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Comparing deliantra/server/server/player.C (file contents):
Revision 1.130 by root, Sat May 12 20:21:54 2007 UTC vs.
Revision 1.278 by root, Sun May 9 22:33:29 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
157 op->x = -1; 45 op->x = -1;
158 op->y = -1; 46 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172} 47}
173 48
174void 49void
175player::activate () 50player::activate ()
176{ 51{
179 54
180 players.insert (this); 55 players.insert (this);
181 ob->remove (); 56 ob->remove ();
182 ob->map = 0; 57 ob->map = 0;
183 ob->activate_recursive (); 58 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
185 add_friendly_object (ob); 60 add_friendly_object (ob);
186 enter_map ();
187} 61}
188 62
189void 63void
190player::deactivate () 64player::deactivate ()
191{ 65{
198 72
199 if (ob->map) 73 if (ob->map)
200 maplevel = ob->map->path; 74 maplevel = ob->map->path;
201 75
202 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 78 ob->map = 0;
204 party = 0; 79 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 80
208 players.erase (this); 81 players.erase (this);
209} 82}
210 83
211// connect the player with a specific client 84// connect the player with a specific client
221 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
222 95
223 ns->update_look = 0; 96 ns->update_look = 0;
224 ns->look_position = 0; 97 ns->look_position = 0;
225 98
226 clear_los (ob); 99 clear_los ();
227 100
228 ns->reset_stats (); 101 ns->reset_stats ();
229 102
230 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
233 106
234 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
235 link_player_skills (ob); 108 link_skills ();
236 109
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
240 111
241 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
243 { 114 {
244 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248 116
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 120 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 122 skin = tmp;
255 123
256 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
257 } 125 }
258 126
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 128
261 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
262 130
263 for (object *op = ob->inv; op; op = op->below) 131 ob->flag [FLAG_READY_WEAPON] = false;
264 if (op->flag [FLAG_APPLIED]) 132 ob->flag [FLAG_READY_SKILL] = false;
265 switch (op->type) 133 ob->flag [FLAG_READY_RANGE] = false;
266 { 134 ob->flag [FLAG_READY_BOW] = false;
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278 135
279 ob->update_stats (); 136 ob->update_stats ();
137
280 ns->floorbox_update (); 138 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
284 141
285 activate (); 142 activate ();
286 143
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
293} 146}
294 147
295void 148void
296player::disconnect () 149player::disconnect ()
297{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
298 if (ns) 157 if (ns)
299 { 158 {
300 if (active) 159 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302 161
305 ns->reset_stats (); 164 ns->reset_stats ();
306 ns->pl = 0; 165 ns->pl = 0;
307 ns = 0; 166 ns = 0;
308 } 167 }
309 168
310 if (ob) 169 // this is important for the player scheduler to get the correct refcount
311 ob->close_container (); //TODO: client-specific 170 // when ns = 0
171 observe = viewpoint = ob;
312 172
313 deactivate (); 173 deactivate ();
314} 174}
175
176//-GPL
315 177
316// the need for this function can be explained 178// the need for this function can be explained
317// by load_object not returning the object 179// by load_object not returning the object
318void 180void
319player::set_object (object *op) 181player::set_object (object *op)
320{ 182{
321 ob = op; 183 ob = observe = viewpoint = op;
322 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
323 185
186 ob->set_speed (1.0f);
324 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
325 ob->speed = 1.0; 188
326 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
327} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
328 207
329player::player () 208player::player ()
330{ 209{
331 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point. 211 * we deal with that below this point.
338 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
339 218
340 gen_sp_armour = 10; 219 gen_sp_armour = 10;
341 bowtype = bow_normal; 220 bowtype = bow_normal;
342 petmode = pet_normal; 221 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers; 222 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
346 do_los = 1; 224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
347} 228}
348 229
349void 230void
350player::do_destroy () 231player::do_destroy ()
351{ 232{
352 disconnect (); 233 disconnect ();
353 234
354 attachable::do_destroy (); 235 attachable::do_destroy ();
355 236
356 if (ob) 237 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy (); 238 ob->destroy ();
360 } 239
240 ob = observe = viewpoint = 0;
361} 241}
362 242
363player::~player () 243player::~player ()
364{ 244{
365 /* Clear item stack */ 245 /* Clear item stack */
366 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
367} 275}
368 276
369/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
370 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
371 * mode. 279 * mode.
373player * 281player *
374player::create () 282player::create ()
375{ 283{
376 player *pl = new player; 284 player *pl = new player;
377 285
378 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
379 287
380 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
383 291
384 set_first_map (pl->ob); 292 set_first_map (pl->ob);
385 293
386 return pl; 294 return pl;
387}
388
389/*
390 * get_player_archetype() return next player archetype from archetype
391 * list. Not very efficient routine, but used only creating new players.
392 * Note: there MUST be at least one player archetype!
393 */
394archetype *
395get_player_archetype (archetype *at)
396{
397 archetype *start = at;
398
399 for (;;)
400 {
401 if (at == NULL || at->next == NULL)
402 at = first_archetype;
403 else
404 at = at->next;
405
406 if (at->clone.type == PLAYER)
407 return at;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 }
415} 295}
416 296
417object * 297object *
418get_nearest_player (object *mon) 298get_nearest_player (object *mon)
419{ 299{
422 unsigned lastdist; 302 unsigned lastdist;
423 rv_vector rv; 303 rv_vector rv;
424 304
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 306 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 308 continue;
456 309
457 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
458 { 311 {
520 */ 373 */
521int 374int
522path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
523{ 376{
524 rv_vector rv; 377 rv_vector rv;
525 sint16 x, y;
526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
527 maptile *m, *lastmap;
528 379
529 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
530 381
531 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
532 return 0; 383 return 0;
533 384
534 x = mon->x; 385 mapxy pos (mon);
535 y = mon->y;
536 m = mon->map;
537 dir = rv.direction; 386 dir = rv.direction;
538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540 389
541 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
542 if (diff > max) 391 if (diff > max)
543 return 0; 392 return 0;
544 393
545 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
546 { 395 {
547 lastx = x; 396 mapxy lastpos = pos;
548 lasty = y;
549 lastmap = m;
550 x = lastx + freearr_x[dir];
551 y = lasty + freearr_y[dir];
552 397
553 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
554 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
555 399
556 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
557 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
558 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
559 { 404 {
560 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
561 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
562 */ 407 */
563 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
564 if (rv.direction != dir) 409 if (rv.direction != dir)
565 { 410 {
566 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
567 * the values so it will try again. 412 * the values so it will try again.
568 */ 413 */
569 x = lastx;
570 y = lasty;
571 m = lastmap; 414 pos = lastpos;
572 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
573 } 416 }
574 else 417 else
575 { 418 {
576 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
583 */ 426 */
584 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585 { 428 {
586 if (i == 0) 429 if (i == 0)
587 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
588 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
589 * since the direction that the creature should move in 433 * since the direction that the creature should move in
590 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
591 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
592 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
594 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
595 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
596 * the last direction the creature has successfully 440 * the last direction the creature has successfully
597 * moved. 441 * moved.
598 */ 442 */
599
600 x = lastx + freearr_x[absdir (lastdir + i)];
601 y = lasty + freearr_y[absdir (lastdir + i)];
602 m = lastmap; 443 pos = lastpos;
603 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
604 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
605 continue; 447 continue;
606 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
607 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
608 continue; 452 continue;
609 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
610 continue; 455 continue;
611 456
612 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
613 break; 458 break;
614 } 459 }
460
615 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
616 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
617 */ 463 */
618 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
619 return 0; 465 return 0;
466
620 diff--; 467 diff--;
621 lastdir = dir; 468 lastdir = dir;
622 max--; 469 max--;
623 if (!firstdir) 470 if (!firstdir)
624 firstdir = dir + i; 471 firstdir = dir + i;
628 { 475 {
629 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
630 diff--; 477 diff--;
631 max--; 478 max--;
632 lastdir = dir; 479 lastdir = dir;
480
633 if (!firstdir) 481 if (!firstdir)
634 firstdir = dir; 482 firstdir = dir;
635 } 483 }
636 484
637 if (diff <= 1) 485 if (diff <= 1)
638 { 486 {
639 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
640 * headed toward player for entire distance. 488 * headed toward player for entire distance.
641 */ 489 */
642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
644 } 492 }
645 493
646 if (diff > max) 494 if (diff > max)
647 return 0; 495 return 0;
653 501
654 return firstdir; 502 return firstdir;
655} 503}
656 504
657void 505void
658give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
659{ 507{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 508 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 510
665 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
666 { 512 {
667 next = op->below; 513 next = op->below;
668 514
669 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
671 */ 517 */
672 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
673 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
674 520
675 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 522 * by this player due to race restrictions
677 */ 523 */
678 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
679 { 525 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
681 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
685 { 533 {
686 op->destroy (); 534 op->destroy ();
687 continue; 535 continue;
688 } 536 }
689 } 537 }
690 538
691 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 542 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
698 { 544 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 547 {
707 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 551 break;
710 } 552 }
711 553
712 if (op->nrof > 1) 554 if (op->nrof > 1)
713 op->nrof = 1; 555 op->nrof = 1;
714 } 556 }
715 557
716 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
717 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 560
721 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 563 * merged properly.
