];
530 y = lasty + freearr_y[dir];
531 398
532 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
533 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
534 400
535 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
536 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
537 && (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)))
538 { 405 {
539 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
540 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
541 */ 408 */
542 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
543 if (rv.direction != dir) 410 if (rv.direction != dir)
544 { 411 {
545 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
546 * the values so it will try again. 413 * the values so it will try again.
547 */ 414 */
548 x = lastx;
549 y = lasty;
550 m = lastmap; 415 pos = lastpos;
551 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
552 } 417 }
553 else 418 else
554 { 419 {
555 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
562 */ 427 */
563 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
564 { 429 {
565 if (i == 0) 430 if (i == 0)
566 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
567 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
568 * since the direction that the creature should move in 434 * since the direction that the creature should move in
569 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
570 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
571 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
573 * 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
574 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
575 * the last direction the creature has successfully 441 * the last direction the creature has successfully
576 * moved. 442 * moved.
577 */ 443 */
578
579 x = lastx + freearr_x[absdir (lastdir + i)];
580 y = lasty + freearr_y[absdir (lastdir + i)];
581 m = lastmap; 444 pos = lastpos;
582 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
583 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
584 continue; 448 continue;
585 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
586 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
587 continue; 453 continue;
588 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
589 continue; 456 continue;
590 457
591 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
592 break; 459 break;
593 } 460 }
461
594 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
595 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
596 */ 464 */
597 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
598 return 0; 466 return 0;
467
599 diff--; 468 diff--;
600 lastdir = dir; 469 lastdir = dir;
601 max--; 470 max--;
602 if (!firstdir) 471 if (!firstdir)
603 firstdir = dir + i; 472 firstdir = dir + i;
607 { 476 {
608 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
609 diff--; 478 diff--;
610 max--; 479 max--;
611 lastdir = dir; 480 lastdir = dir;
481
612 if (!firstdir) 482 if (!firstdir)
613 firstdir = dir; 483 firstdir = dir;
614 } 484 }
615 485
616 if (diff <= 1) 486 if (diff <= 1)
617 { 487 {
618 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
619 * headed toward player for entire distance. 489 * headed toward player for entire distance.
620 */ 490 */
621 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
622 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
623 } 493 }
624 494
625 if (diff > max) 495 if (diff > max)
626 return 0; 496 return 0;
632 502
633 return firstdir; 503 return firstdir;
634} 504}
635 505
636void 506void
637give_initial_items (object *pl, treasurelist * items) 507give_initial_items (object *pl, treasurelist *items)
638{ 508{
639 if (pl->randomitems) 509 if (pl->randomitems)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 510 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641 511
642 for (object *next, *op = pl->inv; op; op = next) 512 for (object *next, *op = pl->inv; op; op = next)
644 next = op->below; 514 next = op->below;
645 515
646 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
647 * 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
648 */ 518 */
649 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
650 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
651 521
652 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions 523 * by this player due to race restrictions
654 */ 524 */
655 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
656 { 526 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 527 if ((!pl->flag [FLAG_USE_ARMOUR]
528 &&
658 (op->type == ARMOUR || op->type == BOOTS || 529 (op->type == ARMOUR || op->type == BOOTS
659 op->type == CLOAK || op->type == HELMET || 530 || op->type == CLOAK || op->type == HELMET
660 op->type == SHIELD || op->type == GLOVES || 531 || op->type == SHIELD || op->type == GLOVES
661 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))
662 { 534 {
663 op->destroy (); 535 op->destroy ();
664 continue; 536 continue;
665 } 537 }
666 } 538 }
667 539
668 /* This really needs to be better - we should really give 540 /* Here we remove duplicated skills (as duplicated spell objects have
669 * a substitute spellbook. The problem is that we don't really 541 * _very_ confusing effects for players), which could for instance be
670 * have a good idea what to replace it with (need something like 542 * generated by bad treasurelists. - elmex
671 * a first level treasurelist for each skill.)
672 * remove duplicate skills also
673 */ 543 */
674 if (op->type == SPELLBOOK || op->type == SKILL) 544 if (op->type == SKILL)
675 { 545 {
676 object *tmp;
677
678 for (tmp = op->below; tmp; tmp = tmp->below) 546 for (object *tmp = op->below; tmp; tmp = tmp->below)
679 if (tmp->type == op->type && tmp->name == op->name) 547 if (tmp->type == op->type && tmp->name == op->name)
680 break;
681
682 if (tmp)
683 { 548 {
684 op->destroy (); 549 op->destroy ();
550 LOG (llevError,
685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
686 continue; 552 break;
687 } 553 }
688 554
689 if (op->nrof > 1) 555 if (op->nrof > 1)
690 op->nrof = 1; 556 op->nrof = 1;
691 } 557 }
692 558
693 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
695 561
696 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
697 * 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
698 * merged properly. 564 * merged properly.
699 */ 565 */
700 if (need_identify (op)) 566 if (op->need_identify ())
701 {
702 SET_FLAG (op, FLAG_IDENTIFIED);
703 CLEAR_FLAG (op, FLAG_CURSED);
704 CLEAR_FLAG (op, FLAG_DAMNED);
705 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
706 if (op->type == SPELL) 573 if (op->type == SPELL)
707 { 574 {
708 op->destroy (); 575 op->destroy ();
709 continue; 576 continue;
710 } 577 }
711 else if (op->type == SKILL) 578 else if (op->type == SKILL)
712 { 579 {
713 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
714 op->stats.exp = 0; 581 op->stats.exp = 0;
715 op->level = 1; 582 op->level = 1;
716 } 583 }
717 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
718 else 585 op->set_flag (FLAG_INV_LOCKED);
719 SET_FLAG (op, FLAG_INV_LOCKED);
720 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
721 587
722 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
723 link_player_skills (pl); 589 pl->contr->link_skills ();
724} 590}
725 591
726void 592void
727get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
728{ 594{
738 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:");
739} 605}
740 606
741/* 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. */
742static int 608static int
743roll_stat (void) 609roll_stat ()
744{ 610{
745 int a[4], i, j, k; 611 int a[4], i, j, k;
746 612
747 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
748 a[i] = (int) rndm (6) + 1; 614 a[i] = (int) rndm (6) + 1;
843 */ 709 */
844void 710void
845player::chargen_race_done () 711player::chargen_race_done ()
846{ 712{
847 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
848 esrv_new_player (ob->contr, ob->weight + ob->carrying); 714 esrv_new_player (ob->contr);
849 715
850 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
851 if (tl) 717 if (tl)
852 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
853 719
854 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
855 INVOKE_PLAYER (LOGIN, ob->contr); 721 INVOKE_PLAYER (LOGIN, ob->contr);
857 ob->contr->ns->state = ST_PLAYING; 723 ob->contr->ns->state = ST_PLAYING;
858 724
859 if (ob->msg) 725 if (ob->msg)
860 ob->msg = 0; 726 ob->msg = 0;
861 727
862 /* We create this now because some of the unique maps will need it
863 * to save here.
864 */
865 {
866 char buf[MAX_BUF];
867 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
868 make_path_to_file (buf);
869 }
870
871 start_info (ob); 728 start_info (ob);
872 CLEAR_FLAG (ob, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
873 give_initial_items (ob, ob->randomitems); 730 give_initial_items (ob, ob->randomitems);
874 link_player_skills (ob);
875 esrv_send_inventory (ob, ob); 731 esrv_send_inventory (ob, ob);
876 ob->update_stats (); 732 ob->update_stats ();
877 733
878 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
879 * is one for this race 735 * is one for this race
880 */ 736 */
881 if (*first_map_ext_path) 737 if (*first_map_ext_path)
882 { 738 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
883 object *tmp;
884 char mapname[MAX_BUF];
885
886 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
887 tmp = object::create ();
888 EXIT_PATH (tmp) = mapname;
889 EXIT_X (tmp) = ob->x;
890 EXIT_Y (tmp) = ob->y;
891 ob->enter_exit (tmp); /* we don't really care if it succeeded;
892 * if the map isn't there, then stay on the
893 * default initial map */
894 tmp->destroy ();
895 }
896 else 739 else
897 LOG (llevDebug, "first_map_ext_path not set\n"); 740 LOG (llevDebug, "first_map_ext_path not set\n");
898} 741}
899 742
900void 743void
931 ob->stats.hp = ob->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
932 ob->stats.sp = ob->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
933 ob->stats.grace = 0; 776 ob->stats.grace = 0;
934} 777}
935 778
936void 779static void
937flee_player (object *op) 780flee_player (object *op)
938{ 781{
939 int dir, diff; 782 int dir, diff;
940 rv_vector rv; 783 rv_vector rv;
941 784
942 if (op->stats.hp < 0) 785 if (op->stats.hp < 0)
943 { 786 {
944 LOG (llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
945 CLEAR_FLAG (op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
946 return; 789 return;
947 } 790 }
948 791
949 if (op->enemy == NULL) 792 if (!op->enemy)
950 { 793 {
951 LOG (llevDebug, "Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
952 CLEAR_FLAG (op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
953 return; 796 return;
954 } 797 }
955 798
956 /* 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))
957 * op->enemy_count, it is possible that something destroys the
958 * actual enemy, and the object is recycled.
