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Comparing deliantra/server/server/player.C (file contents):
Revision 1.178 by root, Sat Jan 5 06:11:28 2008 UTC vs.
Revision 1.286 by root, Wed May 4 19:04:45 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <sproto.h> 31#include <sproto.h>
26#include <sounds.h> 32#include <sounds.h>
27#include <living.h> 33#include <living.h>
28#include <object.h> 34#include <object.h>
29#include <spells.h> 35#include <spells.h>
30#include <skills.h> 36#include <skills.h>
31 37
32#include <algorithm>
33#include <functional>
34
35playervec players; 38playervec players;
36
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150 39
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
165 54
166 players.insert (this); 55 players.insert (this);
167 ob->remove (); 56 ob->remove ();
168 ob->map = 0; 57 ob->map = 0;
169 ob->activate_recursive (); 58 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 60 add_friendly_object (ob);
172} 61}
173 62
174void 63void
175player::deactivate () 64player::deactivate ()
187 ob->remove (); 76 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 109
225 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231 116
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
239 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
240 } 125 }
241 126
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 128
244 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
245 135
246 ob->update_stats (); 136 ob->update_stats ();
247 137
248 ns->floorbox_update (); 138 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
251 141
252 activate (); 142 activate ();
253 143
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
260} 146}
261 147
262void 148void
278 ns->reset_stats (); 164 ns->reset_stats ();
279 ns->pl = 0; 165 ns->pl = 0;
280 ns = 0; 166 ns = 0;
281 } 167 }
282 168
283 observe = ob; 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
284 172
285 deactivate (); 173 deactivate ();
286} 174}
175
176//-GPL
287 177
288// the need for this function can be explained 178// the need for this function can be explained
289// by load_object not returning the object 179// by load_object not returning the object
290void 180void
291player::set_object (object *op) 181player::set_object (object *op)
292{ 182{
293 ob = observe = op; 183 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
295 185
296 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
297 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
298 188
299 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326} 190}
327 191
328void 192void
329player::set_observe (object *op) 193player::set_observe (object *op)
330{ 194{
331 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
332 do_los = 1; 196 do_los = 1;
333} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
334 207
335player::player () 208player::player ()
336{ 209{
337 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point. 211 * we deal with that below this point.
344 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
345 218
346 gen_sp_armour = 10; 219 gen_sp_armour = 10;
347 bowtype = bow_normal; 220 bowtype = bow_normal;
348 petmode = pet_normal; 221 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 222 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
352 do_los = 1; 224 do_los = 1;
353 225
354 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
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 }
370 239
371 ob = observe = 0; 240 ob = observe = viewpoint = 0;
372} 241}
373 242
374player::~player () 243player::~player ()
375{ 244{
376 /* Clear item stack */ 245 /* Clear item stack */
377 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 }
378} 275}
379 276
380/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
381 * 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
382 * mode. 279 * mode.
384player * 281player *
385player::create () 282player::create ()
386{ 283{
387 player *pl = new player; 284 player *pl = new player;
388 285
389 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
390 287
391 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
392 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
394 291
395 set_first_map (pl->ob); 292 set_first_map (pl->ob);
396 293
397 return pl; 294 return pl;
398}
399
400/*
401 * get_player_archetype() return next player archetype from archetype
402 * list. Not very efficient routine, but used only creating new players.
403 * Note: there MUST be at least one player archetype!
404 */
405archetype *
406get_player_archetype (archetype *at)
407{
408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409
410 for (;;)
411 {
412 if (++i == archetypes.end ())
413 i = archetypes.begin ();
414 else if (*i == at)
415 cleanup ("not a single player archetype found");
416
417 if ((*i)->type == PLAYER)
418 return *i;
419 }
420} 295}
421 296
422object * 297object *
423get_nearest_player (object *mon) 298get_nearest_player (object *mon)
424{ 299{
498 */ 373 */
499int 374int
500path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
501{ 376{
502 rv_vector rv; 377 rv_vector rv;
503 sint16 x, y;
504 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;
505 maptile *m, *lastmap;
506 379
507 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
508 381
509 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
510 return 0; 383 return 0;
511 384
512 x = mon->x; 385 mapxy pos (mon);
513 y = mon->y;
514 m = mon->map;
515 dir = rv.direction; 386 dir = rv.direction;
516 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 */
517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518 389
519 /* 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. */
520 if (diff > max) 391 if (diff > max)
521 return 0; 392 return 0;
522 393
523 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
524 { 395 {
525 lastx = x; 396 mapxy lastpos = pos;
526 lasty = y;
527 lastmap = m;
528 x = lastx + freearr_x[dir];
529 y = lasty + freearr_y[dir];
530 397
531 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
532 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
533 399
534 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
535 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
536 && (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)))
537 { 404 {
538 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
539 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
540 */ 407 */
541 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
542 if (rv.direction != dir) 409 if (rv.direction != dir)
543 { 410 {
544 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
545 * the values so it will try again. 412 * the values so it will try again.
546 */ 413 */
547 x = lastx;
548 y = lasty;
549 m = lastmap; 414 pos = lastpos;
550 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
551 } 416 }
552 else 417 else
553 { 418 {
554 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
561 */ 426 */
562 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
563 { 428 {
564 if (i == 0) 429 if (i == 0)
565 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
566 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
567 * since the direction that the creature should move in 433 * since the direction that the creature should move in
568 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
569 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
570 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
572 * 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
573 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
574 * the last direction the creature has successfully 440 * the last direction the creature has successfully
575 * moved. 441 * moved.
576 */ 442 */
577
578 x = lastx + freearr_x[absdir (lastdir + i)];
579 y = lasty + freearr_y[absdir (lastdir + i)];
580 m = lastmap; 443 pos = lastpos;
581 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
582 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
583 continue; 447 continue;
584 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
585 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
586 continue; 452 continue;
587 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
588 continue; 455 continue;
589 456
590 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
591 break; 458 break;
592 } 459 }
460
593 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
594 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
595 */ 463 */
596 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
597 return 0; 465 return 0;
466
598 diff--; 467 diff--;
599 lastdir = dir; 468 lastdir = dir;
600 max--; 469 max--;
601 if (!firstdir) 470 if (!firstdir)
602 firstdir = dir + i; 471 firstdir = dir + i;
606 { 475 {
607 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
608 diff--; 477 diff--;
609 max--; 478 max--;
610 lastdir = dir; 479 lastdir = dir;
480
611 if (!firstdir) 481 if (!firstdir)
612 firstdir = dir; 482 firstdir = dir;
613 } 483 }
614 484
615 if (diff <= 1) 485 if (diff <= 1)
616 { 486 {
617 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
618 * headed toward player for entire distance. 488 * headed toward player for entire distance.
619 */ 489 */
620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
622 } 492 }
623 493
624 if (diff > max) 494 if (diff > max)
625 return 0; 495 return 0;
631 501
632 return firstdir; 502 return firstdir;
633} 503}
634 504
635void 505void
636give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
637{ 507{
638 if (pl->randomitems) 508 if (pl->randomitems)
639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640 510
641 for (object *next, *op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
643 next = op->below; 513 next = op->below;
644 514
645 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
646 * 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
647 */ 517 */
648 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
649 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
650 520
651 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
652 * by this player due to race restrictions 522 * by this player due to race restrictions
653 */ 523 */
654 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
655 { 525 {
656 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
657 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
658 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
659 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
660 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))
661 { 533 {
662 op->destroy (); 534 op->destroy ();
663 continue; 535 continue;
664 } 536 }
665 } 537 }
666 538
667 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
668 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
669 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
670 * a first level treasurelist for each skill.)
671 * remove duplicate skills also
672 */ 542 */
673 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
674 { 544 {
675 object *tmp;
676
677 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
678 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
679 break;
680
681 if (tmp)
682 { 547 {
683 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
685 continue; 551 break;
686 } 552 }
687 553
688 if (op->nrof > 1) 554 if (op->nrof > 1)
689 op->nrof = 1; 555 op->nrof = 1;
690 } 556 }
691 557
692 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 559 op->inv->clr_flag (FLAG_STARTEQUIP);
694 560
695 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
696 * 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
697 * merged properly. 563 * merged properly.