724 */ 564 */
725 if (need_identify (op)) 565 if (op->need_identify ())
726 {
727 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
731 if (op->type == SPELL) 572 if (op->type == SPELL)
732 { 573 {
733 op->destroy (); 574 op->destroy ();
734 continue; 575 continue;
735 } 576 }
736 else if (op->type == SKILL) 577 else if (op->type == SKILL)
737 { 578 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 580 op->stats.exp = 0;
740 op->level = 1; 581 op->level = 1;
741 } 582 }
742 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
743 else 584 op->set_flag (FLAG_INV_LOCKED);
744 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
746 586
747 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
748 link_player_skills (pl); 588 pl->contr->link_skills ();
749} 589}
750 590
751void 591void
752get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
753{ 593{
763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764} 604}
765 605
766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int 607static int
768roll_stat (void) 608roll_stat ()
769{ 609{
770 int a[4], i, j, k; 610 int a[4], i, j, k;
771 611
772 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
774 614
775 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
776 if (a[i] < k) 616 if (a[i] < k)
777 k = a[i], j = i; 617 k = a[i], j = i;
778 618
854static void 694static void
855start_info (object *op) 695start_info (object *op)
856{ 696{
857 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
858 698
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 701}
864 702
865/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
870 */ 708 */
871void 709void
872player::chargen_race_done () 710player::chargen_race_done ()
873{ 711{
874 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 713 esrv_new_player (ob->contr);
876 714
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
878 if (tl) 716 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
880 718
881 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
882 INVOKE_PLAYER (LOGIN, ob->contr);
883 720
884 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
885 722
886 if (ob->msg) 723 if (ob->msg)
887 ob->msg = 0; 724 ob->msg = 0;
888 725
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897
898 start_info (ob); 726 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 730 ob->update_stats ();
904 731
905 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
906 * is one for this race 733 * is one for this race
907 */ 734 */
908 if (*first_map_ext_path) 735 if (*first_map_ext_path)
909 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else 737 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
925} 739}
926 740
927void 741void
937 int x = ob->x, y = ob->y; 751 int x = ob->x, y = ob->y;
938 752
939 ob->remove_statbonus (); 753 ob->remove_statbonus ();
940 ob->remove (); 754 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 755 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 756 ob->arch->copy_to (ob);
943 ob->instantiate (); 757 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 759 ob->name = ob->name_pl = name;
946 ob->x = x; 760 ob->x = x;
947 ob->y = y; 761 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 765 ob->add_statbonus ();
952 } 766 }
953 while (!allowed_class (ob)); 767 while (!allowed_class (ob));
954 768
955 update_object (ob, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
958 ob->stats.hp = ob->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
959 ob->stats.sp = ob->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
960 ob->stats.grace = 0; 774 ob->stats.grace = 0;
961} 775}
962 776
963void 777static void
964flee_player (object *op) 778flee_player (object *op)
965{ 779{
966 int dir, diff; 780 int dir, diff;
967 rv_vector rv; 781 rv_vector rv;
968 782
969 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
970 { 784 {
971 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
973 return; 787 return;
974 } 788 }
975 789
976 if (op->enemy == NULL) 790 if (!op->enemy)
977 { 791 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
980 return; 794 return;
981 } 795 }
982 796
983 /* Seen some crashes here. Since we don't store an 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
984 * op->enemy_count, it is possible that something destroys the
985 * actual enemy, and the object is recycled.
986 */
987 if (op->enemy->map == NULL)
988 { 798 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL; 799 op->enemy = NULL;
991 return; 800 op->clr_flag (FLAG_SCARED);
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 {
996 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 801 return;
999 } 802 }
1000 803
1001 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1002 805
1003 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1005 { 808 {
1006 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1007 810
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1009 return; 812 return;
1010 } 813 }
1011 814
1012 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1013 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1014 op->enemy = NULL; 817 op->enemy = NULL;
1015} 818}
1016 819
1017/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
1018 * It returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
1022check_pick (object *op) 825check_pick (object *op)
1023{ 826{
1024 object *tmp, *next; 827 object *tmp, *next;
1025 int stop = 0; 828 int stop = 0;
1026 int wvratio; 829 int wvratio;
1027 char putstring[128];
1028 830
1029 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1031 return 1; 833 return 1;
1032 834
1033 next = op->below; 835 next = op->below;
836
837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1034 839
1035 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 841 * destroyed */
1037 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1038 { 843 {
1039 tmp = next; 844 tmp = next;
1040 next = tmp->below; 845 next = tmp->below;
1041 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1042 if (op->destroyed ()) 853 if (op->destroyed ())
1043 return 0; 854 return 0;
1044 855
1045 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1046 continue; 857 continue;
1047 858
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 860 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1052 continue; 864 continue;
1053 } 865 }
1054 866
1055 /* high not bit set? We're using the old autopickup model */ 867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1057 { 929 {
1058 switch (op->contr->mode) 930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
1059 { 993 {
1060 case 0: 994 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 995 continue;
1062 case 1:
1063 pick_up (op, tmp);
1064 return 1;
1065 case 2:
1066 pick_up (op, tmp);
1067 return 0;
1068 case 3:
1069 return 0; /* stop before pickup */
1070 case 4:
1071 pick_up (op, tmp);
1072 break;
1073 case 5:
1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 pick_up (op, tmp);
1080 break;
1081
1082 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp);
1085 break;
1086
1087 default:
1088 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp);
1092 } 996 }
1093 } 997 }
1094 else 998
1095 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1098 { 1005 {
1099 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 }
1109
1110 /* philosophy:
1111 * It's easy to grab an item type from a pile, as long as it's
1112 * generic. This takes no game-time. For more detailed pickups
1113 * and selections, select-items should be used. This is a
1114 * grab-as-you-run type mode that's really useful for arrows for
1115 * example.
1116 * The drawback: right now it has no frontend, so you need to
1117 * stick the bits you want into a calculator in hex mode and then
1118 * convert to decimal and then 'pickup <#>
1119 */
1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue; 1007 continue;
1008 }
1146 1009
1147 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1149 continue; 1015 continue;
1016 }
1150 1017
1151 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1152 /* question: don't pick up known-poisonous stuff? */ 1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1153 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1154 if (tmp->type == FOOD) 1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1155 { 1089 {
1156 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1157 continue; 1091 continue;
1158 } 1092 }
1093 }
1159 1094
1095 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1098 {
1163 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1164 continue; 1100 continue;
1165 } 1101 }
1166 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1167 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1168 if (tmp->type == POTION) 1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1169 { 1110 */
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 { 1113 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1215 { 1117 {
1216 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1119 }
1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324 }
1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1346#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL)
1349 {
1350 fprintf (stderr, "%s", tmp->name);
1351 }
1352 else 1120 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1356#endif 1124#endif
1125 CHK_PICK_PICKUP;
1357 continue; 1126 continue;
1358 }
1359 } 1127 }
1360 } /* the new pickup model */ 1128 } /* the new pickup model */
1361 } 1129 }
1362 1130
1363 return !stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1364} 1167}
1365 1168
1366/* 1169/*
1367 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1368 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1369 * found object is returned. 1172 * found object is returned.
1370 */ 1173 */
1371object * 1174static object *
1372find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1373{ 1176{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1180
1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1183 if (object *arrow = find_arrow (tmp, type))
1184 {
1185 splay (tmp);
1380 return op; 1186 return arrow;
1187 }
1381 1188
1382 return tmp; 1189 return 0;
1383} 1190}
1384 1191
1385/* 1192/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test 1194 * against the target. A full test is not performed, simply a basic test
1388 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1389 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */ 1197 */
1391object * 1198static object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1200{
1394 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1396 1203
1397 if (!type) 1204 if (!type)
1398 return NULL; 1205 return NULL;
1399 1206
1400 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1401 { 1208 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1403 { 1210 {
1404 i = 0; 1211 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1406 if (i > betterby) 1214 if (i > betterby)
1407 { 1215 {
1408 tmp = ntmp; 1216 tmp = ntmp;
1409 betterby = i; 1217 betterby = i;
1410 } 1218 }
1411 } 1219 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1221 {
1414 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1416 { 1224 {
1417 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1418 { 1226 {
1419 *better = 100; 1227 *better = 100;
1420 return arrow; 1228 return arrow;
1428 else 1236 else
1429 { 1237 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1239 {
1432 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 { 1243 {
1436 tmp = arrow; 1244 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1246 }
1439 } 1247 }
1248
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1250 {
1442 tmp = arrow; 1251 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1253 }
1254
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1256 {
1447 tmp = arrow; 1257 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1259 }
1450 } 1260 }
1451 } 1261 }
1452 } 1262 }
1263
1453 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1265 return find_arrow (op, type);
1455 1266
1456 *better = betterby; 1267 *better = betterby;
1457 return tmp; 1268 return tmp;
1461 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1462 * op = the shooter 1273 * op = the shooter
1463 * type = bow->race 1274 * type = bow->race
1464 * dir = fire direction 1275 * dir = fire direction
1465 */ 1276 */
1466object * 1277static object *
1467pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1279{
1469 object *tmp = NULL; 1280 object *tmp = NULL;
1470 maptile *m; 1281 maptile *m;
1471 int i, mflags, found, number; 1282 int i, mflags, found, number;
1472 sint16 x, y; 1283 sint16 x, y;
1487 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1488 { 1299 {
1489 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1305 {
1494 tmp = NULL; 1306 tmp = 0;
1495 break; 1307 break;
1496 } 1308 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1310 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1501 */ 1313 */
1502 tmp = NULL; 1314 tmp = 0;
1503 break; 1315 break;
1504 } 1316 }
1317
1505 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1321 break;
1515 }
1516 } 1322 }
1517 if (tmp == NULL) 1323
1324 if (!tmp)
1518 return find_arrow (op, type); 1325 return find_arrow (op, type);
1519 1326
1520 if (tmp->head) 1327 if (tmp->head)
1521 tmp = tmp->head; 1328 tmp = tmp->head;
1522 1329
1535 */ 1342 */
1536int 1343int
1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1344fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1538{ 1345{
1539 object *left, *bow; 1346 object *left, *bow;
1540 int bowspeed, mflags; 1347 int mflags;
1541 maptile *m; 1348 maptile *m;
1542 1349
1543 if (!dir) 1350 if (!dir)
1544 { 1351 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1352 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1353 return 0;
1547 } 1354 }
1548 1355
1549 if (player *pl = op->contr) 1356 if (op->contr)
1550 { 1357 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1358 else
1556 { 1359 {
1557 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1361 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1362 * don't need to switch back and forth between bows and weapons.
