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Comparing deliantra/server/server/player.C (file contents):
Revision 1.151 by root, Sat Jun 16 00:12:20 2007 UTC vs.
Revision 1.278 by root, Sun May 9 22:33:29 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
166 54
167 players.insert (this); 55 players.insert (this);
168 ob->remove (); 56 ob->remove ();
169 ob->map = 0; 57 ob->map = 0;
170 ob->activate_recursive (); 58 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
172 add_friendly_object (ob); 60 add_friendly_object (ob);
173} 61}
174 62
175void 63void
176player::deactivate () 64player::deactivate ()
184 72
185 if (ob->map) 73 if (ob->map)
186 maplevel = ob->map->path; 74 maplevel = ob->map->path;
187 75
188 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 80
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 109
225 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 120 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 122 skin = tmp;
241 123
242 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
243 } 125 }
244 126
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 128
247 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
248 130
249 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
251 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
252 135
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 136 ob->update_stats ();
275 137
276 ns->floorbox_update (); 138 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
279 141
280 activate (); 142 activate ();
281 143
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
288} 146}
289 147
290void 148void
291player::disconnect () 149player::disconnect ()
292{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
293 if (ns) 157 if (ns)
294 { 158 {
295 if (active) 159 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 161
300 ns->reset_stats (); 164 ns->reset_stats ();
301 ns->pl = 0; 165 ns->pl = 0;
302 ns = 0; 166 ns = 0;
303 } 167 }
304 168
305 if (ob) 169 // this is important for the player scheduler to get the correct refcount
306 ob->close_container (); //TODO: client-specific 170 // when ns = 0
307 171 observe = viewpoint = ob;
308 observe = ob;
309 172
310 deactivate (); 173 deactivate ();
311} 174}
175
176//-GPL
312 177
313// the need for this function can be explained 178// the need for this function can be explained
314// by load_object not returning the object 179// by load_object not returning the object
315void 180void
316player::set_object (object *op) 181player::set_object (object *op)
317{ 182{
318 ob = observe = op; 183 ob = observe = viewpoint = op;
319 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
320 185
321 ob->speed = 1.0f; 186 ob->set_speed (1.0f);
322 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
323 188
324 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
325} 190}
326 191
327void 192void
328player::set_observe (object *op) 193player::set_observe (object *op)
329{ 194{
330 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
331 do_los = 1; 196 do_los = 1;
332} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
333 207
334player::player () 208player::player ()
335{ 209{
336 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point. 211 * we deal with that below this point.
343 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
344 218
345 gen_sp_armour = 10; 219 gen_sp_armour = 10;
346 bowtype = bow_normal; 220 bowtype = bow_normal;
347 petmode = pet_normal; 221 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 222 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
351 do_los = 1; 224 do_los = 1;
352 225
353 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
360 disconnect (); 233 disconnect ();
361 234
362 attachable::do_destroy (); 235 attachable::do_destroy ();
363 236
364 if (ob) 237 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy (); 238 ob->destroy ();
368 }
369 239
370 ob = observe = 0; 240 ob = observe = viewpoint = 0;
371} 241}
372 242
373player::~player () 243player::~player ()
374{ 244{
375 /* Clear item stack */ 245 /* Clear item stack */
376 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 }
377} 275}
378 276
379/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
380 * 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
381 * mode. 279 * mode.
383player * 281player *
384player::create () 282player::create ()
385{ 283{
386 player *pl = new player; 284 player *pl = new player;
387 285
388 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
389 287
390 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
391 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
393 291
394 set_first_map (pl->ob); 292 set_first_map (pl->ob);
395 293
396 return pl; 294 return pl;
397}
398
399/*
400 * get_player_archetype() return next player archetype from archetype
401 * list. Not very efficient routine, but used only creating new players.
402 * Note: there MUST be at least one player archetype!
403 */
404archetype *
405get_player_archetype (archetype *at)
406{
407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
409 for (;;)
410 {
411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419} 295}
420 296
421object * 297object *
422get_nearest_player (object *mon) 298get_nearest_player (object *mon)
423{ 299{
426 unsigned lastdist; 302 unsigned lastdist;
427 rv_vector rv; 303 rv_vector rv;
428 304
429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
430 { 306 {
431 /* We should not find free objects on this friendly list, but it
432 * does periodically happen. Given that, lets deal with it.
433 * While unlikely, it is possible the next object on the friendly
434 * list is also free, so encapsulate this in a while loop.
435 */
436 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
437 {
438 object *tmp = ol->ob;
439
440 /* Can't do much more other than log the fact, because the object
441 * itself will have been cleared.
442 */
443 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
444 tmp->debug_desc ());
445 ol = ol->next;
446 remove_friendly_object (tmp);
447 if (!ol)
448 return op;
449 }
450
451 /* Remove special check for player from this. First, it looks to cause
452 * some crashes (ol->ob->contr not set properly?), but secondly, a more
453 * complicated method of state checking would be needed in any case -
454 * as it was, a clever player could type quit, and the function would
455 * skip them over while waiting for confirmation. Remove
456 * on_same_map check, as can_detect_enemy also does this
457 */
458 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
459 continue; 308 continue;
460 309
461 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
462 { 311 {
524 */ 373 */
525int 374int
526path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
527{ 376{
528 rv_vector rv; 377 rv_vector rv;
529 sint16 x, y;
530 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;
531 maptile *m, *lastmap;
532 379
533 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
534 381
535 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
536 return 0; 383 return 0;
537 384
538 x = mon->x; 385 mapxy pos (mon);
539 y = mon->y;
540 m = mon->map;
541 dir = rv.direction; 386 dir = rv.direction;
542 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 */
543 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
544 389
545 /* 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. */
546 if (diff > max) 391 if (diff > max)
547 return 0; 392 return 0;
548 393
549 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
550 { 395 {
551 lastx = x; 396 mapxy lastpos = pos;
552 lasty = y;
553 lastmap = m;
554 x = lastx + freearr_x[dir];
555 y = lasty + freearr_y[dir];
556 397
557 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
558 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
559 399
560 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
561 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
562 && (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)))
563 { 404 {
564 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
565 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
566 */ 407 */
567 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
568 if (rv.direction != dir) 409 if (rv.direction != dir)
569 { 410 {
570 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
571 * the values so it will try again. 412 * the values so it will try again.
572 */ 413 */
573 x = lastx;
574 y = lasty;
575 m = lastmap; 414 pos = lastpos;
576 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
577 } 416 }
578 else 417 else
579 { 418 {
580 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
587 */ 426 */
588 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
589 { 428 {
590 if (i == 0) 429 if (i == 0)
591 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
592 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
593 * since the direction that the creature should move in 433 * since the direction that the creature should move in
594 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
595 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
596 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
598 * 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
599 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
600 * the last direction the creature has successfully 440 * the last direction the creature has successfully
601 * moved. 441 * moved.
602 */ 442 */
603
604 x = lastx + freearr_x[absdir (lastdir + i)];
605 y = lasty + freearr_y[absdir (lastdir + i)];
606 m = lastmap; 443 pos = lastpos;
607 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
608 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
609 continue; 447 continue;
610 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
611 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
612 continue; 452 continue;
613 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
614 continue; 455 continue;
615 456
616 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
617 break; 458 break;
618 } 459 }
460
619 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
620 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
621 */ 463 */
622 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
623 return 0; 465 return 0;
466
624 diff--; 467 diff--;
625 lastdir = dir; 468 lastdir = dir;
626 max--; 469 max--;
627 if (!firstdir) 470 if (!firstdir)
628 firstdir = dir + i; 471 firstdir = dir + i;
632 { 475 {
633 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
634 diff--; 477 diff--;
635 max--; 478 max--;
636 lastdir = dir; 479 lastdir = dir;
480
637 if (!firstdir) 481 if (!firstdir)
638 firstdir = dir; 482 firstdir = dir;
639 } 483 }
640 484
641 if (diff <= 1) 485 if (diff <= 1)
642 { 486 {
643 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
644 * headed toward player for entire distance. 488 * headed toward player for entire distance.
645 */ 489 */
646 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
647 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
648 } 492 }
649 493
650 if (diff > max) 494 if (diff > max)
651 return 0; 495 return 0;
657 501
658 return firstdir; 502 return firstdir;
659} 503}
660 504
661void 505void
662give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
663{ 507{
664 object *op, *next = NULL;
665
666 if (pl->randomitems != NULL) 508 if (pl->randomitems)
667 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
668 510
669 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
670 { 512 {
671 next = op->below; 513 next = op->below;
672 514
673 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
674 * 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
675 */ 517 */
676 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
677 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
678 520
679 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
680 * by this player due to race restrictions 522 * by this player due to race restrictions
681 */ 523 */
682 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
683 { 525 {
684 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
685 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
686 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
687 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
688 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))
689 { 533 {
690 op->destroy (); 534 op->destroy ();
691 continue; 535 continue;
692 } 536 }
693 } 537 }
694 538
695 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
696 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
697 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
698 * a first level treasurelist for each skill.)
