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Comparing deliantra/server/server/player.C (file contents):
Revision 1.164 by root, Thu Aug 23 17:56:25 2007 UTC vs.
Revision 1.296 by root, Thu Nov 17 04:59:33 2016 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 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 <crossfire@schmorp.de> 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 ()
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 80
193 players.erase (this); 81 players.erase (this);
194} 82}
195 83
196// connect the player with a specific client 84// connect the player with a specific client
206 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
207 95
208 ns->update_look = 0; 96 ns->update_look = 0;
209 ns->look_position = 0; 97 ns->look_position = 0;
210 98
211 clear_los (this); 99 clear_los ();
212 100
213 ns->reset_stats (); 101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
218 106
219 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
220 link_player_skills (ob); 108 link_skills ();
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 109
224 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
225 111
226 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
228 { 114 {
229 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
230 116
231 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
238 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
239 } 125 }
240 126
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 128
243 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
244 130
245 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
247 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
248 135
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 136 ob->update_stats ();
271 137
272 ns->floorbox_update (); 138 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
275 141
276 activate (); 142 activate ();
277 143
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
284} 146}
285 147
286void 148void
302 ns->reset_stats (); 164 ns->reset_stats ();
303 ns->pl = 0; 165 ns->pl = 0;
304 ns = 0; 166 ns = 0;
305 } 167 }
306 168
307 observe = ob; 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
308 172
309 deactivate (); 173 deactivate ();
310} 174}
175
176//-GPL
311 177
312// the need for this function can be explained 178// the need for this function can be explained
313// by load_object not returning the object 179// by load_object not returning the object
314void 180void
315player::set_object (object *op) 181player::set_object (object *op)
316{ 182{
317 ob = observe = op; 183 ob = observe = viewpoint = op;
318 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
319 185
320 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
321 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
322 188
323 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
324} 190}
325 191
326void 192void
327player::set_observe (object *op) 193player::set_observe (object *op)
328{ 194{
329 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
330 do_los = 1; 196 do_los = 1;
331} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
332 207
333player::player () 208player::player ()
334{ 209{
335 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point. 211 * we deal with that below this point.
342 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
343 218
344 gen_sp_armour = 10; 219 gen_sp_armour = 10;
345 bowtype = bow_normal; 220 bowtype = bow_normal;
346 petmode = pet_normal; 221 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 222 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
350 do_los = 1; 224 do_los = 1;
351 225
352 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
359 disconnect (); 233 disconnect ();
360 234
361 attachable::do_destroy (); 235 attachable::do_destroy ();
362 236
363 if (ob) 237 if (ob)
364 {
365 ob->destroy_inv (false);
366 ob->destroy (); 238 ob->destroy ();
367 }
368 239
369 ob = observe = 0; 240 ob = observe = viewpoint = 0;
370} 241}
371 242
372player::~player () 243player::~player ()
373{ 244{
374 /* Clear item stack */ 245 /* Clear item stack */
375 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
376} 275}
377 276
378/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
379 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
380 * mode. 279 * mode.
382player * 281player *
383player::create () 282player::create ()
384{ 283{
385 player *pl = new player; 284 player *pl = new player;
386 285
387 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
388 287
389 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
392 291
393 set_first_map (pl->ob); 292 set_first_map (pl->ob);
394 293
395 return pl; 294 return pl;
396}
397
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
408 for (;;)
409 {
410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418} 295}
419 296
420object * 297object *
421get_nearest_player (object *mon) 298get_nearest_player (object *mon)
422{ 299{
496 */ 373 */
497int 374int
498path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
499{ 376{
500 rv_vector rv; 377 rv_vector rv;
501 sint16 x, y;
502 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;
503 maptile *m, *lastmap;
504 379
505 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
506 381
507 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
508 return 0; 383 return 0;
509 384
510 x = mon->x; 385 mapxy pos (mon);
511 y = mon->y;
512 m = mon->map;
513 dir = rv.direction; 386 dir = rv.direction;
514 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 */
515 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
516 389
517 /* 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. */
518 if (diff > max) 391 if (diff > max)
519 return 0; 392 return 0;
520 393
521 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
522 { 395 {
523 lastx = x; 396 mapxy lastpos = pos;
524 lasty = y;
525 lastmap = m;
526 x = lastx + freearr_x[dir];
527 y = lasty + freearr_y[dir];
528 397
529 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
530 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
531 399
532 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
533 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
534 && (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)))
535 { 404 {
536 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
537 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
538 */ 407 */
539 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
540 if (rv.direction != dir) 409 if (rv.direction != dir)
541 { 410 {
542 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
543 * the values so it will try again. 412 * the values so it will try again.