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1370 return 0;
1568 } 1371 }
1569 1372
1570 // optimisation: move object to top so we will find it quickly again 1373 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below) 1374 splay (bow);
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1577 } 1375 }
1578 1376
1579 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1580 { 1378 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1582 return 0; 1380 return 0;
1583 } 1381 }
1584
1585 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1586
1587 /* penalize ROF for bestarrow */
1588 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1589 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1590
1591 if (bowspeed < 1)
1592 bowspeed = 1;
1593 1382
1594 if (arrow == NULL) 1383 if (arrow == NULL)
1595 { 1384 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 { 1386 {
1598 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1599 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1601 else 1390 else
1602 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1603 1392
1604 return 0; 1393 return 0;
1605 } 1394 }
1606 } 1395 }
1607 1396
1616 } 1405 }
1617 1406
1618 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1619 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1620 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1621 arrow->destroy (); 1411 arrow->destroy ();
1622 return 0; 1412 return 0;
1623 } 1413 }
1624 1414
1625 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1627 if (!arrow) 1417 if (!arrow)
1628 { 1418 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 return 0; 1420 return 0;
1631 } 1421 }
1635 arrow->direction = dir; 1425 arrow->direction = dir;
1636 1426
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1430 arrow->custom_name = arrow->slaying;
1640 1431
1641 if (arrow->slaying) 1432#if 0
1642 arrow->spellarg = strdup (arrow->slaying); 1433 if (player *pl = op->contr)
1643
1644 if (op->type == PLAYER)
1645 {
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 } 1434 {
1435 float speed = pl->weapon_sp;
1436
1437 /* penalize ROF for bestarrow */
1438 if (pl->bowtype == bow_bestarrow)
1439 speed *= .9f;
1440 else
1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442
1443 op->speed_left += speed - op->speed;
1444 }
1445#endif
1649 1446
1650 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1651 1448
1652 /* update the speed */ 1449 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1654 + bow->stats.dam / 7.0;
1655 1450
1656 arrow->set_speed (max (arrow->speed, 2.0));
1657 arrow->speed_left = 0; 1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1658 1456
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660 1458
1661 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1662 { 1460 {
1684 1482
1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1486
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1690 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1691 1489
1692 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1693 move_arrow (arrow); 1491 move_arrow (arrow);
1694
1695 if (op->type == PLAYER)
1696 {
1697 if (left->destroyed ())
1698 esrv_del_item (op->contr, left->count);
1699 else
1700 esrv_send_item (op, left);
1701 }
1702 1492
1703 return 1; 1493 return 1;
1704} 1494}
1705 1495
1706/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1708 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1709 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1710 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1711 * hence the function name. 1501 * hence the function name.
1712 */ 1502 */
1713int 1503static int
1714player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1715{ 1505{
1716 int ret = 0, wcmod = 0; 1506 int ret;
1717 1507
1718 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1719 { 1509 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1721 } 1511 }
1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 { 1513 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1725 wcmod = -1;
1726
1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1728 } 1516 }
1729 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1730 { 1518 {
1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1734 } 1522 }
1735 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1736 { 1524 {
1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740 } 1528 }
1741 else 1529 else
1742 { 1530 {
1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1532 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1745 } 1533 }
1746 1534
1747 return ret; 1535 return ret;
1748} 1536}
1749
1750 1537
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1753 */ 1540 */
1754void 1541static void
1755fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1756{ 1543{
1757 object *item = op->contr->ranged_ob; 1544 object *item = op->contr->ranged_ob;
1758 1545
1759 if (!item) 1546 if (!item)
1766 { 1553 {
1767 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1768 return; 1555 return;
1769 } 1556 }
1770 1557
1771 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1772 return; 1559 return;
1773 1560
1774 if (item->type == WAND) 1561 if (item->type == WAND)
1775 { 1562 {
1776 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1777 { 1564 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780 1567
1781 return; 1568 return;
1782 } 1569 }
1783 } 1570 }
1784 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1785 { 1572 {
1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1787 { 1578 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1789 1580
1790 if (item->type == ROD) 1581 if (item->type == ROD)
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1792 else 1583 else
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1796 } 1587 }
1797 } 1588 }
1798 1589
1799 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1800 { 1591 {
1801 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1802 if (item->type == WAND) 1594 if (item->type == WAND)
1803 { 1595 {
1804 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1805 { 1597 {
1806 object *tmp; 1598 object *tmp;
1807 1599
1808 if (item->arch) 1600 if (item->arch)
1809 { 1601 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1811 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1812 item->set_speed (0); 1604 item->set_speed (0);
1813 } 1605 }
1814 1606
1815 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1816 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1817 } 1609 }
1818 } 1610 }
1819 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1820 drain_rod_charge (item); 1612 drain_rod_charge (item);
1821 } 1613 }
1822} 1614}
1823 1615
1824/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1825 */ 1617 */
1826void 1618bool
1827fire (object *op, int dir) 1619fire (object *who, int dir)
1828{ 1620{
1829 int spellcost = 0; 1621 int spellcost = 0;
1830 1622
1623 player *pl = who->contr;
1624
1625 if (pl->golem)
1626 {
1627 control_golem (who->contr->golem, dir);
1628 return false;
1629 }
1630
1631 object *ob = pl->ranged_ob;
1632
1633 if (!ob)
1634 return false;
1635
1636 if (who->speed_left > 0.f)
1637 --who->speed_left;
1638 else
1639 return false;
1640
1641 if (!who->apply (ob))
1642 return false;
1643
1831 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1833 make_visible (op); 1646 make_visible (who);
1834
1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1838 {
1839 control_golem (op->contr->golem, dir);
1840 return;
1841 }
1842
1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return;
1847 1647
1848 switch (ob->type) 1648 switch (ob->type)
1849 { 1649 {
1850 case BOW: 1650 case BOW:
1851 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1852 break; 1652 break;
1853 1653
1854 case SPELL: 1654 case SPELL:
1855 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1856 break; 1656 break;
1857 1657
1858 case BUILDER: 1658 case BUILDER:
1859 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1860 break; 1660 break;
1861 1661
1862 case SKILL: 1662 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1865 break; 1664 break;
1866 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1867 default: 1670 default:
1868 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1869 break; 1672 break;
1870 } 1673 }
1871}
1872 1674
1873/* find_key 1675 return true;
1874 * We try to find a key for the door as passed. If we find a key 1676}
1875 * and successfully use it, we return the key, otherwise NULL 1677
1876 * This function merges both normal and locked door, since the logic 1678static object *
1877 * for both is the same - just the specific key is different.
1878 * pl is the player,
1879 * inv is the objects inventory to searched
1880 * door is the door we are trying to match against.
1881 * This function can be called recursively to search containers.
1882 */
1883object *
1884find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1885{ 1680{
1886 object *tmp, *key; 1681 object *tmp, *key;
1887 1682
1888 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1889 if (!container->inv) 1684 if (!container->inv)
1892 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1689 {
1895 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1691 break;
1692
1897 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1899 */ 1695 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1697 break;
1907 * a key, return 1703 * a key, return
1908 */ 1704 */
1909 if (!tmp) 1705 if (!tmp)
1910 { 1706 {
1911 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1912 {
1913 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1914 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1915 {
1916 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1917 return key; 1711 return key;
1918 }
1919 }
1920 1712
1921 if (!tmp) 1713 if (!tmp)
1922 return NULL; 1714 return 0;
1923 } 1715 }
1924 1716
1925 /* We get down here if we have found a key. Now if its in a container, 1717 /* We get down here if we have found a key. Now if its in a container,
1926 * see if we actually want to use it 1718 * see if we actually want to use it
1927 */ 1719 */
1928 if (pl != container) 1720 if (pl != container)
1929 { 1721 {
1930 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1931 if (!pl->contr) 1723 if (!pl->contr)
1932 return NULL; 1724 return 0;
1725
1933 /* cases where this fails: 1726 /* cases where this fails:
1934 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1935 * are not in the players inventory. 1728 * are not in the players inventory.
1936 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1937 * containers can be used. 1730 * containers can be used.
1941 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1942 * 1735 *
1943 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1944 * all the others. 1737 * all the others.