698 */ 564 */
699 if (need_identify (op)) 565 if (op->need_identify ())
700 {
701 SET_FLAG (op, FLAG_IDENTIFIED);
702 CLEAR_FLAG (op, FLAG_CURSED);
703 CLEAR_FLAG (op, FLAG_DAMNED);
704 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
705 if (op->type == SPELL) 572 if (op->type == SPELL)
706 { 573 {
707 op->destroy (); 574 op->destroy ();
708 continue; 575 continue;
709 } 576 }
710 else if (op->type == SKILL) 577 else if (op->type == SKILL)
711 { 578 {
712 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
713 op->stats.exp = 0; 580 op->stats.exp = 0;
714 op->level = 1; 581 op->level = 1;
715 } 582 }
716 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
717 else 584 op->set_flag (FLAG_INV_LOCKED);
718 SET_FLAG (op, FLAG_INV_LOCKED);
719 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
720 586
721 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
722 link_player_skills (pl); 588 pl->contr->link_skills ();
723} 589}
724 590
725void 591void
726get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
727{ 593{
737 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:");
738} 604}
739 605
740/* 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. */
741static int 607static int
742roll_stat (void) 608roll_stat ()
743{ 609{
744 int a[4], i, j, k; 610 int a[4], i, j, k;
745 611
746 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
747 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
748 614
749 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if (a[i] < k) 616 if (a[i] < k)
751 k = a[i], j = i; 617 k = a[i], j = i;
752 618
842 */ 708 */
843void 709void
844player::chargen_race_done () 710player::chargen_race_done ()
845{ 711{
846 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
847 esrv_new_player (ob->contr, ob->weight + ob->carrying); 713 esrv_new_player (ob->contr);
848 714
849 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
850 if (tl) 716 if (tl)
851 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
852 718
853 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
854 INVOKE_PLAYER (LOGIN, ob->contr);
855 720
856 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
857 722
858 if (ob->msg) 723 if (ob->msg)
859 ob->msg = 0; 724 ob->msg = 0;
860 725
861 /* We create this now because some of the unique maps will need it
862 * to save here.
863 */
864 {
865 char buf[MAX_BUF];
866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
867 make_path_to_file (buf);
868 }
869
870 start_info (ob); 726 start_info (ob);
871 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
872 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
873 link_player_skills (ob);
874 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
875 ob->update_stats (); 730 ob->update_stats ();
876 731
877 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
878 * is one for this race 733 * is one for this race
879 */ 734 */
880 if (*first_map_ext_path) 735 if (*first_map_ext_path)
881 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
882 object *tmp;
883 char mapname[MAX_BUF];
884
885 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
886 tmp = object::create ();
887 EXIT_PATH (tmp) = mapname;
888 EXIT_X (tmp) = ob->x;
889 EXIT_Y (tmp) = ob->y;
890 ob->enter_exit (tmp); /* we don't really care if it succeeded;
891 * if the map isn't there, then stay on the
892 * default initial map */
893 tmp->destroy ();
894 }
895 else 737 else
896 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
897} 739}
898 740
899void 741void
930 ob->stats.hp = ob->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
931 ob->stats.sp = ob->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
932 ob->stats.grace = 0; 774 ob->stats.grace = 0;
933} 775}
934 776
935void 777static void
936flee_player (object *op) 778flee_player (object *op)
937{ 779{
938 int dir, diff; 780 int dir, diff;
939 rv_vector rv; 781 rv_vector rv;
940 782
941 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
942 { 784 {
943 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
944 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
945 return; 787 return;
946 } 788 }
947 789
948 if (op->enemy == NULL) 790 if (!op->enemy)
949 { 791 {
950 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
951 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
952 return; 794 return;
953 } 795 }
954 796
955 /* 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))
956 * op->enemy_count, it is possible that something destroys the
957 * actual enemy, and the object is recycled.
958 */
959 if (op->enemy->map == NULL)
960 { 798 {
961 CLEAR_FLAG (op, FLAG_SCARED);
962 op->enemy = NULL; 799 op->enemy = NULL;
963 return; 800 op->clr_flag (FLAG_SCARED);
964 }
965
966 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
967 {
968 op->enemy = NULL;
969 CLEAR_FLAG (op, FLAG_SCARED);
970 return; 801 return;
971 } 802 }
972 803
973 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
974 805
975 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
976 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
977 { 808 {
978 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
979 810
980 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))))
981 return; 812 return;
982 } 813 }
983 814
984 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
985 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
986 op->enemy = NULL; 817 op->enemy = NULL;
987} 818}
988 819
989/* 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.
990 * 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
994check_pick (object *op) 825check_pick (object *op)
995{ 826{
996 object *tmp, *next; 827 object *tmp, *next;
997 int stop = 0; 828 int stop = 0;
998 int wvratio; 829 int wvratio;
999 char putstring[128];
1000 830
1001 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1002 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1003 return 1; 833 return 1;
1004 834
1005 next = op->below; 835 next = op->below;
1006 836
1007 int cnt = MAX_ITEM_PER_DROP; 837 int cnt = MAX_ITEM_PER_ACTION;
1008#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1009 839
1010 /* 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
1011 * destroyed */ 841 * destroyed */
1012 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1028 858
1029 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1030 { 860 {
1031 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1032 CHK_PICK_PICKUP; 862 CHK_PICK_PICKUP;
863
1033 continue; 864 continue;
1034 } 865 }
1035 866
1036 /* 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? */
1037 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1038 { 929 {
1039 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)
1040 { 993 {
1041 case 0:
1042 return 1; /* don't pick up */
1043 case 1:
1044 CHK_PICK_PICKUP; 994 CHK_PICK_PICKUP;
1045 return 1; 995 continue;
1046 case 2:
1047 CHK_PICK_PICKUP;
1048 return 0;
1049 case 3:
1050 return 0; /* stop before pickup */
1051 case 4:
1052 CHK_PICK_PICKUP;
1053 break;
1054 case 5:
1055 CHK_PICK_PICKUP;
1056 stop = 1;
1057 break;
1058 case 6:
1059 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1060 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1061 CHK_PICK_PICKUP;
1062 break;
1063
1064 case 7:
1065 if (tmp->type == MONEY || tmp->type == GEM)
1066 CHK_PICK_PICKUP;
1067 break;
1068
1069 default:
1070 /* use value density */
1071 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1072 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1073 CHK_PICK_PICKUP;
1074 } 996 }
1075 } 997 }
1076 else 998
1077 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1078 /* NEW pickup handling */
1079 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)
1080 { 1005 {
1081 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1082 if (tmp->name != NULL)
1083 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1084 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1085 else
1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1087 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1088
1089 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1090 }
1091
1092 /* philosophy:
1093 * It's easy to grab an item type from a pile, as long as it's
1094 * generic. This takes no game-time. For more detailed pickups
1095 * and selections, select-items should be used. This is a
1096 * grab-as-you-run type mode that's really useful for arrows for
1097 * example.
