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Comparing deliantra/server/server/player.C (file contents):
Revision 1.141 by root, Fri May 18 15:05:09 2007 UTC vs.
Revision 1.286 by root, Wed May 4 19:04:45 2011 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
24 29
25#include <global.h> 30#include <global.h>
26#include <sproto.h> 31#include <sproto.h>
27#include <sounds.h> 32#include <sounds.h>
28#include <living.h> 33#include <living.h>
29#include <object.h> 34#include <object.h>
30#include <spells.h> 35#include <spells.h>
31#include <skills.h> 36#include <skills.h>
32 37
33#include <algorithm>
34#include <functional>
35
36playervec players; 38playervec players;
37
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 39
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
157 op->x = -1; 45 op->x = -1;
158 op->y = -1; 46 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172} 47}
173 48
174void 49void
175player::activate () 50player::activate ()
176{ 51{
179 54
180 players.insert (this); 55 players.insert (this);
181 ob->remove (); 56 ob->remove ();
182 ob->map = 0; 57 ob->map = 0;
183 ob->activate_recursive (); 58 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
185 add_friendly_object (ob); 60 add_friendly_object (ob);
186 enter_map ();
187} 61}
188 62
189void 63void
190player::deactivate () 64player::deactivate ()
191{ 65{
198 72
199 if (ob->map) 73 if (ob->map)
200 maplevel = ob->map->path; 74 maplevel = ob->map->path;
201 75
202 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 78 ob->map = 0;
204 party = 0; 79 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 80
208 players.erase (this); 81 players.erase (this);
209} 82}
210 83
211// connect the player with a specific client 84// connect the player with a specific client
221 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
222 95
223 ns->update_look = 0; 96 ns->update_look = 0;
224 ns->look_position = 0; 97 ns->look_position = 0;
225 98
226 clear_los (ob); 99 clear_los ();
227 100
228 ns->reset_stats (); 101 ns->reset_stats ();
229 102
230 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
233 106
234 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
235 link_player_skills (ob); 108 link_skills ();
236 109
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
240 111
241 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
243 { 114 {
244 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248 116
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 120 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 122 skin = tmp;
255 123
256 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
257 } 125 }
258 126
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 128
261 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
262 130
263 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
265 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
266 135
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats (); 136 ob->update_stats ();
289 137
290 ns->floorbox_update (); 138 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
293 141
294 activate (); 142 activate ();
295 143
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
302} 146}
303 147
304void 148void
305player::disconnect () 149player::disconnect ()
306{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
307 if (ns) 157 if (ns)
308 { 158 {
309 if (active) 159 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311 161
314 ns->reset_stats (); 164 ns->reset_stats ();
315 ns->pl = 0; 165 ns->pl = 0;
316 ns = 0; 166 ns = 0;
317 } 167 }
318 168
319 if (ob) 169 // this is important for the player scheduler to get the correct refcount
320 ob->close_container (); //TODO: client-specific 170 // when ns = 0
171 observe = viewpoint = ob;
321 172
322 deactivate (); 173 deactivate ();
323} 174}
175
176//-GPL
324 177
325// the need for this function can be explained 178// the need for this function can be explained
326// by load_object not returning the object 179// by load_object not returning the object
327void 180void
328player::set_object (object *op) 181player::set_object (object *op)
329{ 182{
330 ob = op; 183 ob = observe = viewpoint = op;
331 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
332 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
333 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
334 ob->speed = 1.0f; 188
335 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
336} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
337 207
338player::player () 208player::player ()
339{ 209{
340 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
341 * we deal with that below this point. 211 * we deal with that below this point.
347 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
348 218
349 gen_sp_armour = 10; 219 gen_sp_armour = 10;
350 bowtype = bow_normal; 220 bowtype = bow_normal;
351 petmode = pet_normal; 221 petmode = pet_normal;
352 listening = 10;
353 usekeys = containers; 222 usekeys = containers;
354 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
355 do_los = 1; 224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
356} 228}
357 229
358void 230void
359player::do_destroy () 231player::do_destroy ()
360{ 232{
361 disconnect (); 233 disconnect ();
362 234
363 attachable::do_destroy (); 235 attachable::do_destroy ();
364 236
365 if (ob) 237 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy (); 238 ob->destroy ();
369 } 239
240 ob = observe = viewpoint = 0;
370} 241}
371 242
372player::~player () 243player::~player ()
373{ 244{
374 /* Clear item stack */ 245 /* Clear item stack */
375 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 }
376} 275}
377 276
378/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
379 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
380 * mode. 279 * mode.
382player * 281player *
383player::create () 282player::create ()
384{ 283{
385 player *pl = new player; 284 player *pl = new player;
386 285
387 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
388 287
389 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
392 291
393 set_first_map (pl->ob); 292 set_first_map (pl->ob);
394 293
395 return pl; 294 return pl;
396}
397
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archetype *start = at;
407
408 for (;;)
409 {
410 if (at == NULL || at->next == NULL)
411 at = first_archetype;
412 else
413 at = at->next;
414
415 if (at->clone.type == PLAYER)
416 return at;
417
418 if (at == start)
419 {
420 LOG (llevError, "No Player archetypes\n");
421 exit (-1);
422 }
423 }
424} 295}
425 296
426object * 297object *
427get_nearest_player (object *mon) 298get_nearest_player (object *mon)
428{ 299{
431 unsigned lastdist; 302 unsigned lastdist;
432 rv_vector rv; 303 rv_vector rv;
433 304
434 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
435 { 306 {
436 /* We should not find free objects on this friendly list, but it
437 * does periodically happen. Given that, lets deal with it.
438 * While unlikely, it is possible the next object on the friendly
439 * list is also free, so encapsulate this in a while loop.
440 */
441 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
442 {
443 object *tmp = ol->ob;
444
445 /* Can't do much more other than log the fact, because the object
446 * itself will have been cleared.
447 */
448 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
449 tmp->debug_desc ());
450 ol = ol->next;
451 remove_friendly_object (tmp);
452 if (!ol)
453 return op;
454 }
455
456 /* Remove special check for player from this. First, it looks to cause
457 * some crashes (ol->ob->contr not set properly?), but secondly, a more
458 * complicated method of state checking would be needed in any case -
459 * as it was, a clever player could type quit, and the function would
460 * skip them over while waiting for confirmation. Remove
461 * on_same_map check, as can_detect_enemy also does this
462 */
463 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
464 continue; 308 continue;
465 309
466 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
467 { 311 {
529 */ 373 */
530int 374int
531path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
532{ 376{
533 rv_vector rv; 377 rv_vector rv;
534 sint16 x, y;
535 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;
536 maptile *m, *lastmap;
537 379
538 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
539 381
540 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
541 return 0; 383 return 0;
542 384
543 x = mon->x; 385 mapxy pos (mon);
544 y = mon->y;
545 m = mon->map;
546 dir = rv.direction; 386 dir = rv.direction;
547 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 */
548 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
549 389
550 /* 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. */
551 if (diff > max) 391 if (diff > max)
552 return 0; 392 return 0;
553 393
554 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
555 { 395 {
556 lastx = x; 396 mapxy lastpos = pos;
557 lasty = y;
558 lastmap = m;
559 x = lastx + freearr_x[dir];
560 y = lasty + freearr_y[dir];
561 397
562 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
563 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
564 399
565 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
566 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
567 && (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)))
568 { 404 {
569 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
570 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
571 */ 407 */
572 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
573 if (rv.direction != dir) 409 if (rv.direction != dir)
574 { 410 {
575 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
576 * the values so it will try again. 412 * the values so it will try again.
577 */ 413 */
578 x = lastx;
579 y = lasty;
580 m = lastmap; 414 pos = lastpos;
581 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
582 } 416 }
583 else 417 else
584 { 418 {
585 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
592 */ 426 */
593 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
594 { 428 {
595 if (i == 0) 429 if (i == 0)
596 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
597 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
598 * since the direction that the creature should move in 433 * since the direction that the creature should move in
599 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
600 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
601 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
603 * 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
604 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
605 * the last direction the creature has successfully 440 * the last direction the creature has successfully
606 * moved. 441 * moved.
607 */ 442 */
608
609 x = lastx + freearr_x[absdir (lastdir + i)];
610 y = lasty + freearr_y[absdir (lastdir + i)];
611 m = lastmap; 443 pos = lastpos;
612 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
613 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
614 continue; 447 continue;
615 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
616 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
617 continue; 452 continue;
618 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
619 continue; 455 continue;
620 456
621 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
622 break; 458 break;
623 } 459 }
460
624 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
625 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
626 */ 463 */
627 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
628 return 0; 465 return 0;
466
629 diff--; 467 diff--;
630 lastdir = dir; 468 lastdir = dir;
631 max--; 469 max--;
632 if (!firstdir) 470 if (!firstdir)
633 firstdir = dir + i; 471 firstdir = dir + i;
637 { 475 {
638 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
639 diff--; 477 diff--;
640 max--; 478 max--;
641 lastdir = dir; 479 lastdir = dir;
480
642 if (!firstdir) 481 if (!firstdir)
643 firstdir = dir; 482 firstdir = dir;
644 } 483 }
645 484
646 if (diff <= 1) 485 if (diff <= 1)
647 { 486 {
648 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
649 * headed toward player for entire distance. 488 * headed toward player for entire distance.
650 */ 489 */
651 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
652 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
653 } 492 }
654 493
655 if (diff > max) 494 if (diff > max)
656 return 0; 495 return 0;
662 501
663 return firstdir; 502 return firstdir;
664} 503}
665 504
666void 505void
667give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
668{ 507{
669 object *op, *next = NULL;
670
671 if (pl->randomitems != NULL) 508 if (pl->randomitems)
672 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
673 510
674 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
675 { 512 {
676 next = op->below; 513 next = op->below;
677 514
678 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
679 * 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
680 */ 517 */
681 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
682 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
683 520
684 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
685 * by this player due to race restrictions 522 * by this player due to race restrictions
686 */ 523 */
687 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
688 { 525 {
689 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
690 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
691 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
692 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
693 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))
694 { 533 {
695 op->destroy (); 534 op->destroy ();
696 continue; 535 continue;
697 } 536 }
698 } 537 }
699 538
700 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
701 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
702 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
703 * a first level treasurelist for each skill.)