544 */ 413 */
545 x = lastx;
546 y = lasty;
547 m = lastmap; 414 pos = lastpos;
548 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
549 } 416 }
550 else 417 else
551 { 418 {
552 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
559 */ 426 */
560 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
561 { 428 {
562 if (i == 0) 429 if (i == 0)
563 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
564 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
565 * since the direction that the creature should move in 433 * since the direction that the creature should move in
566 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
567 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
568 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
570 * 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
571 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
572 * the last direction the creature has successfully 440 * the last direction the creature has successfully
573 * moved. 441 * moved.
574 */ 442 */
575
576 x = lastx + freearr_x[absdir (lastdir + i)];
577 y = lasty + freearr_y[absdir (lastdir + i)];
578 m = lastmap; 443 pos = lastpos;
579 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
580 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
581 continue; 447 continue;
582 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
583 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
584 continue; 452 continue;
585 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
586 continue; 455 continue;
587 456
588 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
589 break; 458 break;
590 } 459 }
460
591 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
592 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
593 */ 463 */
594 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
595 return 0; 465 return 0;
466
596 diff--; 467 diff--;
597 lastdir = dir; 468 lastdir = dir;
598 max--; 469 max--;
599 if (!firstdir) 470 if (!firstdir)
600 firstdir = dir + i; 471 firstdir = dir + i;
604 { 475 {
605 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
606 diff--; 477 diff--;
607 max--; 478 max--;
608 lastdir = dir; 479 lastdir = dir;
480
609 if (!firstdir) 481 if (!firstdir)
610 firstdir = dir; 482 firstdir = dir;
611 } 483 }
612 484
613 if (diff <= 1) 485 if (diff <= 1)
614 { 486 {
615 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
616 * headed toward player for entire distance. 488 * headed toward player for entire distance.
617 */ 489 */
618 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
619 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
620 } 492 }
621 493
622 if (diff > max) 494 if (diff > max)
623 return 0; 495 return 0;
629 501
630 return firstdir; 502 return firstdir;
631} 503}
632 504
633void 505void
634give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
635{ 507{
636 object *op, *next = NULL;
637
638 if (pl->randomitems != NULL) 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 (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
642 { 512 {
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 multiple treasurelists specifying the same skills.
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 ();
684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
685 continue;
686 } 550 }
687 551
688 if (op->nrof > 1) 552 if (op->nrof > 1)
689 op->nrof = 1; 553 op->nrof = 1;
690 } 554 }
691 555
692 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
693 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
694 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
695 }
696 558
697 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
698 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
699 * merged properly. 561 * merged properly.