1098 * The drawback: right now it has no frontend, so you need to
1099 * stick the bits you want into a calculator in hex mode and then
1100 * convert to decimal and then 'pickup <#>
1101 */
1102
1103 /* the first two modes are exclusive: if NOTHING we return, if
1104 * STOP then we stop. All the rest are applied sequentially,
1105 * meaning if any test passes, the item gets picked up. */
1106
1107 /* if mode is set to pick nothing up, return */
1108
1109 if (op->contr->mode & PU_NOTHING)
1110 return 1;
1111
1112 /* if mode is set to stop when encountering objects, return */
1113 /* take STOP before INHIBIT since it doesn't actually pick
1114 * anything up */
1115
1116 if (op->contr->mode & PU_STOP)
1117 return 0;
1118
1119 /* useful for going into stores and not losing your settings... */
1120 /* and for battles wher you don't want to get loaded down while
1121 * fighting */
1122 if (op->contr->mode & PU_INHIBIT)
1123 return 1;
1124
1125 /* prevent us from turning into auto-thieves :) */
1126 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1127 continue; 1007 continue;
1008 }
1128 1009
1129 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1130 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;
1131 continue; 1015 continue;
1016 }
1132 1017
1133 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1134 /* 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
1135 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1136 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"))
1137 { 1089 {
1138 CHK_PICK_PICKUP; 1090 CHK_PICK_PICKUP;
1139 continue; 1091 continue;
1140 } 1092 }
1093 }
1141 1094
1095 /* misc stuff that's useful */
1142 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1143 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1144 { 1098 {
1145 CHK_PICK_PICKUP; 1099 CHK_PICK_PICKUP;
1146 continue; 1100 continue;
1147 } 1101 }
1148 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1149 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1150 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
1151 { 1110 */
1152 CHK_PICK_PICKUP;
1153 continue;
1154 }
1155
1156 /* spellbooks, skillscrolls and normal books/scrolls */
1157 if (op->contr->mode & PU_SPELLBOOK)
1158 if (tmp->type == SPELLBOOK)
1159 {
1160 CHK_PICK_PICKUP;
1161 continue;
1162 }
1163
1164 if (op->contr->mode & PU_SKILLSCROLL)
1165 if (tmp->type == SKILLSCROLL)
1166 {
1167 CHK_PICK_PICKUP;
1168 continue;
1169 }
1170
1171 if (op->contr->mode & PU_READABLES)
1172 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1173 {
1174 CHK_PICK_PICKUP;
1175 continue;
1176 }
1177
1178 /* wands/staves/rods/horns */
1179 if (op->contr->mode & PU_MAGIC_DEVICE)
1180 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1181 {
1182 CHK_PICK_PICKUP;
1183 continue;
1184 }
1185
1186 /* pick up all magical items */
1187 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1188 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)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_VALUABLES)
1195 { 1113 {
1196 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1197 { 1117 {
1198 CHK_PICK_PICKUP; 1118 fprintf (stderr, "%s", tmp->name);
1199 continue;
1200 } 1119 }
1201 }
1202
1203 /* rings & amulets - talismans seems to be typed AMULET */
1204 if (op->contr->mode & PU_JEWELS)
1205 if (tmp->type == RING || tmp->type == AMULET)
1206 {
1207 CHK_PICK_PICKUP;
1208 continue;
1209 }
1210
1211 /* we don't forget dragon food */
1212 if (op->contr->mode & PU_FLESH)
1213 if (tmp->type == FLESH)
1214 {
1215 CHK_PICK_PICKUP;
1216 continue;
1217 }
1218
1219 /* bows and arrows. Bows are good for selling! */
1220 if (op->contr->mode & PU_BOW)
1221 if (tmp->type == BOW)
1222 {
1223 CHK_PICK_PICKUP;
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_ARROW)
1228 if (tmp->type == ARROW)
1229 {
1230 CHK_PICK_PICKUP;
1231 continue;
1232 }
1233
1234 /* all kinds of armor etc. */
1235 if (op->contr->mode & PU_ARMOUR)
1236 if (tmp->type == ARMOUR)
1237 {
1238 CHK_PICK_PICKUP;
1239 continue;
1240 }
1241
1242 if (op->contr->mode & PU_HELMET)
1243 if (tmp->type == HELMET)
1244 {
1245 CHK_PICK_PICKUP;
1246 continue;
1247 }
1248
1249 if (op->contr->mode & PU_SHIELD)
1250 if (tmp->type == SHIELD)
1251 {
1252 CHK_PICK_PICKUP;
1253 continue;
1254 }
1255
1256 if (op->contr->mode & PU_BOOTS)
1257 if (tmp->type == BOOTS)
1258 {
1259 CHK_PICK_PICKUP;
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_GLOVES)
1264 if (tmp->type == GLOVES)
1265 {
1266 CHK_PICK_PICKUP;
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_CLOAK)
1271 if (tmp->type == CLOAK)
1272 {
1273 CHK_PICK_PICKUP;
1274 continue;
1275 }
1276
1277 /* hoping to catch throwing daggers here */
1278 if (op->contr->mode & PU_MISSILEWEAPON)
1279 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1280 {
1281 CHK_PICK_PICKUP;
1282 continue;
1283 }
1284
1285 /* careful: chairs and tables are weapons! */
1286 if (op->contr->mode & PU_ALLWEAPON)
1287 {
1288 if (tmp->type == WEAPON && tmp->name != NULL)
1289 {
1290 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1291 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1292 {
1293 CHK_PICK_PICKUP;
1294 continue;
1295 }
1296 }
1297
1298 if (tmp->type == WEAPON && tmp->name == NULL)
1299 {
1300 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306 }
1307
1308 /* misc stuff that's useful */
1309 if (op->contr->mode & PU_KEY)
1310 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1311 {
1312 CHK_PICK_PICKUP;
1313 continue;
1314 }
1315
1316 /* any of the last 4 bits set means we use the ratio for value
1317 * pickups */
1318 if (op->contr->mode & PU_RATIO)
1319 {
1320 /* use value density to decide what else to grab */
1321 /* >=7 was >= op->contr->mode */
1322 /* >=7 is the old standard setting. Now we take the last 4 bits
1323 * and multiply them by 5, giving 0..15*5== 5..75 */
1324 wvratio = (op->contr->mode & PU_RATIO) * 5;
1325 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1326 {
1327 CHK_PICK_PICKUP;
1328#if 0
1329 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1330 if (tmp->name != NULL)
1331 {
1332 fprintf (stderr, "%s", tmp->name);
1333 }
1334 else 1120 else
1335 fprintf (stderr, "%s", tmp->arch->archname); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1336 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1337 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))));
1338#endif 1124#endif
1125 CHK_PICK_PICKUP;
1339 continue; 1126 continue;
1340 }
1341 } 1127 }
1342 } /* the new pickup model */ 1128 } /* the new pickup model */
1343 } 1129 }
1344 1130
1345 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;
1346} 1167}
1347 1168
1348/* 1169/*
1349 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1350 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1351 * found object is returned. 1172 * found object is returned.
1352 */ 1173 */
1353object * 1174static object *
1354find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1355{ 1176{
1356 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1357 if (tmp->type == ARROW && !strcmp (tmp->race, type)) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (tmp); 1179 return splay (tmp);
1359 1180
1360 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1361 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (tmp->race, type)) 1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1362 if (object *arrow = find_arrow (tmp, type)) 1183 if (object *arrow = find_arrow (tmp, type))
1363 { 1184 {
1364 splay (tmp); 1185 splay (tmp);
1365 return arrow; 1186 return arrow;
1366 } 1187 }
1372 * 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
1373 * 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
1374 * 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
1375 * 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.
1376 */ 1197 */
1377object * 1198static object *
1378find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1379{ 1200{
1380 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1381 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1382 1203
1383 if (!type) 1204 if (!type)
1384 return NULL; 1205 return NULL;
1385 1206
1386 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1387 { 1208 {
1388 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1389 { 1210 {
1390 i = 0; 1211 i = 0;
1391 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1392 if (i > betterby) 1214 if (i > betterby)
1393 { 1215 {
1394 tmp = ntmp; 1216 tmp = ntmp;
1395 betterby = i; 1217 betterby = i;
1396 } 1218 }
1397 } 1219 }
1398 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1399 { 1221 {
1400 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1401 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1402 { 1224 {
1403 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1404 { 1226 {
1405 *better = 100; 1227 *better = 100;
1406 return arrow; 1228 return arrow;
1421 { 1243 {
1422 tmp = arrow; 1244 tmp = arrow;
1423 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1424 } 1246 }
1425 } 1247 }
1248
1426 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1427 { 1250 {
1428 tmp = arrow; 1251 tmp = arrow;
1429 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1430 } 1253 }
1254
1431 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1432 { 1256 {
1433 tmp = arrow; 1257 tmp = arrow;
1434 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1435 } 1259 }
1436 } 1260 }
1437 } 1261 }
1438 } 1262 }
1263
1439 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1440 return find_arrow (op, type); 1265 return find_arrow (op, type);
1441 1266
1442 *better = betterby; 1267 *better = betterby;
1443 return tmp; 1268 return tmp;
1447 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1448 * op = the shooter 1273 * op = the shooter
1449 * type = bow->race 1274 * type = bow->race
1450 * dir = fire direction 1275 * dir = fire direction
1451 */ 1276 */
1452object * 1277static object *
1453pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1454{ 1279{
1455 object *tmp = NULL; 1280 object *tmp = NULL;
1456 maptile *m; 1281 maptile *m;
1457 int i, mflags, found, number; 1282 int i, mflags, found, number;
1458 sint16 x, y; 1283 sint16 x, y;
1473 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1474 { 1299 {
1475 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1476 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1477 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1478 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1479 { 1305 {
1480 tmp = NULL; 1306 tmp = 0;
1481 break; 1307 break;
1482 } 1308 }
1483 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)
1484 { 1310 {
1485 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1486 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1487 */ 1313 */
1488 tmp = NULL; 1314 tmp = 0;
1489 break; 1315 break;
1490 } 1316 }
1317
1491 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1492 {
1493 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)