699 * remove duplicate skills also
700 */ 542 */
701 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
702 { 544 {
703 object *tmp;
704
705 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
706 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
707 break;
708
709 if (tmp)
710 { 547 {
711 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
712 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
713 continue; 551 break;
714 } 552 }
715 553
716 if (op->nrof > 1) 554 if (op->nrof > 1)
717 op->nrof = 1; 555 op->nrof = 1;
718 } 556 }
719 557
720 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
721 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
722 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
723 }
724 560
725 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
726 * 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
727 * merged properly. 563 * merged properly.
728 */ 564 */
729 if (need_identify (op)) 565 if (op->need_identify ())
730 {
731 SET_FLAG (op, FLAG_IDENTIFIED);
732 CLEAR_FLAG (op, FLAG_CURSED);
733 CLEAR_FLAG (op, FLAG_DAMNED);
734 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
735 if (op->type == SPELL) 572 if (op->type == SPELL)
736 { 573 {
737 op->destroy (); 574 op->destroy ();
738 continue; 575 continue;
739 } 576 }
740 else if (op->type == SKILL) 577 else if (op->type == SKILL)
741 { 578 {
742 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
743 op->stats.exp = 0; 580 op->stats.exp = 0;
744 op->level = 1; 581 op->level = 1;
745 } 582 }
746 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
747 else 584 op->set_flag (FLAG_INV_LOCKED);
748 SET_FLAG (op, FLAG_INV_LOCKED);
749 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
750 586
751 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
752 link_player_skills (pl); 588 pl->contr->link_skills ();
753} 589}
754 590
755void 591void
756get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
757{ 593{
767 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:");
768} 604}
769 605
770/* 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. */
771static int 607static int
772roll_stat (void) 608roll_stat ()
773{ 609{
774 int a[4], i, j, k; 610 int a[4], i, j, k;
775 611
776 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
777 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
778 614
779 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
780 if (a[i] < k) 616 if (a[i] < k)
781 k = a[i], j = i; 617 k = a[i], j = i;
782 618
858static void 694static void
859start_info (object *op) 695start_info (object *op)
860{ 696{
861 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
862 698
863 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
864 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
865 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
866 //new_draw_info (NDI_UNIQUE, 0, op, " ");
867} 701}
868 702
869/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
870 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
871 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
874 */ 708 */
875void 709void
876player::chargen_race_done () 710player::chargen_race_done ()
877{ 711{
878 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
879 esrv_new_player (ob->contr, ob->weight + ob->carrying); 713 esrv_new_player (ob->contr);
880 714
881 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
882 if (tl) 716 if (tl)
883 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
884 718
885 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
886 INVOKE_PLAYER (LOGIN, ob->contr);
887 720
888 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
889 722
890 if (ob->msg) 723 if (ob->msg)
891 ob->msg = 0; 724 ob->msg = 0;
892 725
893 /* We create this now because some of the unique maps will need it
894 * to save here.
895 */
896 {
897 char buf[MAX_BUF];
898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
899 make_path_to_file (buf);
900 }
901
902 start_info (ob); 726 start_info (ob);
903 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
904 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
905 link_player_skills (ob);
906 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
907 ob->update_stats (); 730 ob->update_stats ();
908 731
909 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
910 * is one for this race 733 * is one for this race
911 */ 734 */
912 if (*first_map_ext_path) 735 if (*first_map_ext_path)
913 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
914 object *tmp;
915 char mapname[MAX_BUF];
916
917 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
918 tmp = object::create ();
919 EXIT_PATH (tmp) = mapname;
920 EXIT_X (tmp) = ob->x;
921 EXIT_Y (tmp) = ob->y;
922 ob->enter_exit (tmp); /* we don't really care if it succeeded;
923 * if the map isn't there, then stay on the
924 * default initial map */
925 tmp->destroy ();
926 }
927 else 737 else
928 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
929} 739}
930 740
931void 741void
962 ob->stats.hp = ob->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
963 ob->stats.sp = ob->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
964 ob->stats.grace = 0; 774 ob->stats.grace = 0;
965} 775}
966 776
967void 777static void
968flee_player (object *op) 778flee_player (object *op)
969{ 779{
970 int dir, diff; 780 int dir, diff;
971 rv_vector rv; 781 rv_vector rv;
972 782
973 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
974 { 784 {
975 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
976 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
977 return; 787 return;
978 } 788 }
979 789
980 if (op->enemy == NULL) 790 if (!op->enemy)
981 { 791 {
982 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
983 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
984 return; 794 return;
985 } 795 }
986 796
987 /* 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))
988 * op->enemy_count, it is possible that something destroys the
989 * actual enemy, and the object is recycled.
990 */
991 if (op->enemy->map == NULL)
992 { 798 {
993 CLEAR_FLAG (op, FLAG_SCARED);
994 op->enemy = NULL; 799 op->enemy = NULL;
995 return; 800 op->clr_flag (FLAG_SCARED);
996 }
997
998 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
999 {
1000 op->enemy = NULL;
1001 CLEAR_FLAG (op, FLAG_SCARED);
1002 return; 801 return;
1003 } 802 }
1004 803
1005 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1006 805
1007 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1008 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1009 { 808 {
1010 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1011 810
1012 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))))
1013 return; 812 return;
1014 } 813 }
1015 814
1016 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1017 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1018 op->enemy = NULL; 817 op->enemy = NULL;
1019} 818}
1020 819
1021/* 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.
1022 * 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
1026check_pick (object *op) 825check_pick (object *op)
1027{ 826{
1028 object *tmp, *next; 827 object *tmp, *next;
1029 int stop = 0; 828 int stop = 0;
1030 int wvratio; 829 int wvratio;
1031 char putstring[128];
1032 830
1033 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1034 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1035 return 1; 833 return 1;
1036 834
1037 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)
1038 839
1039 /* 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
1040 * destroyed */ 841 * destroyed */
1041 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1042 { 843 {
1043 tmp = next; 844 tmp = next;
1044 next = tmp->below; 845 next = tmp->below;
1045 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1046 if (op->destroyed ()) 853 if (op->destroyed ())
1047 return 0; 854 return 0;
1048 855
1049 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1050 continue; 857 continue;
1051 858
1052 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1053 { 860 {
1054 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1055 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1056 continue; 864 continue;
1057 } 865 }
1058 866
1059 /* 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? */
1060 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1061 { 929 {
1062 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)
1063 { 993 {
1064 case 0: 994 CHK_PICK_PICKUP;
1065 return 1; /* don't pick up */ 995 continue;
1066 case 1:
1067 pick_up (op, tmp);
1068 return 1;
1069 case 2:
1070 pick_up (op, tmp);
1071 return 0;
1072 case 3:
1073 return 0; /* stop before pickup */
1074 case 4:
1075 pick_up (op, tmp);
1076 break;
1077 case 5:
1078 pick_up (op, tmp);
1079 stop = 1;
1080 break;
1081 case 6:
1082 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1083 pick_up (op, tmp);
1084 break;
1085
1086 case 7:
1087 if (tmp->type == MONEY || tmp->type == GEM)
1088 pick_up (op, tmp);
1089 break;
1090
1091 default:
1092 /* use value density */
1093 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1094 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1095 pick_up (op, tmp);
1096 } 996 }
1097 } 997 }
1098 else 998
1099 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1100 /* NEW pickup handling */
1101 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)
1102 { 1005 {
1103 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1104 if (tmp->name != NULL)
1105 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1106 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1107 else
1108 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1109 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1110
1111 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1112 }
1113
1114 /* philosophy:
1115 * It's easy to grab an item type from a pile, as long as it's
1116 * generic. This takes no game-time. For more detailed pickups
1117 * and selections, select-items should be used. This is a
1118 * grab-as-you-run type mode that's really useful for arrows for
1119 * example.