700 */ 562 */
701 if (need_identify (op)) 563 if (op->need_identify ())
702 {
703 SET_FLAG (op, FLAG_IDENTIFIED);
704 CLEAR_FLAG (op, FLAG_CURSED);
705 CLEAR_FLAG (op, FLAG_DAMNED);
706 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
707 if (op->type == SPELL) 570 if (op->type == SPELL)
708 { 571 {
709 op->destroy (); 572 op->destroy ();
710 continue; 573 continue;
711 } 574 }
712 else if (op->type == SKILL) 575 else if (op->type == SKILL)
713 { 576 {
714 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
715 op->stats.exp = 0; 578 op->stats.exp = 0;
716 op->level = 1; 579 op->level = 1;
717 } 580 }
718 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
719 else 582 op->set_flag (FLAG_INV_LOCKED);
720 SET_FLAG (op, FLAG_INV_LOCKED);
721 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
722 584
723 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
724 link_player_skills (pl); 586 pl->contr->link_skills ();
725} 587}
726 588
727void 589void
728get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
729{ 591{
739 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
740} 602}
741 603
742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
743static int 605static int
744roll_stat (void) 606roll_stat ()
745{ 607{
746 int a[4], i, j, k; 608 int a[4], i, j, k;
747 609
748 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
749 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
750 612
751 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
752 if (a[i] < k) 614 if (a[i] < k)
753 k = a[i], j = i; 615 k = a[i], j = i;
754 616
830static void 692static void
831start_info (object *op) 693start_info (object *op)
832{ 694{
833 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
834 696
835 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
836 new_draw_info (NDI_UNIQUE, 0, op, buf); 698 new_draw_info (NDI_UNIQUE, 0, op, buf);
837 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
838 //new_draw_info (NDI_UNIQUE, 0, op, " ");
839} 699}
840 700
841/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
842 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
843 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
846 */ 706 */
847void 707void
848player::chargen_race_done () 708player::chargen_race_done ()
849{ 709{
850 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
851 esrv_new_player (ob->contr, ob->weight + ob->carrying); 711 esrv_new_player (ob->contr);
852 712
853 treasurelist *tl = treasurelist::find ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
854 if (tl) 714 if (tl)
855 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
856 716
857 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
858 INVOKE_PLAYER (LOGIN, ob->contr);
859 718
860 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
861 720
862 if (ob->msg) 721 if (ob->msg)
863 ob->msg = 0; 722 ob->msg = 0;
864 723
865 /* We create this now because some of the unique maps will need it
866 * to save here.
867 */
868 {
869 char buf[MAX_BUF];
870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
871 make_path_to_file (buf);
872 }
873
874 start_info (ob); 724 start_info (ob);
875 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
876 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
877 link_player_skills (ob);
878 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
879 ob->update_stats (); 728 ob->update_stats ();
880 729
881 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
882 * is one for this race 731 * is one for this race
883 */ 732 */
884 if (*first_map_ext_path) 733 if (*first_map_ext_path)
885 { 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
886 object *tmp;
887 char mapname[MAX_BUF];
888
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
890 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = ob->x;
893 EXIT_Y (tmp) = ob->y;
894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the
896 * default initial map */
897 tmp->destroy ();
898 }
899 else 735 else
900 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
738
739/*
740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746static int
747allowed_class (const object *op)
748{
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
901} 756}
902 757
903void 758void
904player::chargen_race_next () 759player::chargen_race_next ()
905{ 760{
934 ob->stats.hp = ob->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
935 ob->stats.sp = ob->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
936 ob->stats.grace = 0; 791 ob->stats.grace = 0;
937} 792}
938 793
939void 794static void
940flee_player (object *op) 795flee_player (object *op)
941{ 796{
942 int dir, diff; 797 int dir, diff;
943 rv_vector rv; 798 rv_vector rv;
944 799
945 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
946 { 801 {
947 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
948 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
949 return; 804 return;
950 } 805 }
951 806
952 if (op->enemy == NULL) 807 if (!op->enemy)
953 { 808 {
954 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
955 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
956 return; 811 return;
957 } 812 }
958 813
959 /* Seen some crashes here. Since we don't store an 814 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
960 * op->enemy_count, it is possible that something destroys the
961 * actual enemy, and the object is recycled.
962 */
963 if (op->enemy->map == NULL)
964 { 815 {
965 CLEAR_FLAG (op, FLAG_SCARED);
966 op->enemy = NULL; 816 op->enemy = NULL;
967 return; 817 op->clr_flag (FLAG_SCARED);
968 }
969
970 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
971 {
972 op->enemy = NULL;
973 CLEAR_FLAG (op, FLAG_SCARED);
974 return; 818 return;
975 } 819 }
976 820
977 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
978 822
979 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
980 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
981 { 825 {
982 int m = 1 - (RANDOM () & 2); 826 int m = 1 - rndm (2) * 2;
983 827
984 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 828 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
985 return; 829 return;
986 } 830 }
987 831
988 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
989 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
990 op->enemy = NULL; 834 op->enemy = NULL;
991} 835}
992 836
993/* check_pick sees if there is stuff to be picked up/picks up stuff. 837/* check_pick sees if there is stuff to be picked up/picks up stuff.