1494 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1495 {
1496 found++;
1497 break;
1498 }
1499 if (found)
1500 break; 1321 break;
1501 }
1502 } 1322 }
1503 if (tmp == NULL) 1323
1324 if (!tmp)
1504 return find_arrow (op, type); 1325 return find_arrow (op, type);
1505 1326
1506 if (tmp->head) 1327 if (tmp->head)
1507 tmp = tmp->head; 1328 tmp = tmp->head;
1508 1329
1548 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1549 return 0; 1370 return 0;
1550 } 1371 }
1551 1372
1552 // 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
1553 if (bow->below) 1374 splay (bow);
1554 {
1555 bow->remove ();
1556 op->insert (bow);
1557 }
1558
1559 } 1375 }
1560 1376
1561 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1562 { 1378 {
1563 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);
1570 { 1386 {
1571 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1572 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);
1573 /* 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 */
1574 else 1390 else
1575 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1576 1392
1577 return 0; 1393 return 0;
1578 } 1394 }
1579 } 1395 }
1580 1396
1589 } 1405 }
1590 1406
1591 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1592 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1593 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1594 arrow->destroy (); 1411 arrow->destroy ();
1595 return 0; 1412 return 0;
1596 } 1413 }
1597 1414
1598 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1599 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1600 if (!arrow) 1417 if (!arrow)
1601 { 1418 {
1602 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);
1603 return 0; 1420 return 0;
1604 } 1421 }
1608 arrow->direction = dir; 1425 arrow->direction = dir;
1609 1426
1610 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 */
1611 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1612 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1613 1430 arrow->custom_name = arrow->slaying;
1614 if (arrow->slaying)
1615 arrow->spellarg = strdup (arrow->slaying);
1616 1431
1617#if 0 1432#if 0
1618 if (player *pl = op->contr) 1433 if (player *pl = op->contr)
1619 { 1434 {
1620 float speed = pl->weapon_sp; 1435 float speed = pl->weapon_sp;
1630#endif 1445#endif
1631 1446
1632 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1633 1448
1634 /* update the speed */ 1449 /* update the speed */
1635 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1636 + bow->stats.dam / 7.f;
1637 1450
1638 arrow->set_speed (max (arrow->speed, 2.f));
1639 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 ));
1640 1456
1641 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;
1642 1458
1643 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1644 { 1460 {
1671 op->play_sound (sound_find ("fire_arrow")); 1487 op->play_sound (sound_find ("fire_arrow"));
1672 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1673 1489
1674 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1675 move_arrow (arrow); 1491 move_arrow (arrow);
1676
1677 if (op->type == PLAYER)
1678 {
1679 if (left->destroyed ())
1680 esrv_del_item (op->contr, left->count);
1681 else
1682 esrv_send_item (op, left);
1683 }
1684 1492
1685 return 1; 1493 return 1;
1686} 1494}
1687 1495
1688/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1690 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1691 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1692 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1693 * hence the function name. 1501 * hence the function name.
1694 */ 1502 */
1695int 1503static int
1696player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1697{ 1505{
1698 int ret = 0, wcmod = 0; 1506 int ret;
1699 1507
1700 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1701 { 1509 {
1702 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);
1703 } 1511 }
1704 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)
1705 { 1513 {
1706 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1707 wcmod = -1;
1708
1709 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);
1710 } 1516 }
1711 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1712 { 1518 {
1713 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);
1714 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)]);
1715 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1716 } 1522 }
1717 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1718 { 1524 {
1719 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);
1720 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);
1721 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1722 } 1528 }
1723 else 1529 else
1724 { 1530 {
1730} 1536}
1731 1537
1732/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1733 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1734 */ 1540 */
1735void 1541static void
1736fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1737{ 1543{
1738 object *item = op->contr->ranged_ob; 1544 object *item = op->contr->ranged_ob;
1739 1545
1740 if (!item) 1546 if (!item)
1747 { 1553 {
1748 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1749 return; 1555 return;
1750 } 1556 }
1751 1557
1752 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1753 return; 1559 return;
1754 1560
1755 if (item->type == WAND) 1561 if (item->type == WAND)
1756 { 1562 {
1757 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1762 return; 1568 return;
1763 } 1569 }
1764 } 1570 }
1765 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1766 { 1572 {
1767 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))
1768 { 1578 {
1769 op->contr->play_sound (sound_find ("wand_poof")); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1770 1580
1771 if (item->type == ROD) 1581 if (item->type == ROD)
1772 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));
1777 } 1587 }
1778 } 1588 }
1779 1589
1780 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1781 { 1591 {
1782 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
1783 if (item->type == WAND) 1594 if (item->type == WAND)
1784 { 1595 {
1785 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1786 { 1597 {
1787 object *tmp; 1598 object *tmp;
1788 1599
1789 if (item->arch) 1600 if (item->arch)
1790 { 1601 {
1791 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1792 item->face = item->arch->face; 1603 item->face = item->arch->face;
1793 item->set_speed (0); 1604 item->set_speed (0);
1794 } 1605 }
1795 1606
1796 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1797 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1798 } 1609 }
1799 } 1610 }
1800 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1801 drain_rod_charge (item); 1612 drain_rod_charge (item);
1802 } 1613 }
1803} 1614}
1804 1615
1805/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1806 */ 1617 */
1807bool 1618bool
1808fire (object *op, int dir) 1619fire (object *who, int dir)
1809{ 1620{
1810 int spellcost = 0; 1621 int spellcost = 0;
1811 1622
1812 /* check for loss of invisiblity/hide */
1813 if (action_makes_visible (op))
1814 make_visible (op);
1815
1816 player *pl = op->contr; 1623 player *pl = who->contr;
1817 1624
1818 if (pl->golem) 1625 if (pl->golem)
1819 { 1626 {
1820 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1821 return false; 1628 return false;
1822 } 1629 }
1823 1630
1824 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1825 1632
1826 if (!ob) 1633 if (!ob)
1827 return false; 1634 return false;
1828 1635
1829 if (!op->change_weapon (ob))
1830 return false;
1831
1832 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1833 --op->speed_left; 1637 --who->speed_left;
1834 else 1638 else
1835 return false; 1639 return false;
1836 1640
1641 if (!who->apply (ob))
1642 return false;
1643
1644 /* check for loss of invisiblity/hide */
1645 if (action_makes_visible (who))
1646 make_visible (who);
1647
1837 switch (ob->type) 1648 switch (ob->type)
1838 { 1649 {
1839 case BOW: 1650 case BOW:
1840 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1841 break; 1652 break;
1842 1653
1843 case SPELL: 1654 case SPELL:
1844 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);
1845 break; 1656 break;
1846 1657
1847 case BUILDER: 1658 case BUILDER:
1848 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1849 break; 1660 break;
1850 1661
1851 case SKILL: 1662 case SKILL:
1852 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1853 break; 1664 break;
1854 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1855 default: 1670 default:
1856 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1857 break; 1672 break;
1858 } 1673 }
1859 1674
1860 return true; 1675 return true;
1861} 1676}
1862 1677
1863/* find_key 1678static object *
1864 * We try to find a key for the door as passed. If we find a key
1865 * and successfully use it, we return the key, otherwise NULL
1866 * This function merges both normal and locked door, since the logic
1867 * for both is the same - just the specific key is different.
1868 * pl is the player,
1869 * inv is the objects inventory to searched
1870 * door is the door we are trying to match against.
1871 * This function can be called recursively to search containers.
1872 */
1873object *
1874find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1875{ 1680{
1876 object *tmp, *key; 1681 object *tmp, *key;
1877 1682
1878 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1879 if (!container->inv) 1684 if (!container->inv)
1882 /* 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 */
1883 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1884 { 1689 {
1885 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1886 break; 1691 break;
1692
1887 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1888 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1889 */ 1695 */
1890 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1891 break; 1697 break;
1897 * a key, return 1703 * a key, return
1898 */ 1704 */
1899 if (!tmp) 1705 if (!tmp)
1900 { 1706 {
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1903 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1904 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1905 {
1906 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1907 return key; 1711 return key;
1908 }
1909 }
1910 1712
1911 if (!tmp) 1713 if (!tmp)
1912 return NULL; 1714 return 0;
1913 } 1715 }
1914 1716
1915 /* 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,
1916 * see if we actually want to use it 1718 * see if we actually want to use it
1917 */ 1719 */
1918 if (pl != container) 1720 if (pl != container)
1919 { 1721 {
1920 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1921 if (!pl->contr) 1723 if (!pl->contr)
1922 return NULL; 1724 return 0;
1725
1923 /* cases where this fails: 1726 /* cases where this fails:
1924 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1925 * are not in the players inventory. 1728 * are not in the players inventory.