1120 * The drawback: right now it has no frontend, so you need to
1121 * stick the bits you want into a calculator in hex mode and then
1122 * convert to decimal and then 'pickup <#>
1123 */
1124
1125 /* the first two modes are exclusive: if NOTHING we return, if
1126 * STOP then we stop. All the rest are applied sequentially,
1127 * meaning if any test passes, the item gets picked up. */
1128
1129 /* if mode is set to pick nothing up, return */
1130
1131 if (op->contr->mode & PU_NOTHING)
1132 return 1;
1133
1134 /* if mode is set to stop when encountering objects, return */
1135 /* take STOP before INHIBIT since it doesn't actually pick
1136 * anything up */
1137
1138 if (op->contr->mode & PU_STOP)
1139 return 0;
1140
1141 /* useful for going into stores and not losing your settings... */
1142 /* and for battles wher you don't want to get loaded down while
1143 * fighting */
1144 if (op->contr->mode & PU_INHIBIT)
1145 return 1;
1146
1147 /* prevent us from turning into auto-thieves :) */
1148 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1149 continue; 1007 continue;
1008 }
1150 1009
1151 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1152 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;
1153 continue; 1015 continue;
1016 }
1154 1017
1155 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1156 /* 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
1157 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1158 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"))
1159 { 1089 {
1160 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1161 continue; 1091 continue;
1162 } 1092 }
1093 }
1163 1094
1095 /* misc stuff that's useful */
1164 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1165 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1166 { 1098 {
1167 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1168 continue; 1100 continue;
1169 } 1101 }
1170 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1171 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1172 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
1173 { 1110 */
1174 pick_up (op, tmp);
1175 continue;
1176 }
1177
1178 /* spellbooks, skillscrolls and normal books/scrolls */
1179 if (op->contr->mode & PU_SPELLBOOK)
1180 if (tmp->type == SPELLBOOK)
1181 {
1182 pick_up (op, tmp);
1183 continue;
1184 }
1185
1186 if (op->contr->mode & PU_SKILLSCROLL)
1187 if (tmp->type == SKILLSCROLL)
1188 {
1189 pick_up (op, tmp);
1190 continue;
1191 }
1192
1193 if (op->contr->mode & PU_READABLES)
1194 if (tmp->type == BOOK || tmp->type == SCROLL)
1195 {
1196 pick_up (op, tmp);
1197 continue;
1198 }
1199
1200 /* wands/staves/rods/horns */
1201 if (op->contr->mode & PU_MAGIC_DEVICE)
1202 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* pick up all magical items */
1209 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1210 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)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 if (op->contr->mode & PU_VALUABLES)
1217 { 1113 {
1218 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1219 { 1117 {
1220 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1221 continue;
1222 } 1119 }
1223 }
1224
1225 /* rings & amulets - talismans seems to be typed AMULET */
1226 if (op->contr->mode & PU_JEWELS)
1227 if (tmp->type == RING || tmp->type == AMULET)
1228 {
1229 pick_up (op, tmp);
1230 continue;
1231 }
1232
1233 /* we don't forget dragon food */
1234 if (op->contr->mode & PU_FLESH)
1235 if (tmp->type == FLESH)
1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1241 /* bows and arrows. Bows are good for selling! */
1242 if (op->contr->mode & PU_BOW)
1243 if (tmp->type == BOW)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 if (op->contr->mode & PU_ARROW)
1250 if (tmp->type == ARROW)
1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1255
1256 /* all kinds of armor etc. */
1257 if (op->contr->mode & PU_ARMOUR)
1258 if (tmp->type == ARMOUR)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_HELMET)
1265 if (tmp->type == HELMET)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 if (op->contr->mode & PU_SHIELD)
1272 if (tmp->type == SHIELD)
1273 {
1274 pick_up (op, tmp);
1275 continue;
1276 }
1277
1278 if (op->contr->mode & PU_BOOTS)
1279 if (tmp->type == BOOTS)
1280 {
1281 pick_up (op, tmp);
1282 continue;
1283 }
1284
1285 if (op->contr->mode & PU_GLOVES)
1286 if (tmp->type == GLOVES)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291
1292 if (op->contr->mode & PU_CLOAK)
1293 if (tmp->type == CLOAK)
1294 {
1295 pick_up (op, tmp);
1296 continue;
1297 }
1298
1299 /* hoping to catch throwing daggers here */
1300 if (op->contr->mode & PU_MISSILEWEAPON)
1301 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 /* careful: chairs and tables are weapons! */
1308 if (op->contr->mode & PU_ALLWEAPON)
1309 {
1310 if (tmp->type == WEAPON && tmp->name != NULL)
1311 {
1312 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1313 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318 }
1319
1320 if (tmp->type == WEAPON && tmp->name == NULL)
1321 {
1322 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327 }
1328 }
1329
1330 /* misc stuff that's useful */
1331 if (op->contr->mode & PU_KEY)
1332 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 /* any of the last 4 bits set means we use the ratio for value
1339 * pickups */
1340 if (op->contr->mode & PU_RATIO)
1341 {
1342 /* use value density to decide what else to grab */
1343 /* >=7 was >= op->contr->mode */
1344 /* >=7 is the old standard setting. Now we take the last 4 bits
1345 * and multiply them by 5, giving 0..15*5== 5..75 */
1346 wvratio = (op->contr->mode & PU_RATIO) * 5;
1347 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1348 {
1349 pick_up (op, tmp);
1350#if 0
1351 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1352 if (tmp->name != NULL)
1353 {
1354 fprintf (stderr, "%s", tmp->name);
1355 }
1356 else 1120 else
1357 fprintf (stderr, "%s", tmp->arch->archname); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1358 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1359 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))));
1360#endif 1124#endif
1125 CHK_PICK_PICKUP;
1361 continue; 1126 continue;
1362 }
1363 } 1127 }
1364 } /* the new pickup model */ 1128 } /* the new pickup model */
1365 } 1129 }
1366 1130
1367 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;
1368} 1167}
1369 1168
1370/* 1169/*
1371 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1372 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1373 * found object is returned. 1172 * found object is returned.
1374 */ 1173 */
1375object * 1174static object *
1376find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1377{ 1176{
1378 object *tmp = 0;
1379
1380 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1381 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1382 tmp = find_arrow (op, type);
1383 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);
1384 return op; 1186 return arrow;
1187 }
1385 1188
1386 return tmp; 1189 return 0;
1387} 1190}
1388 1191
1389/* 1192/*
1390 * 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
1391 * 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
1392 * 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
1393 * 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.
1394 */ 1197 */
1395object * 1198static object *
1396find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1397{ 1200{
1398 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1399 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1400 1203
1401 if (!type) 1204 if (!type)
1402 return NULL; 1205 return NULL;
1403 1206
1404 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1405 { 1208 {
1406 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1407 { 1210 {
1408 i = 0; 1211 i = 0;
1409 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1410 if (i > betterby) 1214 if (i > betterby)
1411 { 1215 {
1412 tmp = ntmp; 1216 tmp = ntmp;
1413 betterby = i; 1217 betterby = i;
1414 } 1218 }
1415 } 1219 }
1416 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1417 { 1221 {
1418 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1419 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1420 { 1224 {
1421 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1422 { 1226 {
1423 *better = 100; 1227 *better = 100;
1424 return arrow; 1228 return arrow;
1439 { 1243 {
1440 tmp = arrow; 1244 tmp = arrow;
1441 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1442 } 1246 }
1443 } 1247 }
1248
1444 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1445 { 1250 {
1446 tmp = arrow; 1251 tmp = arrow;
1447 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1448 } 1253 }
1254
1449 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1256 {
1451 tmp = arrow; 1257 tmp = arrow;
1452 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1453 } 1259 }
1454 } 1260 }
1455 } 1261 }
1456 } 1262 }
1263
1457 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1458 return find_arrow (op, type); 1265 return find_arrow (op, type);
1459 1266
1460 *better = betterby; 1267 *better = betterby;
1461 return tmp; 1268 return tmp;
1465 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1466 * op = the shooter 1273 * op = the shooter
1467 * type = bow->race 1274 * type = bow->race
1468 * dir = fire direction 1275 * dir = fire direction
1469 */ 1276 */
1470object * 1277static object *
1471pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1472{ 1279{
1473 object *tmp = NULL; 1280 object *tmp = NULL;
1474 maptile *m; 1281 maptile *m;
1475 int i, mflags, found, number; 1282 int i, mflags, found, number;
1476 sint16 x, y; 1283 sint16 x, y;
1491 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1492 { 1299 {
1493 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1494 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1495 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 { 1305 {
1498 tmp = NULL; 1306 tmp = 0;
1499 break; 1307 break;
1500 } 1308 }
1501 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)
1502 { 1310 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1505 */ 1313 */
1506 tmp = NULL; 1314 tmp = 0;
1507 break; 1315 break;
1508 } 1316 }
1317
1509 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1510 {
1511 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)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1518 break; 1321 break;
1519 }
1520 } 1322 }
1521 if (tmp == NULL) 1323
1324 if (!tmp)
1522 return find_arrow (op, type); 1325 return find_arrow (op, type);
1523 1326
1524 if (tmp->head) 1327 if (tmp->head)
1525 tmp = tmp->head; 1328 tmp = tmp->head;
1526 1329
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);
1588 { 1386 {
1589 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1590 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);
1591 /* 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 */
1592 else 1390 else
1593 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1594 1392
1595 return 0; 1393 return 0;
1596 } 1394 }
1597 } 1395 }
1598 1396
1607 } 1405 }
1608 1406
1609 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1610 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1611 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1612 arrow->destroy (); 1411 arrow->destroy ();
1613 return 0; 1412 return 0;
1614 } 1413 }
1615 1414
1616 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1618 if (!arrow) 1417 if (!arrow)
1619 { 1418 {
1620 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);
1621 return 0; 1420 return 0;
1622 } 1421 }
1626 arrow->direction = dir; 1425 arrow->direction = dir;