994 * It returns 1 if the player should keep on moving, 0 if he should 838 * It returns 1 if the player should keep on moving, 0 if he should
998check_pick (object *op) 842check_pick (object *op)
999{ 843{
1000 object *tmp, *next; 844 object *tmp, *next;
1001 int stop = 0; 845 int stop = 0;
1002 int wvratio; 846 int wvratio;
1003 char putstring[128];
1004 847
1005 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
1006 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
1007 return 1; 850 return 1;
1008 851
1009 next = op->below; 852 next = op->below;
853
854 int cnt = MAX_ITEM_PER_ACTION;
855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1010 856
1011 /* loop while there are items on the floor that are not marked as 857 /* loop while there are items on the floor that are not marked as
1012 * destroyed */ 858 * destroyed */
1013 while (next && !next->destroyed ()) 859 while (next && !next->destroyed ())
1014 { 860 {
1015 tmp = next; 861 tmp = next;
1016 next = tmp->below; 862 next = tmp->below;
1017 863
864 if (cnt <= 0)
865 {
866 op->failmsg ("Couldn't pickup all items at once.");
867 return 0;
868 }
869
1018 if (op->destroyed ()) 870 if (op->destroyed ())
1019 return 0; 871 return 0;
1020 872
1021 if (!can_pick (op, tmp)) 873 if (!can_pick (op, tmp))
1022 continue; 874 continue;
1023 875
1024 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1025 { 877 {
1026 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1027 pick_up (op, tmp); 879 CHK_PICK_PICKUP;
880
1028 continue; 881 continue;
1029 } 882 }
1030 883
1031 /* high not bit set? We're using the old autopickup model */ 884 /* pickup handling */
885 if (op->contr->mode & PU_DEBUG)
886 {
887 /* some debugging code to figure out item information */
888 const char *str = tmp->name
889 ? format ("item name: %s item type: %d weight/value: %d",
890 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
891 : format ("item name: %s item type: %d weight/value: %d",
892 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
893
894 new_draw_info (NDI_UNIQUE, 0, op, str);
895 }
896
897 if (op->contr->mode & PU_INHIBIT)
898 return 1;
899
900 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
901 return 1;
902
903 /* philosophy:
904 * It's easy to grab an item type from a pile, as long as it's
905 * generic. This takes no game-time. For more detailed pickups
906 * and selections, select-items should be used. This is a
907 * grab-as-you-run type mode that's really useful for arrows for
908 * example.
909 * The drawback: right now it has no frontend, so you need to
910 * stick the bits you want into a calculator in hex mode and then
911 * convert to decimal and then 'pickup <#>
912 */
913
914 /* the first two modes are exclusive: if NOTHING we return, if
915 * STOP then we stop. All the rest are applied sequentially,
916 * meaning if any test passes, the item gets picked up. */
917
918 /* if mode is set to pick nothing up, return */
919 if (op->contr->mode == PU_NOTHING)
920 return 1;
921
922 /* if mode is set to stop when encountering objects, return */
923 /* take STOP before INHIBIT since it doesn't actually pick
924 * anything up */
925 if (op->contr->mode & PU_STOP)
926 return 0;
927
928 /* useful for going into stores and not losing your settings... */
929 /* and for battles wher you don't want to get loaded down while
930 * fighting */
931 if (op->contr->mode & PU_INHIBIT)
932 return 1;
933
934 /* prevent us from turning into auto-thieves :) */
935 if (tmp->flag [FLAG_UNPAID])
936 continue;
937
938 /* ignore known cursed objects */
939 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
940 continue;
941
942 /* all food and drink if desired */
943 /* question: don't pick up known-poisonous stuff? */
1032 if (!(op->contr->mode & PU_NEWMODE)) 944 if (op->contr->mode & PU_FOOD)
945 if (tmp->type == FOOD)
1033 { 946 {
1034 switch (op->contr->mode) 947 CHK_PICK_PICKUP;
948 continue;
949 }
950
951 if (op->contr->mode & PU_DRINK)
952 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 if (op->contr->mode & PU_POTION)
959 if (tmp->type == POTION)
960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
965 /* spellbooks, skillscrolls and normal books/scrolls */