959 */
960 if (op->enemy->map == NULL)
961 { 800 {
962 CLEAR_FLAG (op, FLAG_SCARED);
963 op->enemy = NULL; 801 op->enemy = NULL;
964 return; 802 op->clr_flag (FLAG_SCARED);
965 }
966
967 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
968 {
969 op->enemy = NULL;
970 CLEAR_FLAG (op, FLAG_SCARED);
971 return; 803 return;
972 } 804 }
973 805
974 get_rangevector (op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
975 807
976 dir = absdir (4 + rv.direction); 808 dir = absdir (4 + rv.direction);
977 for (diff = 0; diff < 3; diff++) 809 for (diff = 0; diff < 3; diff++)
978 { 810 {
979 int m = 1 - (RANDOM () & 2); 811 int m = 1 - rndm (2) * 2;
980 812
981 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))))
982 return; 814 return;
983 } 815 }
984 816
985 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
986 CLEAR_FLAG (op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
987 op->enemy = NULL; 819 op->enemy = NULL;
988} 820}
989 821
990/* 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.
991 * 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
995check_pick (object *op) 827check_pick (object *op)
996{ 828{
997 object *tmp, *next; 829 object *tmp, *next;
998 int stop = 0; 830 int stop = 0;
999 int wvratio; 831 int wvratio;
1000 char putstring[128];
1001 832
1002 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
1003 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
1004 return 1; 835 return 1;
1005 836
1006 next = op->below; 837 next = op->below;
1007 838
1008 int cnt = MAX_ITEM_PER_DROP; 839 int cnt = MAX_ITEM_PER_ACTION;
1009#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 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 ())
1029 860
1030 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 861 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1031 { 862 {
1032 if (item_matched_string (op, tmp, op->contr->search_str)) 863 if (item_matched_string (op, tmp, op->contr->search_str))
1033 CHK_PICK_PICKUP; 864 CHK_PICK_PICKUP;
865
1034 continue; 866 continue;
1035 } 867 }
1036 868
1037 /* 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? */
1038 if (!(op->contr->mode & PU_NEWMODE)) 929 if (op->contr->mode & PU_FOOD)
930 if (tmp->type == FOOD)
1039 { 931 {
1040 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)
1041 { 995 {
1042 case 0:
1043 return 1; /* don't pick up */
1044 case 1:
1045 CHK_PICK_PICKUP; 996 CHK_PICK_PICKUP;
1046 return 1; 997 continue;
1047 case 2:
1048 CHK_PICK_PICKUP;
1049 return 0;
1050 case 3:
1051 return 0; /* stop before pickup */
1052 case 4:
1053 CHK_PICK_PICKUP;
1054 break;
1055 case 5:
1056 CHK_PICK_PICKUP;
1057 stop = 1;
1058 break;
1059 case 6:
1060 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1061 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1062 CHK_PICK_PICKUP;
1063 break;
1064
1065 case 7:
1066 if (tmp->type == MONEY || tmp->type == GEM)
1067 CHK_PICK_PICKUP;
1068 break;
1069
1070 default:
1071 /* use value density */
1072 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1073 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1074 CHK_PICK_PICKUP;
1075 } 998 }
1076 } 999 }
1077 else 1000
1078 { /* old model */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1079 /* NEW pickup handling */
1080 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)
1081 { 1007 {
1082 /* some debugging code to figure out item information */ 1008 CHK_PICK_PICKUP;
1083 if (tmp->name != NULL)
1084 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1085 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1086 else
1087 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1088 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1089
1090 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1091 }
1092
1093 /* philosophy:
1094 * It's easy to grab an item type from a pile, as long as it's
1095 * generic. This takes no game-time. For more detailed pickups
1096 * and selections, select-items should be used. This is a
1097 * grab-as-you-run type mode that's really useful for arrows for
1098 * example.
1099 * The drawback: right now it has no frontend, so you need to
1100 * stick the bits you want into a calculator in hex mode and then
1101 * convert to decimal and then 'pickup <#>
1102 */
1103
1104 /* the first two modes are exclusive: if NOTHING we return, if
1105 * STOP then we stop. All the rest are applied sequentially,
1106 * meaning if any test passes, the item gets picked up. */
1107
1108 /* if mode is set to pick nothing up, return */
1109
1110 if (op->contr->mode & PU_NOTHING)
1111 return 1;
1112
1113 /* if mode is set to stop when encountering objects, return */
1114 /* take STOP before INHIBIT since it doesn't actually pick
1115 * anything up */
1116
1117 if (op->contr->mode & PU_STOP)
1118 return 0;
1119
1120 /* useful for going into stores and not losing your settings... */
1121 /* and for battles wher you don't want to get loaded down while
1122 * fighting */
1123 if (op->contr->mode & PU_INHIBIT)
1124 return 1;
1125
1126 /* prevent us from turning into auto-thieves :) */
1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1128 continue; 1009 continue;
1010 }
1129 1011
1130 /* ignore known cursed objects */ 1012 /* we don't forget dragon food */
1131 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;
1132 continue; 1017 continue;
1018 }
1133 1019
1134 /* all food and drink if desired */ 1020 /* bows and arrows. Bows are good for selling! */
1135 /* 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
1136 if (op->contr->mode & PU_FOOD) 1057 if (op->contr->mode & PU_BOOTS)
1137 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"))
1138 { 1091 {
1139 CHK_PICK_PICKUP; 1092 CHK_PICK_PICKUP;
1140 continue; 1093 continue;
1141 } 1094 }
1095 }
1142 1096
1097 /* misc stuff that's useful */
1143 if (op->contr->mode & PU_DRINK) 1098 if (op->contr->mode & PU_KEY)
1144 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1099 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1145 { 1100 {
1146 CHK_PICK_PICKUP; 1101 CHK_PICK_PICKUP;
1147 continue; 1102 continue;
1148 } 1103 }
1149 1104
1105 /* any of the last 4 bits set means we use the ratio for value
1106 * pickups */
1150 if (op->contr->mode & PU_POTION) 1107 if (op->contr->mode & PU_RATIO)
1151 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
1152 { 1112 */
1153 CHK_PICK_PICKUP;
1154 continue;
1155 }
1156
1157 /* spellbooks, skillscrolls and normal books/scrolls */
1158 if (op->contr->mode & PU_SPELLBOOK)
1159 if (tmp->type == SPELLBOOK)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_SKILLSCROLL)
1166 if (tmp->type == SKILLSCROLL)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_READABLES)
1173 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1174 {
1175 CHK_PICK_PICKUP;
1176 continue;
1177 }
1178
1179 /* wands/staves/rods/horns */
1180 if (op->contr->mode & PU_MAGIC_DEVICE)
1181 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* pick up all magical items */
1188 if (op->contr->mode & PU_MAGICAL) 1113 wvratio = op->contr->mode & PU_RATIO;
1189 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)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_VALUABLES)
1196 { 1115 {
1197 if (tmp->type == MONEY || tmp->type == GEM) 1116#if 0
1117 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1118 if (tmp->name != NULL)
1198 { 1119 {
1199 CHK_PICK_PICKUP; 1120 fprintf (stderr, "%s", tmp->name);
1200 continue;
1201 } 1121 }
1202 }
1203
1204 /* rings & amulets - talismans seems to be typed AMULET */
1205 if (op->contr->mode & PU_JEWELS)
1206 if (tmp->type == RING || tmp->type == AMULET)
1207 {
1208 CHK_PICK_PICKUP;
1209 continue;
1210 }
1211
1212 /* we don't forget dragon food */
1213 if (op->contr->mode & PU_FLESH)
1214 if (tmp->type == FLESH)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* bows and arrows. Bows are good for selling! */