1627 1426
1628 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 */
1629 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1631 1430 arrow->custom_name = arrow->slaying;
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634 1431
1635#if 0 1432#if 0
1636 if (player *pl = op->contr) 1433 if (player *pl = op->contr)
1637 { 1434 {
1638 float speed = pl->weapon_sp; 1435 float speed = pl->weapon_sp;
1648#endif 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.f
1654 + bow->stats.dam / 7.f;
1655 1450
1656 arrow->set_speed (max (arrow->speed, 2.f));
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 {
1748} 1536}
1749 1537
1750/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1751 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1752 */ 1540 */
1753void 1541static void
1754fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1755{ 1543{
1756 object *item = op->contr->ranged_ob; 1544 object *item = op->contr->ranged_ob;
1757 1545
1758 if (!item) 1546 if (!item)
1765 { 1553 {
1766 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1767 return; 1555 return;
1768 } 1556 }
1769 1557
1770 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1771 return; 1559 return;
1772 1560
1773 if (item->type == WAND) 1561 if (item->type == WAND)
1774 { 1562 {
1775 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1776 { 1564 {
1777 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1778 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));
1779 1567
1780 return; 1568 return;
1781 } 1569 }
1782 } 1570 }
1783 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1784 { 1572 {
1785 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))
1786 { 1578 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1788 1580
1789 if (item->type == ROD) 1581 if (item->type == ROD)
1790 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));
1791 else 1583 else
1792 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));
1795 } 1587 }
1796 } 1588 }
1797 1589
1798 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1799 { 1591 {
1800 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
1801 if (item->type == WAND) 1594 if (item->type == WAND)
1802 { 1595 {
1803 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1804 { 1597 {
1805 object *tmp; 1598 object *tmp;
1806 1599
1807 if (item->arch) 1600 if (item->arch)
1808 { 1601 {
1809 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1810 item->face = item->arch->face; 1603 item->face = item->arch->face;
1811 item->set_speed (0); 1604 item->set_speed (0);
1812 } 1605 }
1813 1606
1814 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1815 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1816 } 1609 }
1817 } 1610 }
1818 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1819 drain_rod_charge (item); 1612 drain_rod_charge (item);
1820 } 1613 }
1821} 1614}
1822 1615
1823/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1824 */ 1617 */
1825bool 1618bool
1826fire (object *op, int dir) 1619fire (object *who, int dir)
1827{ 1620{
1828 int spellcost = 0; 1621 int spellcost = 0;
1829 1622
1830 /* check for loss of invisiblity/hide */
1831 if (action_makes_visible (op))
1832 make_visible (op);
1833
1834 player *pl = op->contr; 1623 player *pl = who->contr;
1835 1624
1836 if (pl->golem) 1625 if (pl->golem)
1837 { 1626 {
1838 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1839 return false; 1628 return false;
1840 } 1629 }
1841 1630
1842 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1843 1632
1844 if (!ob) 1633 if (!ob)
1845 return false; 1634 return false;
1846 1635
1847 if (!op->change_weapon (ob))
1848 return false;
1849
1850 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1851 --op->speed_left; 1637 --who->speed_left;
1852 else 1638 else
1853 return false; 1639 return false;
1854 1640
1641 if (!who->apply (ob))
1642 return false;
1643
1644 /* check for loss of invisiblity/hide */
1645 if (action_makes_visible (who))
1646 make_visible (who);
1647
1855 switch (ob->type) 1648 switch (ob->type)
1856 { 1649 {
1857 case BOW: 1650 case BOW:
1858 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1859 break; 1652 break;
1860 1653
1861 case SPELL: 1654 case SPELL:
1862 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);
1863 break; 1656 break;
1864 1657
1865 case BUILDER: 1658 case BUILDER:
1866 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1867 break; 1660 break;
1868 1661
1869 case SKILL: 1662 case SKILL:
1870 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1871 break; 1664 break;
1872 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1873 default: 1670 default:
1874 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1875 break; 1672 break;
1876 } 1673 }
1877 1674
1878 return true; 1675 return true;
1879} 1676}
1880 1677
1881/* find_key 1678static object *
1882 * We try to find a key for the door as passed. If we find a key
1883 * and successfully use it, we return the key, otherwise NULL
1884 * This function merges both normal and locked door, since the logic
1885 * for both is the same - just the specific key is different.
1886 * pl is the player,
1887 * inv is the objects inventory to searched
1888 * door is the door we are trying to match against.
1889 * This function can be called recursively to search containers.
1890 */
1891object *
1892find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1893{ 1680{
1894 object *tmp, *key; 1681 object *tmp, *key;
1895 1682
1896 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1897 if (!container->inv) 1684 if (!container->inv)
1900 /* 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 */
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1689 {
1903 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1691 break;
1692
1905 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1907 */ 1695 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1697 break;
1915 * a key, return 1703 * a key, return
1916 */ 1704 */
1917 if (!tmp) 1705 if (!tmp)
1918 { 1706 {
1919 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1921 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1922 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1924 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1925 return key; 1711 return key;
1926 }
1927 }
1928 1712
1929 if (!tmp) 1713 if (!tmp)
1930 return NULL; 1714 return 0;
1931 } 1715 }
1932 1716
1933 /* 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,
1934 * see if we actually want to use it 1718 * see if we actually want to use it
1935 */ 1719 */
1936 if (pl != container) 1720 if (pl != container)
1937 { 1721 {
1938 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1939 if (!pl->contr) 1723 if (!pl->contr)
1940 return NULL; 1724 return 0;
1725
1941 /* cases where this fails: 1726 /* cases where this fails:
1942 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1943 * are not in the players inventory. 1728 * are not in the players inventory.
1944 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1945 * containers can be used. 1730 * containers can be used.
1949 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1950 * 1735 *
1951 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1952 * all the others. 1737 * all the others.
1953 */ 1738 */
1954 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1955 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1957 { 1742 {
1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "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));
1960 return NULL; 1745 return NULL;
1961 } 1746 }
1962 } 1747 }
1963 1748
1964 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);
1965} 1775}
1966 1776
1967/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1981 /* If we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1982 if (key) 1792 if (key)
1983 { 1793 {
1984 object *container = key->env; 1794 object *container = key->env;
1985 1795
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
1988 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
1989 make_visible (op); 1797 make_visible (op);
1990 1798
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1992 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1993 1801
1994 if (door->type == DOOR) 1802 if (door->type == DOOR)
1995 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 */
1996 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
1997 { 1805 {
1998 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);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1808 }
2001 1809
2002 /* Do this after we print the message */ 1810 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2004 /* Need to update the weight the container the key was in */
2005 if (container != op)
2006 esrv_update_item (UPD_WEIGHT, op, container);
2007 1812
2008 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2009 } 1814 }
2010 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2011 { 1816 {
2012 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2013 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...");
2014 return 1; 1819 return 1;
2015 } 1820 }
2016 1821
2017 return 0; 1822 return 0;
2018} 1823}
2024 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2025 */ 1830 */
2026bool 1831bool
2027move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2028{ 1833{
2029 int on_battleground; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1835 {
1836 --op->speed_left;
1837 return true;
1838 }
2030 1839
2031 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2032 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2033 1842
2034 on_battleground = op_on_battleground (op, 0, 0);
2035
2036 if (out_of_map (op->map, nx, ny)) 1843 if (out_of_map (op->map, nx, ny))
2037 return false; 1844 return false;
2038
2039 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2040 {
2041 --op->speed_left;
2042 return true;
2043 }
2044 1845
2045 /* 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
2046 * 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
2047 * 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
2048 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2095 */ 1896 */
2096 if (op->type == PLAYER 1897 if (op->type == PLAYER
2097 && ((mon->owner && mon->owner->contr 1898 && ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) 1899 && same_party (mon->owner->contr->party, op->contr->party))
2099 || mon->owner == op) 1900 || mon->owner == op)
2100 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2101 { 1902 {
2102 /* If we're braced, we don't want to switch places with it */ 1903 /* If we're braced, we don't want to switch places with it */
2103 if (op->contr->braced) 1904 if (op->contr->braced)
2104 return false; 1905 return false;
2105 1906
2106 if (op->speed_left > 0.f) 1907 if (op->speed_left > 0.f)
2107 { 1908 {
2108 --op->speed_left; 1909 --op->speed_left;
2109 1910
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1911 op->play_sound (sound_find ("push_player"));
2111 push_ob (mon, dir, op); 1912 push_ob (mon, dir, op);
2112 1913
2113 if (op->contr->tmp_invis || op->hide) 1914 if (action_makes_visible (op))
2114 make_visible (op); 1915 make_visible (op);
2115 1916
2116 return true; 1917 return true;
2117 } 1918 }
2118 else 1919 else
2119 return false; 1920 return false;
2120 } 1921 }
1922
1923 bool on_battleground = op_on_battleground (op, 0, 0);
2121 1924
2122 /* in certain circumstances, you shouldn't attack friendly 1925 /* in certain circumstances, you shouldn't attack friendly
2123 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
2124 * 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
2125 * attack them either. 1928 * attack them either.