966 if (op->contr->mode & PU_SPELLBOOK)
967 if (tmp->type == SPELLBOOK)
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_SKILLSCROLL)
974 if (tmp->type == SKILLSCROLL)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 if (op->contr->mode & PU_READABLES)
981 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
982 {
983 CHK_PICK_PICKUP;
984 continue;
985 }
986
987 /* wands/staves/rods/horns */
988 if (op->contr->mode & PU_MAGIC_DEVICE)
989 if (tmp->type == WAND
990 || tmp->type == ROD
991 || tmp->type == HORN
992 || tmp->type == POWER_CRYSTAL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL)
1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 if (op->contr->mode & PU_VALUABLES)
1008 {
1009 if (tmp->type == MONEY || tmp->type == GEM)
1035 { 1010 {
1036 case 0: 1011 CHK_PICK_PICKUP;
1037 return 1; /* don't pick up */ 1012 continue;
1038 case 1:
1039 pick_up (op, tmp);
1040 return 1;
1041 case 2:
1042 pick_up (op, tmp);
1043 return 0;
1044 case 3:
1045 return 0; /* stop before pickup */
1046 case 4:
1047 pick_up (op, tmp);
1048 break;
1049 case 5:
1050 pick_up (op, tmp);
1051 stop = 1;
1052 break;
1053 case 6:
1054 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1055 pick_up (op, tmp);
1056 break;
1057
1058 case 7:
1059 if (tmp->type == MONEY || tmp->type == GEM)
1060 pick_up (op, tmp);
1061 break;
1062
1063 default:
1064 /* use value density */
1065 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1066 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1067 pick_up (op, tmp);
1068 } 1013 }
1069 } 1014 }
1070 else 1015
1071 { /* old model */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1072 /* NEW pickup handling */
1073 if (op->contr->mode & PU_DEBUG) 1017 if (op->contr->mode & PU_JEWELS)
1018 if (tmp->type == RING
1019 || tmp->type == AMULET
1020 || tmp->type == GIRDLE
1021 || tmp->type == SKILL_TOOL)
1074 { 1022 {
1075 /* some debugging code to figure out item information */ 1023 CHK_PICK_PICKUP;
1076 if (tmp->name != NULL)
1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1079 else
1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1082
1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1084 }
1085
1086 /* philosophy:
1087 * It's easy to grab an item type from a pile, as long as it's
1088 * generic. This takes no game-time. For more detailed pickups
1089 * and selections, select-items should be used. This is a
1090 * grab-as-you-run type mode that's really useful for arrows for
1091 * example.
1092 * The drawback: right now it has no frontend, so you need to
1093 * stick the bits you want into a calculator in hex mode and then
1094 * convert to decimal and then 'pickup <#>
1095 */
1096
1097 /* the first two modes are exclusive: if NOTHING we return, if
1098 * STOP then we stop. All the rest are applied sequentially,
1099 * meaning if any test passes, the item gets picked up. */
1100
1101 /* if mode is set to pick nothing up, return */
1102
1103 if (op->contr->mode & PU_NOTHING)
1104 return 1;
1105
1106 /* if mode is set to stop when encountering objects, return */
1107 /* take STOP before INHIBIT since it doesn't actually pick
1108 * anything up */
1109
1110 if (op->contr->mode & PU_STOP)
1111 return 0;
1112
1113 /* useful for going into stores and not losing your settings... */
1114 /* and for battles wher you don't want to get loaded down while
1115 * fighting */
1116 if (op->contr->mode & PU_INHIBIT)
1117 return 1;
1118
1119 /* prevent us from turning into auto-thieves :) */
1120 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1121 continue; 1024 continue;
1025 }
1122 1026
1123 /* ignore known cursed objects */ 1027 /* we don't forget dragon food */
1124 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1028 if (op->contr->mode & PU_FLESH)
1029 if (tmp->type == FLESH)
1030 {
1031 CHK_PICK_PICKUP;
1125 continue; 1032 continue;
1033 }
1126 1034
1127 /* all food and drink if desired */ 1035 /* bows and arrows. Bows are good for selling! */
1128 /* question: don't pick up known-poisonous stuff? */ 1036 if (op->contr->mode & PU_BOW)
1037 if (tmp->type == BOW)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 if (op->contr->mode & PU_ARROW)