1926 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1927 * containers can be used. 1730 * containers can be used.
1931 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1932 * 1735 *
1933 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1934 * all the others. 1737 * all the others.
1935 */ 1738 */
1936 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1937 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1938 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1939 { 1742 {
1940 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1941 "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));
1942 return NULL; 1745 return NULL;
1943 } 1746 }
1944 } 1747 }
1945 1748
1946 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);
1947} 1775}
1948 1776
1949/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1950 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1951 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1978 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1979 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1980 } 1808 }
1981 1809
1982 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1983 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
1984 /* Need to update the weight the container the key was in */
1985 if (container != op)
1986 esrv_update_item (UPD_WEIGHT, op, container);
1987 1812
1988 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
1989 } 1814 }
1990 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
1991 { 1816 {
2004 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2005 */ 1830 */
2006bool 1831bool
2007move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2008{ 1833{
2009 int on_battleground; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1835 {
1836 --op->speed_left;
1837 return true;
1838 }
2010 1839
2011 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2012 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2013 1842
2014 on_battleground = op_on_battleground (op, 0, 0);
2015
2016 if (out_of_map (op->map, nx, ny)) 1843 if (out_of_map (op->map, nx, ny))
2017 return false; 1844 return false;
2018
2019 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2020 {
2021 --op->speed_left;
2022 return true;
2023 }
2024 1845
2025 /* 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
2026 * 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
2027 * 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
2028 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2046 || mon->flag [FLAG_CAN_ROLL]) 1867 || mon->flag [FLAG_CAN_ROLL])
2047 && mon != op) 1868 && mon != op)
2048 break; 1869 break;
2049 } 1870 }
2050 1871
2051 if (!mon) /* This happens anytime the player tries to move */ 1872 /* no monster == player tries to move into a wall or so */
2052 return false; /* into a wall */ 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)
1877 {
1878 if (ob->move_block == MOVE_ALL)
1879 move_into_wall (op, ob);
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 }
2053 1898
2054 mon = mon->head_ (); 1899 mon = mon->head_ ();
2055 1900
2056 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1901 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2057 if (op->contr->weapon_sp_left > 0.f) 1902 if (op->contr->weapon_sp_left > 0.f)
2075 */ 1920 */
2076 if (op->type == PLAYER 1921 if (op->type == PLAYER
2077 && ((mon->owner && mon->owner->contr 1922 && ((mon->owner && mon->owner->contr
2078 && same_party (mon->owner->contr->party, op->contr->party)) 1923 && same_party (mon->owner->contr->party, op->contr->party))
2079 || mon->owner == op) 1924 || mon->owner == op)
2080 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1925 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2081 { 1926 {
2082 /* If we're braced, we don't want to switch places with it */ 1927 /* If we're braced, we don't want to switch places with it */
2083 if (op->contr->braced) 1928 if (op->contr->braced)
2084 return false; 1929 return false;
2085 1930
2088 --op->speed_left; 1933 --op->speed_left;
2089 1934
2090 op->play_sound (sound_find ("push_player")); 1935 op->play_sound (sound_find ("push_player"));
2091 push_ob (mon, dir, op); 1936 push_ob (mon, dir, op);
2092 1937
2093 if (op->contr->tmp_invis || op->hide) 1938 if (action_makes_visible (op))
2094 make_visible (op); 1939 make_visible (op);
2095 1940
2096 return true; 1941 return true;
2097 } 1942 }
2098 else 1943 else
2099 return false; 1944 return false;
2100 } 1945 }
1946
1947 bool on_battleground = op_on_battleground (op, 0, 0);
2101 1948
2102 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
2104 * 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
2105 * attack them either. 1952 * attack them either.
2106 */ 1953 */
2107 if ((mon->type == PLAYER || mon->enemy != op) 1954 if ((mon->type == PLAYER || mon->enemy != op)
2108 && (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])
2109 && ((op->contr->peaceful 1956 && ((op->contr->peaceful
2110 || (mon->type == PLAYER && mon->contr->peaceful)) 1957 || (mon->type == PLAYER && mon->contr->peaceful))
2111 && !on_battleground)) 1958 && !on_battleground))
2112 { 1959 {
2113 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
2120 push_ob (mon, dir, op); 1967 push_ob (mon, dir, op);
2121 } 1968 }
2122 else 1969 else
2123 op->statusmsg ("You withhold your attack"); 1970 op->statusmsg ("You withhold your attack");
2124 1971
2125 if (op->contr->tmp_invis || op->hide) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2126 make_visible (op); 1973 make_visible (op);
2127 1974
2128 return true; 1975 return true;
2129 } 1976 }
2130 } 1977 }
2131 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2132 * 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.
2133 */ 1980 */
2134 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1981 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2135 { 1982 {
2136 if (op->speed_left > 0.f) 1983 if (op->speed_left > 0.f)
2137 { 1984 {
2138 --op->speed_left; 1985 --op->speed_left;
2139 1986
2148 * 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
2149 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2150 * 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
2151 * 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.
2152 */ 1999 */
2153 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2154 ((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)))
2155 { 2002 {
2156 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2157 { 2004 {
2158 --op->contr->weapon_sp_left; 2005 --op->contr->weapon_sp_left;
2170} 2017}
2171 2018
2172bool 2019bool
2173move_player (object *op, int dir) 2020move_player (object *op, int dir)
2174{ 2021{
2175 int pick;
2176
2177 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2178 return 0; 2023 return 0;
2179 2024
2180 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2181 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2182 { 2027 {
2183 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2184 return 0; 2029 return 0;
2185 } 2030 }
2186 2031
2187 /* peterm: added following line */ 2032 /* peterm: added following line */
2188 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2189 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2190 2035
2191 op->facing = dir; 2036 op->facing = dir;
2192 2037
2193 if (op->hide) 2038 if (op->flag [FLAG_HIDDEN])
2194 do_hidden_move (op); 2039 do_hidden_move (op);
2195 2040
2196 bool retval; 2041 bool retval;
2042 int pick = 0;
2197 2043
2198 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2199 retval = RESULT_INT (0); 2045 retval = RESULT_INT (0);
2200 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2201 retval = fire (op, dir); 2047 retval = fire (op, dir);
2232 * players. 2078 * players.
2233 */ 2079 */
2234bool 2080bool
2235handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2236{ 2082{
2237 if (QUERY_FLAG (op, FLAG_SCARED)) 2083 if (op->flag [FLAG_SCARED])
2238 { 2084 {
2239 if (op->speed_left > 0.f) 2085 if (op->speed_left > 0.f)
2240 { 2086 {
2241 --op->speed_left; 2087 --op->speed_left;
2242 flee_player (op); 2088 flee_player (op);
2258 return move_player (op, op->direction); 2104 return move_player (op, op->direction);
2259 2105
2260 return false; 2106 return false;
2261} 2107}
2262 2108
2263int 2109static int
2264save_life (object *op) 2110save_life (object *op)
2265{ 2111{
2266 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2112 if (!op->flag [FLAG_LIFESAVE])
2267 return 0; 2113 return 0;
2268 2114
2269 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2270 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2271 { 2117 {
2272 op->play_sound (sound_find ("ob_evaporate")); 2118 op->play_sound (sound_find ("ob_evaporate"));
2273 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));
2274 2120
2275 if (op->contr)
2276 esrv_del_item (op->contr, tmp->count);
2277
2278 tmp->destroy (); 2121 tmp->destroy ();
2279 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2280 2123
2281 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2282 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2283 2126
2284 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2285 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2286 2129
2287 op->update_stats (); 2130 op->update_stats ();
2288 return 1; 2131 return 1;
2289 } 2132 }
2290 2133
2291 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2292 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2293 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2294 return 0; 2137 return 0;
2295} 2138}
2296 2139
2297/* 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
2298 * 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
2299 * 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
2300 * from. 2143 * from.