2126 */ 1929 */
2127 if ((mon->type == PLAYER || mon->enemy != op) 1930 if ((mon->type == PLAYER || mon->enemy != op)
2128 && (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])
2129 && ((op->contr->peaceful 1932 && ((op->contr->peaceful
2130 || (mon->type == PLAYER && mon->contr->peaceful)) 1933 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && !on_battleground)) 1934 && !on_battleground))
2132 { 1935 {
2133 if (op->speed_left > 0.f) 1936 if (op->speed_left > 0.f)
2134 { 1937 {
2135 --op->speed_left; 1938 --op->speed_left;
2136 1939
2137 if (!op->contr->braced) 1940 if (!op->contr->braced)
2138 { 1941 {
2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1942 op->play_sound (sound_find ("push_player"));
2140 push_ob (mon, dir, op); 1943 push_ob (mon, dir, op);
2141 } 1944 }
2142 else 1945 else
2143 new_draw_info (0, 0, op, "You withhold your attack"); 1946 op->statusmsg ("You withhold your attack");
2144 1947
2145 if (op->contr->tmp_invis || op->hide) 1948 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2146 make_visible (op); 1949 make_visible (op);
2147 1950
2148 return true; 1951 return true;
2149 } 1952 }
2150 } 1953 }
2151 /* If the object is a boulder or other rollable object, then 1954 /* If the object is a boulder or other rollable object, then
2152 * 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.
2153 */ 1956 */
2154 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2155 { 1958 {
2156 if (op->speed_left > 0.f) 1959 if (op->speed_left > 0.f)
2157 { 1960 {
2158 --op->speed_left; 1961 --op->speed_left;
2159 1962
2168 * 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
2169 * and be living. Then, it must be one of the following: 1972 * and be living. Then, it must be one of the following:
2170 * 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
2171 * 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.
2172 */ 1975 */
2173 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2174 ((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)))
2175 { 1978 {
2176 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2177 { 1980 {
2178 --op->contr->weapon_sp_left; 1981 --op->contr->weapon_sp_left;
2190} 1993}
2191 1994
2192bool 1995bool
2193move_player (object *op, int dir) 1996move_player (object *op, int dir)
2194{ 1997{
2195 int pick;
2196
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2198 return 0; 1999 return 0;
2199 2000
2200 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
2201 if ((dir < 0) || (dir >= 9)) 2002 if (dir < 0 || dir > 8)
2202 { 2003 {
2203 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2204 return 0; 2005 return 0;
2205 } 2006 }
2206 2007
2207 /* peterm: added following line */ 2008 /* peterm: added following line */
2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
2209 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2210 2011
2211 op->facing = dir; 2012 op->facing = dir;
2212 2013
2213 if (op->hide) 2014 if (op->flag [FLAG_HIDDEN])
2214 do_hidden_move (op); 2015 do_hidden_move (op);
2215 2016
2216 bool retval; 2017 bool retval;
2018 int pick = 0;
2217 2019
2218 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2219 retval = RESULT_INT (0); 2021 retval = RESULT_INT (0);
2220 else if (op->contr->fire_on) 2022 else if (op->contr->fire_on)
2221 retval = fire (op, dir); 2023 retval = fire (op, dir);
2252 * players. 2054 * players.
2253 */ 2055 */
2254bool 2056bool
2255handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2256{ 2058{
2257 if (QUERY_FLAG (op, FLAG_SCARED)) 2059 if (op->flag [FLAG_SCARED])
2258 { 2060 {
2259 if (op->speed_left > 0.f) 2061 if (op->speed_left > 0.f)
2260 { 2062 {
2261 --op->speed_left; 2063 --op->speed_left;
2262 flee_player (op); 2064 flee_player (op);
2278 return move_player (op, op->direction); 2080 return move_player (op, op->direction);
2279 2081
2280 return false; 2082 return false;
2281} 2083}
2282 2084
2283int 2085static int
2284save_life (object *op) 2086save_life (object *op)
2285{ 2087{
2286 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2088 if (!op->flag [FLAG_LIFESAVE])
2287 return 0; 2089 return 0;
2288 2090
2289 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2290 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2291 { 2093 {
2292 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2094 op->play_sound (sound_find ("ob_evaporate"));
2293 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));
2294 2096
2295 if (op->contr)
2296 esrv_del_item (op->contr, tmp->count);
2297
2298 tmp->destroy (); 2097 tmp->destroy ();
2299 CLEAR_FLAG (op, FLAG_LIFESAVE); 2098 op->clr_flag (FLAG_LIFESAVE);
2300 2099
2301 if (op->stats.hp < 0) 2100 if (op->stats.hp < 0)
2302 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2303 2102
2304 if (op->stats.food < 0) 2103 if (op->stats.food < 0)
2305 op->stats.food = 999; 2104 op->stats.food = MAX_FOOD;
2306 2105
2307 op->update_stats (); 2106 op->update_stats ();
2308 return 1; 2107 return 1;
2309 } 2108 }
2310 2109
2311 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2312 CLEAR_FLAG (op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2313 enter_player_savebed (op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2314 return 0; 2113 return 0;
2315} 2114}
2316 2115
2317/* 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
2318 * 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
2319 * 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
2320 * from. 2119 * from.
2321 */ 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
2322void 2137void
2323remove_unpaid_objects (object *op, object *env) 2138object::drop_unpaid_items ()
2324{ 2139{
2325 while (op) 2140 if (!flag [FLAG_REMOVED])
2326 { 2141 ::drop_unpaid_items (inv, this);
2327 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2328
2329 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 {
2331 if (env->type == PLAYER)
2332 esrv_del_item (env->contr, op->count);
2333
2334 op->insert_at (env);
2335 }
2336 else if (op->inv)
2337 remove_unpaid_objects (op->inv, env);
2338
2339 op = next;
2340 }
2341}
2342
2343/*
2344 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory.
2349 */
2350char *
2351gravestone_text (object *op)
2352{
2353 static char buf2[MAX_BUF];
2354 char buf[MAX_BUF];
2355 time_t now = time (NULL);
2356
2357 strcpy (buf2, " R.I.P.\n\n");
2358 if (op->type == PLAYER)
2359 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2360 else
2361 sprintf (buf, "%s\n", &op->name);
2362
2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf);
2365 if (op->type == PLAYER)
2366 sprintf (buf, "who was in level %d when killed\n", op->level);
2367 else
2368 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2369
2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 if (op->type == PLAYER)
2373 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 }
2378
2379 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf);
2382
2383 return buf2;
2384} 2142}
2385 2143
2386void 2144void
2387do_some_living (object *op) 2145do_some_living (object *op)
2388{ 2146{
2389 int last_food = op->stats.food; 2147 int last_food = op->stats.food;
2390 int gen_hp, gen_sp, gen_grace; 2148 int gen_hp, gen_sp, gen_grace;
2391 int over_hp, over_sp, over_grace;
2392 int i; 2149 int i;
2393 int rate_hp = 1200; 2150 int rate_hp = 1200;
2394 int rate_sp = 2500; 2151 int rate_sp = 2500;
2395 int rate_grace = 2000; 2152 int rate_grace = 2000;
2396 const int max_hp = 1; 2153 const int max_hp = 1;
2405 * alternate it here for it to work correctly. 2162 * alternate it here for it to work correctly.