1221 if (op->contr->mode & PU_BOW)
1222 if (tmp->type == BOW)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 if (op->contr->mode & PU_ARROW)
1229 if (tmp->type == ARROW)
1230 {
1231 CHK_PICK_PICKUP;
1232 continue;
1233 }
1234
1235 /* all kinds of armor etc. */
1236 if (op->contr->mode & PU_ARMOUR)
1237 if (tmp->type == ARMOUR)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_HELMET)
1244 if (tmp->type == HELMET)
1245 {
1246 CHK_PICK_PICKUP;
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_SHIELD)
1251 if (tmp->type == SHIELD)
1252 {
1253 CHK_PICK_PICKUP;
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_BOOTS)
1258 if (tmp->type == BOOTS)
1259 {
1260 CHK_PICK_PICKUP;
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_GLOVES)
1265 if (tmp->type == GLOVES)
1266 {
1267 CHK_PICK_PICKUP;
1268 continue;
1269 }
1270
1271 if (op->contr->mode & PU_CLOAK)
1272 if (tmp->type == CLOAK)
1273 {
1274 CHK_PICK_PICKUP;
1275 continue;
1276 }
1277
1278 /* hoping to catch throwing daggers here */
1279 if (op->contr->mode & PU_MISSILEWEAPON)
1280 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* careful: chairs and tables are weapons! */
1287 if (op->contr->mode & PU_ALLWEAPON)
1288 {
1289 if (tmp->type == WEAPON && tmp->name != NULL)
1290 {
1291 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1292 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1293 {
1294 CHK_PICK_PICKUP;
1295 continue;
1296 }
1297 }
1298
1299 if (tmp->type == WEAPON && tmp->name == NULL)
1300 {
1301 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1302 {
1303 CHK_PICK_PICKUP;
1304 continue;
1305 }
1306 }
1307 }
1308
1309 /* misc stuff that's useful */
1310 if (op->contr->mode & PU_KEY)
1311 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1312 {
1313 CHK_PICK_PICKUP;
1314 continue;
1315 }
1316
1317 /* any of the last 4 bits set means we use the ratio for value
1318 * pickups */
1319 if (op->contr->mode & PU_RATIO)
1320 {
1321 /* use value density to decide what else to grab */
1322 /* >=7 was >= op->contr->mode */
1323 /* >=7 is the old standard setting. Now we take the last 4 bits
1324 * and multiply them by 5, giving 0..15*5== 5..75 */
1325 wvratio = (op->contr->mode & PU_RATIO) * 5;
1326 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1327 {
1328 CHK_PICK_PICKUP;
1329#if 0
1330 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1331 if (tmp->name != NULL)
1332 {
1333 fprintf (stderr, "%s", tmp->name);
1334 }
1335 else 1122 else
1336 fprintf (stderr, "%s", tmp->arch->archname); 1123 fprintf (stderr, "%s", tmp->arch->archname);
1337 fprintf (stderr, ",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1338 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))));
1339#endif 1126#endif
1127 CHK_PICK_PICKUP;
1340 continue; 1128 continue;
1341 }
1342 } 1129 }
1343 } /* the new pickup model */ 1130 } /* the new pickup model */
1344 } 1131 }
1345 1132
1346 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;
1347} 1169}
1348 1170
1349/* 1171/*
1350 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1351 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1352 * found object is returned. 1174 * found object is returned.
1353 */ 1175 */
1354object * 1176static object *
1355find_arrow (object *op, const char *type) 1177find_arrow (object *op, const char *type)
1356{ 1178{
1357 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1358 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1180 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1359 return splay (tmp); 1181 return splay (tmp);
1360 1182
1361 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1362 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1184 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1363 if (object *arrow = find_arrow (tmp, type)) 1185 if (object *arrow = find_arrow (tmp, type))
1364 { 1186 {
1365 splay (tmp); 1187 splay (tmp);
1366 return arrow; 1188 return arrow;
1367 } 1189 }
1373 * 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
1374 * 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
1375 * 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
1376 * 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.
1377 */ 1199 */
1378object * 1200static object *
1379find_better_arrow (object *op, object *target, const char *type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1380{ 1202{
1381 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1382 int attacknum, attacktype, betterby = 0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1383 1205
1384 if (!type) 1206 if (!type)
1385 return NULL; 1207 return NULL;
1386 1208
1387 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1388 { 1210 {
1389 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1390 { 1212 {
1391 i = 0; 1213 i = 0;
1392 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1215
1393 if (i > betterby) 1216 if (i > betterby)
1394 { 1217 {
1395 tmp = ntmp; 1218 tmp = ntmp;
1396 betterby = i; 1219 betterby = i;
1397 } 1220 }
1398 } 1221 }
1399 else if (arrow->type == ARROW && arrow->race == type) 1222 else if (arrow->type == ARROW && arrow->race == type)
1400 { 1223 {
1401 /* allways prefer assasination/slaying */ 1224 /* allways prefer assasination/slaying */
1402 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1225 if (target->race && arrow->slaying.contains (target->race))
1403 { 1226 {
1404 if (arrow->attacktype & AT_DEATH) 1227 if (arrow->attacktype & AT_DEATH)
1405 { 1228 {
1406 *better = 100; 1229 *better = 100;
1407 return arrow; 1230 return arrow;
1422 { 1245 {
1423 tmp = arrow; 1246 tmp = arrow;
1424 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;
1425 } 1248 }
1426 } 1249 }
1250
1427 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1251 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1428 { 1252 {
1429 tmp = arrow; 1253 tmp = arrow;
1430 betterby = 2 + arrow->magic + arrow->stats.dam; 1254 betterby = 2 + arrow->magic + arrow->stats.dam;
1431 } 1255 }
1256
1432 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1257 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1433 { 1258 {
1434 tmp = arrow; 1259 tmp = arrow;
1435 betterby = 1 + arrow->magic + arrow->stats.dam; 1260 betterby = 1 + arrow->magic + arrow->stats.dam;
1436 } 1261 }
1437 } 1262 }
1438 } 1263 }
1439 } 1264 }
1265
1440 if (tmp == NULL && arrow == NULL) 1266 if (tmp == NULL && arrow == NULL)
1441 return find_arrow (op, type); 1267 return find_arrow (op, type);
1442 1268
1443 *better = betterby; 1269 *better = betterby;
1444 return tmp; 1270 return tmp;
1448 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1449 * op = the shooter 1275 * op = the shooter
1450 * type = bow->race 1276 * type = bow->race
1451 * dir = fire direction 1277 * dir = fire direction
1452 */ 1278 */
1453object * 1279static object *
1454pick_arrow_target (object *op, const char *type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1455{ 1281{
1456 object *tmp = NULL; 1282 object *tmp = NULL;
1457 maptile *m; 1283 maptile *m;
1458 int i, mflags, found, number; 1284 int i, mflags, found, number;
1459 sint16 x, y; 1285 sint16 x, y;
1474 for (i = 0, found = 0; i < 20; i++) 1300 for (i = 0, found = 0; i < 20; i++)
1475 { 1301 {
1476 x += freearr_x[dir]; 1302 x += freearr_x[dir];
1477 y += freearr_y[dir]; 1303 y += freearr_y[dir];
1478 mflags = get_map_flags (m, &m, x, y, &x, &y); 1304 mflags = get_map_flags (m, &m, x, y, &x, &y);
1305
1479 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1306 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1480 { 1307 {
1481 tmp = NULL; 1308 tmp = 0;
1482 break; 1309 break;
1483 } 1310 }
1484 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)
1485 { 1312 {
1486 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1313 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1487 * perhaps a bad assumption. 1314 * perhaps a bad assumption.