1044 if (tmp->type == ARROW)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1050 /* all kinds of armor etc. */
1051 if (op->contr->mode & PU_ARMOUR)
1052 if (tmp->type == ARMOUR)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_HELMET)
1059 if (tmp->type == HELMET)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 if (op->contr->mode & PU_SHIELD)
1066 if (tmp->type == SHIELD)
1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1129 if (op->contr->mode & PU_FOOD) 1072 if (op->contr->mode & PU_BOOTS)
1130 if (tmp->type == FOOD) 1073 if (tmp->type == BOOTS)
1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1079 if (op->contr->mode & PU_GLOVES)
1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 if (op->contr->mode & PU_CLOAK)
1087 if (tmp->type == CLOAK)
1088 {
1089 CHK_PICK_PICKUP;
1090 continue;
1091 }
1092
1093 /* hoping to catch throwing daggers here */
1094 if (op->contr->mode & PU_MISSILEWEAPON)
1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 /* careful: chairs and tables are weapons! */
1102 if (op->contr->mode & PU_ALLWEAPON)
1103 {
1104 if (tmp->type == WEAPON)
1105 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1131 { 1106 {
1132 pick_up (op, tmp); 1107 CHK_PICK_PICKUP;
1133 continue; 1108 continue;
1134 } 1109 }
1110 }
1135 1111
1112 /* misc stuff that's useful */
1136 if (op->contr->mode & PU_DRINK) 1113 if (op->contr->mode & PU_KEY)
1137 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1138 { 1115 {
1139 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1140 continue; 1117 continue;
1141 } 1118 }
1142 1119
1120 /* any of the last 4 bits set means we use the ratio for value
1121 * pickups */
1143 if (op->contr->mode & PU_POTION) 1122 if (op->contr->mode & PU_RATIO)
1144 if (tmp->type == POTION) 1123 {
1124 /* use value density to decide what else to grab */
1125 /* >=7 was >= op->contr->mode */
1126 /* >=7 is the old standard setting. Now we take the last 4 bits
1145 { 1127 */
1146 pick_up (op, tmp);
1147 continue;
1148 }
1149
1150 /* spellbooks, skillscrolls and normal books/scrolls */
1151 if (op->contr->mode & PU_SPELLBOOK)
1152 if (tmp->type == SPELLBOOK)
1153 {
1154 pick_up (op, tmp);
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_SKILLSCROLL)
1159 if (tmp->type == SKILLSCROLL)
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_READABLES)
1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 /* wands/staves/rods/horns */
1173 if (op->contr->mode & PU_MAGIC_DEVICE)
1174 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* pick up all magical items */
1181 if (op->contr->mode & PU_MAGICAL) 1128 wvratio = op->contr->mode & PU_RATIO;
1182 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1129 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_VALUABLES)
1189 { 1130 {
1190 if (tmp->type == MONEY || tmp->type == GEM) 1131#if 0
1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1133 if (tmp->name != NULL)
1191 { 1134 {
1192 pick_up (op, tmp); 1135 fprintf (stderr, "%s", tmp->name);
1193 continue;
1194 } 1136 }
1195 }
1196
1197 /* rings & amulets - talismans seems to be typed AMULET */
1198 if (op->contr->mode & PU_JEWELS)
1199 if (tmp->type == RING || tmp->type == AMULET)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* we don't forget dragon food */
1206 if (op->contr->mode & PU_FLESH)
1207 if (tmp->type == FLESH)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* bows and arrows. Bows are good for selling! */
1214 if (op->contr->mode & PU_BOW)
1215 if (tmp->type == BOW)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_ARROW)
1222 if (tmp->type == ARROW)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* all kinds of armor etc. */
1229 if (op->contr->mode & PU_ARMOUR)
1230 if (tmp->type == ARMOUR)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_HELMET)
1237 if (tmp->type == HELMET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_SHIELD)
1244 if (tmp->type == SHIELD)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_BOOTS)
1251 if (tmp->type == BOOTS)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_GLOVES)
1258 if (tmp->type == GLOVES)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_CLOAK)