2406 */ 2163 */
2407 if (pticks & 2) 2164 if (pticks & 2)
2408 op->invisible--; 2165 op->invisible--;
2409 } 2166 }
2410 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2411 { 2168 {
2412 if (!op->invisible--) 2169 if (!op->invisible--)
2413 { 2170 {
2414 make_visible (op); 2171 make_visible (op);
2415 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.");
2442 { 2199 {
2443 gen_grace = op->stats.maxgrace; 2200 gen_grace = op->stats.maxgrace;
2444 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2201 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2445 } 2202 }
2446 2203
2447 /* Regenerate Spell Points */ 2204 /* Regenerate Grace */
2448 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)
2449 { 2207 {
2450 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2451 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)
2452 { 2214 {
2453 op->stats.sp++; 2215 int over_grace = temp / rate_grace;
2454 /* dms do not consume food */ 2216
2455 if (!QUERY_FLAG (op, FLAG_WIZ)) 2217 if (over_grace > 0)
2456 { 2218 {
2457 op->stats.food--; 2219 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2458 if (op->contr->digestion < 0) 2220 op->last_grace = 0;
2459 op->stats.food += op->contr->digestion;
2460 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2461 op->stats.food = last_food;
2462 } 2221 }
2222 else
2223 op->last_grace = rate_grace / temp;
2463 } 2224 }
2225 else
2226 op->last_grace = rate_grace / temp;
2464 2227
2465 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)
2466 { 2235 {
2467 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);
2468 if (over_sp > 0) 2237
2238 if (op->stats.sp < op->stats.maxsp)
2469 { 2239 {
2470 if (op->stats.sp < op->stats.maxsp) 2240 op->stats.sp++;
2241
2242 /* dms do not consume food */
2243 if (!op->flag [FLAG_WIZ])
2471 { 2244 {
2472 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2473
2474 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2475 op->stats.sp--; 2245 op->stats.food--;
2476 2246
2477 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))
2478 op->stats.sp = op->stats.maxsp; 2250 op->stats.food = last_food;
2479 } 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
2480 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);
2481 } 2274 }
2482 else 2275 else
2483 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);
2484 } 2277 }
2485 else
2486 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2487 }
2488 2278
2489 /* Regenerate Grace */ 2279 /* Regenerate Hit Points */
2490 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2491 if (--op->last_grace < 0) 2280 if (--op->last_heal < 0)
2492 {
2493 if (op->stats.grace < op->stats.maxgrace / 2)
2494 op->stats.grace++; /* no penalty in food for regaining grace */
2495
2496 if (max_grace > 1)
2497 { 2281 {
2498 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2282 if (op->stats.hp < op->stats.maxhp)
2499 if (over_grace > 0)
2500 { 2283 {
2501 op->stats.sp += over_grace 2284 op->stats.hp++;
2502 + (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;
2503 op->last_grace = 0; 2307 op->last_heal = 0;
2308 }
2309 else
2310 op->last_heal = rate_hp / temp;
2504 } 2311 }
2505 else 2312 else
2506 {
2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508 }
2509 }
2510 else
2511 {
2512 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2513 }
2514 /* wearing stuff doesn't detract from grace generation. */
2515 }
2516
2517 /* Regenerate Hit Points */
2518 if (--op->last_heal < 0)
2519 {
2520 if (op->stats.hp < op->stats.maxhp)
2521 {
2522 op->stats.hp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 {
2526 op->stats.food--;
2527 if (op->contr->digestion < 0)
2528 op->stats.food += op->contr->digestion;
2529 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food = last_food;
2531 }
2532 }
2533
2534 if (max_hp > 1)
2535 {
2536 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2537 if (over_hp > 0)
2538 {
2539 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2540 op->last_heal = 0; 2313 op->last_heal = rate_hp / temp;
2541 }
2542 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 }
2546 }
2547 else
2548 {
2549 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2550 } 2314 }
2551 } 2315 }
2552 2316
2553 /* Digestion */ 2317 /* Digestion */
2554 if (--op->last_eat < 0) 2318 if (--op->last_eat < 0)
2555 { 2319 {
2556 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2320 int bonus = max (0, op->contr->digestion),
2321 penalty = max (0, -op->contr->digestion);
2557 2322
2558 if (op->contr->gen_hp > 0)
2559 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);
2560 else
2561 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2562 2324
2563 /* dms do not consume food */ 2325 /* dms do not consume food */
2564 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2565 op->stats.food--; 2327 op->stats.food--;
2566 } 2328 }
2567 2329
2568 if (op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2569 { 2331 {
2570 object *tmp, *flesh = 0; 2332 object *flesh = 0;
2571 2333
2572 for (tmp = op->inv; tmp; tmp = tmp->below) 2334 for_inv_removable (op, tmp)
2573 { 2335 {
2574 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)
2575 { 2340 {
2576 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2341 op->statusmsg ("You blindly grab for a bite of food. "
2577 { 2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2578 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2343 op->apply (tmp);
2579 manual_apply (op, tmp, 0); 2344
2580 if (op->stats.food >= 0 || op->stats.hp < 0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2581 break; 2346 break;
2582 } 2347 }
2583 else if (tmp->type == FLESH) 2348 else if (tmp->type == FLESH)
2584 flesh = tmp; 2349 flesh = tmp;
2585 } /* End if paid for object */ 2350 }
2586 } /* end of for loop */
2587 2351
2588 /* 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
2589 * eat flesh instead. 2353 * eat flesh instead.
2590 */ 2354 */
2591 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2592 { 2356 {
2593 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.>");
2594 manual_apply (op, flesh, 0); 2359 op->apply (flesh);
2595 } 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)
2596 } 2369 {
2370 op->stats.hp += op->stats.food;
2371 op->stats.food = 0;
2597 2372
2598 while (op->stats.food < 0 && op->stats.hp >= 0) 2373 if (op->stats.hp < 0)
2599 op->stats.food++, op->stats.hp--; 2374 {
2375 op->contr->killer = archetype::get ("killer_starvation");
2376 op->contr->killer->destroy ();
2377 }
2378 }
2600 2379
2380 /* killer should be set here already */
2601 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2602 kill_player (op); 2382 kill_player (op);
2603 } 2383 }
2604} 2384}
2605 2385
2606/* 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.
2609 * file. 2389 * file.
2610 */ 2390 */
2611void 2391void
2612kill_player (object *op) 2392kill_player (object *op)
2613{ 2393{
2614 char buf[MAX_BUF];
2615 int x, y; 2394 int x, y;
2616
2617 //int i;
2618 maptile *map; /* this is for resurrection */ 2395 maptile *map; /* this is for resurrection */
2619
2620 /* int z;
2621 int num_stats_lose;
2622 int lost_a_stat;
2623 int lose_this_stat;
2624 int this_stat; */
2625 int will_kill_again; 2396 int will_kill_again;
2626 archetype *at; 2397 archetype *at;
2627 object *tmp; 2398 object *tmp;
2628 2399
2629 if (save_life (op)) 2400 if (save_life (op))
2630 return; 2401 return;
2631 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 }
2632 2438
2633 /* 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
2634 * 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.
2635 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2636 */ 2442 */
2637 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2638 { 2444 {
2639 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";
2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2641
2642 /* restore player */
2643 at = archetype::find ("poisoning");
2644 if (object *tmp = present_arch_in_ob (at, op))
2645 {
2646 tmp->destroy ();
2647 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2648 }
2649
2650 at = archetype::find ("confusion");
2651 if (object *tmp = present_arch_in_ob (at, op))
2652 {
2653 tmp->destroy ();
2654 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2655 }
2656
2657 cure_disease (op, 0); /* remove any disease */
2658 op->stats.hp = op->stats.maxhp;
2659 if (op->stats.food <= 0)
2660 op->stats.food = 999;
2661 2446
2662 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2663 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2664 { 2449
2665 sprintf (buf, "%s's finger", &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2666 tmp->name = buf; 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2667 sprintf (buf, " This finger has been cut off %s\n" 2452 tmp->msg = format (
2668 " 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",
2669 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2454 &op->name, op->contr->title,
2670 tmp->msg = buf; 2455 (int)op->level,
2456 op->contr->killer_name ()
2457 );
2671 tmp->value = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2672 tmp->materialname = "organics"; 2459 tmp->material = name_to_material (shstr_organic);
2673 tmp->insert_at (op, tmp); 2460 tmp->insert_at (op, tmp);
2674 }
2675 2461
2676 /* teleport defeated player to new destination */ 2462 /* teleport defeated player to new destination */
2677 transfer_ob (op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2678 op->contr->braced = 0; 2464 op->contr->braced = 0;
2465
2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2679 return; 2467 return;
2680 } 2468 }
2681 2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2472
2682 INVOKE_PLAYER (DEATH, op->contr); 2473 INVOKE_PLAYER (DEATH, op->contr);
2683 2474
2684 command_kill_pets (op, 0); 2475 command_kill_pets (op, 0);
2685 2476
2686 if (op->stats.food < 0) 2477 op->contr->play_sound (sound_find ("player_dies"));
2687 {
2688 sprintf (buf, "%s starved to death.", &op->name);
2689 strcpy (op->contr->killer, "starvation");
2690 }
2691 else
2692 sprintf (buf, "%s died.", &op->name);
2693
2694 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2695 2478
2696 /* save the map location for corpse, gravestone */ 2479 /* save the map location for corpse, gravestone */
2697 x = op->x; 2480 x = op->x;
2698 y = op->y; 2481 y = op->y;
2699 map = op->map; 2482 map = op->map;
2727 2510
2728 lost_a_stat = 0; 2511 lost_a_stat = 0;
2729 2512
2730 for (z = 0; z < num_stats_lose; z++) 2513 for (z = 0; z < num_stats_lose; z++)
2731 { 2514 {
2732 i = RANDOM () % NUM_STATS; 2515 i = rndm (NUM_STATS);
2733 2516
2734 if (settings.stat_loss_on_death) 2517 if (settings.stat_loss_on_death)
2735 { 2518 {
2736 /* 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
2737 * what he lost. 2520 * what he lost.