1488 */ 1315 */
1489 tmp = NULL; 1316 tmp = 0;
1490 break; 1317 break;
1491 } 1318 }
1319
1492 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1493 {
1494 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)
1495 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1496 {
1497 found++;
1498 break;
1499 }
1500 if (found)
1501 break; 1323 break;
1502 }
1503 } 1324 }
1504 if (tmp == NULL) 1325
1326 if (!tmp)
1505 return find_arrow (op, type); 1327 return find_arrow (op, type);
1506 1328
1507 if (tmp->head) 1329 if (tmp->head)
1508 tmp = tmp->head; 1330 tmp = tmp->head;
1509 1331
1549 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1371 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1550 return 0; 1372 return 0;
1551 } 1373 }
1552 1374
1553 // 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
1554 if (bow->below) 1376 splay (bow);
1555 {
1556 bow->remove ();
1557 op->insert (bow);
1558 }
1559
1560 } 1377 }
1561 1378
1562 if (!bow->race || !bow->skill) 1379 if (!bow->race || !bow->skill)
1563 { 1380 {
1564 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);
1571 { 1388 {
1572 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1573 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);
1574 /* 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 */
1575 else 1392 else
1576 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1577 1394
1578 return 0; 1395 return 0;
1579 } 1396 }
1580 } 1397 }
1581 1398
1590 } 1407 }
1591 1408
1592 /* this should not happen, but sometimes does */ 1409 /* this should not happen, but sometimes does */
1593 if (arrow->nrof == 0) 1410 if (arrow->nrof == 0)
1594 { 1411 {
1412 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1595 arrow->destroy (); 1413 arrow->destroy ();
1596 return 0; 1414 return 0;
1597 } 1415 }
1598 1416
1599 left = arrow; /* these are arrows left to the player */ 1417 left = arrow; /* these are arrows left to the player */
1600 arrow = get_split_ob (arrow, 1); 1418 arrow = arrow->split ();
1601 if (!arrow) 1419 if (!arrow)
1602 { 1420 {
1603 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);
1604 return 0; 1422 return 0;
1605 } 1423 }
1609 arrow->direction = dir; 1427 arrow->direction = dir;
1610 1428
1611 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 */
1612 arrow->stats.hp = arrow->stats.dam; 1430 arrow->stats.hp = arrow->stats.dam;
1613 arrow->stats.grace = arrow->attacktype; 1431 arrow->stats.grace = arrow->attacktype;
1614 1432 arrow->custom_name = arrow->slaying;
1615 if (arrow->slaying)
1616 arrow->spellarg = strdup (arrow->slaying);
1617 1433
1618#if 0 1434#if 0
1619 if (player *pl = op->contr) 1435 if (player *pl = op->contr)
1620 { 1436 {
1621 float speed = pl->weapon_sp; 1437 float speed = pl->weapon_sp;
1672 op->play_sound (sound_find ("fire_arrow")); 1488 op->play_sound (sound_find ("fire_arrow"));
1673 m->insert (arrow, sx, sy, op); 1489 m->insert (arrow, sx, sy, op);
1674 1490
1675 if (!arrow->destroyed ()) 1491 if (!arrow->destroyed ())
1676 move_arrow (arrow); 1492 move_arrow (arrow);
1677
1678 if (op->type == PLAYER)
1679 {
1680 if (left->destroyed ())
1681 esrv_del_item (op->contr, left->count);
1682 else
1683 esrv_send_item (op, left);
1684 }
1685 1493
1686 return 1; 1494 return 1;
1687} 1495}
1688 1496
1689/* Special fire code for players - this takes into 1497/* Special fire code for players - this takes into
1691 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1692 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1693 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1694 * hence the function name. 1502 * hence the function name.
1695 */ 1503 */
1696int 1504static int
1697player_fire_bow (object *op, int dir) 1505player_fire_bow (object *op, int dir)
1698{ 1506{
1699 int ret = 0, wcmod = 0; 1507 int ret;
1700 1508
1701 if (op->contr->bowtype == bow_bestarrow) 1509 if (op->contr->bowtype == bow_bestarrow)
1702 { 1510 {
1703 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);
1704 } 1512 }
1705 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)
1706 { 1514 {
1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1515 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1708 wcmod = -1;
1709
1710 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1516 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1711 } 1517 }
1712 else if (op->contr->bowtype == bow_threewide) 1518 else if (op->contr->bowtype == bow_threewide)
1713 { 1519 {
1714 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);
1715 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)]);
1716 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)]);
1717 } 1523 }
1718 else if (op->contr->bowtype == bow_spreadshot) 1524 else if (op->contr->bowtype == bow_spreadshot)
1719 { 1525 {
1720 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);
1721 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);
1722 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);
1723 } 1529 }
1724 else 1530 else
1725 { 1531 {
1731} 1537}
1732 1538
1733/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1734 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1735 */ 1541 */
1736void 1542static void
1737fire_misc_object (object *op, int dir) 1543fire_misc_object (object *op, int dir)
1738{ 1544{
1739 object *item = op->contr->ranged_ob; 1545 object *item = op->contr->ranged_ob;
1740 1546
1741 if (!item) 1547 if (!item)
1748 { 1554 {
1749 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1750 return; 1556 return;
1751 } 1557 }
1752 1558
1753 if (!op->change_weapon (item)) 1559 if (!op->apply (item))
1754 return; 1560 return;
1755 1561
1756 if (item->type == WAND) 1562 if (item->type == WAND)
1757 { 1563 {
1758 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1763 return; 1569 return;
1764 } 1570 }
1765 } 1571 }
1766 else if (item->type == ROD || item->type == HORN) 1572 else if (item->type == ROD || item->type == HORN)
1767 { 1573 {
1768 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))
1769 { 1579 {
1770 op->contr->play_sound (sound_find ("wand_poof")); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1771 1581
1772 if (item->type == ROD) 1582 if (item->type == ROD)
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 } 1588 }
1779 } 1589 }
1780 1590
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1591 if (cast_spell (op, item, dir, item->inv, NULL))
1782 { 1592 {
1783 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
1784 if (item->type == WAND) 1595 if (item->type == WAND)
1785 { 1596 {
1786 if (!(--item->stats.food)) 1597 if (!(--item->stats.food))
1787 { 1598 {
1788 object *tmp; 1599 object *tmp;
1789 1600
1790 if (item->arch) 1601 if (item->arch)
1791 { 1602 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1793 item->face = item->arch->face; 1604 item->face = item->arch->face;
1794 item->set_speed (0); 1605 item->set_speed (0);
1795 } 1606 }
1796 1607
1797 if ((tmp = item->in_player ())) 1608 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1609 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1610 }
1800 } 1611 }
1801 else if (item->type == ROD || item->type == HORN) 1612 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1613 drain_rod_charge (item);
1803 } 1614 }
1804} 1615}
1805 1616
1806/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1807 */ 1618 */
1808bool 1619bool
1809fire (object *op, int dir) 1620fire (object *who, int dir)
1810{ 1621{
1811 int spellcost = 0; 1622 int spellcost = 0;
1812 1623
1813 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op))
1815 make_visible (op);
1816
1817 player *pl = op->contr; 1624 player *pl = who->contr;
1818 1625
1819 if (pl->golem) 1626 if (pl->golem)
1820 { 1627 {
1821 control_golem (op->contr->golem, dir); 1628 control_golem (who->contr->golem, dir);
1822 return false; 1629 return false;
1823 } 1630 }
1824 1631
1825 object *ob = pl->ranged_ob; 1632 object *ob = pl->ranged_ob;
1826 1633
1827 if (!ob) 1634 if (!ob)
1828 return false; 1635 return false;
1829 1636
1830 if (!op->change_weapon (ob))
1831 return false;
1832
1833 if (op->speed_left > 0.f) 1637 if (who->speed_left > 0.f)
1834 --op->speed_left; 1638 --who->speed_left;
1835 else 1639 else
1836 return false; 1640 return false;
1837 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
1838 switch (ob->type) 1649 switch (ob->type)
1839 { 1650 {
1840 case BOW: 1651 case BOW:
1841 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1842 break; 1653 break;
1843 1654
1844 case SPELL: 1655 case SPELL:
1845 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);
1846 break; 1657 break;
1847 1658
1848 case BUILDER: 1659 case BUILDER:
1849 apply_map_builder (op, dir); 1660 apply_map_builder (who, dir);
1850 break; 1661 break;
1851 1662
1852 case SKILL: 1663 case SKILL:
1853 do_skill (op, op, ob, dir, 0); 1664 do_skill (who, who, ob, dir, 0);
1854 break; 1665 break;
1855 1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1856 default: 1671 default:
1857 fire_misc_object (op, dir); 1672 fire_misc_object (who, dir);
1858 break; 1673 break;
1859 } 1674 }
1860 1675
1861 return true; 1676 return true;
1862} 1677}
1863 1678
1864/* find_key 1679static object *
1865 * We try to find a key for the door as passed. If we find a key
1866 * and successfully use it, we return the key, otherwise NULL
1867 * This function merges both normal and locked door, since the logic
1868 * for both is the same - just the specific key is different.