1945 */ 1738 */
1946 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1947 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1948 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1949 { 1742 {
1950 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1951 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1952 return NULL; 1745 return NULL;
1953 } 1746 }
1954 } 1747 }
1955 1748
1956 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
1957} 1775}
1958 1776
1959/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1960 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1961 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1962 * 0 otherwise 1780 * 0 otherwise
1963 */ 1781 */
1964static int 1782static int
1965player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
1966{ 1784{
1967 /* If its a door, try to find a use a key. If we do destroy the door, 1785 /* If its a door, try to find a key. If we do destroy the door,
1968 * might as well return immediately as there is nothing more to do - 1786 * might as well return immediately as there is nothing more to do -
1969 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1970 */ 1788 */
1971 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
1972 1790
1973 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1974 if (key) 1792 if (key)
1975 { 1793 {
1976 object *container = key->env; 1794 object *container = key->env;
1977
1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1979 1795
1980 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
1981 make_visible (op); 1797 make_visible (op);
1982 1798
1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1985 1801
1986 if (door->type == DOOR) 1802 if (door->type == DOOR)
1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1988 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
1989 { 1805 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1991 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1808 }
1993 1809
1994 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1995 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
1996 /* Need to update the weight the container the key was in */
1997 if (container != op)
1998 esrv_update_item (UPD_WEIGHT, op, container);
1999 1812
2000 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2001 } 1814 }
2002 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2003 { 1816 {
2004 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2006 return 1; 1819 return 1;
2007 } 1820 }
2008 1821
2009 return 0; 1822 return 0;
2010} 1823}
2013 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2017 */ 1830 */
2018void 1831bool
2019move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2020{ 1833{
2021 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 int on_battleground; 1835 {
2023 maptile *m; 1836 --op->speed_left;
1837 return true;
1838 }
2024 1839
2025 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2026 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2027 1842
2028 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2029 1845
2030 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
2031 * map, attack it. Note order of if statement is important - don't 1847 * map, attack it. Note order of if statement is important - don't
2032 * want to be calling move_ob if braced, because move_ob will move the 1848 * want to be calling move_ob if braced, because move_ob will move the
2033 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2034 * move to some space, it then means that if we are braced, we should 1850 * move to some space, it then means that if we are braced, we should
2035 * do nothing at all. As it is, if we are braced, we go through 1851 * do nothing at all. As it is, if we are braced, we go through
2036 * quite a bit of processing. However, it probably is less than what 1852 * quite a bit of processing. However, it probably is less than what
2037 * move_ob uses. 1853 * move_ob uses.
2038 */ 1854 */
2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1855 maptile *m = op->map->xy_find (nx, ny);
1856
1857 /* Go through all the objects, and find ones of interest. Only stop if
1858 * we find a monster - that is something we know we want to attack.
1859 * if its a door or barrel (can roll) see if there may be monsters
1860 * on the space
1861 */
1862 object *mon;
1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
2040 { 1870 }
2041 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1871
1872 if (!mon) /* This happens anytime the player tries to move */
1873 return false; /* into a wall */
1874
1875 mon = mon->head_ ();
1876
1877 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1878 if (op->contr->weapon_sp_left > 0.f)
1879 if (player_attack_door (op, mon))
1880 {
1881 --op->contr->weapon_sp_left;
1882 return true;
2042 { 1883 }
2043 m = op->map->xy_find (nx, ny); 1884
2044 if (!m) 1885 /* The following deals with possibly attacking peaceful
2045 return; /* Don't think this should happen */ 1886 * or friendly creatures. Basically, all players are considered
1887 * unaggressive. If the moving player has peaceful set, then the
1888 * object should be pushed instead of attacked. It is assumed that
1889 * if you are braced, you will not attack friends accidently,
1890 * and thus will not push them.
1891 */
1892
1893 /* If the creature is a pet, push it even if the player is not
1894 * peaceful. Our assumption is the creature is a pet if the
1895 * player owns it and it is either friendly or unagressive.
1896 */
1897 if (op->type == PLAYER
1898 && ((mon->owner && mon->owner->contr
1899 && same_party (mon->owner->contr->party, op->contr->party))
1900 || mon->owner == op)
1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1902 {
1903 /* If we're braced, we don't want to switch places with it */
1904 if (op->contr->braced)
1905 return false;
1906
1907 if (op->speed_left > 0.f)
1908 {
1909 --op->speed_left;
1910
1911 op->play_sound (sound_find ("push_player"));
1912 push_ob (mon, dir, op);
1913
1914 if (action_makes_visible (op))
1915 make_visible (op);
1916
1917 return true;
2046 } 1918 }
2047 else 1919 else
2048 m = op->map;
2049
2050 if (!(tmp = m->at (nx, ny).bot))
2051 return; 1920 return false;
1921 }
2052 1922
2053 mon = 0; 1923 bool on_battleground = op_on_battleground (op, 0, 0);
2054 /* Go through all the objects, and find ones of interest. Only stop if
2055 * we find a monster - that is something we know we want to attack.
2056 * if its a door or barrel (can roll) see if there may be monsters
2057 * on the space
2058 */
2059 while (tmp)
2060 {
2061 if (tmp == op)
2062 {
2063 tmp = tmp->above;
2064 continue;
2065 }
2066 1924
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp;
2070 break;
2071 }
2072
2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2074 mon = tmp;
2075
2076 tmp = tmp->above;
2077 }
2078
2079 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */
2081
2082 if (mon->head)
2083 mon = mon->head;
2084
2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (player_attack_door (op, mon))
2087 return;
2088
2089 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them.
2095 */
2096
2097 /* If the creature is a pet, push it even if the player is not
2098 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive.
2100 */
2101 if ((op->type == PLAYER)
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2106#else
2107 && mon->owner == op
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 {
2111 /* If we're braced, we don't want to switch places with it */
2112 if (op->contr->braced)
2113 return;
2114
2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 push_ob (mon, dir, op);
2117 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op);
2119
2120 return;
2121 }
2122
2123 /* in certain circumstances, you shouldn't attack friendly 1925 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
2125 * someone, but put it inside this loop so that you won't 1927 * someone, but put it inside this loop so that you won't
2126 * attack them either. 1928 * attack them either.
2127 */ 1929 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 1930 if ((mon->type == PLAYER || mon->enemy != op)
2129 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 1932 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 1933 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 1934 && !on_battleground))
1935 {
1936 if (op->speed_left > 0.f)
2139 { 1937 {
1938 --op->speed_left;
1939
2140 if (!op->contr->braced) 1940 if (!op->contr->braced)
2141 { 1941 {
2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1942 op->play_sound (sound_find ("push_player"));
2143 push_ob (mon, dir, op); 1943 push_ob (mon, dir, op);
2144 } 1944 }
2145 else 1945 else
2146 new_draw_info (0, 0, op, "You withhold your attack"); 1946 op->statusmsg ("You withhold your attack");
2147 1947
2148 if (op->contr->tmp_invis || op->hide) 1948 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2149 make_visible (op); 1949 make_visible (op);
2150 }
2151 1950
1951 return true;
1952 }
1953 }
2152 /* If the object is a boulder or other rollable object, then 1954 /* If the object is a boulder or other rollable object, then
2153 * roll it if not braced. You can't roll it if you are braced. 1955 * roll it if not braced. You can't roll it if you are braced.
2154 */ 1956 */
2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1958 {
1959 if (op->speed_left > 0.f)
2156 { 1960 {
1961 --op->speed_left;
1962
2157 recursive_roll (mon, dir, op); 1963 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2159 make_visible (op); 1965 make_visible (op);
2160 }
2161 1966
1967 return true;
1968 }
1969 }
2162 /* Any generic living creature. Including things like doors. 1970 /* Any generic living creature. Including things like doors.
2163 * Way it works is like this: First, it must have some hit points 1971 * Way it works is like this: First, it must have some hit points
2164 * and be living. Then, it must be one of the following: 1972 * and be living. Then, it must be one of the following:
2165 * 1) Not a player, 2) A player, but of a different party. Note 1973 * 1) Not a player, 2) A player, but of a different party. Note
2166 * that party_number -1 is no party, so attacks can still happen. 1974 * that party_number -1 is no party, so attacks can still happen.
2167 */ 1975 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 { 1978 {
2171 /* If the player hasn't hit something this tick, and does 1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 * so, give them speed boost based on weapon speed. Doing
2173 * it here is better than process_players2, which basically
2174 * incurred a 1 tick offset.
2175 */
2176 if (!op->contr->has_hit)
2177 { 1980 {
2178 op->speed_left += op->contr->weapon_sp - op->speed; 1981 --op->contr->weapon_sp_left;
2179
2180 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2181 }
2182 1982
2183 skill_attack (mon, op, 0, 0, 0); 1983 skill_attack (mon, op, 0, 0, 0);
2184
2185 /* If attacking another player, that player gets automatic
2186 * hitback, and doesn't loose luck either.
2187 * Disable hitback on the battleground or if the target is
2188 * the wiz.
2189 */
2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2191 {
2192 short luck = mon->stats.luck;
2193
2194 mon->contr->has_hit = 1;
2195 skill_attack (op, mon, 0, 0, 0);
2196 mon->stats.luck = luck;
2197 }
2198 1984
2199 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2200 make_visible (op); 1986 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 1987
2205int 1988 return true;
1989 }
1990 }
1991
1992 return false;
1993}
1994
1995bool
2206move_player (object *op, int dir) 1996move_player (object *op, int dir)
2207{ 1997{
2208 int pick;
2209
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2211 return 0; 1999 return 0;
2212 2000
2213 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
2214 if ((dir < 0) || (dir >= 9)) 2002 if (dir < 0 || dir > 8)
2215 { 2003 {
2216 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2217 return 0; 2005 return 0;
2218 } 2006 }
2219 2007
2220 /* peterm: added following line */ 2008 /* peterm: added following line */
2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
2222 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2223 2011
2224 op->facing = dir; 2012 op->facing = dir;
2225 2013
2226 if (op->hide) 2014 if (op->flag [FLAG_HIDDEN])
2227 do_hidden_move (op); 2015 do_hidden_move (op);
2228 2016
2017 bool retval;
2018 int pick = 0;
2019
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2021 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2022 else if (op->contr->fire_on)
2232 fire (op, dir); 2023 retval = fire (op, dir);
2233 else 2024 else
2234 { 2025 {
2235 move_player_attack (op, dir); 2026 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2027 pick = check_pick (op);
2237 } 2028 }
2238 2029
2239 /* Add special check for newcs players and fire on - this way, the 2030 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing. 2031 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2038 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2039 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2040 * for players.