704 * remove duplicate skills also
705 */ 542 */
706 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
707 { 544 {
708 object *tmp;
709
710 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
711 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
712 break;
713
714 if (tmp)
715 { 547 {
716 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
717 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
718 continue; 551 break;
719 } 552 }
720 553
721 if (op->nrof > 1) 554 if (op->nrof > 1)
722 op->nrof = 1; 555 op->nrof = 1;
723 } 556 }
724 557
725 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
726 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
727 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
728 }
729 560
730 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
731 * 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
732 * merged properly. 563 * merged properly.
733 */ 564 */
734 if (need_identify (op)) 565 if (op->need_identify ())
735 {
736 SET_FLAG (op, FLAG_IDENTIFIED);
737 CLEAR_FLAG (op, FLAG_CURSED);
738 CLEAR_FLAG (op, FLAG_DAMNED);
739 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
740 if (op->type == SPELL) 572 if (op->type == SPELL)
741 { 573 {
742 op->destroy (); 574 op->destroy ();
743 continue; 575 continue;
744 } 576 }
745 else if (op->type == SKILL) 577 else if (op->type == SKILL)
746 { 578 {
747 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
748 op->stats.exp = 0; 580 op->stats.exp = 0;
749 op->level = 1; 581 op->level = 1;
750 } 582 }
751 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
752 else 584 op->set_flag (FLAG_INV_LOCKED);
753 SET_FLAG (op, FLAG_INV_LOCKED);
754 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
755 586
756 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
757 link_player_skills (pl); 588 pl->contr->link_skills ();
758} 589}
759 590
760void 591void
761get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
762{ 593{
772 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:");
773} 604}
774 605
775/* 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. */
776static int 607static int
777roll_stat (void) 608roll_stat ()
778{ 609{
779 int a[4], i, j, k; 610 int a[4], i, j, k;
780 611
781 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
782 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
783 614
784 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
785 if (a[i] < k) 616 if (a[i] < k)
786 k = a[i], j = i; 617 k = a[i], j = i;
787 618
863static void 694static void
864start_info (object *op) 695start_info (object *op)
865{ 696{
866 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
867 698
868 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
869 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
870 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
871 //new_draw_info (NDI_UNIQUE, 0, op, " ");
872} 701}
873 702
874/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
875 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
876 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
879 */ 708 */
880void 709void
881player::chargen_race_done () 710player::chargen_race_done ()
882{ 711{
883 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
884 esrv_new_player (ob->contr, ob->weight + ob->carrying); 713 esrv_new_player (ob->contr);
885 714
886 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
887 if (tl) 716 if (tl)
888 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
889 718
890 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
891 INVOKE_PLAYER (LOGIN, ob->contr);
892 720
893 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
894 722
895 if (ob->msg) 723 if (ob->msg)
896 ob->msg = 0; 724 ob->msg = 0;
897 725
898 /* We create this now because some of the unique maps will need it
899 * to save here.
900 */
901 {
902 char buf[MAX_BUF];
903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
904 make_path_to_file (buf);
905 }
906
907 start_info (ob); 726 start_info (ob);
908 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
909 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
910 link_player_skills (ob);
911 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
912 ob->update_stats (); 730 ob->update_stats ();
913 731
914 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
915 * is one for this race 733 * is one for this race
916 */ 734 */
917 if (*first_map_ext_path) 735 if (*first_map_ext_path)
918 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
919 object *tmp;
920 char mapname[MAX_BUF];
921
922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
923 tmp = object::create ();
924 EXIT_PATH (tmp) = mapname;
925 EXIT_X (tmp) = ob->x;
926 EXIT_Y (tmp) = ob->y;
927 ob->enter_exit (tmp); /* we don't really care if it succeeded;
928 * if the map isn't there, then stay on the
929 * default initial map */
930 tmp->destroy ();
931 }
932 else 737 else
933 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
934} 739}
935 740
936void 741void
946 int x = ob->x, y = ob->y; 751 int x = ob->x, y = ob->y;
947 752
948 ob->remove_statbonus (); 753 ob->remove_statbonus ();
949 ob->remove (); 754 ob->remove ();
950 ob->arch = get_player_archetype (ob->arch); 755 ob->arch = get_player_archetype (ob->arch);
951 ob->arch->clone.copy_to (ob); 756 ob->arch->copy_to (ob);
952 ob->instantiate (); 757 ob->instantiate ();
953 ob->stats = ob->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
954 ob->name = ob->name_pl = name; 759 ob->name = ob->name_pl = name;
955 ob->x = x; 760 ob->x = x;
956 ob->y = y; 761 ob->y = y;
957 SET_ANIMATION (ob, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (ob, ob->map, ob, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (ob->contr->title, ob->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
960 ob->add_statbonus (); 765 ob->add_statbonus ();
961 } 766 }
962 while (!allowed_class (ob)); 767 while (!allowed_class (ob));
963 768
964 update_object (ob, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
967 ob->stats.hp = ob->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
968 ob->stats.sp = ob->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
969 ob->stats.grace = 0; 774 ob->stats.grace = 0;
970} 775}
971 776
972void 777static void
973flee_player (object *op) 778flee_player (object *op)
974{ 779{
975 int dir, diff; 780 int dir, diff;
976 rv_vector rv; 781 rv_vector rv;
977 782
978 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
979 { 784 {
980 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
982 return; 787 return;
983 } 788 }
984 789
985 if (op->enemy == NULL) 790 if (!op->enemy)
986 { 791 {
987 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
988 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
989 return; 794 return;
990 } 795 }
991 796
992 /* 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))
993 * op->enemy_count, it is possible that something destroys the
994 * actual enemy, and the object is recycled.
995 */
996 if (op->enemy->map == NULL)
997 { 798 {
998 CLEAR_FLAG (op, FLAG_SCARED);
999 op->enemy = NULL; 799 op->enemy = NULL;
1000 return; 800 op->clr_flag (FLAG_SCARED);
1001 }
1002
1003 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1004 {
1005 op->enemy = NULL;
1006 CLEAR_FLAG (op, FLAG_SCARED);
1007 return; 801 return;
1008 } 802 }
1009 803
1010 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1011 805
1012 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1013 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1014 { 808 {
1015 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1016 810
1017 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))))
1018 return; 812 return;
1019 } 813 }
1020 814
1021 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1022 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1023 op->enemy = NULL; 817 op->enemy = NULL;
1024} 818}
1025 819
1026/* 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.
1027 * 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
1031check_pick (object *op) 825check_pick (object *op)
1032{ 826{
1033 object *tmp, *next; 827 object *tmp, *next;
1034 int stop = 0; 828 int stop = 0;
1035 int wvratio; 829 int wvratio;
1036 char putstring[128];
1037 830
1038 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1040 return 1; 833 return 1;
1041 834
1042 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)
1043 839
1044 /* 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
1045 * destroyed */ 841 * destroyed */
1046 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1047 { 843 {
1048 tmp = next; 844 tmp = next;
1049 next = tmp->below; 845 next = tmp->below;
1050 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1051 if (op->destroyed ()) 853 if (op->destroyed ())
1052 return 0; 854 return 0;
1053 855
1054 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1055 continue; 857 continue;
1056 858
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 860 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1061 continue; 864 continue;
1062 } 865 }
1063 866
1064 /* 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? */
1065 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1066 { 929 {
1067 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)
1068 { 993 {
1069 case 0: 994 CHK_PICK_PICKUP;
1070 return 1; /* don't pick up */ 995 continue;
1071 case 1:
1072 pick_up (op, tmp);
1073 return 1;
1074 case 2:
1075 pick_up (op, tmp);
1076 return 0;
1077 case 3:
1078 return 0; /* stop before pickup */
1079 case 4:
1080 pick_up (op, tmp);
1081 break;
1082 case 5:
1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1090
1091 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp);
1094 break;
1095
1096 default:
1097 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp);
1101 } 996 }
1102 } 997 }
1103 else 998
1104 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1105 /* NEW pickup handling */
1106 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)
1107 { 1005 {
1108 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1109 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1118
1119 /* philosophy:
1120 * It's easy to grab an item type from a pile, as long as it's
1121 * generic. This takes no game-time. For more detailed pickups
1122 * and selections, select-items should be used. This is a
1123 * grab-as-you-run type mode that's really useful for arrows for
1124 * example.
1125 * The drawback: right now it has no frontend, so you need to
1126 * stick the bits you want into a calculator in hex mode and then
1127 * convert to decimal and then 'pickup <#>
1128 */
1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue; 1007 continue;
1008 }
1155 1009
1156 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1157 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;
1158 continue; 1015 continue;
1016 }
1159 1017
1160 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1161 /* 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
1162 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1163 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"))
1164 { 1089 {
1165 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1166 continue; 1091 continue;
1167 } 1092 }
1093 }
1168 1094
1095 /* misc stuff that's useful */
1169 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1171 { 1098 {
1172 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1173 continue; 1100 continue;
1174 } 1101 }
1175 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1176 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1177 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
1178 { 1110 */
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1215 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)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 { 1113 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1224 { 1117 {
1225 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1226 continue;
1227 } 1119 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1355#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL)
1358 {
1359 fprintf (stderr, "%s", tmp->name);
1360 }
1361 else 1120 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1364 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))));
1365#endif 1124#endif
1125 CHK_PICK_PICKUP;
1366 continue; 1126 continue;
1367 }
1368 } 1127 }
1369 } /* the new pickup model */ 1128 } /* the new pickup model */
1370 } 1129 }
1371 1130
1372 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;
1373} 1167}
1374 1168
1375/* 1169/*
1376 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1377 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1378 * found object is returned. 1172 * found object is returned.