1869 * pl is the player,
1870 * inv is the objects inventory to searched
1871 * door is the door we are trying to match against.
1872 * This function can be called recursively to search containers.
1873 */
1874object *
1875find_key (object *pl, object *container, object *door) 1680find_key_ (object *pl, object *container, object *door)
1876{ 1681{
1877 object *tmp, *key; 1682 object *tmp, *key;
1878 1683
1879 /* Should not happen, but sanity checking is never bad */ 1684 /* Should not happen, but sanity checking is never bad */
1880 if (!container->inv) 1685 if (!container->inv)
1883 /* 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 */
1884 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1885 { 1690 {
1886 if (door->type == DOOR && tmp->type == KEY) 1691 if (door->type == DOOR && tmp->type == KEY)
1887 break; 1692 break;
1693
1888 /* For sanity, we should really check door type, but other stuff 1694 /* For sanity, we should really check door type, but other stuff
1889 * (like containers) can be locked with special keys 1695 * (like containers) can be locked with special keys
1890 */ 1696 */
1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1697 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1892 break; 1698 break;
1898 * a key, return 1704 * a key, return
1899 */ 1705 */
1900 if (!tmp) 1706 if (!tmp)
1901 { 1707 {
1902 for (tmp = container->inv; tmp; tmp = tmp->below) 1708 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 {
1904 /* No reason to search empty containers */ 1709 /* No reason to search empty containers */
1905 if (tmp->type == CONTAINER && tmp->inv) 1710 if (tmp->type == CONTAINER && tmp->inv)
1906 {
1907 if ((key = find_key (pl, tmp, door))) 1711 if ((key = find_key_ (pl, tmp, door)))
1908 return key; 1712 return key;
1909 }
1910 }
1911 1713
1912 if (!tmp) 1714 if (!tmp)
1913 return NULL; 1715 return 0;
1914 } 1716 }
1915 1717
1916 /* 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,
1917 * see if we actually want to use it 1719 * see if we actually want to use it
1918 */ 1720 */
1919 if (pl != container) 1721 if (pl != container)
1920 { 1722 {
1921 /* Only let players use keys in containers */ 1723 /* Only let players use keys in containers */
1922 if (!pl->contr) 1724 if (!pl->contr)
1923 return NULL; 1725 return 0;
1726
1924 /* cases where this fails: 1727 /* cases where this fails:
1925 * If we only search the player inventory, return now since we 1728 * If we only search the player inventory, return now since we
1926 * are not in the players inventory. 1729 * are not in the players inventory.
1927 * If the container is not active, return now since only active 1730 * If the container is not active, return now since only active
1928 * containers can be used. 1731 * containers can be used.
1932 * inv must have been an container and must have been active. 1735 * inv must have been an container and must have been active.
1933 * 1736 *
1934 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1935 * all the others. 1738 * all the others.
1936 */ 1739 */
1937 if (pl->contr->usekeys == key_inventory || 1740 if (pl->contr->usekeys == key_inventory
1938 !QUERY_FLAG (container, FLAG_APPLIED) || 1741 || !container->flag [FLAG_APPLIED]
1939 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1940 { 1743 {
1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1942 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1745 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1943 return NULL; 1746 return NULL;
1944 } 1747 }
1945 } 1748 }
1946 1749
1947 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);
1948} 1776}
1949 1777
1950/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1951 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1952 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1979 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1807 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1980 remove_door2 (door); /* remove door without violence ;-) */ 1808 remove_door2 (door); /* remove door without violence ;-) */
1981 } 1809 }
1982 1810
1983 /* Do this after we print the message */ 1811 /* Do this after we print the message */
1984 decrease_ob (key); /* Use up one of the keys */ 1812 key->decrease (); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */
1986 if (container != op)
1987 esrv_update_item (UPD_WEIGHT, op, container);
1988 1813
1989 return 1; /* Nothing more to do below */ 1814 return 1; /* Nothing more to do below */
1990 } 1815 }
1991 else if (door->type == LOCKED_DOOR) 1816 else if (door->type == LOCKED_DOOR)
1992 { 1817 {
2005 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
2006 */ 1831 */
2007bool 1832bool
2008move_player_attack (object *op, int dir) 1833move_player_attack (object *op, int dir)
2009{ 1834{
2010 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 }
2011 1840
2012 sint16 nx = freearr_x[dir] + op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
2013 sint16 ny = freearr_y[dir] + op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
2014 1843
2015 on_battleground = op_on_battleground (op, 0, 0);
2016
2017 if (out_of_map (op->map, nx, ny)) 1844 if (out_of_map (op->map, nx, ny))
2018 return false; 1845 return false;
2019
2020 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2021 {
2022 --op->speed_left;
2023 return true;
2024 }
2025 1846
2026 /* 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
2027 * 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
2028 * 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
2029 * player. This is a pretty nasty hack, because if we could 1850 * player. This is a pretty nasty hack, because if we could
2076 */ 1897 */
2077 if (op->type == PLAYER 1898 if (op->type == PLAYER
2078 && ((mon->owner && mon->owner->contr 1899 && ((mon->owner && mon->owner->contr
2079 && same_party (mon->owner->contr->party, op->contr->party)) 1900 && same_party (mon->owner->contr->party, op->contr->party))
2080 || mon->owner == op) 1901 || mon->owner == op)
2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2082 { 1903 {
2083 /* 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 */
2084 if (op->contr->braced) 1905 if (op->contr->braced)
2085 return false; 1906 return false;
2086 1907
2089 --op->speed_left; 1910 --op->speed_left;
2090 1911
2091 op->play_sound (sound_find ("push_player")); 1912 op->play_sound (sound_find ("push_player"));
2092 push_ob (mon, dir, op); 1913 push_ob (mon, dir, op);
2093 1914
2094 if (op->contr->tmp_invis || op->hide) 1915 if (action_makes_visible (op))
2095 make_visible (op); 1916 make_visible (op);
2096 1917
2097 return true; 1918 return true;
2098 } 1919 }
2099 else 1920 else
2100 return false; 1921 return false;
2101 } 1922 }
1923
1924 bool on_battleground = op_on_battleground (op, 0, 0);
2102 1925
2103 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
2105 * 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
2106 * attack them either. 1929 * attack them either.
2107 */ 1930 */
2108 if ((mon->type == PLAYER || mon->enemy != op) 1931 if ((mon->type == PLAYER || mon->enemy != op)
2109 && (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])
2110 && ((op->contr->peaceful 1933 && ((op->contr->peaceful
2111 || (mon->type == PLAYER && mon->contr->peaceful)) 1934 || (mon->type == PLAYER && mon->contr->peaceful))
2112 && !on_battleground)) 1935 && !on_battleground))
2113 { 1936 {
2114 if (op->speed_left > 0.f) 1937 if (op->speed_left > 0.f)
2121 push_ob (mon, dir, op); 1944 push_ob (mon, dir, op);
2122 } 1945 }
2123 else 1946 else
2124 op->statusmsg ("You withhold your attack"); 1947 op->statusmsg ("You withhold your attack");
2125 1948
2126 if (op->contr->tmp_invis || op->hide) 1949 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2127 make_visible (op); 1950 make_visible (op);
2128 1951
2129 return true; 1952 return true;
2130 } 1953 }
2131 } 1954 }
2132 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
2133 * roll it if not braced. You can't roll it if you are braced. 1956 * roll it if not braced. You can't roll it if you are braced.
2134 */ 1957 */
2135 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2136 { 1959 {
2137 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
2138 { 1961 {
2139 --op->speed_left; 1962 --op->speed_left;
2140 1963
2149 * 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
2150 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 1974 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 1975 * that party_number -1 is no party, so attacks can still happen.