2250 */ 2041 */
2251 animate_object (op, op->facing); 2042 animate_object (op, op->facing);
2252 return 0; 2043
2044 return retval;
2253} 2045}
2254 2046
2255/* This is similar to handle_player, below, but is only used by the 2047/* This is similar to handle_player, below, but is only used by the
2256 * new client/server stuff. 2048 * new client/server stuff.
2257 * This is sort of special, in that the new client/server actually uses 2049 * This is sort of special, in that the new client/server actually uses
2258 * the new speed values for commands. 2050 * the new speed values for commands.
2259 * 2051 *
2260 * Returns true if there are more actions we can do. 2052 * Returns true if there are more actions we can do. Should not do
2053 * many actions in a row, as that would be too unfair to other
2054 * players.
2261 */ 2055 */
2262int 2056bool
2263handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2264{ 2058{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2059 if (op->flag [FLAG_SCARED])
2266 { 2060 {
2267 flee_player (op); 2061 if (op->speed_left > 0.f)
2268 /* If player is still scared, that is his action for this tick */
2269 if (QUERY_FLAG (op, FLAG_SCARED))
2270 { 2062 {
2271 op->speed_left--; 2063 --op->speed_left;
2064 flee_player (op);
2065
2272 return 0; 2066 return true;
2273 } 2067 }
2068 else
2069 return false;
2274 } 2070 }
2275 2071
2276 /* call this here - we also will call this in do_ericserver, but 2072 /* call this here - we also will call this in do_ericserver, but
2277 * the players time has been increased when doericserver has been 2073 * the players time has been increased when doericserver has been
2278 * called, so we recheck it here. 2074 * called, so we recheck it here.
2279 */ 2075 */
2280 if (op->contr->ns->handle_command ()) 2076 if (op->contr->ns->handle_command ())
2281 return 1; 2077 return true;
2282 2078
2283 if (op->speed_left > 0)
2284 {
2285 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2079 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2286 {
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player (op, op->direction); 2080 return move_player (op, op->direction);
2295 2081
2296 return op->speed_left > 0;
2297 }
2298 }
2299
2300 return 0; 2082 return false;
2301} 2083}
2302 2084
2303int 2085static int
2304save_life (object *op) 2086save_life (object *op)
2305{ 2087{
2306 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2088 if (!op->flag [FLAG_LIFESAVE])
2307 return 0; 2089 return 0;
2308 2090
2309 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2310 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2311 { 2093 {
2312 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2094 op->play_sound (sound_find ("ob_evaporate"));
2313 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2314 2096
2315 if (op->contr)
2316 esrv_del_item (op->contr, tmp->count);
2317
2318 tmp->destroy (); 2097 tmp->destroy ();
2319 CLEAR_FLAG (op, FLAG_LIFESAVE); 2098 op->clr_flag (FLAG_LIFESAVE);
2320 2099
2321 if (op->stats.hp < 0) 2100 if (op->stats.hp < 0)
2322 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2323 2102
2324 if (op->stats.food < 0) 2103 if (op->stats.food < 0)
2325 op->stats.food = 999; 2104 op->stats.food = MAX_FOOD;
2326 2105
2327 op->update_stats (); 2106 op->update_stats ();
2328 return 1; 2107 return 1;
2329 } 2108 }
2330 2109
2331 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2332 CLEAR_FLAG (op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2333 enter_player_savebed (op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2334 return 0; 2113 return 0;
2335} 2114}
2336 2115
2337/* This goes throws the inventory and removes unpaid objects, and puts them 2116/* This goes throws the inventory and removes unpaid objects, and puts them
2338 * back in the map (location and map determined by values of env). This 2117 * back in the map (location and map determined by values of env). This
2339 * function will descend into containers. op is the object to start the search 2118 * function will descend into containers. op is the object to start the search
2340 * from. 2119 * from.
2341 */ 2120 */
2121static void
2122drop_unpaid_items (object *op, object *env)
2123{
2124 while (op)
2125 {
2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2127
2128 if (op->flag [FLAG_UNPAID])
2129 op->insert_at (env);
2130 else if (op->inv)
2131 drop_unpaid_items (op->inv, env);
2132
2133 op = next;
2134 }
2135}
2136
2342void 2137void
2343remove_unpaid_objects (object *op, object *env) 2138object::drop_unpaid_items ()
2344{ 2139{
2345 while (op) 2140 if (!flag [FLAG_REMOVED])
2346 { 2141 ::drop_unpaid_items (inv, this);
2347 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2348
2349 if (QUERY_FLAG (op, FLAG_UNPAID))
2350 {
2351 if (env->type == PLAYER)
2352 esrv_del_item (env->contr, op->count);
2353
2354 op->insert_at (env);
2355 }
2356 else if (op->inv)
2357 remove_unpaid_objects (op->inv, env);
2358
2359 op = next;
2360 }
2361}
2362
2363/*
2364 * Returns pointer a static string containing gravestone text
2365 * Moved from apply.c to player.c - player.c is what
2366 * actually uses this function. player.c may not be quite the
2367 * best, a misc file for object actions is probably better,
2368 * but there isn't one in the server directory.
2369 */
2370char *
2371gravestone_text (object *op)
2372{
2373 static char buf2[MAX_BUF];
2374 char buf[MAX_BUF];
2375 time_t now = time (NULL);
2376
2377 strcpy (buf2, " R.I.P.\n\n");
2378 if (op->type == PLAYER)
2379 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2380 else
2381 sprintf (buf, "%s\n", &op->name);
2382
2383 strncat (buf2, " ", 20 - strlen (buf) / 2);
2384 strcat (buf2, buf);
2385 if (op->type == PLAYER)
2386 sprintf (buf, "who was in level %d when killed\n", op->level);
2387 else
2388 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2389
2390 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf);
2392 if (op->type == PLAYER)
2393 {
2394 sprintf (buf, "by %s.\n\n", op->contr->killer);
2395 strncat (buf2, " ", 21 - strlen (buf) / 2);
2396 strcat (buf2, buf);
2397 }
2398
2399 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2400 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf);
2402
2403 return buf2;
2404} 2142}
2405 2143
2406void 2144void
2407do_some_living (object *op) 2145do_some_living (object *op)
2408{ 2146{
2409 int last_food = op->stats.food; 2147 int last_food = op->stats.food;
2410 int gen_hp, gen_sp, gen_grace; 2148 int gen_hp, gen_sp, gen_grace;
2411 int over_hp, over_sp, over_grace;
2412 int i; 2149 int i;
2413 int rate_hp = 1200; 2150 int rate_hp = 1200;
2414 int rate_sp = 2500; 2151 int rate_sp = 2500;
2415 int rate_grace = 2000; 2152 int rate_grace = 2000;
2416 const int max_hp = 1; 2153 const int max_hp = 1;
2425 * alternate it here for it to work correctly. 2162 * alternate it here for it to work correctly.