2301 */ 2144 */
2302static void 2145static void
2303drop_unpaid_items (object *op, object *env) 2146drop_unpaid_items (object *op, object *env)
2304{ 2147{
2305 while (op) 2148 while (op)
2306 { 2149 {
2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2150 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2308 2151
2309 if (QUERY_FLAG (op, FLAG_UNPAID)) 2152 if (op->flag [FLAG_UNPAID])
2310 {
2311 if (env->type == PLAYER)
2312 esrv_del_item (env->contr, op->count);
2313
2314 op->insert_at (env); 2153 op->insert_at (env);
2315 }
2316 else if (op->inv) 2154 else if (op->inv)
2317 drop_unpaid_items (op->inv, env); 2155 drop_unpaid_items (op->inv, env);
2318 2156
2319 op = next; 2157 op = next;
2320 } 2158 }
2325{ 2163{
2326 if (!flag [FLAG_REMOVED]) 2164 if (!flag [FLAG_REMOVED])
2327 ::drop_unpaid_items (inv, this); 2165 ::drop_unpaid_items (inv, this);
2328} 2166}
2329 2167
2330/*
2331 * Returns pointer a static string containing gravestone text
2332 * Moved from apply.c to player.c - player.c is what
2333 * actually uses this function. player.c may not be quite the
2334 * best, a misc file for object actions is probably better,
2335 * but there isn't one in the server directory.
2336 */
2337char *
2338gravestone_text (object *op)
2339{
2340 static char buf2[MAX_BUF];
2341 char buf[MAX_BUF];
2342 time_t now = time (NULL);
2343
2344 strcpy (buf2, " R.I.P.\n\n");
2345 if (op->type == PLAYER)
2346 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2347 else
2348 sprintf (buf, "%s\n", &op->name);
2349
2350 strncat (buf2, " ", 20 - strlen (buf) / 2);
2351 strcat (buf2, buf);
2352 if (op->type == PLAYER)
2353 sprintf (buf, "who was in level %d when killed\n", op->level);
2354 else
2355 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2356
2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2358 strcat (buf2, buf);
2359 if (op->type == PLAYER)
2360 {
2361 sprintf (buf, "by %s.\n\n", op->contr->killer);
2362 strncat (buf2, " ", 21 - strlen (buf) / 2);
2363 strcat (buf2, buf);
2364 }
2365
2366 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369
2370 return buf2;
2371}
2372
2373void 2168void
2374do_some_living (object *op) 2169do_some_living (object *op)
2375{ 2170{
2376 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2377 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2378 int over_hp, over_sp, over_grace;
2379 int i; 2173 int i;
2380 int rate_hp = 1200; 2174 int rate_hp = 1200;
2381 int rate_sp = 2500; 2175 int rate_sp = 2500;
2382 int rate_grace = 2000; 2176 int rate_grace = 2000;
2383 const int max_hp = 1; 2177 const int max_hp = 1;
2389 op->invisible = 1000; 2183 op->invisible = 1000;
2390 /* the socket code flashes the player visible/invisible 2184 /* the socket code flashes the player visible/invisible
2391 * depending on the value of invisible, so we need to 2185 * depending on the value of invisible, so we need to
2392 * alternate it here for it to work correctly. 2186 * alternate it here for it to work correctly.
2393 */ 2187 */
2394 if (pticks & 2) 2188 if (server_tick & 2)
2395 op->invisible--; 2189 op->invisible--;
2396 } 2190 }
2397 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2398 { 2192 {
2399 if (!op->invisible--) 2193 if (!op->invisible--)
2400 { 2194 {
2401 make_visible (op); 2195 make_visible (op);
2402 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.");
2436 if (--op->last_grace < 0) 2230 if (--op->last_grace < 0)
2437 { 2231 {
2438 if (op->stats.grace < op->stats.maxgrace / 2) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2439 op->stats.grace++; /* no penalty in food for regaining grace */ 2233 op->stats.grace++; /* no penalty in food for regaining grace */
2440 2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2441 if (max_grace > 1) 2237 if (max_grace > 1)
2442 { 2238 {
2443 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 int over_grace = temp / rate_grace;
2240
2444 if (over_grace > 0) 2241 if (over_grace > 0)
2445 { 2242 {
2446 op->stats.sp += over_grace 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2447 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2448 op->last_grace = 0; 2244 op->last_grace = 0;
2449 } 2245 }
2450 else 2246 else
2451 { 2247 op->last_grace = rate_grace / temp;
2452 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2453 }
2454 } 2248 }
2455 else 2249 else
2456 { 2250 op->last_grace = rate_grace / temp;
2457 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2251
2458 }
2459 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2460 } 2253 }
2461 2254
2462 if (op->stats.food > 0) 2255 if (op->stats.food > 0)
2463 { 2256 {
2469 if (op->stats.sp < op->stats.maxsp) 2262 if (op->stats.sp < op->stats.maxsp)
2470 { 2263 {
2471 op->stats.sp++; 2264 op->stats.sp++;
2472 2265
2473 /* dms do not consume food */ 2266 /* dms do not consume food */
2474 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (!op->flag [FLAG_WIZ])
2475 { 2268 {
2476 op->stats.food--; 2269 op->stats.food--;
2477 2270
2478 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2479 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2482 } 2275 }
2483 } 2276 }
2484 2277
2485 if (max_sp > 1) 2278 if (max_sp > 1)
2486 { 2279 {
2487 over_sp = (gen_sp + 10) / rate_sp; 2280 int over_sp = (gen_sp + 10) / rate_sp;
2488 if (over_sp > 0) 2281 if (over_sp > 0)
2489 { 2282 {
2490 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2491 { 2284 {
2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2513 if (op->stats.hp < op->stats.maxhp) 2306 if (op->stats.hp < op->stats.maxhp)
2514 { 2307 {
2515 op->stats.hp++; 2308 op->stats.hp++;
2516 2309
2517 /* dms do not consume food */ 2310 /* dms do not consume food */
2518 if (!QUERY_FLAG (op, FLAG_WIZ)) 2311 if (!op->flag [FLAG_WIZ])
2519 { 2312 {
2520 op->stats.food--; 2313 op->stats.food--;
2521 2314
2522 if (op->contr->digestion < 0) 2315 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion; 2316 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food; 2318 op->stats.food = last_food;
2526 } 2319 }
2527 } 2320 }
2528 2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2529 if (max_hp > 1) 2324 if (max_hp > 1)
2530 { 2325 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2326 int over_hp = temp / rate_hp;
2532 2327
2533 if (over_hp > 0) 2328 if (over_hp > 0)
2534 { 2329 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2330 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2536 op->last_heal = 0; 2331 op->last_heal = 0;
2537 } 2332 }
2538 else 2333 else
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2334 op->last_heal = rate_hp / temp;
2540 } 2335 }
2541 else 2336 else
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2337 op->last_heal = rate_hp / temp;
2543 } 2338 }
2544 } 2339 }
2545 2340
2546 /* Digestion */ 2341 /* Digestion */
2547 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2550 penalty = max (0, -op->contr->digestion); 2345 penalty = max (0, -op->contr->digestion);
2551 2346
2552 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2347 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2553 2348
2554 /* dms do not consume food */ 2349 /* dms do not consume food */
2555 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2556 op->stats.food--; 2351 op->stats.food--;
2557 } 2352 }
2558 2353
2559 if (op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2560 { 2355 {
2561 object *tmp, *flesh = 0; 2356 object *flesh = 0;
2562 2357
2563 for (tmp = op->inv; tmp; tmp = tmp->below) 2358 for_inv_removable (op, tmp)
2564 { 2359 {
2565 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)
2566 { 2364 {
2567 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2365 op->statusmsg ("You blindly grab for a bite of food. "
2568 { 2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2569 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2367 op->apply (tmp);
2570 manual_apply (op, tmp, 0); 2368
2571 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2572 break; 2370 break;
2573 } 2371 }
2574 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2575 flesh = tmp; 2373 flesh = tmp;
2576 } /* End if paid for object */ 2374 }
2577 } /* end of for loop */
2578 2375
2579 /* 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
2580 * eat flesh instead. 2377 * eat flesh instead.
2581 */ 2378 */
2582 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2583 { 2380 {
2584 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.>");
2585 manual_apply (op, flesh, 0); 2383 op->apply (flesh);
2586 } 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.>");
2587 } 2390 }
2588 2391
2589 if (op->stats.food < 0) 2392 if (op->stats.food < 0)
2590 { 2393 {
2591 op->stats.hp += op->stats.food; 2394 op->stats.hp += op->stats.food;
2592 op->stats.food = 0; 2395 op->stats.food = 0;
2396
2397 if (op->stats.hp < 0)
2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2593 } 2401 }
2402 }
2594 2403
2404 /* killer should be set here already */
2595 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2596 kill_player (op); 2406 kill_player (op);
2597 } 2407 }
2598} 2408}
2599 2409
2600/* 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.