1379 */ 1173 */
1380object * 1174static object *
1381find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1382{ 1176{
1383 object *tmp = 0;
1384
1385 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 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);
1389 return op; 1186 return arrow;
1187 }
1390 1188
1391 return tmp; 1189 return 0;
1392} 1190}
1393 1191
1394/* 1192/*
1395 * 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
1396 * 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
1397 * 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
1398 * 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.
1399 */ 1197 */
1400object * 1198static object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1402{ 1200{
1403 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1405 1203
1406 if (!type) 1204 if (!type)
1407 return NULL; 1205 return NULL;
1408 1206
1409 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1410 { 1208 {
1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1412 { 1210 {
1413 i = 0; 1211 i = 0;
1414 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1415 if (i > betterby) 1214 if (i > betterby)
1416 { 1215 {
1417 tmp = ntmp; 1216 tmp = ntmp;
1418 betterby = i; 1217 betterby = i;
1419 } 1218 }
1420 } 1219 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1221 {
1423 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1425 { 1224 {
1426 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1427 { 1226 {
1428 *better = 100; 1227 *better = 100;
1429 return arrow; 1228 return arrow;
1437 else 1236 else
1438 { 1237 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1239 {
1441 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1243 {
1445 tmp = arrow; 1244 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1246 }
1448 } 1247 }
1248
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1250 {
1451 tmp = arrow; 1251 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 } 1253 }
1254
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1256 {
1456 tmp = arrow; 1257 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1259 }
1459 } 1260 }
1460 } 1261 }
1461 } 1262 }
1263
1462 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1265 return find_arrow (op, type);
1464 1266
1465 *better = betterby; 1267 *better = betterby;
1466 return tmp; 1268 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1273 * op = the shooter
1472 * type = bow->race 1274 * type = bow->race
1473 * dir = fire direction 1275 * dir = fire direction
1474 */ 1276 */
1475object * 1277static object *
1476pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1477{ 1279{
1478 object *tmp = NULL; 1280 object *tmp = NULL;
1479 maptile *m; 1281 maptile *m;
1480 int i, mflags, found, number; 1282 int i, mflags, found, number;
1481 sint16 x, y; 1283 sint16 x, y;
1496 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1497 { 1299 {
1498 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1499 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1500 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1501 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1502 { 1305 {
1503 tmp = NULL; 1306 tmp = 0;
1504 break; 1307 break;
1505 } 1308 }
1506 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)
1507 { 1310 {
1508 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1509 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1510 */ 1313 */
1511 tmp = NULL; 1314 tmp = 0;
1512 break; 1315 break;
1513 } 1316 }
1317
1514 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1515 {
1516 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)
1517 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1518 {
1519 found++;
1520 break;
1521 }
1522 if (found)
1523 break; 1321 break;
1524 }
1525 } 1322 }
1526 if (tmp == NULL) 1323
1324 if (!tmp)
1527 return find_arrow (op, type); 1325 return find_arrow (op, type);
1528 1326
1529 if (tmp->head) 1327 if (tmp->head)
1530 tmp = tmp->head; 1328 tmp = tmp->head;
1531 1329
1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1572 return 0; 1370 return 0;
1573 } 1371 }
1574 1372
1575 // 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
1576 if (bow->below) 1374 splay (bow);
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1582 } 1375 }
1583 1376
1584 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1585 { 1378 {
1586 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);
1593 { 1386 {
1594 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1595 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);
1596 /* 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 */
1597 else 1390 else
1598 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1599 1392
1600 return 0; 1393 return 0;
1601 } 1394 }
1602 } 1395 }
1603 1396
1612 } 1405 }
1613 1406
1614 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1615 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1616 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1617 arrow->destroy (); 1411 arrow->destroy ();
1618 return 0; 1412 return 0;
1619 } 1413 }
1620 1414
1621 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1622 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1623 if (!arrow) 1417 if (!arrow)
1624 { 1418 {
1625 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);
1626 return 0; 1420 return 0;
1627 } 1421 }
1631 arrow->direction = dir; 1425 arrow->direction = dir;
1632 1426
1633 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 */
1634 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1635 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1430 arrow->custom_name = arrow->slaying;
1636 1431
1637 if (arrow->slaying) 1432#if 0
1638 arrow->spellarg = strdup (arrow->slaying);
1639
1640 if (player *pl = op->contr) 1433 if (player *pl = op->contr)
1641 { 1434 {
1642 if (!pl->has_hit)
1643 {
1644 pl->has_hit = 1;
1645 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1646 }
1647#if 0
1648 float speed = pl->weapon_sp; 1435 float speed = pl->weapon_sp;
1649 1436
1650 /* penalize ROF for bestarrow */ 1437 /* penalize ROF for bestarrow */
1651 if (pl->bowtype == bow_bestarrow) 1438 if (pl->bowtype == bow_bestarrow)
1652 speed *= .9f; 1439 speed *= .9f;
1653 else 1440 else
1654 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1655 1442
1656 op->speed_left += speed - op->speed; 1443 op->speed_left += speed - op->speed;
1444 }
1657#endif 1445#endif
1658 }
1659 1446
1660 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1661 1448
1662 /* update the speed */ 1449 /* update the speed */
1663 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1664 + bow->stats.dam / 7.0;
1665 1450
1666 arrow->set_speed (max (arrow->speed, 2.0));
1667 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 ));
1668 1456
1669 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;
1670 1458
1671 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1672 { 1460 {
1694 1482
1695 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1696 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1698 1486
1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1700 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1701 1489
1702 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1703 move_arrow (arrow); 1491 move_arrow (arrow);
1704
1705 if (op->type == PLAYER)
1706 {
1707 if (left->destroyed ())
1708 esrv_del_item (op->contr, left->count);
1709 else
1710 esrv_send_item (op, left);
1711 }
1712 1492
1713 return 1; 1493 return 1;
1714} 1494}
1715 1495
1716/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1718 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1719 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1720 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1721 * hence the function name. 1501 * hence the function name.
1722 */ 1502 */
1723int 1503static int
1724player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1725{ 1505{
1726 int ret = 0, wcmod = 0; 1506 int ret;
1727 1507
1728 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1729 { 1509 {
1730 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);
1731 } 1511 }
1732 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)
1733 { 1513 {
1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1735 wcmod = -1;
1736
1737 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);
1738 } 1516 }
1739 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1740 { 1518 {
1741 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);
1742 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)]);
1743 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)]);
1744 } 1522 }
1745 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1746 { 1524 {
1747 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);
1748 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);
1749 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);
1750 } 1528 }
1751 else 1529 else
1752 { 1530 {
1758} 1536}
1759 1537
1760/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1761 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1762 */ 1540 */
1763void 1541static void
1764fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1765{ 1543{
1766 object *item = op->contr->ranged_ob; 1544 object *item = op->contr->ranged_ob;
1767 1545
1768 if (!item) 1546 if (!item)
1775 { 1553 {
1776 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1777 return; 1555 return;
1778 } 1556 }
1779 1557
1780 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1781 return; 1559 return;
1782 1560
1783 if (item->type == WAND) 1561 if (item->type == WAND)
1784 { 1562 {
1785 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1786 { 1564 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1788 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));
1789 1567
1790 return; 1568 return;
1791 } 1569 }
1792 } 1570 }
1793 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1794 { 1572 {
1795 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))
1796 { 1578 {
1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1798 1580
1799 if (item->type == ROD) 1581 if (item->type == ROD)
1800 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));
1801 else 1583 else
1802 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));
1805 } 1587 }
1806 } 1588 }
1807 1589
1808 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1809 { 1591 {
1810 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
1811 if (item->type == WAND) 1594 if (item->type == WAND)
1812 { 1595 {
1813 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1814 { 1597 {
1815 object *tmp; 1598 object *tmp;
1816 1599
1817 if (item->arch) 1600 if (item->arch)
1818 { 1601 {
1819 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1820 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1821 item->set_speed (0); 1604 item->set_speed (0);
1822 } 1605 }
1823 1606
1824 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1825 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1826 } 1609 }
1827 } 1610 }
1828 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1829 drain_rod_charge (item); 1612 drain_rod_charge (item);
1830 } 1613 }
1831} 1614}
1832 1615
1833/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1834 */ 1617 */
1835void 1618bool
1836fire (object *op, int dir) 1619fire (object *who, int dir)
1837{ 1620{
1838 int spellcost = 0; 1621 int spellcost = 0;
1839 1622
1623 player *pl = who->contr;
1624
1625 if (pl->golem)
1626 {
1627 control_golem (who->contr->golem, dir);
1628 return false;
1629 }
1630
1631 object *ob = pl->ranged_ob;
1632
1633 if (!ob)
1634 return false;
1635
1636 if (who->speed_left > 0.f)
1637 --who->speed_left;
1638 else
1639 return false;
1640
1641 if (!who->apply (ob))
1642 return false;
1643
1840 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1841 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1842 make_visible (op); 1646 make_visible (who);
1843
1844 player *pl = op->contr;
1845
1846 if (pl->golem)
1847 {
1848 control_golem (op->contr->golem, dir);
1849 return;
1850 }
1851
1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 if (!op->change_weapon (ob))
1858 return;
1859 1647
1860 switch (ob->type) 1648 switch (ob->type)
1861 { 1649 {
1862 case BOW: 1650 case BOW:
1863 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1864 break; 1652 break;
1865 1653
1866 case SPELL: 1654 case SPELL:
1867 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);
1868 break; 1656 break;
1869 1657
1870 case BUILDER: 1658 case BUILDER:
1871 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1872 break; 1660 break;
1873 1661
1874 case SKILL: 1662 case SKILL:
1875 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1876 break; 1664 break;
1877 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1878 default: 1670 default:
1879 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1880 break; 1672 break;
1881 } 1673 }
1882}
1883 1674
1884/* find_key 1675 return true;
1885 * We try to find a key for the door as passed. If we find a key 1676}
1886 * and successfully use it, we return the key, otherwise NULL 1677
1887 * This function merges both normal and locked door, since the logic 1678static object *
1888 * for both is the same - just the specific key is different.