2426 */ 2163 */
2427 if (pticks & 2) 2164 if (pticks & 2)
2428 op->invisible--; 2165 op->invisible--;
2429 } 2166 }
2430 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2431 { 2168 {
2432 if (!op->invisible--) 2169 if (!op->invisible--)
2433 { 2170 {
2434 make_visible (op); 2171 make_visible (op);
2435 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2462 { 2199 {
2463 gen_grace = op->stats.maxgrace; 2200 gen_grace = op->stats.maxgrace;
2464 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2201 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2465 } 2202 }
2466 2203
2467 /* Regenerate Spell Points */ 2204 /* Regenerate Grace */
2468 if (!op->contr->golem && --op->last_sp < 0) 2205 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2206 if (--op->last_grace < 0)
2469 { 2207 {
2470 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2471 if (op->stats.sp < op->stats.maxsp) 2208 if (op->stats.grace < op->stats.maxgrace / 2)
2209 op->stats.grace++; /* no penalty in food for regaining grace */
2210
2211 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2212
2213 if (max_grace > 1)
2472 { 2214 {
2473 op->stats.sp++; 2215 int over_grace = temp / rate_grace;
2474 /* dms do not consume food */ 2216
2475 if (!QUERY_FLAG (op, FLAG_WIZ)) 2217 if (over_grace > 0)
2476 { 2218 {
2477 op->stats.food--; 2219 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2478 if (op->contr->digestion < 0) 2220 op->last_grace = 0;
2479 op->stats.food += op->contr->digestion;
2480 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2481 op->stats.food = last_food;
2482 } 2221 }
2222 else
2223 op->last_grace = rate_grace / temp;
2483 } 2224 }
2225 else
2226 op->last_grace = rate_grace / temp;
2484 2227
2485 if (max_sp > 1) 2228 /* wearing stuff doesn't detract from grace generation. */
2229 }
2230
2231 if (op->stats.food > 0)
2232 {
2233 /* Regenerate Spell Points */
2234 if (!op->contr->golem && --op->last_sp < 0)
2486 { 2235 {
2487 over_sp = (gen_sp + 10) / rate_sp; 2236 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2488 if (over_sp > 0) 2237
2238 if (op->stats.sp < op->stats.maxsp)
2489 { 2239 {
2490 if (op->stats.sp < op->stats.maxsp) 2240 op->stats.sp++;
2241
2242 /* dms do not consume food */
2243 if (!op->flag [FLAG_WIZ])
2491 { 2244 {
2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2493
2494 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2495 op->stats.sp--; 2245 op->stats.food--;
2496 2246
2497 if (op->stats.sp > op->stats.maxsp) 2247 if (op->contr->digestion < 0)
2248 op->stats.food += op->contr->digestion;
2249 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2498 op->stats.sp = op->stats.maxsp; 2250 op->stats.food = last_food;
2499 } 2251 }
2252 }
2253
2254 if (max_sp > 1)
2255 {
2256 int over_sp = (gen_sp + 10) / rate_sp;
2257 if (over_sp > 0)
2258 {
2259 if (op->stats.sp < op->stats.maxsp)
2260 {
2261 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2262
2263 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2264 op->stats.sp--;
2265
2266 if (op->stats.sp > op->stats.maxsp)
2267 op->stats.sp = op->stats.maxsp;
2268 }
2269
2500 op->last_sp = 0; 2270 op->last_sp = 0;
2271 }
2272 else
2273 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2501 } 2274 }
2502 else 2275 else
2503 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2276 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2504 } 2277 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2507 }
2508 2278
2509 /* Regenerate Grace */ 2279 /* Regenerate Hit Points */
2510 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2511 if (--op->last_grace < 0) 2280 if (--op->last_heal < 0)
2512 {
2513 if (op->stats.grace < op->stats.maxgrace / 2)
2514 op->stats.grace++; /* no penalty in food for regaining grace */
2515
2516 if (max_grace > 1)
2517 { 2281 {
2518 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2282 if (op->stats.hp < op->stats.maxhp)
2519 if (over_grace > 0)
2520 { 2283 {
2521 op->stats.sp += over_grace 2284 op->stats.hp++;
2522 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2285
2286 /* dms do not consume food */
2287 if (!op->flag [FLAG_WIZ])
2288 {
2289 op->stats.food--;
2290
2291 if (op->contr->digestion < 0)
2292 op->stats.food += op->contr->digestion;
2293 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2294 op->stats.food = last_food;
2295 }
2296 }
2297
2298 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2299
2300 if (max_hp > 1)
2301 {
2302 int over_hp = temp / rate_hp;
2303
2304 if (over_hp > 0)
2305 {
2306 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2523 op->last_grace = 0; 2307 op->last_heal = 0;
2308 }
2309 else
2310 op->last_heal = rate_hp / temp;
2524 } 2311 }
2525 else 2312 else
2526 {
2527 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2528 }
2529 }
2530 else
2531 {
2532 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2533 }
2534 /* wearing stuff doesn't detract from grace generation. */
2535 }
2536
2537 /* Regenerate Hit Points */
2538 if (--op->last_heal < 0)
2539 {
2540 if (op->stats.hp < op->stats.maxhp)
2541 {
2542 op->stats.hp++;
2543 /* dms do not consume food */
2544 if (!QUERY_FLAG (op, FLAG_WIZ))
2545 {
2546 op->stats.food--;
2547 if (op->contr->digestion < 0)
2548 op->stats.food += op->contr->digestion;
2549 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2550 op->stats.food = last_food;
2551 }
2552 }
2553
2554 if (max_hp > 1)
2555 {
2556 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2557 if (over_hp > 0)
2558 {
2559 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2560 op->last_heal = 0; 2313 op->last_heal = rate_hp / temp;
2561 }
2562 else
2563 {
2564 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2565 }
2566 }
2567 else
2568 {
2569 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2570 } 2314 }
2571 } 2315 }
2572 2316
2573 /* Digestion */ 2317 /* Digestion */
2574 if (--op->last_eat < 0) 2318 if (--op->last_eat < 0)
2575 { 2319 {
2576#ifdef COZY_SERVER 2320 int bonus = max (0, op->contr->digestion),
2577 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2321 penalty = max (0, -op->contr->digestion);
2578 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2579#else
2580 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2581#endif
2582 2322
2583 if (op->contr->gen_hp > 0)
2584 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2323 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2585 else
2586 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2587 2324
2588 /* dms do not consume food */ 2325 /* dms do not consume food */
2589 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2590 op->stats.food--; 2327 op->stats.food--;
2591 } 2328 }
2592 2329
2593 if (op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2594 { 2331 {
2595 object *tmp, *flesh = 0; 2332 object *flesh = 0;
2596 2333
2597 for (tmp = op->inv; tmp; tmp = tmp->below) 2334 for_inv_removable (op, tmp)
2598 { 2335 {
2599 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2336 if (tmp->flag [FLAG_UNPAID])
2337 continue;
2338
2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2600 { 2340 {
2601 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2341 op->statusmsg ("You blindly grab for a bite of food. "
2602 { 2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2343 op->apply (tmp);
2604 manual_apply (op, tmp, 0); 2344
2605 if (op->stats.food >= 0 || op->stats.hp < 0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2606 break; 2346 break;
2607 } 2347 }
2608 else if (tmp->type == FLESH) 2348 else if (tmp->type == FLESH)
2609 flesh = tmp; 2349 flesh = tmp;
2610 } /* End if paid for object */ 2350 }
2611 } /* end of for loop */
2612 2351
2613 /* If player is still starving, it means they don't have any food, so 2352 /* If player is still starving, it means they don't have any food, so
2614 * eat flesh instead. 2353 * eat flesh instead.
2615 */ 2354 */
2616 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2617 { 2356 {
2618 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2357 op->statusmsg ("You blindly grab for a bite of food. "
2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2619 manual_apply (op, flesh, 0); 2359 op->apply (flesh);
2620 } 2360 }
2361
2362 // If player is still starving, alert him!
2363 if (op->stats.food < 0)
2364 op->failmsg ("You are starving! "
2365 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2366 }
2367
2368 if (op->stats.food < 0)
2621 } 2369 {
2370 op->stats.hp += op->stats.food;
2371 op->stats.food = 0;
2622 2372
2623 while (op->stats.food < 0 && op->stats.hp >= 0) 2373 if (op->stats.hp < 0)
2624 op->stats.food++, op->stats.hp--; 2374 {
2375 op->contr->killer = archetype::get ("killer_starvation");
2376 op->contr->killer->destroy ();
2377 }
2378 }
2625 2379
2380 /* killer should be set here already */
2626 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2627 kill_player (op); 2382 kill_player (op);
2628 } 2383 }
2629} 2384}
2630 2385
2631/* If the player should die (lack of hp, food, etc), we call this. 2386/* If the player should die (lack of hp, food, etc), we call this.
2634 * file. 2389 * file.
2635 */ 2390 */
2636void 2391void
2637kill_player (object *op) 2392kill_player (object *op)
2638{ 2393{
2639 char buf[MAX_BUF];
2640 int x, y; 2394 int x, y;
2641
2642 //int i;
2643 maptile *map; /* this is for resurrection */ 2395 maptile *map; /* this is for resurrection */
2644
2645 /* int z;
2646 int num_stats_lose;
2647 int lost_a_stat;
2648 int lose_this_stat;
2649 int this_stat; */
2650 int will_kill_again; 2396 int will_kill_again;
2651 archetype *at; 2397 archetype *at;
2652 object *tmp; 2398 object *tmp;
2653 2399
2654 if (save_life (op)) 2400 if (save_life (op))
2655 return; 2401 return;
2656 2402
2403 dynbuf_text deathtab;
2404
2405 /* restore player */
2406 at = archetype::find (shstr_poisoning);
2407 if (object *tmp = present_arch_in_ob (at, op))
2408 {
2409 tmp->destroy ();
2410 deathtab << "Your body feels cleansed...\r";
2411 }
2412
2413 at = archetype::find (shstr_confusion);
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your mind feels clearer...\r";
2418 }
2419
2420 cure_disease (op, 0, 0); /* remove any disease */
2421
2422 max_it (op->stats.hp , op->stats.maxhp);
2423 max_it (op->stats.sp , op->stats.maxsp);
2424 max_it (op->stats.grace, op->stats.maxgrace);
2425 max_it (op->stats.food , 200);
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2657 2438
2658 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2659 * in cities ONLY!!! It is very important that this doesn't get abused. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2660 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2661 */ 2442 */
2662 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2663 { 2444 {
2664 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2445 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2665 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2666
2667 /* restore player */
2668 at = archetype::find ("poisoning");
2669 if (object *tmp = present_arch_in_ob (at, op))
2670 {
2671 tmp->destroy ();
2672 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2673 }
2674
2675 at = archetype::find ("confusion");
2676 if (object *tmp = present_arch_in_ob (at, op))
2677 {
2678 tmp->destroy ();
2679 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2680 }
2681
2682 cure_disease (op, 0); /* remove any disease */
2683 op->stats.hp = op->stats.maxhp;
2684 if (op->stats.food <= 0)
2685 op->stats.food = 999;
2686 2446
2687 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2688 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2689 { 2449
2690 sprintf (buf, "%s's finger", &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2691 tmp->name = buf; 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2692 sprintf (buf, " This finger has been cut off %s\n" 2452 tmp->msg = format (
2693 " the %s, when he was defeated at\n level %d by %s.\n", 2453 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2694 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2454 &op->name, op->contr->title,
2695 tmp->msg = buf; 2455 (int)op->level,
2456 op->contr->killer_name ()
2457 );
2696 tmp->value = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2697 tmp->materialname = "organics"; 2459 tmp->material = name_to_material (shstr_organic);
2698 tmp->insert_at (op, tmp); 2460 tmp->insert_at (op, tmp);
2699 }
2700 2461
2701 /* teleport defeated player to new destination */ 2462 /* teleport defeated player to new destination */
2702 transfer_ob (op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2703 op->contr->braced = 0; 2464 op->contr->braced = 0;
2465
2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2704 return; 2467 return;
2705 } 2468 }
2706 2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2472
2707 INVOKE_PLAYER (DEATH, op->contr); 2473 INVOKE_PLAYER (DEATH, op->contr);
2708 2474
2709 command_kill_pets (op, 0); 2475 command_kill_pets (op, 0);
2710 2476
2711 if (op->stats.food < 0) 2477 op->contr->play_sound (sound_find ("player_dies"));
2712 {
2713 sprintf (buf, "%s starved to death.", &op->name);
2714 strcpy (op->contr->killer, "starvation");
2715 }
2716 else
2717 sprintf (buf, "%s died.", &op->name);
2718
2719 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2720 2478
2721 /* save the map location for corpse, gravestone */ 2479 /* save the map location for corpse, gravestone */
2722 x = op->x; 2480 x = op->x;
2723 y = op->y; 2481 y = op->y;
2724 map = op->map; 2482 map = op->map;
2752 2510
2753 lost_a_stat = 0; 2511 lost_a_stat = 0;
2754 2512
2755 for (z = 0; z < num_stats_lose; z++) 2513 for (z = 0; z < num_stats_lose; z++)
2756 { 2514 {
2757 i = RANDOM () % NUM_STATS; 2515 i = rndm (NUM_STATS);
2758 2516
2759 if (settings.stat_loss_on_death) 2517 if (settings.stat_loss_on_death)
2760 { 2518 {
2761 /* Pick a random stat and take a point off it. Tell the player 2519 /* Pick a random stat and take a point off it. Tell the player
2762 * what he lost. 2520 * what he lost.