2153 */ 1976 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2155 ((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)))
2156 { 1979 {
2157 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])
2158 { 1981 {
2159 --op->contr->weapon_sp_left; 1982 --op->contr->weapon_sp_left;
2171} 1994}
2172 1995
2173bool 1996bool
2174move_player (object *op, int dir) 1997move_player (object *op, int dir)
2175{ 1998{
2176 int pick;
2177
2178 if (!op->map || op->map->in_memory != MAP_ACTIVE) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2179 return 0; 2000 return 0;
2180 2001
2181 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
2182 if ((dir < 0) || (dir >= 9)) 2003 if (dir < 0 || dir > 8)
2183 { 2004 {
2184 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2185 return 0; 2006 return 0;
2186 } 2007 }
2187 2008
2188 /* peterm: added following line */ 2009 /* peterm: added following line */
2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
2190 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2191 2012
2192 op->facing = dir; 2013 op->facing = dir;
2193 2014
2194 if (op->hide) 2015 if (op->flag [FLAG_HIDDEN])
2195 do_hidden_move (op); 2016 do_hidden_move (op);
2196 2017
2197 bool retval; 2018 bool retval;
2019 int pick = 0;
2198 2020
2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2200 retval = RESULT_INT (0); 2022 retval = RESULT_INT (0);
2201 else if (op->contr->fire_on) 2023 else if (op->contr->fire_on)
2202 retval = fire (op, dir); 2024 retval = fire (op, dir);
2233 * players. 2055 * players.
2234 */ 2056 */
2235bool 2057bool
2236handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2237{ 2059{
2238 if (QUERY_FLAG (op, FLAG_SCARED)) 2060 if (op->flag [FLAG_SCARED])
2239 { 2061 {
2240 if (op->speed_left > 0.f) 2062 if (op->speed_left > 0.f)
2241 { 2063 {
2242 --op->speed_left; 2064 --op->speed_left;
2243 flee_player (op); 2065 flee_player (op);
2259 return move_player (op, op->direction); 2081 return move_player (op, op->direction);
2260 2082
2261 return false; 2083 return false;
2262} 2084}
2263 2085
2264int 2086static int
2265save_life (object *op) 2087save_life (object *op)
2266{ 2088{
2267 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2089 if (!op->flag [FLAG_LIFESAVE])
2268 return 0; 2090 return 0;
2269 2091
2270 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2272 { 2094 {
2273 op->play_sound (sound_find ("ob_evaporate")); 2095 op->play_sound (sound_find ("ob_evaporate"));
2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2096 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2275 2097
2276 if (op->contr)
2277 esrv_del_item (op->contr, tmp->count);
2278
2279 tmp->destroy (); 2098 tmp->destroy ();
2280 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2281 2100
2282 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2283 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2284 2103
2285 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2286 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2287 2106
2288 op->update_stats (); 2107 op->update_stats ();
2289 return 1; 2108 return 1;
2290 } 2109 }
2291 2110
2292 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2293 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2294 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2295 return 0; 2114 return 0;
2296} 2115}
2297 2116
2298/* 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
2299 * 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
2300 * 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
2301 * from. 2120 * from.
2302 */ 2121 */
2303static void 2122static void
2304drop_unpaid_items (object *op, object *env) 2123drop_unpaid_items (object *op, object *env)
2305{ 2124{
2306 while (op) 2125 while (op)
2307 { 2126 {
2308 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' */
2309 2128
2310 if (QUERY_FLAG (op, FLAG_UNPAID)) 2129 if (op->flag [FLAG_UNPAID])
2311 {
2312 if (env->type == PLAYER)
2313 esrv_del_item (env->contr, op->count);
2314
2315 op->insert_at (env); 2130 op->insert_at (env);
2316 }
2317 else if (op->inv) 2131 else if (op->inv)
2318 drop_unpaid_items (op->inv, env); 2132 drop_unpaid_items (op->inv, env);
2319 2133
2320 op = next; 2134 op = next;
2321 } 2135 }
2324void 2138void
2325object::drop_unpaid_items () 2139object::drop_unpaid_items ()
2326{ 2140{
2327 if (!flag [FLAG_REMOVED]) 2141 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this); 2142 ::drop_unpaid_items (inv, this);
2329}
2330
2331/*
2332 * Returns pointer a static string containing gravestone text
2333 * Moved from apply.c to player.c - player.c is what
2334 * actually uses this function. player.c may not be quite the
2335 * best, a misc file for object actions is probably better,
2336 * but there isn't one in the server directory.
2337 */
2338char *
2339gravestone_text (object *op)
2340{
2341 static char buf2[MAX_BUF];
2342 char buf[MAX_BUF];
2343 time_t now = time (NULL);
2344
2345 strcpy (buf2, " R.I.P.\n\n");
2346 if (op->type == PLAYER)
2347 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2348 else
2349 sprintf (buf, "%s\n", &op->name);
2350
2351 strncat (buf2, " ", 20 - strlen (buf) / 2);
2352 strcat (buf2, buf);
2353 if (op->type == PLAYER)
2354 sprintf (buf, "who was in level %d when killed\n", op->level);
2355 else
2356 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2357
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360 if (op->type == PLAYER)
2361 {
2362 sprintf (buf, "by %s.\n\n", op->contr->killer);
2363 strncat (buf2, " ", 21 - strlen (buf) / 2);
2364 strcat (buf2, buf);
2365 }
2366
2367 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2369 strcat (buf2, buf);
2370
2371 return buf2;
2372} 2143}
2373 2144
2374void 2145void
2375do_some_living (object *op) 2146do_some_living (object *op)
2376{ 2147{
2393 * alternate it here for it to work correctly. 2164 * alternate it here for it to work correctly.
2394 */ 2165 */
2395 if (pticks & 2) 2166 if (pticks & 2)
2396 op->invisible--; 2167 op->invisible--;
2397 } 2168 }
2398 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2399 { 2170 {
2400 if (!op->invisible--) 2171 if (!op->invisible--)
2401 { 2172 {
2402 make_visible (op); 2173 make_visible (op);
2403 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.");
2470 if (op->stats.sp < op->stats.maxsp) 2241 if (op->stats.sp < op->stats.maxsp)
2471 { 2242 {
2472 op->stats.sp++; 2243 op->stats.sp++;
2473 2244
2474 /* dms do not consume food */ 2245 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (!op->flag [FLAG_WIZ])
2476 { 2247 {
2477 op->stats.food--; 2248 op->stats.food--;
2478 2249
2479 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2514 if (op->stats.hp < op->stats.maxhp) 2285 if (op->stats.hp < op->stats.maxhp)
2515 { 2286 {
2516 op->stats.hp++; 2287 op->stats.hp++;
2517 2288
2518 /* dms do not consume food */ 2289 /* dms do not consume food */
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2290 if (!op->flag [FLAG_WIZ])
2520 { 2291 {
2521 op->stats.food--; 2292 op->stats.food--;
2522 2293
2523 if (op->contr->digestion < 0) 2294 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion; 2295 op->stats.food += op->contr->digestion;
2531 { 2302 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2303 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 2304
2534 if (over_hp > 0) 2305 if (over_hp > 0)
2535 { 2306 {
2536 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2307 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2537 op->last_heal = 0; 2308 op->last_heal = 0;
2538 } 2309 }
2539 else 2310 else
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 } 2312 }
2551 penalty = max (0, -op->contr->digestion); 2322 penalty = max (0, -op->contr->digestion);
2552 2323
2553 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);
2554 2325
2555 /* dms do not consume food */ 2326 /* dms do not consume food */
2556 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2557 op->stats.food--; 2328 op->stats.food--;
2558 } 2329 }
2559 2330
2560 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2561 { 2332 {
2562 object *tmp, *flesh = 0; 2333 object *flesh = 0;
2563 2334
2564 for (tmp = op->inv; tmp; tmp = tmp->below) 2335 for_inv_removable (op, tmp)
2565 { 2336 {
2566 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)
2567 { 2341 {
2568 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2342 op->statusmsg ("You blindly grab for a bite of food. "
2569 { 2343 "H<To prevent you from starving, you ate some random item from your backpack.>");
2570 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2344 op->apply (tmp);
2571 manual_apply (op, tmp, 0); 2345
2572 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2573 break; 2347 break;
2574 } 2348 }
2575 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2576 flesh = tmp; 2350 flesh = tmp;
2577 } /* End if paid for object */ 2351 }
2578 } /* end of for loop */
2579 2352
2580 /* 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
2581 * eat flesh instead. 2354 * eat flesh instead.