1889 * pl is the player,
1890 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers.
1893 */
1894object *
1895find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1896{ 1680{
1897 object *tmp, *key; 1681 object *tmp, *key;
1898 1682
1899 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1900 if (!container->inv) 1684 if (!container->inv)
1903 /* 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 */
1904 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1905 { 1689 {
1906 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1907 break; 1691 break;
1692
1908 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1909 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1910 */ 1695 */
1911 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1912 break; 1697 break;
1918 * a key, return 1703 * a key, return
1919 */ 1704 */
1920 if (!tmp) 1705 if (!tmp)
1921 { 1706 {
1922 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1923 {
1924 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1925 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1926 {
1927 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1928 return key; 1711 return key;
1929 }
1930 }
1931 1712
1932 if (!tmp) 1713 if (!tmp)
1933 return NULL; 1714 return 0;
1934 } 1715 }
1935 1716
1936 /* 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,
1937 * see if we actually want to use it 1718 * see if we actually want to use it
1938 */ 1719 */
1939 if (pl != container) 1720 if (pl != container)
1940 { 1721 {
1941 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1942 if (!pl->contr) 1723 if (!pl->contr)
1943 return NULL; 1724 return 0;
1725
1944 /* cases where this fails: 1726 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1728 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1948 * containers can be used. 1730 * containers can be used.
1952 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1953 * 1735 *
1954 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1955 * all the others. 1737 * all the others.
1956 */ 1738 */
1957 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1958 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1959 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1960 { 1742 {
1961 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "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));
1963 return NULL; 1745 return NULL;
1964 } 1746 }
1965 } 1747 }
1966 1748
1967 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);
1968} 1775}
1969 1776
1970/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1973 * 0 otherwise 1780 * 0 otherwise
1974 */ 1781 */
1975static int 1782static int
1976player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
1977{ 1784{
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1785 /* If its a door, try to find a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1786 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1981 */ 1788 */
1982 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
1983 1790
1984 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1985 if (key) 1792 if (key)
1986 { 1793 {
1987 object *container = key->env; 1794 object *container = key->env;
1988
1989 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 1795
1991 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
1992 make_visible (op); 1797 make_visible (op);
1993 1798
1994 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1996 1801
1997 if (door->type == DOOR) 1802 if (door->type == DOOR)
1998 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 */
1999 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
2000 { 1805 {
2001 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);
2002 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
2003 } 1808 }
2004 1809
2005 /* Do this after we print the message */ 1810 /* Do this after we print the message */
2006 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2007 /* Need to update the weight the container the key was in */
2008 if (container != op)
2009 esrv_update_item (UPD_WEIGHT, op, container);
2010 1812
2011 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2012 } 1814 }
2013 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2014 { 1816 {
2015 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2016 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...");
2017 return 1; 1819 return 1;
2018 } 1820 }
2019 1821
2020 return 0; 1822 return 0;
2021} 1823}
2024 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2025 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2026 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2027 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2028 */ 1830 */
2029void 1831bool
2030move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2031{ 1833{
2032 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2033 int on_battleground; 1835 {
2034 maptile *m; 1836 --op->speed_left;
1837 return true;
1838 }
2035 1839
2036 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2037 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2038 1842
2039 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2040 1845
2041 /* 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
2042 * 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
2043 * 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
2044 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2045 * move to some space, it then means that if we are braced, we should 1850 * move to some space, it then means that if we are braced, we should
2046 * do nothing at all. As it is, if we are braced, we go through 1851 * do nothing at all. As it is, if we are braced, we go through
2047 * quite a bit of processing. However, it probably is less than what 1852 * quite a bit of processing. However, it probably is less than what
2048 * move_ob uses. 1853 * move_ob uses.
2049 */ 1854 */
2050 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1855 maptile *m = op->map->xy_find (nx, ny);
1856
1857 /* Go through all the objects, and find ones of interest. Only stop if
1858 * we find a monster - that is something we know we want to attack.
1859 * if its a door or barrel (can roll) see if there may be monsters
1860 * on the space
1861 */
1862 object *mon;
1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
2051 { 1870 }
2052 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1871
1872 /* no monster == player tries to move into a wall or so */
1873 if (!mon)
1874 {
1875 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1876 if (op->move_type & ob->move_block)
2053 { 1877 {
2054 m = op->map->xy_find (nx, ny); 1878 if (ob->move_block == MOVE_ALL)
2055 if (!m) 1879 move_into_wall (op, ob);
2056 return; /* Don't think this should happen */ 1880 else
1881 {
1882 if (op->contr->ns->bumpmsg)
1883 {
1884 op->play_sound (sound_find ("blocked_move"));
1885
1886 op->statusmsg (ob->invisible
1887 ? "Something blocks you."
1888 : format ("Something blocks you from entering the %s.", query_name (ob))
1889 );
1890 }
1891 }
1892
1893 break;
1894 }
1895
1896 return false;
1897 }
1898
1899 mon = mon->head_ ();
1900
1901 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1902 if (op->contr->weapon_sp_left > 0.f)
1903 if (player_attack_door (op, mon))
1904 {
1905 --op->contr->weapon_sp_left;
1906 return true;
1907 }
1908
1909 /* The following deals with possibly attacking peaceful
1910 * or friendly creatures. Basically, all players are considered
1911 * unaggressive. If the moving player has peaceful set, then the
1912 * object should be pushed instead of attacked. It is assumed that
1913 * if you are braced, you will not attack friends accidently,
1914 * and thus will not push them.
1915 */
1916
1917 /* If the creature is a pet, push it even if the player is not
1918 * peaceful. Our assumption is the creature is a pet if the
1919 * player owns it and it is either friendly or unagressive.
1920 */
1921 if (op->type == PLAYER
1922 && ((mon->owner && mon->owner->contr
1923 && same_party (mon->owner->contr->party, op->contr->party))
1924 || mon->owner == op)
1925 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1926 {
1927 /* If we're braced, we don't want to switch places with it */
1928 if (op->contr->braced)
1929 return false;
1930
1931 if (op->speed_left > 0.f)
1932 {
1933 --op->speed_left;
1934
1935 op->play_sound (sound_find ("push_player"));
1936 push_ob (mon, dir, op);
1937
1938 if (action_makes_visible (op))
1939 make_visible (op);
1940
1941 return true;
2057 } 1942 }
2058 else 1943 else
2059 m = op->map;
2060
2061 if (!(tmp = m->at (nx, ny).bot))
2062 return; 1944 return false;
1945 }
2063 1946
2064 mon = 0; 1947 bool on_battleground = op_on_battleground (op, 0, 0);
2065 /* Go through all the objects, and find ones of interest. Only stop if
2066 * we find a monster - that is something we know we want to attack.
2067 * if its a door or barrel (can roll) see if there may be monsters
2068 * on the space
2069 */
2070 while (tmp)
2071 {
2072 if (tmp == op)
2073 {
2074 tmp = tmp->above;
2075 continue;
2076 }
2077 1948
2078 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2079 {
2080 mon = tmp;
2081 break;
2082 }
2083
2084 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2085 mon = tmp;
2086
2087 tmp = tmp->above;
2088 }
2089
2090 if (!mon) /* This happens anytime the player tries to move */
2091 return; /* into a wall */
2092
2093 if (mon->head)
2094 mon = mon->head;
2095
2096 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2097 if (player_attack_door (op, mon))
2098 return;
2099
2100 /* The following deals with possibly attacking peaceful
2101 * or frienddly creatures. Basically, all players are considered
2102 * unaggressive. If the moving player has peaceful set, then the
2103 * object should be pushed instead of attacked. It is assumed that
2104 * if you are braced, you will not attack friends accidently,
2105 * and thus will not push them.
2106 */
2107
2108 /* If the creature is a pet, push it even if the player is not
2109 * peaceful. Our assumption is the creature is a pet if the
2110 * player owns it and it is either friendly or unagressive.
2111 */
2112 if (op->type == PLAYER
2113 && ((mon->owner && mon->owner->contr
2114 && same_party (mon->owner->contr->party, op->contr->party))
2115 || mon->owner == op)
2116 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2117 {
2118 /* If we're braced, we don't want to switch places with it */
2119 if (op->contr->braced)
2120 return;
2121
2122 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2123 push_ob (mon, dir, op);
2124 if (op->contr->tmp_invis || op->hide)
2125 make_visible (op);
2126
2127 return;
2128 }
2129
2130 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
2131 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
2132 * someone, but put it inside this loop so that you won't 1951 * someone, but put it inside this loop so that you won't
2133 * attack them either. 1952 * attack them either.
2134 */ 1953 */
2135 if ((mon->type == PLAYER || mon->enemy != op) 1954 if ((mon->type == PLAYER || mon->enemy != op)
2136 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1955 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2137 && ((op->contr->peaceful 1956 && ((op->contr->peaceful
2138 || (mon->type == PLAYER && mon->contr->peaceful)) 1957 || (mon->type == PLAYER && mon->contr->peaceful))
2139 && !on_battleground)) 1958 && !on_battleground))
1959 {
1960 if (op->speed_left > 0.f)
2140 { 1961 {
1962 --op->speed_left;
1963
2141 if (!op->contr->braced) 1964 if (!op->contr->braced)
2142 { 1965 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1966 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 1967 push_ob (mon, dir, op);
2145 } 1968 }
2146 else 1969 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 1970 op->statusmsg ("You withhold your attack");
2148 1971
2149 if (op->contr->tmp_invis || op->hide) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2150 make_visible (op); 1973 make_visible (op);
2151 }
2152 1974
1975 return true;
1976 }
1977 }
2153 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2154 * roll it if not braced. You can't roll it if you are braced. 1979 * roll it if not braced. You can't roll it if you are braced.