2769 lost_a_stat = 1; 2527 lost_a_stat = 1;
2770 } 2528 }
2771 else 2529 else
2772 { 2530 {
2773 /* deplete a stat */ 2531 /* deplete a stat */
2774 archetype *deparch = archetype::find ("depletion"); 2532 archetype *deparch = archetype::find (shstr_depletion);
2775 object *dep; 2533 object *dep;
2776 2534
2777 dep = present_arch_in_ob (deparch, op); 2535 dep = present_arch_in_ob (deparch, op);
2778 if (!dep) 2536 if (!dep)
2779 { 2537 {
2780 dep = arch_to_object (deparch); 2538 dep = deparch->instance ();
2781 insert_ob_in_ob (dep, op); 2539 insert_ob_in_ob (dep, op);
2782 } 2540 }
2783 lose_this_stat = 1; 2541 lose_this_stat = 1;
2784 if (settings.balanced_stat_loss) 2542 if (settings.balanced_stat_loss)
2785 { 2543 {
2813 } 2571 }
2814 } 2572 }
2815 2573
2816 if (lose_this_stat) 2574 if (lose_this_stat)
2817 { 2575 {
2818 this_stat = get_attr_value (&(dep->stats), i); 2576 this_stat = get_attr_value (&dep->stats, i);
2819 /* We could try to do something clever like find another 2577 /* We could try to do something clever like find another
2820 * stat to reduce if this fails. But chances are, if 2578 * stat to reduce if this fails. But chances are, if
2821 * stats have been depleted to -50, all are pretty low 2579 * stats have been depleted to -50, all are pretty low
2822 * and should be roughly the same, so it shouldn't make a 2580 * and should be roughly the same, so it shouldn't make a
2823 * difference. 2581 * difference.
2824 */ 2582 */
2825 if (this_stat >= -50) 2583 if (this_stat >= -50)
2826 { 2584 {
2827 change_attr_value (&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2828 SET_FLAG (dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2829 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2830 op->update_stats (); 2588 op->update_stats ();
2831 lost_a_stat = 1; 2589 lost_a_stat = 1;
2832 } 2590 }
2833 } 2591 }
2834 } 2592 }
2835 } 2593 }
2594
2836 /* If no stat lost, tell the player. */ 2595 /* If no stat lost, tell the player. */
2837 if (!lost_a_stat) 2596 if (!lost_a_stat)
2838 { 2597 {
2839 /* determine_god() seems to not work sometimes... why is this? 2598 /* determine_god() seems to not work sometimes... why is this?
2840 Should I be using something else? GD */ 2599 Should I be using something else? GD */
2841 const char *god = determine_god (op); 2600 shstr_tmp god = determine_god (op);
2842 2601
2843 if (god && (strcmp (god, "none"))) 2602 if (god != shstr_none)
2844 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2603 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2845 else 2604 else
2846 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2605 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2847 } 2606 }
2848#else 2607#else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2608 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2850#endif 2609#endif
2851 2610
2852 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2853 * exp loss on the stone. 2612 * exp loss on the stone.
2854 */ 2613 */
2855 tmp = arch_to_object (archetype::find ("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2856 sprintf (buf, "%s's gravestone", &op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
2857 tmp->name = buf; 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2858 sprintf (buf, "%s's gravestones", &op->name); 2617 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2859 tmp->name_pl = buf; 2618 &op->name, op->contr->title, op->contr->killer_name ());
2860 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);
2861 tmp->msg = buf;
2862 tmp->x = op->x, tmp->y = op->y; 2619 tmp->x = op->x, tmp->y = op->y;
2863 insert_ob_in_map (tmp, op->map, NULL, 0); 2620 insert_ob_in_map (tmp, op->map, NULL, 0);
2864 2621
2865 /**************************************/ 2622 /**************************************/
2866 /* */ 2623 /* */
2867 /* Subtract the experience points, */ 2624 /* Subtract the experience points, */
2868 /* if we died cause of food, give us */
2869 /* food, and reset HP's... */
2870 /* */ 2625 /* */
2871 /**************************************/ 2626 /**************************************/
2872 2627
2873 /* remove any poisoning and confusion the character may be suffering. */
2874 /* restore player */
2875 at = archetype::find ("poisoning");
2876 tmp = present_arch_in_ob (at, op);
2877
2878 if (tmp)
2879 {
2880 tmp->destroy ();
2881 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2882 }
2883
2884 at = archetype::find ("confusion");
2885 tmp = present_arch_in_ob (at, op);
2886 if (tmp)
2887 {
2888 tmp->destroy ();
2889 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2890 }
2891
2892 cure_disease (op, 0); /* remove any disease */
2893
2894 /*add_exp(op, (op->stats.exp * -0.20)); */ 2628 /*add_exp(op, (op->stats.exp * -0.20)); */
2895 apply_death_exp_penalty (op); 2629 apply_death_exp_penalty (op);
2896 if (op->stats.food < 100)
2897 op->stats.food = 900;
2898 op->stats.hp = op->stats.maxhp;
2899 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2900 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2901 2630
2902 /* 2631 /*
2903 * Check to see if the player has any unpaid items. If so, remove them 2632 * Check to see if the player has any unpaid items. If so, remove them
2904 * and put them back in the map. 2633 * and put them back in the map.
2905 */ 2634 */
2906 remove_unpaid_objects (op->inv, op); 2635 op->drop_unpaid_items ();
2907 2636
2908 /****************************************/ 2637 /****************************************/
2909 /* */ 2638 /* */
2910 /* Move player to his current respawn- */ 2639 /* Move player to his current respawn- */
2911 /* position (usually last savebed) */ 2640 /* position (usually last savebed) */
2931 object *force; 2660 object *force;
2932 int at; 2661 int at;
2933 2662
2934 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2935 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2936 force->speed = 0.1;
2937 force->speed_left = -5.0; 2665 force->speed_left = -5.f;
2938 SET_FLAG (force, FLAG_APPLIED); 2666 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED);
2668
2939 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2940 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2941 force->resist[at] = 100; 2671 force->resist[at] = 100;
2942 2672
2943 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2944 op->update_stats (); 2674 op->update_stats ();
2945
2946 } 2675 }
2947 2676
2948 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2949} 2678}
2950 2679
2951void 2680static void
2952loot_object (object *op) 2681loot_object (object *op)
2953{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2954 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2955 2684
2956 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2966 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2967 2696
2968 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2969 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2970 2699
2971 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))))
2972 { 2701 {
2973 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2974 { 2703 {
2975 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2976 tmp2->destroy ();
2977 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2978 } 2706 }
2979 else 2707 else
2980 tmp->destroy (); 2708 tmp->destroy ();
2981 } 2709 }
2988 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2989 * 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
2990 * was changed. 2718 * was changed.
2991 */ 2719 */
2992void 2720void
2993fix_weight (void) 2721fix_weight ()
2994{ 2722{
2995 for_all_players (pl) 2723 for_all_players (pl)
2996 { 2724 {
2997 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
2998 2726
2999 if (old == sum) 2727 pl->ob->update_weight ();
3000 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
3001 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
3002 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 }
3003 } 2734 }
3004} 2735}
3005 2736
3006void 2737void
3007fix_luck (void) 2738fix_luck ()
3008{ 2739{
3009 for_all_players (pl) 2740 for_all_players (pl)
3010 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
3011 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
3012} 2743}
3049} 2780}
3050 2781
3051void 2782void
3052make_visible (object *op) 2783make_visible (object *op)
3053{ 2784{
3054 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3055 op->invisible = 0; 2786 op->invisible = 0;
2787
3056 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3057 { 2789 {
3058 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3059 op->contr->invis_race = 0; 2791 op->contr->invis_race = 0;
3060 } 2792 }
3063} 2795}
3064 2796
3065int 2797int
3066is_true_undead (object *op) 2798is_true_undead (object *op)
3067{ 2799{
3068 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
3069 return 1; 2801 return 1;
3070 2802
3071 return 0; 2803 return 0;
3072} 2804}
3073 2805
3074/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3075 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3076 * indicate greater hideability. 2808 * indicate greater hideability.