1265 if (tmp->type == CLOAK)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* hoping to catch throwing daggers here */
1272 if (op->contr->mode & PU_MISSILEWEAPON)
1273 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 /* careful: chairs and tables are weapons! */
1280 if (op->contr->mode & PU_ALLWEAPON)
1281 {
1282 if (tmp->type == WEAPON && tmp->name != NULL)
1283 {
1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290 }
1291
1292 if (tmp->type == WEAPON && tmp->name == NULL)
1293 {
1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299 }
1300 }
1301
1302 /* misc stuff that's useful */
1303 if (op->contr->mode & PU_KEY)
1304 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* any of the last 4 bits set means we use the ratio for value
1311 * pickups */
1312 if (op->contr->mode & PU_RATIO)
1313 {
1314 /* use value density to decide what else to grab */
1315 /* >=7 was >= op->contr->mode */
1316 /* >=7 is the old standard setting. Now we take the last 4 bits
1317 * and multiply them by 5, giving 0..15*5== 5..75 */
1318 wvratio = (op->contr->mode & PU_RATIO) * 5;
1319 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1320 {
1321 pick_up (op, tmp);
1322#if 0
1323 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1324 if (tmp->name != NULL)
1325 {
1326 fprintf (stderr, "%s", tmp->name);
1327 }
1328 else 1137 else
1329 fprintf (stderr, "%s", tmp->arch->archname); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1330 fprintf (stderr, ",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1140 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1332#endif 1141#endif
1142 CHK_PICK_PICKUP;
1333 continue; 1143 continue;
1334 }
1335 } 1144 }
1336 } /* the new pickup model */ 1145 } /* the new pickup model */
1337 } 1146 }
1338 1147
1339 return !stop; 1148 return !stop;
1149}
1150
1151/* routine for both players and monsters. We call this when
1152 * there is a possibility for our action distrubing our hiding
1153 * place or invisiblity spell. Artefact invisiblity causes
1154 * "noise" instead. If we arent invisible to begin with, we
1155 * return 0.
1156 */
1157static int
1158action_makes_visible (object *op)
1159{
1160 if (op->invisible && op->flag [FLAG_ALIVE])
1161 {
1162 if (op->flag [FLAG_MAKE_INVIS])
1163 {
1164 // artefact invisibility is permanent, but we still make noise
1165 // this is important for game-balance.
1166 if (op->contr)
1167 op->make_noise ();
1168
1169 return 0;
1170 }
1171
1172 if (op->contr && op->contr->tmp_invis == 0)
1173 return 0;
1174
1175 /* If monsters, they should become visible */
1176 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1177 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1179 return 1;
1180 }
1181 }
1182
1183 return 0;
1340} 1184}
1341 1185
1342/* 1186/*
1343 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1344 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1345 * found object is returned. 1189 * found object is returned.
1346 */ 1190 */
1347object * 1191static object *
1348find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1349{ 1193{
1350 object *tmp = 0;
1351
1352 for (op = op->inv; op; op = op->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1354 tmp = find_arrow (op, type);
1355 else if (op->type == ARROW && op->race == type) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1196 return splay (tmp);
1197
1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1200 if (object *arrow = find_arrow (tmp, type))
1201 {
1202 splay (tmp);
1356 return op; 1203 return arrow;
1204 }
1357 1205
1358 return tmp; 1206 return 0;
1359} 1207}
1360 1208
1361/* 1209/*
1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1210 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1363 * against the target. A full test is not performed, simply a basic test 1211 * against the target. A full test is not performed, simply a basic test
1364 * of resistances. The archer is making a quick guess at what he sees down 1212 * of resistances. The archer is making a quick guess at what he sees down
1365 * the hall. Failing that it does it's best to pick the highest plus arrow. 1213 * the hall. Failing that it does it's best to pick the highest plus arrow.