2604 */ 2414 */
2605void 2415void
2606kill_player (object *op) 2416kill_player (object *op)
2607{ 2417{
2608 int x, y; 2418 int x, y;
2609 char buf[MAX_BUF];
2610 maptile *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2611 int will_kill_again; 2420 int will_kill_again;
2612 archetype *at; 2421 archetype *at;
2613 object *tmp; 2422 object *tmp;
2614 2423
2615 if (save_life (op)) 2424 if (save_life (op))
2616 return; 2425 return;
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 }
2617 2462
2618 /* 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
2619 * 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.
2620 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2621 */ 2466 */
2622 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2623 { 2468 {
2624 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";
2625 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2626
2627 /* restore player */
2628 at = archetype::find ("poisoning");
2629 if (object *tmp = present_arch_in_ob (at, op))
2630 {
2631 tmp->destroy ();
2632 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2633 }
2634
2635 at = archetype::find ("confusion");
2636 if (object *tmp = present_arch_in_ob (at, op))
2637 {
2638 tmp->destroy ();
2639 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2640 }
2641
2642 cure_disease (op, 0, 0); /* remove any disease */
2643 op->stats.hp = op->stats.maxhp;
2644 if (op->stats.food <= 0)
2645 op->stats.food = 999;
2646 2470
2647 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2648 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2649 { 2473
2650 tmp->name = format ("%s's finger" , &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2651 tmp->name_pl = format ("%s's fingers", &op->name); 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2652 tmp->msg = format ( 2476 tmp->msg = format (
2653 "This finger has been cut off of %s the %s, when he was defeated at 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",
2654 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2478 &op->name, op->contr->title,
2479 (int)op->level,
2480 op->contr->killer_name ()
2655 ); 2481 );
2656 tmp->value = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2657 tmp->materialname = "organics"; 2483 tmp->material = name_to_material (shstr_organic);
2658 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2659 }
2660 2485
2661 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2662 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2663 op->contr->braced = 0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2664 return; 2491 return;
2665 } 2492 }
2666 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2667 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2668 2498
2669 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2670
2671 if (op->stats.food < 0)
2672 strcpy (op->contr->killer, "starvation");
2673 2500
2674 op->contr->play_sound (sound_find ("player_dies")); 2501 op->contr->play_sound (sound_find ("player_dies"));
2675 2502
2676 /* save the map location for corpse, gravestone */ 2503 /* save the map location for corpse, gravestone */
2677 x = op->x; 2504 x = op->x;
2707 2534
2708 lost_a_stat = 0; 2535 lost_a_stat = 0;
2709 2536
2710 for (z = 0; z < num_stats_lose; z++) 2537 for (z = 0; z < num_stats_lose; z++)
2711 { 2538 {
2712 i = RANDOM () % NUM_STATS; 2539 i = rndm (NUM_STATS);
2713 2540
2714 if (settings.stat_loss_on_death) 2541 if (settings.stat_loss_on_death)
2715 { 2542 {
2716 /* 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
2717 * what he lost. 2544 * what he lost.
2724 lost_a_stat = 1; 2551 lost_a_stat = 1;
2725 } 2552 }
2726 else 2553 else
2727 { 2554 {
2728 /* deplete a stat */ 2555 /* deplete a stat */
2729 archetype *deparch = archetype::find ("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2730 object *dep; 2557 object *dep;
2731 2558
2732 dep = present_arch_in_ob (deparch, op); 2559 dep = present_arch_in_ob (deparch, op);
2733 if (!dep) 2560 if (!dep)
2734 { 2561 {
2735 dep = arch_to_object (deparch); 2562 dep = deparch->instance ();
2736 insert_ob_in_ob (dep, op); 2563 insert_ob_in_ob (dep, op);
2737 } 2564 }
2738 lose_this_stat = 1; 2565 lose_this_stat = 1;
2739 if (settings.balanced_stat_loss) 2566 if (settings.balanced_stat_loss)
2740 { 2567 {
2768 } 2595 }
2769 } 2596 }
2770 2597
2771 if (lose_this_stat) 2598 if (lose_this_stat)
2772 { 2599 {
2773 this_stat = get_attr_value (&(dep->stats), i); 2600 this_stat = get_attr_value (&dep->stats, i);
2774 /* We could try to do something clever like find another 2601 /* We could try to do something clever like find another
2775 * stat to reduce if this fails. But chances are, if 2602 * stat to reduce if this fails. But chances are, if
2776 * stats have been depleted to -50, all are pretty low 2603 * stats have been depleted to -50, all are pretty low
2777 * 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
2778 * difference. 2605 * difference.
2779 */ 2606 */
2780 if (this_stat >= -50) 2607 if (this_stat >= -50)
2781 { 2608 {
2782 change_attr_value (&(dep->stats), i, -1); 2609 change_attr_value (&(dep->stats), i, -1);
2783 SET_FLAG (dep, FLAG_APPLIED); 2610 dep->set_flag (FLAG_APPLIED);
2784 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2785 op->update_stats (); 2612 op->update_stats ();
2786 lost_a_stat = 1; 2613 lost_a_stat = 1;
2787 } 2614 }
2788 } 2615 }
2789 } 2616 }
2790 } 2617 }
2618
2791 /* If no stat lost, tell the player. */ 2619 /* If no stat lost, tell the player. */
2792 if (!lost_a_stat) 2620 if (!lost_a_stat)
2793 { 2621 {
2794 /* determine_god() seems to not work sometimes... why is this? 2622 /* determine_god() seems to not work sometimes... why is this?
2795 Should I be using something else? GD */ 2623 Should I be using something else? GD */
2796 const char *god = determine_god (op); 2624 shstr_tmp god = determine_god (op);
2797 2625
2798 if (god && (strcmp (god, "none"))) 2626 if (god != shstr_none)
2799 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";
2800 else 2628 else
2801 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";
2802 } 2630 }
2803#else 2631#else
2804 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.";
2805#endif 2633#endif
2806 2634
2807 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2808 * exp loss on the stone. 2636 * exp loss on the stone.
2809 */ 2637 */
2810 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2811 sprintf (buf, "%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
2812 tmp->name = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2813 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",
2814 tmp->name_pl = buf; 2642 &op->name, op->contr->title, op->contr->killer_name ());
2815 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);
2816 tmp->msg = buf;
2817 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2818 insert_ob_in_map (tmp, op->map, NULL, 0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
2819 2645
2820 /**************************************/ 2646 /**************************************/
2821 /* */ 2647 /* */
2822 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
2823 /* if we died cause of food, give us */
2824 /* food, and reset HP's... */
2825 /* */ 2649 /* */
2826 /**************************************/ 2650 /**************************************/
2827 2651
2828 /* remove any poisoning and confusion the character may be suffering. */
2829 /* restore player */
2830 at = archetype::find ("poisoning");
2831 tmp = present_arch_in_ob (at, op);
2832
2833 if (tmp)
2834 {
2835 tmp->destroy ();
2836 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2837 }
2838
2839 at = archetype::find ("confusion");
2840 tmp = present_arch_in_ob (at, op);
2841 if (tmp)
2842 {
2843 tmp->destroy ();
2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2845 }
2846
2847 cure_disease (op, 0, 0); /* remove any disease */
2848
2849 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
2850 apply_death_exp_penalty (op); 2653 apply_death_exp_penalty (op);
2851 if (op->stats.food < 100)
2852 op->stats.food = 900;
2853 op->stats.hp = op->stats.maxhp;
2854 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2855 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2856 2654
2857 /* 2655 /*
2858 * 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
2859 * and put them back in the map. 2657 * and put them back in the map.
2860 */ 2658 */
2884 if (will_kill_again) 2682 if (will_kill_again)
2885 { 2683 {
2886 object *force; 2684 object *force;
2887 int at; 2685 int at;
2888 2686
2889 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2890 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2891 force->speed = 0.1f;
2892 force->speed_left = -5.f; 2689 force->speed_left = -5.f;
2893 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
2894 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2895 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2896 force->resist[at] = 100; 2695 force->resist[at] = 100;
2897 2696
2898 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2899 op->update_stats (); 2698 op->update_stats ();
2900
2901 } 2699 }
2902 2700
2903 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2904} 2702}
2905 2703
2906void 2704static void
2907loot_object (object *op) 2705loot_object (object *op)
2908{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2909 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
2910 2708
2911 op->close_container (); /* close open sack first */ 2709 op->close_container (); /* close open sack first */
2921 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2922 2720
2923 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
2924 loot_object (tmp); /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
2925 2723
2926 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))))
2927 { 2725 {
2928 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2929 { 2727 {
2930 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2931 tmp2->destroy ();
2932 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2933 } 2730 }
2934 else 2731 else
2935 tmp->destroy (); 2732 tmp->destroy ();
2936 } 2733 }
2943 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
2944 * 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
2945 * was changed. 2742 * was changed.