2582 */ 2355 */
2583 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 { 2357 {
2585 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.>");
2586 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2587 } 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.>");
2588 } 2367 }
2589 2368
2590 if (op->stats.food < 0) 2369 if (op->stats.food < 0)
2591 { 2370 {
2592 op->stats.hp += op->stats.food; 2371 op->stats.hp += op->stats.food;
2593 op->stats.food = 0; 2372 op->stats.food = 0;
2373
2374 if (op->stats.hp < 0)
2375 {
2376 op->contr->killer = archetype::get ("killer_starvation");
2377 op->contr->killer->destroy ();
2594 } 2378 }
2379 }
2595 2380
2381 /* killer should be set here already */
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2597 kill_player (op); 2383 kill_player (op);
2598 } 2384 }
2599} 2385}
2600 2386
2601/* 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.
2605 */ 2391 */
2606void 2392void
2607kill_player (object *op) 2393kill_player (object *op)
2608{ 2394{
2609 int x, y; 2395 int x, y;
2610 char buf[MAX_BUF];
2611 maptile *map; /* this is for resurrection */ 2396 maptile *map; /* this is for resurrection */
2612 int will_kill_again; 2397 int will_kill_again;
2613 archetype *at; 2398 archetype *at;
2614 object *tmp; 2399 object *tmp;
2615 2400
2616 if (save_life (op)) 2401 if (save_life (op))
2617 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 }
2618 2439
2619 /* 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
2620 * 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.
2621 * Look at op_on_battleground() for more info --AndreasV 2442 * Look at op_on_battleground() for more info --AndreasV
2622 */ 2443 */
2623 if (op_on_battleground (op, &x, &y)) 2444 if (op_on_battleground (op, &x, &y))
2624 { 2445 {
2625 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";
2626 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2627
2628 /* restore player */
2629 at = archetype::find ("poisoning");
2630 if (object *tmp = present_arch_in_ob (at, op))
2631 {
2632 tmp->destroy ();
2633 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2634 }
2635
2636 at = archetype::find ("confusion");
2637 if (object *tmp = present_arch_in_ob (at, op))
2638 {
2639 tmp->destroy ();
2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2641 }
2642
2643 cure_disease (op, 0, 0); /* remove any disease */
2644 op->stats.hp = op->stats.maxhp;
2645 if (op->stats.food <= 0)
2646 op->stats.food = 999;
2647 2447
2648 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2649 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2650 { 2450
2651 tmp->name = format ("%s's finger" , &op->name); 2451 tmp->name = format ("%s's finger" , &op->name);
2652 tmp->name_pl = format ("%s's fingers", &op->name); 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2653 tmp->msg = format ( 2453 tmp->msg = format (
2654 "This finger has been cut off of %s the %s, when he was defeated at 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",
2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2455 &op->name, op->contr->title,
2456 (int)op->level,
2457 op->contr->killer_name ()
2656 ); 2458 );
2657 tmp->value = 0, tmp->type = 0; 2459 tmp->value = 0, tmp->type = 0;
2658 tmp->materialname = "organics"; 2460 tmp->material = name_to_material (shstr_organic);
2659 tmp->insert_at (op, tmp); 2461 tmp->insert_at (op, tmp);
2660 }
2661 2462
2662 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2663 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2664 op->contr->braced = 0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2665 return; 2468 return;
2666 } 2469 }
2667 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2668 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2669 2475
2670 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2671
2672 if (op->stats.food < 0)
2673 strcpy (op->contr->killer, "starvation");
2674 2477
2675 op->contr->play_sound (sound_find ("player_dies")); 2478 op->contr->play_sound (sound_find ("player_dies"));
2676 2479
2677 /* save the map location for corpse, gravestone */ 2480 /* save the map location for corpse, gravestone */
2678 x = op->x; 2481 x = op->x;
2708 2511
2709 lost_a_stat = 0; 2512 lost_a_stat = 0;
2710 2513
2711 for (z = 0; z < num_stats_lose; z++) 2514 for (z = 0; z < num_stats_lose; z++)
2712 { 2515 {
2713 i = RANDOM () % NUM_STATS; 2516 i = rndm (NUM_STATS);
2714 2517
2715 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2716 { 2519 {
2717 /* 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
2718 * what he lost. 2521 * what he lost.
2725 lost_a_stat = 1; 2528 lost_a_stat = 1;
2726 } 2529 }
2727 else 2530 else
2728 { 2531 {
2729 /* deplete a stat */ 2532 /* deplete a stat */
2730 archetype *deparch = archetype::find ("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2731 object *dep; 2534 object *dep;
2732 2535
2733 dep = present_arch_in_ob (deparch, op); 2536 dep = present_arch_in_ob (deparch, op);
2734 if (!dep) 2537 if (!dep)
2735 { 2538 {
2736 dep = arch_to_object (deparch); 2539 dep = deparch->instance ();
2737 insert_ob_in_ob (dep, op); 2540 insert_ob_in_ob (dep, op);
2738 } 2541 }
2739 lose_this_stat = 1; 2542 lose_this_stat = 1;
2740 if (settings.balanced_stat_loss) 2543 if (settings.balanced_stat_loss)
2741 { 2544 {
2769 } 2572 }
2770 } 2573 }
2771 2574
2772 if (lose_this_stat) 2575 if (lose_this_stat)
2773 { 2576 {
2774 this_stat = get_attr_value (&(dep->stats), i); 2577 this_stat = get_attr_value (&dep->stats, i);
2775 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2776 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2777 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2778 * 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
2779 * difference. 2582 * difference.
2780 */ 2583 */
2781 if (this_stat >= -50) 2584 if (this_stat >= -50)
2782 { 2585 {
2783 change_attr_value (&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2784 SET_FLAG (dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2786 op->update_stats (); 2589 op->update_stats ();
2787 lost_a_stat = 1; 2590 lost_a_stat = 1;
2788 } 2591 }
2789 } 2592 }
2790 } 2593 }
2791 } 2594 }
2595
2792 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2793 if (!lost_a_stat) 2597 if (!lost_a_stat)
2794 { 2598 {
2795 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2796 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2797 const char *god = determine_god (op); 2601 shstr_tmp god = determine_god (op);
2798 2602
2799 if (god && (strcmp (god, "none"))) 2603 if (god != shstr_none)
2800 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2604 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2801 else 2605 else
2802 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";
2803 } 2607 }
2804#else 2608#else
2805 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.";
2806#endif 2610#endif
2807 2611
2808 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2809 * exp loss on the stone. 2613 * exp loss on the stone.
2810 */ 2614 */
2811 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2812 sprintf (buf, "%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2813 tmp->name = buf; 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2814 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",
2815 tmp->name_pl = buf; 2619 &op->name, op->contr->title, op->contr->killer_name ());
2816 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2817 tmp->msg = buf;
2818 tmp->x = op->x, tmp->y = op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2819 insert_ob_in_map (tmp, op->map, NULL, 0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2820 2622
2821 /**************************************/ 2623 /**************************************/
2822 /* */ 2624 /* */
2823 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2824 /* if we died cause of food, give us */
2825 /* food, and reset HP's... */
2826 /* */ 2626 /* */
2827 /**************************************/ 2627 /**************************************/
2828 2628
2829 /* remove any poisoning and confusion the character may be suffering. */
2830 /* restore player */
2831 at = archetype::find ("poisoning");
2832 tmp = present_arch_in_ob (at, op);
2833
2834 if (tmp)
2835 {
2836 tmp->destroy ();
2837 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2838 }
2839
2840 at = archetype::find ("confusion");
2841 tmp = present_arch_in_ob (at, op);
2842 if (tmp)
2843 {
2844 tmp->destroy ();
2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2846 }
2847
2848 cure_disease (op, 0, 0); /* remove any disease */
2849
2850 /*add_exp(op, (op->stats.exp * -0.20)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2851 apply_death_exp_penalty (op); 2630 apply_death_exp_penalty (op);
2852 if (op->stats.food < 100)
2853 op->stats.food = 900;
2854 op->stats.hp = op->stats.maxhp;
2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2857 2631
2858 /* 2632 /*
2859 * 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
2860 * and put them back in the map. 2634 * and put them back in the map.
2861 */ 2635 */
2889 2663
2890 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2891 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2892 force->speed = 0.1f; 2666 force->speed = 0.1f;
2893 force->speed_left = -5.f; 2667 force->speed_left = -5.f;
2894 SET_FLAG (force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2895 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2896 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2897 force->resist[at] = 100; 2671 force->resist[at] = 100;
2898 2672
2899 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2900 op->update_stats (); 2674 op->update_stats ();
2901
2902 } 2675 }
2903 2676
2904 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2905} 2678}
2906 2679
2907void 2680static void
2908loot_object (object *op) 2681loot_object (object *op)
2909{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2910 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2911 2684
2912 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2922 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2923 2696
2924 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2925 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2926 2699
2927 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))))
2928 { 2701 {
2929 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2930 { 2703 {
2931 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2932 tmp2->destroy ();
2933 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2934 } 2706 }
2935 else 2707 else
2936 tmp->destroy (); 2708 tmp->destroy ();
2937 } 2709 }
2944 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2945 * 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
2946 * was changed. 2718 * was changed.