2155 */ 1980 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1981 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1982 {
1983 if (op->speed_left > 0.f)
2157 { 1984 {
1985 --op->speed_left;
1986
2158 recursive_roll (mon, dir, op); 1987 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2160 make_visible (op); 1989 make_visible (op);
2161 }
2162 1990
1991 return true;
1992 }
1993 }
2163 /* Any generic living creature. Including things like doors. 1994 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points 1995 * Way it works is like this: First, it must have some hit points
2165 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2166 * 1) Not a player, 2) A player, but of a different party. Note 1997 * 1) Not a player, 2) A player, but of a different party. Note
2167 * that party_number -1 is no party, so attacks can still happen. 1998 * that party_number -1 is no party, so attacks can still happen.
2168 */ 1999 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2001 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2171 { 2002 {
2172 if (!op->contr->has_hit) 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2173 { 2004 {
2174 op->contr->has_hit = 1; 2005 --op->contr->weapon_sp_left;
2175 op->speed_left += op->contr->weapon_sp - op->speed;
2176 }
2177 2006
2178 skill_attack (mon, op, 0, 0, 0); 2007 skill_attack (mon, op, 0, 0, 0);
2179
2180 /* If attacking another player, that player gets automatic
2181 * hitback, and doesn't loose luck either.
2182 * Disable hitback on the battleground or if the target is
2183 * the wiz.
2184 */
2185 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2186 {
2187 short luck = mon->stats.luck;
2188
2189 mon->contr->has_hit = 1;
2190 skill_attack (op, mon, 0, 0, 0);
2191 mon->stats.luck = luck;
2192 }
2193 2008
2194 if (action_makes_visible (op)) 2009 if (action_makes_visible (op))
2195 make_visible (op); 2010 make_visible (op);
2196 }
2197 } /* if player should attack something */
2198}
2199 2011
2200int 2012 return true;
2013 }
2014 }
2015
2016 return false;
2017}
2018
2019bool
2201move_player (object *op, int dir) 2020move_player (object *op, int dir)
2202{ 2021{
2203 int pick;
2204
2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2206 return 0; 2023 return 0;
2207 2024
2208 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2209 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2210 { 2027 {
2211 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2212 return 0; 2029 return 0;
2213 } 2030 }
2214 2031
2215 /* peterm: added following line */ 2032 /* peterm: added following line */
2216 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2217 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2218 2035
2219 op->facing = dir; 2036 op->facing = dir;
2220 2037
2221 if (op->hide) 2038 if (op->flag [FLAG_HIDDEN])
2222 do_hidden_move (op); 2039 do_hidden_move (op);
2223 2040
2041 bool retval;
2042 int pick = 0;
2043
2224 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2225 /*nop */ ; 2045 retval = RESULT_INT (0);
2226 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2227 fire (op, dir); 2047 retval = fire (op, dir);
2228 else 2048 else
2229 { 2049 {
2230 move_player_attack (op, dir); 2050 retval = move_player_attack (op, dir);
2231 pick = check_pick (op); 2051 pick = check_pick (op);
2232 } 2052 }
2233 2053
2234 /* Add special check for newcs players and fire on - this way, the 2054 /* Add special check for newcs players and fire on - this way, the
2235 * server can handle repeat firing. 2055 * server can handle repeat firing.
2242 /* Update how the player looks. Use the facing, so direction may 2062 /* Update how the player looks. Use the facing, so direction may
2243 * get reset to zero. This allows for full animation capabilities 2063 * get reset to zero. This allows for full animation capabilities
2244 * for players. 2064 * for players.
2245 */ 2065 */
2246 animate_object (op, op->facing); 2066 animate_object (op, op->facing);
2247 return 0; 2067
2068 return retval;
2248} 2069}
2249 2070
2250/* This is similar to handle_player, below, but is only used by the 2071/* This is similar to handle_player, below, but is only used by the
2251 * new client/server stuff. 2072 * new client/server stuff.
2252 * This is sort of special, in that the new client/server actually uses 2073 * This is sort of special, in that the new client/server actually uses
2253 * the new speed values for commands. 2074 * the new speed values for commands.
2254 * 2075 *
2255 * Returns true if there are more actions we can do. 2076 * Returns true if there are more actions we can do. Should not do
2077 * many actions in a row, as that would be too unfair to other
2078 * players.
2256 */ 2079 */
2257int 2080bool
2258handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2259{ 2082{
2260 if (QUERY_FLAG (op, FLAG_SCARED))
2261 {
2262 flee_player (op);
2263
2264 /* If player is still scared, that is his action for this tick */
2265 if (op->flag [FLAG_SCARED]) 2083 if (op->flag [FLAG_SCARED])
2084 {
2085 if (op->speed_left > 0.f)
2266 { 2086 {
2267 --op->speed_left; 2087 --op->speed_left;
2088 flee_player (op);
2089
2268 return 0; 2090 return true;
2269 } 2091 }
2092 else
2093 return false;
2270 } 2094 }
2271 2095
2272 /* call this here - we also will call this in do_ericserver, but 2096 /* call this here - we also will call this in do_ericserver, but
2273 * the players time has been increased when doericserver has been 2097 * the players time has been increased when doericserver has been
2274 * called, so we recheck it here. 2098 * called, so we recheck it here.
2275 */ 2099 */
2276 if (op->contr->ns->handle_command ()) 2100 if (op->contr->ns->handle_command ())
2277 return 1; 2101 return true;
2278 2102
2279 if (op->speed_left > 0.f)
2280 {
2281 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2103 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2282 {
2283 /* All move commands take 1 tick, at least for now */
2284 --op->speed_left;
2285
2286 /* Instead of all the stuff below, let move_player take care
2287 * of it. Also, some of the skill stuff is only put in
2288 * there, as well as the confusion stuff.
2289 */
2290 move_player (op, op->direction); 2104 return move_player (op, op->direction);
2291 2105
2292 return op->speed_left > 0.f;
2293 }
2294 }
2295
2296 return 0; 2106 return false;
2297} 2107}
2298 2108
2299int 2109static int
2300save_life (object *op) 2110save_life (object *op)
2301{ 2111{
2302 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2112 if (!op->flag [FLAG_LIFESAVE])
2303 return 0; 2113 return 0;
2304 2114
2305 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2307 { 2117 {
2308 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2118 op->play_sound (sound_find ("ob_evaporate"));
2309 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2119 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 2120
2311 if (op->contr)
2312 esrv_del_item (op->contr, tmp->count);
2313
2314 tmp->destroy (); 2121 tmp->destroy ();
2315 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2316 2123
2317 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2318 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2319 2126
2320 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2321 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2322 2129
2323 op->update_stats (); 2130 op->update_stats ();
2324 return 1; 2131 return 1;
2325 } 2132 }
2326 2133
2327 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2328 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2329 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2330 return 0; 2137 return 0;
2331} 2138}
2332 2139
2333/* This goes throws the inventory and removes unpaid objects, and puts them 2140/* This goes throws the inventory and removes unpaid objects, and puts them
2334 * back in the map (location and map determined by values of env). This 2141 * back in the map (location and map determined by values of env). This
2335 * function will descend into containers. op is the object to start the search 2142 * function will descend into containers. op is the object to start the search
2336 * from. 2143 * from.
2337 */ 2144 */
2145static void
2146drop_unpaid_items (object *op, object *env)
2147{
2148 while (op)
2149 {
2150 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2151
2152 if (op->flag [FLAG_UNPAID])
2153 op->insert_at (env);
2154 else if (op->inv)
2155 drop_unpaid_items (op->inv, env);
2156
2157 op = next;
2158 }
2159}
2160
2338void 2161void
2339remove_unpaid_objects (object *op, object *env) 2162object::drop_unpaid_items ()
2340{ 2163{
2341 while (op) 2164 if (!flag [FLAG_REMOVED])
2342 { 2165 ::drop_unpaid_items (inv, this);
2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2344
2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2346 {
2347 if (env->type == PLAYER)
2348 esrv_del_item (env->contr, op->count);
2349
2350 op->insert_at (env);
2351 }
2352 else if (op->inv)
2353 remove_unpaid_objects (op->inv, env);
2354
2355 op = next;
2356 }
2357}
2358
2359/*
2360 * Returns pointer a static string containing gravestone text
2361 * Moved from apply.c to player.c - player.c is what
2362 * actually uses this function. player.c may not be quite the
2363 * best, a misc file for object actions is probably better,
2364 * but there isn't one in the server directory.
2365 */
2366char *
2367gravestone_text (object *op)
2368{
2369 static char buf2[MAX_BUF];
2370 char buf[MAX_BUF];
2371 time_t now = time (NULL);
2372
2373 strcpy (buf2, " R.I.P.\n\n");
2374 if (op->type == PLAYER)
2375 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2376 else
2377 sprintf (buf, "%s\n", &op->name);
2378
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 if (op->type == PLAYER)
2382 sprintf (buf, "who was in level %d when killed\n", op->level);
2383 else
2384 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2385
2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2387 strcat (buf2, buf);
2388 if (op->type == PLAYER)
2389 {
2390 sprintf (buf, "by %s.\n\n", op->contr->killer);
2391 strncat (buf2, " ", 21 - strlen (buf) / 2);
2392 strcat (buf2, buf);
2393 }
2394
2395 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2397 strcat (buf2, buf);
2398
2399 return buf2;
2400} 2166}
2401 2167
2402void 2168void
2403do_some_living (object *op) 2169do_some_living (object *op)
2404{ 2170{
2405 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2406 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2407 int over_hp, over_sp, over_grace;
2408 int i; 2173 int i;
2409 int rate_hp = 1200; 2174 int rate_hp = 1200;
2410 int rate_sp = 2500; 2175 int rate_sp = 2500;
2411 int rate_grace = 2000; 2176 int rate_grace = 2000;
2412 const int max_hp = 1; 2177 const int max_hp = 1;
2418 op->invisible = 1000; 2183 op->invisible = 1000;
2419 /* the socket code flashes the player visible/invisible 2184 /* the socket code flashes the player visible/invisible
2420 * depending on the value of invisible, so we need to 2185 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly. 2186 * alternate it here for it to work correctly.