3077 */ 2809 */
3078
3079int 2810int
3080hideability (object *ob) 2811hideability (object *ob)
3081{ 2812{
3082 int i, level = 0, mflag; 2813 int i, level = 0, mflag;
3083 sint16 x, y; 2814 sint16 x, y;
3084 2815
3085 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3086 return 0; 2817 return 0;
3087 2818
3088 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3089 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3090 2821
3091 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3092 * 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
3093 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3094 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3095 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3096 2827
3097 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3098 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])
3099 { 2832 {
3100 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3101 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3102 {
3103 continue; 2835 continue;
3104 } 2836
3105 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3106 level += 2; 2838 level += 2;
3107 else /* open terrain! */ 2839 else /* open terrain! */
3108 level -= 1; 2840 level -= 1;
3109 } 2841 }
3117/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3118 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3119 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3120 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3121 */ 2853 */
3122
3123void 2854void
3124do_hidden_move (object *op) 2855do_hidden_move (object *op)
3125{ 2856{
3126 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3127 object *skop;
3128 2858
3129 if (!op || !op->map) 2859 if (!op || !op->map)
3130 return; 2860 return;
3131 2861
3132 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);
3133 2864
3134 /* 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! */
3135 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3136 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3137 { 2868 {
3147 num -= hide; 2878 num -= hide;
3148 2879
3149 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3150 { 2881 {
3151 make_visible (op); 2882 make_visible (op);
2883
3152 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3153 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!");
3154 } 2886 }
3155 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3156 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);
3171 2903
3172 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3173 player = 1; 2905 player = 1;
3174 2906
3175 else 2907 else
3176 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3177 2909
3178 /* search adjacent squares */ 2910 /* search adjacent squares */
3179 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3180 { 2912 {
3181 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3190 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)))
3191 continue; 2923 continue;
3192 2924
3193 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)
3194 { 2926 {
3195 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])
3196 return 1; 2928 return 1;
3197 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3198 { 2930 {
3199 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3200 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3201 return 1; 2933 return 1;
3202 } 2934 }
3203 } 2935 }
3204 } 2936 }
3205 return 0; 2937 return 0;
3209 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3210 * but we dont worry if the object isnt the top one in 2942 * but we dont worry if the object isnt the top one in
3211 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3212 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3213 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3214 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3215 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3216 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3217 * for them to differ. Sigh, this fctn could get a bit more complex. 2949 * for them to differ. Sigh, this fctn could get a bit more complex.
3218 * -b.t. 2950 * -b.t.
3219 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3220 */ 2952 */
3221
3222int 2953int
3223player_can_view (object *pl, object *op) 2954player_can_view (object *pl, object *op)
3224{ 2955{
3225 rv_vector rv; 2956 rv_vector rv;
3226 int dx, dy; 2957 int dx, dy;
3238 2969
3239 get_rangevector (pl, op, &rv, 0x1); 2970 get_rangevector (pl, op, &rv, 0x1);
3240 2971
3241 /* starting with the 'head' part, lets loop 2972 /* starting with the 'head' part, lets loop
3242 * through the object and find if it has any 2973 * through the object and find if it has any
3243 * part that is in the los array but isnt on 2974 * part that is in the los array but isn't on
3244 * a blocked los square. 2975 * a blocked los square.
3245 * we use the archetype to figure out offsets. 2976 * we use the archetype to figure out offsets.
3246 */ 2977 */
3247 while (op) 2978 while (op)
3248 { 2979 {
3249 dx = rv.distance_x + op->arch->clone.x; 2980 dx = rv.distance_x + op->arch->x;
3250 dy = rv.distance_y + op->arch->clone.y; 2981 dy = rv.distance_y + op->arch->y;
3251 2982
3252 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3253 * code, so we need to restrict ourselves to that range of values
3254 * for any meaningful values.
3255 */
3256 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3257 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3258 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3259 return 1; 2984 return 1;
2985
3260 op = op->more; 2986 op = op->more;
3261 } 2987 }
3262 return 0;
3263}
3264 2988
3265/* routine for both players and monsters. We call this when
3266 * there is a possibility for our action distrubing our hiding
3267 * place or invisiblity spell. Artefact invisiblity is not
3268 * effected by this. If we arent invisible to begin with, we
3269 * return 0.
3270 */
3271int
3272action_makes_visible (object *op)
3273{
3274
3275 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3276 {
3277 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3278 return 0;
3279
3280 if (op->contr && op->contr->tmp_invis == 0)
3281 return 0;
3282
3283 /* If monsters, they should become visible */
3284 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3285 {
3286 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3287 return 1;
3288 }
3289 }
3290 return 0; 2989 return 0;
3291} 2990}
3292 2991
3293/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3294 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3299 * Default is to do the same as before, so only people wanting to have different points need worry about this 2998 * Default is to do the same as before, so only people wanting to have different points need worry about this
3300 */ 2999 */
3301int 3000int
3302op_on_battleground (object *op, int *x, int *y) 3001op_on_battleground (object *op, int *x, int *y)
3303{ 3002{
3304 object *tmp;
3305
3306 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3307 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3004 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3308 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3309 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3310 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3311 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3312 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3313 { 3010 {
3314 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3315 { 3012 {
3316 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3013 if (tmp->flag [FLAG_NO_PICK]
3317 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3014 && tmp->type == BATTLEGROUND
3015 && tmp->name == shstr_battleground
3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3318 { 3017 {
3319 /*before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3320 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))
3321 {
3322 object *invtmp;
3323
3324 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3325 { 3022 {
3326 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3327 {
3328 if (x != NULL && y != NULL) 3023 if (x && y)
3329 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3330 return 1; 3026 return 1;
3331 }
3332 } 3027 }
3333 } 3028
3334 if (x != NULL && y != NULL) 3029 if (x && y)
3335 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3336 return 1; 3032 return 1;
3337 } 3033 }
3338 } 3034 }
3339 } 3035 }
3036
3340 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3341 return 0; 3038 return 0;
3342} 3039}
3343 3040
3344/* 3041/*
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i = 0, j = 0; 3058 int i = 0, j = 0;
3362 3059
3363 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3365 trlist = treasurelist::find ("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3367 trlist = treasurelist::find ("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = treasurelist::find ("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3371 trlist = treasurelist::find ("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3069
3373 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3374 return; 3071 return;
3375 3072
3376 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3073 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3077 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3078 return;
3382 } 3079 }
3383 3080
3384 /* everything seems okay - now bring on the gift: */ 3081 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3082 item = tr->item;
3386 3083
3387 if (item->type == SPELL) 3084 if (item->type == SPELL)
3388 { 3085 {
3389 if (check_spell_known (who, item->name)) 3086 if (check_spell_known (who, item->name))
3390 return; 3087 return;
3449 { 3146 {
3450 /* forces in the treasurelist can alter the player's stats */ 3147 /* forces in the treasurelist can alter the player's stats */
3451 object *skin; 3148 object *skin;
3452 3149
3453 /* first get the dragon skin force */ 3150 /* first get the dragon skin force */
3454 shstr_cmp dragon_skin_force ("dragon_skin_force");
3455 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3151 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3456 ; 3152 ;
3457 3153
3458 if (!skin) 3154 if (!skin)
3459 return; 3155 return;
3460 3156
3474 else 3170 else
3475 j = 1; 3171 j = 1;
3476 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3477 } 3173 }
3478 } 3174 }
3175
3479 strcat (buf, "."); 3176 strcat (buf, ".");
3480 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3481 } 3178 }
3482 3179
3483 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3484 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3485 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3486 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3487 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3488 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3489 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3490 3187
3491 /* print message if there is one */ 3188 /* print message if there is one */
3492 if (item->msg != NULL) 3189 if (item->msg != NULL)
3493 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3494 } 3191 }
3495 else 3192 else
3496 { 3193 {
3497 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3498 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3499 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));
3500 tmp = insert_ob_in_ob (tmp, who); 3197 who->insert (tmp);
3501 if (who->type == PLAYER)
3502 esrv_send_item (who, tmp);
3503 } 3198 }
3504} 3199}
3505 3200
3506/** 3201//-GPL
3507 * Unready an object for a player. This function does nothing if the object was
3508 * not readied.
3509 */
3510void
3511player_unready_range_ob (player *pl, object *ob)
3512{
3513 if (pl->ob->current_weapon == ob)
3514 pl->ob->current_weapon = 0;
3515
3516 if (pl->combat_ob == ob)
3517 pl->combat_ob = 0;
3518
3519 if (pl->ranged_ob == ob)
3520 pl->ranged_ob = 0;
3521}
3522 3202
3523sint8 3203sint8
3524player::visibility_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3525{ 3205{
3526 if (!ns) 3206 if (!ns)
3527 return 0; 3207 return LOS_BLOCKED;
3528 3208
3529 int dx, dy; 3209 int dx, dy;
3530 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3211 return LOS_BLOCKED;
3212
3213 x += dx - ns->current_x;
3214 y += dy - ns->current_y;
3215
3216 return blocked_los (x, y);
3217}
3218
3219void
3220player::infobox (const char *title, const char *msg, int color)
3221{
3222 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3223}
3224
3225void
3226player::statusmsg (const char *msg, int color)
3227{
3228 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3229}
3230
3231void
3232player::failmsg (const char *msg, int color)
3233{
3234 play_sound (sound_find ("generic_failure"));
3235 statusmsg (msg, color);
3236}
3237
3238void
3239object::failmsgf (const char *format, ...)
3240{
3241 if (!contr)
3531 return 0; 3242 return;
3532 3243
3533 x += dx - ns->current_x + ns->mapx / 2; 3244 va_list ap;
3534 y += dy - ns->current_y + ns->mapy / 2; 3245 va_start (ap, format);
3535 3246 contr->failmsg (vformat (format, ap));
3536 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3247 va_end (ap);
3537 return 0;
3538
3539 return 100 - blocked_los [x][y];
3540} 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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