2947 */ 2719 */
2948void 2720void
2949fix_weight (void) 2721fix_weight ()
2950{ 2722{
2951 for_all_players (pl) 2723 for_all_players (pl)
2952 { 2724 {
2953 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
2954 2726
2955 if (old == sum) 2727 pl->ob->update_weight ();
2956 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
2957 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
2958 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 }
2959 } 2734 }
2960} 2735}
2961 2736
2962void 2737void
2963fix_luck (void) 2738fix_luck ()
2964{ 2739{
2965 for_all_players (pl) 2740 for_all_players (pl)
2966 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
2967 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
2968} 2743}
3005} 2780}
3006 2781
3007void 2782void
3008make_visible (object *op) 2783make_visible (object *op)
3009{ 2784{
3010 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3011 op->invisible = 0; 2786 op->invisible = 0;
3012 2787
3013 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3014 { 2789 {
3015 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3020} 2795}
3021 2796
3022int 2797int
3023is_true_undead (object *op) 2798is_true_undead (object *op)
3024{ 2799{
3025 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
3026 return 1; 2801 return 1;
3027 2802
3028 return 0; 2803 return 0;
3029} 2804}
3030 2805
3040 2815
3041 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3042 return 0; 2817 return 0;
3043 2818
3044 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3045 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3046 2821
3047 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3048 * 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
3049 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3050 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3051 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3052 2827
3053 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3054 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])
3055 { 2832 {
3056 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3057 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3058 {
3059 continue; 2835 continue;
3060 } 2836
3061 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3062 level += 2; 2838 level += 2;
3063 else /* open terrain! */ 2839 else /* open terrain! */
3064 level -= 1; 2840 level -= 1;
3065 } 2841 }
3076 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3077 */ 2853 */
3078void 2854void
3079do_hidden_move (object *op) 2855do_hidden_move (object *op)
3080{ 2856{
3081 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3082 object *skop;
3083 2858
3084 if (!op || !op->map) 2859 if (!op || !op->map)
3085 return; 2860 return;
3086 2861
3087 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);
3088 2864
3089 /* 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! */
3090 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3091 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3092 { 2868 {
3102 num -= hide; 2878 num -= hide;
3103 2879
3104 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3105 { 2881 {
3106 make_visible (op); 2882 make_visible (op);
2883
3107 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3108 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!");
3109 } 2886 }
3110 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3111 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);
3126 2903
3127 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3128 player = 1; 2905 player = 1;
3129 2906
3130 else 2907 else
3131 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3132 2909
3133 /* search adjacent squares */ 2910 /* search adjacent squares */
3134 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3135 { 2912 {
3136 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3145 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)))
3146 continue; 2923 continue;
3147 2924
3148 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)
3149 { 2926 {
3150 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])
3151 return 1; 2928 return 1;
3152 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3153 { 2930 {
3154 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3155 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3156 return 1; 2933 return 1;
3157 } 2934 }
3158 } 2935 }
3159 } 2936 }
3160 return 0; 2937 return 0;
3201 while (op) 2978 while (op)
3202 { 2979 {
3203 dx = rv.distance_x + op->arch->x; 2980 dx = rv.distance_x + op->arch->x;
3204 dy = rv.distance_y + op->arch->y; 2981 dy = rv.distance_y + op->arch->y;
3205 2982
3206 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3207 * code, so we need to restrict ourselves to that range of values
3208 * for any meaningful values.
3209 */
3210 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3211 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3212 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3213 return 1; 2984 return 1;
3214 2985
3215 op = op->more; 2986 op = op->more;
3216 }
3217
3218 return 0;
3219}
3220
3221/* routine for both players and monsters. We call this when
3222 * there is a possibility for our action distrubing our hiding
3223 * place or invisiblity spell. Artefact invisiblity is not
3224 * effected by this. If we arent invisible to begin with, we
3225 * return 0.
3226 */
3227int
3228action_makes_visible (object *op)
3229{
3230 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3231 {
3232 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3233 return 0;
3234
3235 if (op->contr && op->contr->tmp_invis == 0)
3236 return 0;
3237
3238 /* If monsters, they should become visible */
3239 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3240 {
3241 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3242 return 1;
3243 }
3244 } 2987 }
3245 2988
3246 return 0; 2989 return 0;
3247} 2990}
3248 2991
3263 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3264 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3265 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3266 for (object *tmp = op->below; tmp; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3267 { 3010 {
3268 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3269 { 3012 {
3270 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3013 if (tmp->flag [FLAG_NO_PICK]
3271 && tmp->type == BATTLEGROUND 3014 && tmp->type == BATTLEGROUND
3272 && tmp->name == shstr_battleground 3015 && tmp->name == shstr_battleground
3273 && EXIT_X (tmp) && EXIT_Y (tmp)) 3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3274 { 3017 {
3275 /* before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3276 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))
3277 {
3278 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 { 3022 {
3280 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3281 {
3282 if (x && y) 3023 if (x && y)
3283 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3284 3025
3285 return 1; 3026 return 1;
3286 }
3287 } 3027 }
3288 }
3289 3028
3290 if (x && y) 3029 if (x && y)
3291 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 3031
3293 return 1; 3032 return 1;
3431 else 3170 else
3432 j = 1; 3171 j = 1;
3433 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3434 } 3173 }
3435 } 3174 }
3175
3436 strcat (buf, "."); 3176 strcat (buf, ".");
3437 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3438 } 3178 }
3439 3179
3440 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3441 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3442 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3443 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3444 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3445 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3446 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3447 3187
3448 /* print message if there is one */ 3188 /* print message if there is one */
3449 if (item->msg != NULL) 3189 if (item->msg != NULL)
3450 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3451 } 3191 }
3452 else 3192 else
3453 { 3193 {
3454 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3456 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));
3457 tmp = insert_ob_in_ob (tmp, who); 3197 who->insert (tmp);
3458 if (who->type == PLAYER)
3459 esrv_send_item (who, tmp);
3460 } 3198 }
3461} 3199}
3462 3200
3463/** 3201//-GPL
3464 * Unready an object for a player. This function does nothing if the object was
3465 * not readied.
3466 */
3467void
3468player_unready_range_ob (player *pl, object *ob)
3469{
3470 if (pl->ob->current_weapon == ob)
3471 pl->ob->current_weapon = 0;
3472
3473 if (pl->combat_ob == ob)
3474 pl->combat_ob = 0;
3475
3476 if (pl->ranged_ob == ob)
3477 pl->ranged_ob = 0;
3478}
3479 3202
3480sint8 3203sint8
3481player::visibility_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3482{ 3205{
3483 if (!ns) 3206 if (!ns)
3484 return 0; 3207 return LOS_BLOCKED;
3485 3208
3486 int dx, dy; 3209 int dx, dy;
3487 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3488 return 0; 3211 return LOS_BLOCKED;
3489 3212
3490 x += dx - ns->current_x + ns->mapx / 2; 3213 x += dx - ns->current_x;
3491 y += dy - ns->current_y + ns->mapy / 2; 3214 y += dy - ns->current_y;
3492 3215
3493 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3494 return 0;
3495
3496 return 100 - blocked_los [x][y]; 3216 return blocked_los (x, y);
3497} 3217}
3498 3218
3499void 3219void
3500player::infobox (const char *title, const char *msg, int color) 3220player::infobox (const char *title, const char *msg, int color)
3501{ 3221{
3513{ 3233{
3514 play_sound (sound_find ("generic_failure")); 3234 play_sound (sound_find ("generic_failure"));
3515 statusmsg (msg, color); 3235 statusmsg (msg, color);
3516} 3236}
3517 3237
3238void
3239object::failmsgf (const char *format, ...)
3240{
3241 if (!contr)
3242 return;
3243
3244 va_list ap;
3245 va_start (ap, format);
3246 contr->failmsg (vformat (format, ap));
3247 va_end (ap);
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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