2744 lost_a_stat = 1; 2527 lost_a_stat = 1;
2745 } 2528 }
2746 else 2529 else
2747 { 2530 {
2748 /* deplete a stat */ 2531 /* deplete a stat */
2749 archetype *deparch = archetype::find ("depletion"); 2532 archetype *deparch = archetype::find (shstr_depletion);
2750 object *dep; 2533 object *dep;
2751 2534
2752 dep = present_arch_in_ob (deparch, op); 2535 dep = present_arch_in_ob (deparch, op);
2753 if (!dep) 2536 if (!dep)
2754 { 2537 {
2755 dep = arch_to_object (deparch); 2538 dep = deparch->instance ();
2756 insert_ob_in_ob (dep, op); 2539 insert_ob_in_ob (dep, op);
2757 } 2540 }
2758 lose_this_stat = 1; 2541 lose_this_stat = 1;
2759 if (settings.balanced_stat_loss) 2542 if (settings.balanced_stat_loss)
2760 { 2543 {
2788 } 2571 }
2789 } 2572 }
2790 2573
2791 if (lose_this_stat) 2574 if (lose_this_stat)
2792 { 2575 {
2793 this_stat = get_attr_value (&(dep->stats), i); 2576 this_stat = get_attr_value (&dep->stats, i);
2794 /* We could try to do something clever like find another 2577 /* We could try to do something clever like find another
2795 * stat to reduce if this fails. But chances are, if 2578 * stat to reduce if this fails. But chances are, if
2796 * stats have been depleted to -50, all are pretty low 2579 * stats have been depleted to -50, all are pretty low
2797 * 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
2798 * difference. 2581 * difference.
2799 */ 2582 */
2800 if (this_stat >= -50) 2583 if (this_stat >= -50)
2801 { 2584 {
2802 change_attr_value (&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2803 SET_FLAG (dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2804 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2805 op->update_stats (); 2588 op->update_stats ();
2806 lost_a_stat = 1; 2589 lost_a_stat = 1;
2807 } 2590 }
2808 } 2591 }
2809 } 2592 }
2810 } 2593 }
2594
2811 /* If no stat lost, tell the player. */ 2595 /* If no stat lost, tell the player. */
2812 if (!lost_a_stat) 2596 if (!lost_a_stat)
2813 { 2597 {
2814 /* determine_god() seems to not work sometimes... why is this? 2598 /* determine_god() seems to not work sometimes... why is this?
2815 Should I be using something else? GD */ 2599 Should I be using something else? GD */
2816 const char *god = determine_god (op); 2600 shstr_tmp god = determine_god (op);
2817 2601
2818 if (god && (strcmp (god, "none"))) 2602 if (god != shstr_none)
2819 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";
2820 else 2604 else
2821 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";
2822 } 2606 }
2823#else 2607#else
2824 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.";
2825#endif 2609#endif
2826 2610
2827 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2828 * exp loss on the stone. 2612 * exp loss on the stone.
2829 */ 2613 */
2830 tmp = arch_to_object (archetype::find ("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2831 sprintf (buf, "%s's gravestone", &op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
2832 tmp->name = buf; 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2833 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",
2834 tmp->name_pl = buf; 2618 &op->name, op->contr->title, op->contr->killer_name ());
2835 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);
2836 tmp->msg = buf;
2837 tmp->x = op->x, tmp->y = op->y; 2619 tmp->x = op->x, tmp->y = op->y;
2838 insert_ob_in_map (tmp, op->map, NULL, 0); 2620 insert_ob_in_map (tmp, op->map, NULL, 0);
2839 2621
2840 /**************************************/ 2622 /**************************************/
2841 /* */ 2623 /* */
2842 /* Subtract the experience points, */ 2624 /* Subtract the experience points, */
2843 /* if we died cause of food, give us */
2844 /* food, and reset HP's... */
2845 /* */ 2625 /* */
2846 /**************************************/ 2626 /**************************************/
2847 2627
2848 /* remove any poisoning and confusion the character may be suffering. */
2849 /* restore player */
2850 at = archetype::find ("poisoning");
2851 tmp = present_arch_in_ob (at, op);
2852
2853 if (tmp)
2854 {
2855 tmp->destroy ();
2856 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 }
2858
2859 at = archetype::find ("confusion");
2860 tmp = present_arch_in_ob (at, op);
2861 if (tmp)
2862 {
2863 tmp->destroy ();
2864 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 }
2866
2867 cure_disease (op, 0); /* remove any disease */
2868
2869 /*add_exp(op, (op->stats.exp * -0.20)); */ 2628 /*add_exp(op, (op->stats.exp * -0.20)); */
2870 apply_death_exp_penalty (op); 2629 apply_death_exp_penalty (op);
2871 if (op->stats.food < 100)
2872 op->stats.food = 900;
2873 op->stats.hp = op->stats.maxhp;
2874 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2875 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2876 2630
2877 /* 2631 /*
2878 * 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
2879 * and put them back in the map. 2633 * and put them back in the map.
2880 */ 2634 */
2881 remove_unpaid_objects (op->inv, op); 2635 op->drop_unpaid_items ();
2882 2636
2883 /****************************************/ 2637 /****************************************/
2884 /* */ 2638 /* */
2885 /* Move player to his current respawn- */ 2639 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2640 /* position (usually last savebed) */
2906 object *force; 2660 object *force;
2907 int at; 2661 int at;
2908 2662
2909 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2910 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2911 force->speed = 0.1f;
2912 force->speed_left = -5.f; 2665 force->speed_left = -5.f;
2913 SET_FLAG (force, FLAG_APPLIED); 2666 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED);
2668
2914 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2915 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2916 force->resist[at] = 100; 2671 force->resist[at] = 100;
2917 2672
2918 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2919 op->update_stats (); 2674 op->update_stats ();
2920
2921 } 2675 }
2922 2676
2923 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2924} 2678}
2925 2679
2926void 2680static void
2927loot_object (object *op) 2681loot_object (object *op)
2928{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2929 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2930 2684
2931 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2941 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2942 2696
2943 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2944 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2945 2699
2946 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))))
2947 { 2701 {
2948 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2949 { 2703 {
2950 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2951 tmp2->destroy ();
2952 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2953 } 2706 }
2954 else 2707 else
2955 tmp->destroy (); 2708 tmp->destroy ();
2956 } 2709 }
2963 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2964 * 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
2965 * was changed. 2718 * was changed.
2966 */ 2719 */
2967void 2720void
2968fix_weight (void) 2721fix_weight ()
2969{ 2722{
2970 for_all_players (pl) 2723 for_all_players (pl)
2971 { 2724 {
2972 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
2973 2726
2974 if (old == sum) 2727 pl->ob->update_weight ();
2975 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
2976 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
2977 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 }
2978 } 2734 }
2979} 2735}
2980 2736
2981void 2737void
2982fix_luck (void) 2738fix_luck ()
2983{ 2739{
2984 for_all_players (pl) 2740 for_all_players (pl)
2985 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
2986 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
2987} 2743}
3024} 2780}
3025 2781
3026void 2782void
3027make_visible (object *op) 2783make_visible (object *op)
3028{ 2784{
3029 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3030 op->invisible = 0; 2786 op->invisible = 0;
2787
3031 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3032 { 2789 {
3033 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3034 op->contr->invis_race = 0; 2791 op->contr->invis_race = 0;
3035 } 2792 }
3038} 2795}
3039 2796
3040int 2797int
3041is_true_undead (object *op) 2798is_true_undead (object *op)
3042{ 2799{
3043 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
3044 return 1; 2801 return 1;
3045 2802
3046 return 0; 2803 return 0;
3047} 2804}
3048 2805
3049/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3050 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3051 * indicate greater hideability. 2808 * indicate greater hideability.