2422 */ 2187 */
2423 if (pticks & 2) 2188 if (server_tick & 2)
2424 op->invisible--; 2189 op->invisible--;
2425 } 2190 }
2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2427 { 2192 {
2428 if (!op->invisible--) 2193 if (!op->invisible--)
2429 { 2194 {
2430 make_visible (op); 2195 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2458 { 2223 {
2459 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461 } 2226 }
2462 2227
2463 /* Regenerate Spell Points */ 2228 /* Regenerate Grace */
2464 if (!op->contr->golem && --op->last_sp < 0) 2229 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2230 if (--op->last_grace < 0)
2465 { 2231 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2467 if (op->stats.sp < op->stats.maxsp) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2233 op->stats.grace++; /* no penalty in food for regaining grace */
2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2237 if (max_grace > 1)
2468 { 2238 {
2469 op->stats.sp++; 2239 int over_grace = temp / rate_grace;
2470 /* dms do not consume food */ 2240
2471 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (over_grace > 0)
2472 { 2242 {
2473 op->stats.food--; 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2474 if (op->contr->digestion < 0) 2244 op->last_grace = 0;
2475 op->stats.food += op->contr->digestion;
2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food = last_food;
2478 } 2245 }
2246 else
2247 op->last_grace = rate_grace / temp;
2479 } 2248 }
2249 else
2250 op->last_grace = rate_grace / temp;
2480 2251
2481 if (max_sp > 1) 2252 /* wearing stuff doesn't detract from grace generation. */
2253 }
2254
2255 if (op->stats.food > 0)
2256 {
2257 /* Regenerate Spell Points */
2258 if (!op->contr->golem && --op->last_sp < 0)
2482 { 2259 {
2483 over_sp = (gen_sp + 10) / rate_sp; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2484 if (over_sp > 0) 2261
2262 if (op->stats.sp < op->stats.maxsp)
2485 { 2263 {
2486 if (op->stats.sp < op->stats.maxsp) 2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!op->flag [FLAG_WIZ])
2487 { 2268 {
2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2491 op->stats.sp--; 2269 op->stats.food--;
2492 2270
2493 if (op->stats.sp > op->stats.maxsp) 2271 if (op->contr->digestion < 0)
2272 op->stats.food += op->contr->digestion;
2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.sp = op->stats.maxsp; 2274 op->stats.food = last_food;
2495 } 2275 }
2276 }
2277
2278 if (max_sp > 1)
2279 {
2280 int over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2496 op->last_sp = 0; 2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 } 2298 }
2498 else 2299 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 } 2301 }
2501 else
2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2503 }
2504 2302
2505 /* Regenerate Grace */ 2303 /* Regenerate Hit Points */
2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2507 if (--op->last_grace < 0) 2304 if (--op->last_heal < 0)
2508 {
2509 if (op->stats.grace < op->stats.maxgrace / 2)
2510 op->stats.grace++; /* no penalty in food for regaining grace */
2511
2512 if (max_grace > 1)
2513 { 2305 {
2514 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2306 if (op->stats.hp < op->stats.maxhp)
2515 if (over_grace > 0)
2516 { 2307 {
2517 op->stats.sp += over_grace 2308 op->stats.hp++;
2518 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2309
2310 /* dms do not consume food */
2311 if (!op->flag [FLAG_WIZ])
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2320 }
2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2324 if (max_hp > 1)
2325 {
2326 int over_hp = temp / rate_hp;
2327
2328 if (over_hp > 0)
2329 {
2330 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2519 op->last_grace = 0; 2331 op->last_heal = 0;
2332 }
2333 else
2334 op->last_heal = rate_hp / temp;
2520 } 2335 }
2521 else 2336 else
2522 {
2523 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2524 }
2525 }
2526 else
2527 {
2528 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529 }
2530 /* wearing stuff doesn't detract from grace generation. */
2531 }
2532
2533 /* Regenerate Hit Points */
2534 if (--op->last_heal < 0)
2535 {
2536 if (op->stats.hp < op->stats.maxhp)
2537 {
2538 op->stats.hp++;
2539 /* dms do not consume food */
2540 if (!QUERY_FLAG (op, FLAG_WIZ))
2541 {
2542 op->stats.food--;
2543 if (op->contr->digestion < 0)
2544 op->stats.food += op->contr->digestion;
2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2546 op->stats.food = last_food;
2547 }
2548 }
2549
2550 if (max_hp > 1)
2551 {
2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2553 if (over_hp > 0)
2554 {
2555 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2556 op->last_heal = 0; 2337 op->last_heal = rate_hp / temp;
2557 }
2558 else
2559 {
2560 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2561 }
2562 }
2563 else
2564 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 } 2338 }
2567 } 2339 }
2568 2340
2569 /* Digestion */ 2341 /* Digestion */
2570 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2571 { 2343 {
2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2344 int bonus = max (0, op->contr->digestion),
2345 penalty = max (0, -op->contr->digestion);
2573 2346
2574 if (op->contr->gen_hp > 0)
2575 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2347 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2576 else
2577 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2578 2348
2579 /* dms do not consume food */ 2349 /* dms do not consume food */
2580 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2581 op->stats.food--; 2351 op->stats.food--;
2582 } 2352 }
2583 2353
2584 if (op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2585 { 2355 {
2586 object *tmp, *flesh = 0; 2356 object *flesh = 0;
2587 2357
2588 for (tmp = op->inv; tmp; tmp = tmp->below) 2358 for_inv_removable (op, tmp)
2589 { 2359 {
2590 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2360 if (tmp->flag [FLAG_UNPAID])
2361 continue;
2362
2363 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2591 { 2364 {
2592 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2365 op->statusmsg ("You blindly grab for a bite of food. "
2593 { 2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2367 op->apply (tmp);
2595 manual_apply (op, tmp, 0); 2368
2596 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2597 break; 2370 break;
2598 } 2371 }
2599 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2600 flesh = tmp; 2373 flesh = tmp;
2601 } /* End if paid for object */ 2374 }
2602 } /* end of for loop */
2603 2375
2604 /* If player is still starving, it means they don't have any food, so 2376 /* If player is still starving, it means they don't have any food, so
2605 * eat flesh instead. 2377 * eat flesh instead.
2606 */ 2378 */
2607 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2608 { 2380 {
2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2381 op->statusmsg ("You blindly grab for a bite of food. "
2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2610 manual_apply (op, flesh, 0); 2383 op->apply (flesh);
2611 } 2384 }
2385
2386 // If player is still starving, alert him!
2387 if (op->stats.food < 0)
2388 op->failmsg ("You are starving! "
2389 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2390 }
2391
2392 if (op->stats.food < 0)
2612 } 2393 {
2394 op->stats.hp += op->stats.food;
2395 op->stats.food = 0;
2613 2396
2614 while (op->stats.food < 0 && op->stats.hp >= 0) 2397 if (op->stats.hp < 0)
2615 op->stats.food++, op->stats.hp--; 2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2401 }
2402 }
2616 2403
2404 /* killer should be set here already */
2617 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2618 kill_player (op); 2406 kill_player (op);
2619 } 2407 }
2620} 2408}
2621 2409
2622/* If the player should die (lack of hp, food, etc), we call this. 2410/* If the player should die (lack of hp, food, etc), we call this.
2625 * file. 2413 * file.
2626 */ 2414 */
2627void 2415void
2628kill_player (object *op) 2416kill_player (object *op)
2629{ 2417{
2630 char buf[MAX_BUF];
2631 int x, y; 2418 int x, y;
2632
2633 //int i;
2634 maptile *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2635
2636 /* int z;
2637 int num_stats_lose;
2638 int lost_a_stat;
2639 int lose_this_stat;
2640 int this_stat; */
2641 int will_kill_again; 2420 int will_kill_again;
2642 archetype *at; 2421 archetype *at;
2643 object *tmp; 2422 object *tmp;
2644 2423
2645 if (save_life (op)) 2424 if (save_life (op))
2646 return; 2425 return;
2647 2426
2427 dynbuf_text deathtab;
2428
2429 /* restore player */
2430 at = archetype::find (shstr_poisoning);
2431 if (object *tmp = present_arch_in_ob (at, op))
2432 {
2433 tmp->destroy ();
2434 deathtab << "Your body feels cleansed...\r";
2435 }
2436
2437 at = archetype::find (shstr_confusion);
2438 if (object *tmp = present_arch_in_ob (at, op))
2439 {
2440 tmp->destroy ();
2441 deathtab << "Your mind feels clearer...\r";
2442 }
2443
2444 cure_disease (op, 0, 0); /* remove any disease */
2445
2446 max_it (op->stats.hp , op->stats.maxhp);
2447 max_it (op->stats.sp , op->stats.maxsp);
2448 max_it (op->stats.grace, op->stats.maxgrace);
2449 max_it (op->stats.food , 200);
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2648 2462
2649 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2650 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2651 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2652 */ 2466 */
2653 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2654 { 2468 {
2655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2657
2658 /* restore player */
2659 at = archetype::find ("poisoning");
2660 if (object *tmp = present_arch_in_ob (at, op))
2661 {
2662 tmp->destroy ();
2663 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2664 }
2665
2666 at = archetype::find ("confusion");
2667 if (object *tmp = present_arch_in_ob (at, op))
2668 {
2669 tmp->destroy ();
2670 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2671 }
2672
2673 cure_disease (op, 0); /* remove any disease */
2674 op->stats.hp = op->stats.maxhp;
2675 if (op->stats.food <= 0)
2676 op->stats.food = 999;
2677 2470
2678 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2679 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2680 { 2473
2681 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2682 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2683 sprintf (buf, " This finger has been cut off %s\n" 2476 tmp->msg = format (
2684 " the %s, when he was defeated at\n level %d by %s.\n", 2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2685 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2478 &op->name, op->contr->title,
2686 tmp->msg = buf; 2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
2687 tmp->value = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2688 tmp->materialname = "organics"; 2483 tmp->material = name_to_material (shstr_organic);
2689 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2690 }
2691 2485
2692 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2693 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2694 op->contr->braced = 0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2695 return; 2491 return;
2696 } 2492 }
2697 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2698 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2699 2498
2700 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2701 2500
2702 if (op->stats.food < 0) 2501 op->contr->play_sound (sound_find ("player_dies"));
2703 {
2704 sprintf (buf, "%s starved to death.", &op->name);
2705 strcpy (op->contr->killer, "starvation");
2706 }
2707 else
2708 sprintf (buf, "%s died.", &op->name);
2709
2710 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2711 2502
2712 /* save the map location for corpse, gravestone */ 2503 /* save the map location for corpse, gravestone */
2713 x = op->x; 2504 x = op->x;
2714 y = op->y; 2505 y = op->y;
2715 map = op->map; 2506 map = op->map;
2743 2534
2744 lost_a_stat = 0; 2535 lost_a_stat = 0;
2745 2536
2746 for (z = 0; z < num_stats_lose; z++) 2537 for (z = 0; z < num_stats_lose; z++)
2747 { 2538 {
2748 i = RANDOM () % NUM_STATS; 2539 i = rndm (NUM_STATS);
2749 2540
2750 if (settings.stat_loss_on_death) 2541 if (settings.stat_loss_on_death)
2751 { 2542 {
2752 /* Pick a random stat and take a point off it. Tell the player 2543 /* Pick a random stat and take a point off it. Tell the player
2753 * what he lost. 2544 * what he lost.