2946 */ 2743 */
2947void 2744void
2948fix_weight (void) 2745fix_weight ()
2949{ 2746{
2950 for_all_players (pl) 2747 for_all_players (pl)
2951 { 2748 {
2952 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
2953 2750
2954 if (old == sum) 2751 pl->ob->update_weight ();
2955 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
2956 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
2957 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 }
2958 } 2758 }
2959} 2759}
2960 2760
2961void 2761void
2962fix_luck (void) 2762fix_luck ()
2963{ 2763{
2964 for_all_players (pl) 2764 for_all_players (pl)
2965 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
2966 pl->ob->change_luck (0); 2766 pl->ob->change_luck (0);
2967} 2767}
3004} 2804}
3005 2805
3006void 2806void
3007make_visible (object *op) 2807make_visible (object *op)
3008{ 2808{
3009 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3010 op->invisible = 0; 2810 op->invisible = 0;
3011 2811
3012 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3013 { 2813 {
3014 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3019} 2819}
3020 2820
3021int 2821int
3022is_true_undead (object *op) 2822is_true_undead (object *op)
3023{ 2823{
3024 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2824 if (op->arch->flag [FLAG_UNDEAD])
3025 return 1; 2825 return 1;
3026 2826
3027 return 0; 2827 return 0;
3028} 2828}
3029 2829
3039 2839
3040 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3041 return 0; 2841 return 0;
3042 2842
3043 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3044 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3045 2845
3046 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3047 * 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
3048 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3049 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3050 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3051 2851
3052 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3053 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])
3054 { 2856 {
3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3056 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3057 {
3058 continue; 2859 continue;
3059 } 2860
3060 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3061 level += 2; 2862 level += 2;
3062 else /* open terrain! */ 2863 else /* open terrain! */
3063 level -= 1; 2864 level -= 1;
3064 } 2865 }
3075 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3076 */ 2877 */
3077void 2878void
3078do_hidden_move (object *op) 2879do_hidden_move (object *op)
3079{ 2880{
3080 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3081 object *skop;
3082 2882
3083 if (!op || !op->map) 2883 if (!op || !op->map)
3084 return; 2884 return;
3085 2885
3086 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);
3087 2888
3088 /* 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! */
3089 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3090 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3091 { 2892 {
3101 num -= hide; 2902 num -= hide;
3102 2903
3103 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3104 { 2905 {
3105 make_visible (op); 2906 make_visible (op);
2907
3106 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3107 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!");
3108 } 2910 }
3109 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3110 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);
3125 2927
3126 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
3127 player = 1; 2929 player = 1;
3128 2930
3129 else 2931 else
3130 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
3131 2933
3132 /* search adjacent squares */ 2934 /* search adjacent squares */
3133 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
3134 { 2936 {
3135 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
3144 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)))
3145 continue; 2947 continue;
3146 2948
3147 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)
3148 { 2950 {
3149 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])
3150 return 1; 2952 return 1;
3151 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3152 { 2954 {
3153 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
3154 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3155 return 1; 2957 return 1;
3156 } 2958 }
3157 } 2959 }
3158 } 2960 }
3159 return 0; 2961 return 0;
3200 while (op) 3002 while (op)
3201 { 3003 {
3202 dx = rv.distance_x + op->arch->x; 3004 dx = rv.distance_x + op->arch->x;
3203 dy = rv.distance_y + op->arch->y; 3005 dy = rv.distance_y + op->arch->y;
3204 3006
3205 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3206 * code, so we need to restrict ourselves to that range of values
3207 * for any meaningful values.
3208 */
3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3212 return 1; 3008 return 1;
3213 3009
3214 op = op->more; 3010 op = op->more;
3215 }
3216
3217 return 0;
3218}
3219
3220/* routine for both players and monsters. We call this when
3221 * there is a possibility for our action distrubing our hiding
3222 * place or invisiblity spell. Artefact invisiblity is not
3223 * effected by this. If we arent invisible to begin with, we
3224 * return 0.
3225 */
3226int
3227action_makes_visible (object *op)
3228{
3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3230 {
3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3232 return 0;
3233
3234 if (op->contr && op->contr->tmp_invis == 0)
3235 return 0;
3236
3237 /* If monsters, they should become visible */
3238 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3239 {
3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3241 return 1;
3242 }
3243 } 3011 }
3244 3012
3245 return 0; 3013 return 0;
3246} 3014}
3247 3015
3262 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3263 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3264 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3265 for (object *tmp = op->below; tmp; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3266 { 3034 {
3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3268 { 3036 {
3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3037 if (tmp->flag [FLAG_NO_PICK]
3270 && tmp->type == BATTLEGROUND 3038 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground 3039 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp)) 3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3273 { 3041 {
3274 /* before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3275 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))
3276 {
3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3044 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3045 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3278 { 3046 {
3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3280 {
3281 if (x && y) 3047 if (x && y)
3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283 3049
3284 return 1; 3050 return 1;
3285 }
3286 } 3051 }
3287 }
3288 3052
3289 if (x && y) 3053 if (x && y)
3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 3055
3292 return 1; 3056 return 1;
3430 else 3194 else
3431 j = 1; 3195 j = 1;
3432 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3433 } 3197 }
3434 } 3198 }
3199
3435 strcat (buf, "."); 3200 strcat (buf, ".");
3436 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3437 } 3202 }
3438 3203
3439 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3440 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3441 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3442 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3443 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3444 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3445 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3446 3211
3447 /* print message if there is one */ 3212 /* print message if there is one */
3448 if (item->msg != NULL) 3213 if (item->msg != NULL)
3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3450 } 3215 }
3451 else 3216 else
3452 { 3217 {
3453 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3454 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3455 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));
3456 tmp = insert_ob_in_ob (tmp, who); 3221 who->insert (tmp);
3457 if (who->type == PLAYER)
3458 esrv_send_item (who, tmp);
3459 } 3222 }
3460} 3223}
3461 3224
3462/** 3225//-GPL
3463 * Unready an object for a player. This function does nothing if the object was
3464 * not readied.
3465 */
3466void
3467player_unready_range_ob (player *pl, object *ob)
3468{
3469 if (pl->ob->current_weapon == ob)
3470 pl->ob->current_weapon = 0;
3471
3472 if (pl->combat_ob == ob)
3473 pl->combat_ob = 0;
3474
3475 if (pl->ranged_ob == ob)
3476 pl->ranged_ob = 0;
3477}
3478 3226
3479sint8 3227sint8
3480player::visibility_at (maptile *map, int x, int y) const 3228player::darkness_at (maptile *map, int x, int y) const
3481{ 3229{
3482 if (!ns) 3230 if (!ns)
3483 return 0; 3231 return LOS_BLOCKED;
3484 3232
3485 int dx, dy; 3233 int dx, dy;
3486 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3234 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3487 return 0; 3235 return LOS_BLOCKED;
3488 3236
3489 x += dx - ns->current_x + ns->mapx / 2; 3237 x += dx - ns->current_x;
3490 y += dy - ns->current_y + ns->mapy / 2; 3238 y += dy - ns->current_y;
3491 3239
3492 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3493 return 0;
3494
3495 return 100 - blocked_los [x][y]; 3240 return blocked_los (x, y);
3496} 3241}
3497 3242
3498void 3243void
3499player::infobox (const char *title, const char *msg, int color) 3244player::infobox (const char *title, const char *msg, int color)
3500{ 3245{
3512{ 3257{
3513 play_sound (sound_find ("generic_failure")); 3258 play_sound (sound_find ("generic_failure"));
3514 statusmsg (msg, color); 3259 statusmsg (msg, color);
3515} 3260}
3516 3261
3262void
3263object::failmsgf (const char *format, ...)
3264{
3265 if (!contr)
3266 return;
3267
3268 va_list ap;
3269 va_start (ap, format);
3270 contr->failmsg (vformat (format, ap));
3271 va_end (ap);
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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