3052 */ 2809 */
3053
3054int 2810int
3055hideability (object *ob) 2811hideability (object *ob)
3056{ 2812{
3057 int i, level = 0, mflag; 2813 int i, level = 0, mflag;
3058 sint16 x, y; 2814 sint16 x, y;
3059 2815
3060 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3061 return 0; 2817 return 0;
3062 2818
3063 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3064 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3065 2821
3066 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3067 * 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
3068 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3069 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3070 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3071 2827
3072 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3073 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])
3074 { 2832 {
3075 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3076 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3077 {
3078 continue; 2835 continue;
3079 } 2836
3080 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3081 level += 2; 2838 level += 2;
3082 else /* open terrain! */ 2839 else /* open terrain! */
3083 level -= 1; 2840 level -= 1;
3084 } 2841 }
3095 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3096 */ 2853 */
3097void 2854void
3098do_hidden_move (object *op) 2855do_hidden_move (object *op)
3099{ 2856{
3100 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3101 object *skop;
3102 2858
3103 if (!op || !op->map) 2859 if (!op || !op->map)
3104 return; 2860 return;
3105 2861
3106 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);
3107 2864
3108 /* 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! */
3109 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3110 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3111 { 2868 {
3121 num -= hide; 2878 num -= hide;
3122 2879
3123 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3124 { 2881 {
3125 make_visible (op); 2882 make_visible (op);
2883
3126 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3127 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!");
3128 } 2886 }
3129 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3130 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);
3145 2903
3146 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3147 player = 1; 2905 player = 1;
3148 2906
3149 else 2907 else
3150 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3151 2909
3152 /* search adjacent squares */ 2910 /* search adjacent squares */
3153 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3154 { 2912 {
3155 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3164 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)))
3165 continue; 2923 continue;
3166 2924
3167 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)
3168 { 2926 {
3169 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])
3170 return 1; 2928 return 1;
3171 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3172 { 2930 {
3173 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3174 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3175 return 1; 2933 return 1;
3176 } 2934 }
3177 } 2935 }
3178 } 2936 }
3179 return 0; 2937 return 0;
3183 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3184 * 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
3185 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3186 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3187 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3188 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3189 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3190 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3191 * 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.
3192 * -b.t. 2950 * -b.t.
3193 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3194 */ 2952 */
3195
3196int 2953int
3197player_can_view (object *pl, object *op) 2954player_can_view (object *pl, object *op)
3198{ 2955{
3199 rv_vector rv; 2956 rv_vector rv;
3200 int dx, dy; 2957 int dx, dy;
3212 2969
3213 get_rangevector (pl, op, &rv, 0x1); 2970 get_rangevector (pl, op, &rv, 0x1);
3214 2971
3215 /* starting with the 'head' part, lets loop 2972 /* starting with the 'head' part, lets loop
3216 * through the object and find if it has any 2973 * through the object and find if it has any
3217 * part that is in the los array but isnt on 2974 * part that is in the los array but isn't on
3218 * a blocked los square. 2975 * a blocked los square.
3219 * we use the archetype to figure out offsets. 2976 * we use the archetype to figure out offsets.
3220 */ 2977 */
3221 while (op) 2978 while (op)
3222 { 2979 {
3223 dx = rv.distance_x + op->arch->x; 2980 dx = rv.distance_x + op->arch->x;
3224 dy = rv.distance_y + op->arch->y; 2981 dy = rv.distance_y + op->arch->y;
3225 2982
3226 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3227 * code, so we need to restrict ourselves to that range of values
3228 * for any meaningful values.
3229 */
3230 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3231 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3232 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3233 return 1; 2984 return 1;
2985
3234 op = op->more; 2986 op = op->more;
3235 } 2987 }
3236 return 0;
3237}
3238 2988
3239/* routine for both players and monsters. We call this when
3240 * there is a possibility for our action distrubing our hiding
3241 * place or invisiblity spell. Artefact invisiblity is not
3242 * effected by this. If we arent invisible to begin with, we
3243 * return 0.
3244 */
3245int
3246action_makes_visible (object *op)
3247{
3248
3249 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3250 {
3251 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3252 return 0;
3253
3254 if (op->contr && op->contr->tmp_invis == 0)
3255 return 0;
3256
3257 /* If monsters, they should become visible */
3258 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3259 {
3260 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3261 return 1;
3262 }
3263 }
3264 return 0; 2989 return 0;
3265} 2990}
3266 2991
3267/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3268 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3273 * 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
3274 */ 2999 */
3275int 3000int
3276op_on_battleground (object *op, int *x, int *y) 3001op_on_battleground (object *op, int *x, int *y)
3277{ 3002{
3278 object *tmp;
3279
3280 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3281 * 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),
3282 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3283 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3284 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3285 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3286 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3287 { 3010 {
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3289 { 3012 {
3290 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3013 if (tmp->flag [FLAG_NO_PICK]
3291 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))
3292 { 3017 {
3293 /*before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3294 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))
3295 {
3296 object *invtmp;
3297
3298 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)
3299 { 3022 {
3300 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3301 {
3302 if (x != NULL && y != NULL) 3023 if (x && y)
3303 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3304 return 1; 3026 return 1;
3305 }
3306 } 3027 }
3307 } 3028
3308 if (x != NULL && y != NULL) 3029 if (x && y)
3309 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3310 return 1; 3032 return 1;
3311 } 3033 }
3312 } 3034 }
3313 } 3035 }
3036
3314 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3315 return 0; 3038 return 0;
3316} 3039}
3317 3040
3318/* 3041/*
3334 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3335 int i = 0, j = 0; 3058 int i = 0, j = 0;
3336 3059
3337 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3338 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3339 trlist = treasurelist::find ("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3340 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3341 trlist = treasurelist::find ("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3342 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3343 trlist = treasurelist::find ("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3344 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3345 trlist = treasurelist::find ("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3346 3069
3347 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3348 return; 3071 return;
3349 3072
3350 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++);
3423 { 3146 {
3424 /* forces in the treasurelist can alter the player's stats */ 3147 /* forces in the treasurelist can alter the player's stats */
3425 object *skin; 3148 object *skin;
3426 3149
3427 /* first get the dragon skin force */ 3150 /* first get the dragon skin force */
3428 shstr_cmp dragon_skin_force ("dragon_skin_force");
3429 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3151 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3430 ; 3152 ;
3431 3153
3432 if (!skin) 3154 if (!skin)
3433 return; 3155 return;
3434 3156
3448 else 3170 else
3449 j = 1; 3171 j = 1;
3450 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3451 } 3173 }
3452 } 3174 }
3175
3453 strcat (buf, "."); 3176 strcat (buf, ".");
3454 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3178 }
3456 3179
3457 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3458 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3459 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3460 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3461 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3462 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3463 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3464 3187
3465 /* print message if there is one */ 3188 /* print message if there is one */
3466 if (item->msg != NULL) 3189 if (item->msg != NULL)
3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3468 } 3191 }
3469 else 3192 else
3470 { 3193 {
3471 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3472 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3473 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));
3474 tmp = insert_ob_in_ob (tmp, who); 3197 who->insert (tmp);
3475 if (who->type == PLAYER)
3476 esrv_send_item (who, tmp);
3477 } 3198 }
3478} 3199}
3479 3200
3480/** 3201//-GPL
3481 * Unready an object for a player. This function does nothing if the object was
3482 * not readied.
3483 */
3484void
3485player_unready_range_ob (player *pl, object *ob)
3486{
3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3489
3490 if (pl->combat_ob == ob)
3491 pl->combat_ob = 0;
3492
3493 if (pl->ranged_ob == ob)
3494 pl->ranged_ob = 0;
3495}
3496 3202
3497sint8 3203sint8
3498player::visibility_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3499{ 3205{
3500 if (!ns) 3206 if (!ns)
3501 return 0; 3207 return LOS_BLOCKED;
3502 3208
3503 int dx, dy; 3209 int dx, dy;
3504 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)
3505 return 0; 3242 return;
3506 3243
3507 x += dx - ns->current_x + ns->mapx / 2; 3244 va_list ap;
3508 y += dy - ns->current_y + ns->mapy / 2; 3245 va_start (ap, format);
3509 3246 contr->failmsg (vformat (format, ap));
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3247 va_end (ap);
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514} 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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