2760 lost_a_stat = 1; 2551 lost_a_stat = 1;
2761 } 2552 }
2762 else 2553 else
2763 { 2554 {
2764 /* deplete a stat */ 2555 /* deplete a stat */
2765 archetype *deparch = archetype::find ("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2766 object *dep; 2557 object *dep;
2767 2558
2768 dep = present_arch_in_ob (deparch, op); 2559 dep = present_arch_in_ob (deparch, op);
2769 if (!dep) 2560 if (!dep)
2770 { 2561 {
2771 dep = arch_to_object (deparch); 2562 dep = deparch->instance ();
2772 insert_ob_in_ob (dep, op); 2563 insert_ob_in_ob (dep, op);
2773 } 2564 }
2774 lose_this_stat = 1; 2565 lose_this_stat = 1;
2775 if (settings.balanced_stat_loss) 2566 if (settings.balanced_stat_loss)
2776 { 2567 {
2804 } 2595 }
2805 } 2596 }
2806 2597
2807 if (lose_this_stat) 2598 if (lose_this_stat)
2808 { 2599 {
2809 this_stat = get_attr_value (&(dep->stats), i); 2600 this_stat = get_attr_value (&dep->stats, i);
2810 /* We could try to do something clever like find another 2601 /* We could try to do something clever like find another
2811 * stat to reduce if this fails. But chances are, if 2602 * stat to reduce if this fails. But chances are, if
2812 * stats have been depleted to -50, all are pretty low 2603 * stats have been depleted to -50, all are pretty low
2813 * and should be roughly the same, so it shouldn't make a 2604 * and should be roughly the same, so it shouldn't make a
2814 * difference. 2605 * difference.
2815 */ 2606 */
2816 if (this_stat >= -50) 2607 if (this_stat >= -50)
2817 { 2608 {
2818 change_attr_value (&(dep->stats), i, -1); 2609 change_attr_value (&(dep->stats), i, -1);
2819 SET_FLAG (dep, FLAG_APPLIED); 2610 dep->set_flag (FLAG_APPLIED);
2820 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2821 op->update_stats (); 2612 op->update_stats ();
2822 lost_a_stat = 1; 2613 lost_a_stat = 1;
2823 } 2614 }
2824 } 2615 }
2825 } 2616 }
2826 } 2617 }
2618
2827 /* If no stat lost, tell the player. */ 2619 /* If no stat lost, tell the player. */
2828 if (!lost_a_stat) 2620 if (!lost_a_stat)
2829 { 2621 {
2830 /* determine_god() seems to not work sometimes... why is this? 2622 /* determine_god() seems to not work sometimes... why is this?
2831 Should I be using something else? GD */ 2623 Should I be using something else? GD */
2832 const char *god = determine_god (op); 2624 shstr_tmp god = determine_god (op);
2833 2625
2834 if (god && (strcmp (god, "none"))) 2626 if (god != shstr_none)
2835 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2627 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2836 else 2628 else
2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2629 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2838 } 2630 }
2839#else 2631#else
2840 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2632 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2841#endif 2633#endif
2842 2634
2843 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2844 * exp loss on the stone. 2636 * exp loss on the stone.
2845 */ 2637 */
2846 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2847 sprintf (buf, "%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
2848 tmp->name = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2849 sprintf (buf, "%s's gravestones", &op->name); 2641 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2850 tmp->name_pl = buf; 2642 &op->name, op->contr->title, op->contr->killer_name ());
2851 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);
2852 tmp->msg = buf;
2853 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2854 insert_ob_in_map (tmp, op->map, NULL, 0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
2855 2645
2856 /**************************************/ 2646 /**************************************/
2857 /* */ 2647 /* */
2858 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
2859 /* if we died cause of food, give us */
2860 /* food, and reset HP's... */
2861 /* */ 2649 /* */
2862 /**************************************/ 2650 /**************************************/
2863 2651
2864 /* remove any poisoning and confusion the character may be suffering. */
2865 /* restore player */
2866 at = archetype::find ("poisoning");
2867 tmp = present_arch_in_ob (at, op);
2868
2869 if (tmp)
2870 {
2871 tmp->destroy ();
2872 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2873 }
2874
2875 at = archetype::find ("confusion");
2876 tmp = present_arch_in_ob (at, op);
2877 if (tmp)
2878 {
2879 tmp->destroy ();
2880 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2881 }
2882
2883 cure_disease (op, 0); /* remove any disease */
2884
2885 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
2886 apply_death_exp_penalty (op); 2653 apply_death_exp_penalty (op);
2887 if (op->stats.food < 100)
2888 op->stats.food = 900;
2889 op->stats.hp = op->stats.maxhp;
2890 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2891 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2892 2654
2893 /* 2655 /*
2894 * Check to see if the player has any unpaid items. If so, remove them 2656 * Check to see if the player has any unpaid items. If so, remove them
2895 * and put them back in the map. 2657 * and put them back in the map.
2896 */ 2658 */
2897 remove_unpaid_objects (op->inv, op); 2659 op->drop_unpaid_items ();
2898 2660
2899 /****************************************/ 2661 /****************************************/
2900 /* */ 2662 /* */
2901 /* Move player to his current respawn- */ 2663 /* Move player to his current respawn- */
2902 /* position (usually last savebed) */ 2664 /* position (usually last savebed) */
2920 if (will_kill_again) 2682 if (will_kill_again)
2921 { 2683 {
2922 object *force; 2684 object *force;
2923 int at; 2685 int at;
2924 2686
2925 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2926 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2927 force->speed = 0.1f;
2928 force->speed_left = -5.f; 2689 force->speed_left = -5.f;
2929 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
2930 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2931 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2932 force->resist[at] = 100; 2695 force->resist[at] = 100;
2933 2696
2934 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2935 op->update_stats (); 2698 op->update_stats ();
2936
2937 } 2699 }
2938 2700
2939 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2940} 2702}
2941 2703
2942void 2704static void
2943loot_object (object *op) 2705loot_object (object *op)
2944{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2945 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
2946 2708
2947 op->close_container (); /* close open sack first */ 2709 op->close_container (); /* close open sack first */
2957 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2958 2720
2959 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
2960 loot_object (tmp); /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
2961 2723
2962 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2724 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2963 { 2725 {
2964 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2965 { 2727 {
2966 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2967 tmp2->destroy ();
2968 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2969 } 2730 }
2970 else 2731 else
2971 tmp->destroy (); 2732 tmp->destroy ();
2972 } 2733 }
2979 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
2980 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
2981 * was changed. 2742 * was changed.
2982 */ 2743 */
2983void 2744void
2984fix_weight (void) 2745fix_weight ()
2985{ 2746{
2986 for_all_players (pl) 2747 for_all_players (pl)
2987 { 2748 {
2988 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
2989 2750
2990 if (old == sum) 2751 pl->ob->update_weight ();
2991 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
2992 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
2993 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
2994 } 2758 }
2995} 2759}
2996 2760
2997void 2761void
2998fix_luck (void) 2762fix_luck ()
2999{ 2763{
3000 for_all_players (pl) 2764 for_all_players (pl)
3001 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
3002 pl->ob->change_luck (0); 2766 pl->ob->change_luck (0);
3003} 2767}
3040} 2804}
3041 2805
3042void 2806void
3043make_visible (object *op) 2807make_visible (object *op)
3044{ 2808{
3045 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3046 op->invisible = 0; 2810 op->invisible = 0;
2811
3047 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3048 { 2813 {
3049 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3050 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3051 } 2816 }
3054} 2819}
3055 2820
3056int 2821int
3057is_true_undead (object *op) 2822is_true_undead (object *op)
3058{ 2823{
3059 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2824 if (op->arch->flag [FLAG_UNDEAD])
3060 return 1; 2825 return 1;
3061 2826
3062 return 0; 2827 return 0;
3063} 2828}
3064 2829
3065/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3066 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3067 * indicate greater hideability. 2832 * indicate greater hideability.
3068 */ 2833 */
3069
3070int 2834int
3071hideability (object *ob) 2835hideability (object *ob)
3072{ 2836{
3073 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3074 sint16 x, y; 2838 sint16 x, y;
3075 2839
3076 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3077 return 0; 2841 return 0;
3078 2842
3079 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3080 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3081 2845
3082 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3083 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3084 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3085 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3086 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3087 2851
3088 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3089 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3090 { 2856 {
3091 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3092 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3093 {
3094 continue; 2859 continue;
3095 } 2860
3096 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 2862 level += 2;
3098 else /* open terrain! */ 2863 else /* open terrain! */
3099 level -= 1; 2864 level -= 1;
3100 } 2865 }
3108/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 2877 */
3113
3114void 2878void
3115do_hidden_move (object *op) 2879do_hidden_move (object *op)
3116{ 2880{
3117 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3118 object *skop;
3119 2882
3120 if (!op || !op->map) 2883 if (!op || !op->map)
3121 return; 2884 return;
3122 2885
3123 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3124 2888
3125 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3126 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3127 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3128 { 2892 {
3138 num -= hide; 2902 num -= hide;
3139 2903
3140 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3141 { 2905 {
3142 make_visible (op); 2906 make_visible (op);
2907
3143 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3144 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3145 } 2910 }
3146 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3147 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3162 2927
3163 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
3164 player = 1; 2929 player = 1;
3165 2930
3166 else 2931 else
3167 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
3168 2933
3169 /* search adjacent squares */ 2934 /* search adjacent squares */
3170 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
3171 { 2936 {
3172 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
3181 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3182 continue; 2947 continue;
3183 2948
3184 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3185 { 2950 {
3186 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2951 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3187 return 1; 2952 return 1;
3188 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3189 { 2954 {
3190 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
3191 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3192 return 1; 2957 return 1;
3193 } 2958 }
3194 } 2959 }
3195 } 2960 }
3196 return 0; 2961 return 0;
3200 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3208 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 2974 * -b.t.
3210 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3211 */ 2976 */
3212
3213int 2977int
3214player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3215{ 2979{
3216 rv_vector rv; 2980 rv_vector rv;
3217 int dx, dy; 2981 int dx, dy;
3229 2993
3230 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3231 2995
3232 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3233 * through the object and find if it has any 2997 * through the object and find if it has any
3234 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3235 * a blocked los square. 2999 * a blocked los square.
3236 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3237 */ 3001 */
3238 while (op) 3002 while (op)
3239 { 3003 {
3240 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3241 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3242 3006
3243 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3244 * code, so we need to restrict ourselves to that range of values
3245 * for any meaningful values.
3246 */
3247 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3248 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3249 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3250 return 1; 3008 return 1;
3009
3251 op = op->more; 3010 op = op->more;
3252 } 3011 }
3253 return 0;
3254}
3255 3012
3256/* routine for both players and monsters. We call this when
3257 * there is a possibility for our action distrubing our hiding
3258 * place or invisiblity spell. Artefact invisiblity is not
3259 * effected by this. If we arent invisible to begin with, we
3260 * return 0.
3261 */
3262int
3263action_makes_visible (object *op)
3264{
3265
3266 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3267 {
3268 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3269 return 0;
3270
3271 if (op->contr && op->contr->tmp_invis == 0)
3272 return 0;
3273
3274 /* If monsters, they should become visible */
3275 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3276 {
3277 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3278 return 1;
3279 }
3280 }
3281 return 0; 3013 return 0;
3282} 3014}
3283 3015
3284/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3285 * a player) is standing on a valid battleground-tile, 3017 * a player) is standing on a valid battleground-tile,
3290 * Default is to do the same as before, so only people wanting to have different points need worry about this 3022 * Default is to do the same as before, so only people wanting to have different points need worry about this
3291 */ 3023 */
3292int 3024int
3293op_on_battleground (object *op, int *x, int *y) 3025op_on_battleground (object *op, int *x, int *y)
3294{ 3026{
3295 object *tmp;
3296
3297 /* A battleground-tile needs the following attributes to be valid: 3027 /* A battleground-tile needs the following attributes to be valid:
3298 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3028 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3299 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3029 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3300 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3301 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3302 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3303 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3304 { 3034 {
3305 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3306 { 3036 {
3307 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3037 if (tmp->flag [FLAG_NO_PICK]
3308 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3038 && tmp->type == BATTLEGROUND
3039 && tmp->name == shstr_battleground
3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3309 { 3041 {
3310 /*before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3311 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3043 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3312 {
3313 object *invtmp;
3314
3315 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3044 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3045 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3316 { 3046 {
3317 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3318 {
3319 if (x != NULL && y != NULL) 3047 if (x && y)
3320 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3049
3321 return 1; 3050 return 1;
3322 }
3323 } 3051 }
3324 } 3052
3325 if (x != NULL && y != NULL) 3053 if (x && y)
3326 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3055
3327 return 1; 3056 return 1;
3328 } 3057 }
3329 } 3058 }
3330 } 3059 }
3060
3331 /* If we got here, did not find a battleground */ 3061 /* If we got here, did not find a battleground */
3332 return 0; 3062 return 0;
3333} 3063}
3334 3064
3335/* 3065/*
3351 char buf[MAX_BUF]; /* tmp. string buffer */ 3081 char buf[MAX_BUF]; /* tmp. string buffer */
3352 int i = 0, j = 0; 3082 int i = 0, j = 0;
3353 3083
3354 /* get the appropriate treasurelist */ 3084 /* get the appropriate treasurelist */
3355 if (atnr == ATNR_FIRE) 3085 if (atnr == ATNR_FIRE)
3356 trlist = treasurelist::find ("dragon_ability_fire"); 3086 trlist = treasurelist::find (shstr_dragon_ability_fire);
3357 else if (atnr == ATNR_COLD) 3087 else if (atnr == ATNR_COLD)
3358 trlist = treasurelist::find ("dragon_ability_cold"); 3088 trlist = treasurelist::find (shstr_dragon_ability_cold);
3359 else if (atnr == ATNR_ELECTRICITY) 3089 else if (atnr == ATNR_ELECTRICITY)
3360 trlist = treasurelist::find ("dragon_ability_elec"); 3090 trlist = treasurelist::find (shstr_dragon_ability_elec);
3361 else if (atnr == ATNR_POISON) 3091 else if (atnr == ATNR_POISON)
3362 trlist = treasurelist::find ("dragon_ability_poison"); 3092 trlist = treasurelist::find (shstr_dragon_ability_poison);
3363 3093
3364 if (trlist == NULL || who->type != PLAYER) 3094 if (trlist == NULL || who->type != PLAYER)
3365 return; 3095 return;
3366 3096
3367 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3097 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3371 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3101 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3372 return; 3102 return;
3373 } 3103 }
3374 3104
3375 /* everything seems okay - now bring on the gift: */ 3105 /* everything seems okay - now bring on the gift: */
3376 item = &(tr->item->clone); 3106 item = tr->item;
3377 3107
3378 if (item->type == SPELL) 3108 if (item->type == SPELL)
3379 { 3109 {
3380 if (check_spell_known (who, item->name)) 3110 if (check_spell_known (who, item->name))
3381 return; 3111 return;
3440 { 3170 {
3441 /* forces in the treasurelist can alter the player's stats */ 3171 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3172 object *skin;
3443 3173
3444 /* first get the dragon skin force */ 3174 /* first get the dragon skin force */
3445 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3175 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3447 ; 3176 ;
3448 3177
3449 if (!skin) 3178 if (!skin)
3450 return; 3179 return;
3451 3180
3465 else 3194 else
3466 j = 1; 3195 j = 1;
3467 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3468 } 3197 }
3469 } 3198 }
3199
3470 strcat (buf, "."); 3200 strcat (buf, ".");
3471 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3472 } 3202 }
3473 3203
3474 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3475 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3476 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3477 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3478 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3479 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3480 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3481 3211
3482 /* print message if there is one */ 3212 /* print message if there is one */
3483 if (item->msg != NULL) 3213 if (item->msg != NULL)
3484 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3485 } 3215 }
3486 else 3216 else
3487 { 3217 {
3488 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3489 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3490 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3220 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3491 tmp = insert_ob_in_ob (tmp, who); 3221 who->insert (tmp);
3492 if (who->type == PLAYER)
3493 esrv_send_item (who, tmp);
3494 } 3222 }
3495} 3223}
3496 3224
3497/** 3225//-GPL
3498 * Unready an object for a player. This function does nothing if the object was
3499 * not readied.
3500 */
3501void
3502player_unready_range_ob (player *pl, object *ob)
3503{
3504 if (pl->ob->current_weapon == ob)
3505 pl->ob->current_weapon = 0;
3506
3507 if (pl->combat_ob == ob)
3508 pl->combat_ob = 0;
3509
3510 if (pl->ranged_ob == ob)
3511 pl->ranged_ob = 0;
3512}
3513 3226
3514sint8 3227sint8
3515player::visibility_at (maptile *map, int x, int y) const 3228player::darkness_at (maptile *map, int x, int y) const
3516{ 3229{
3517 if (!ns) 3230 if (!ns)
3518 return 0; 3231 return LOS_BLOCKED;
3519 3232
3520 int dx, dy; 3233 int dx, dy;
3521 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3234 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3235 return LOS_BLOCKED;
3236
3237 x += dx - ns->current_x;
3238 y += dy - ns->current_y;
3239
3240 return blocked_los (x, y);
3241}
3242
3243void
3244player::infobox (const char *title, const char *msg, int color)
3245{
3246 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3247}
3248
3249void
3250player::statusmsg (const char *msg, int color)
3251{
3252 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3253}
3254
3255void
3256player::failmsg (const char *msg, int color)
3257{
3258 play_sound (sound_find ("generic_failure"));
3259 statusmsg (msg, color);
3260}
3261
3262void
3263object::failmsgf (const char *format, ...)
3264{
3265 if (!contr)
3522 return 0; 3266 return;
3523 3267
3524 x += dx - ns->current_x + ns->mapx / 2; 3268 va_list ap;
3525 y += dy - ns->current_y + ns->mapy / 2; 3269 va_start (ap, format);
3526 3270 contr->failmsg (vformat (format, ap));
3527 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3271 va_end (ap);
3528 return 0;
3529
3530 return 100 - blocked_los [x][y];
3531} 3272}
3273
3274void
3275player::failmsgf (const char *format, ...)
3276{
3277 va_list ap;
3278 va_start (ap, format);
3279 failmsg (vformat (format, ap));
3280 va_end (ap);
3281}
3282

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