1366 */ 1214 */
1367object * 1215static object *
1368find_better_arrow (object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1369{ 1217{
1370 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1371 int attacknum, attacktype, betterby = 0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1372 1220
1373 if (!type) 1221 if (!type)
1374 return NULL; 1222 return NULL;
1375 1223
1376 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1377 { 1225 {
1378 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1379 { 1227 {
1380 i = 0; 1228 i = 0;
1381 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1382 if (i > betterby) 1231 if (i > betterby)
1383 { 1232 {
1384 tmp = ntmp; 1233 tmp = ntmp;
1385 betterby = i; 1234 betterby = i;
1386 } 1235 }
1387 } 1236 }
1388 else if (arrow->type == ARROW && arrow->race == type) 1237 else if (arrow->type == ARROW && arrow->race == type)
1389 { 1238 {
1390 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1391 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1240 if (target->race && arrow->slaying.contains (target->race))
1392 { 1241 {
1393 if (arrow->attacktype & AT_DEATH) 1242 if (arrow->attacktype & AT_DEATH)
1394 { 1243 {
1395 *better = 100; 1244 *better = 100;
1396 return arrow; 1245 return arrow;
1411 { 1260 {
1412 tmp = arrow; 1261 tmp = arrow;
1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1262 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1414 } 1263 }
1415 } 1264 }
1265
1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417 { 1267 {
1418 tmp = arrow; 1268 tmp = arrow;
1419 betterby = 2 + arrow->magic + arrow->stats.dam; 1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1420 } 1270 }
1271
1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422 { 1273 {
1423 tmp = arrow; 1274 tmp = arrow;
1424 betterby = 1 + arrow->magic + arrow->stats.dam; 1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1425 } 1276 }
1426 } 1277 }
1427 } 1278 }
1428 } 1279 }
1280
1429 if (tmp == NULL && arrow == NULL) 1281 if (tmp == NULL && arrow == NULL)
1430 return find_arrow (op, type); 1282 return find_arrow (op, type);
1431 1283
1432 *better = betterby; 1284 *better = betterby;
1433 return tmp; 1285 return tmp;
1437 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1438 * op = the shooter 1290 * op = the shooter
1439 * type = bow->race 1291 * type = bow->race
1440 * dir = fire direction 1292 * dir = fire direction
1441 */ 1293 */
1442object * 1294static object *
1443pick_arrow_target (object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1444{ 1296{
1445 object *tmp = NULL; 1297 object *tmp = NULL;
1446 maptile *m; 1298 maptile *m;
1447 int i, mflags, found, number; 1299 int i, mflags, found, number;
1448 sint16 x, y; 1300 sint16 x, y;
1463 for (i = 0, found = 0; i < 20; i++) 1315 for (i = 0, found = 0; i < 20; i++)
1464 { 1316 {
1465 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1466 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1467 mflags = get_map_flags (m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 { 1322 {
1470 tmp = NULL; 1323 tmp = 0;
1471 break; 1324 break;
1472 } 1325 }
1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1326 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 { 1327 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption. 1329 * perhaps a bad assumption.
1477 */ 1330 */
1478 tmp = NULL; 1331 tmp = 0;
1479 break; 1332 break;
1480 } 1333 }
1334
1481 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1482 {
1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1336 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1490 break; 1338 break;
1491 }
1492 } 1339 }
1493 if (tmp == NULL) 1340
1341 if (!tmp)
1494 return find_arrow (op, type); 1342 return find_arrow (op, type);
1495 1343
1496 if (tmp->head) 1344 if (tmp->head)
1497 tmp = tmp->head; 1345 tmp = tmp->head;
1498 1346
1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1539 return 0; 1387 return 0;
1540 } 1388 }
1541 1389
1542 // optimisation: move object to top so we will find it quickly again 1390 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below) 1391 splay (bow);
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1549 } 1392 }
1550 1393
1551 if (!bow->race || !bow->skill) 1394 if (!bow->race || !bow->skill)
1552 { 1395 {
1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1560 { 1403 {
1561 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1564 else 1407 else
1565 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1566 1409
1567 return 0; 1410 return 0;
1568 } 1411 }
1569 } 1412 }
1570 1413
1579 } 1422 }
1580 1423
1581 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1582 if (arrow->nrof == 0) 1425 if (arrow->nrof == 0)
1583 { 1426 {
1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (); 1428 arrow->destroy ();
1585 return 0; 1429 return 0;
1586 } 1430 }
1587 1431
1588 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1589 arrow = get_split_ob (arrow, 1); 1433 arrow = arrow->split ();
1590 if (!arrow) 1434 if (!arrow)
1591 { 1435 {
1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1436 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1593 return 0; 1437 return 0;
1594 } 1438 }
1598 arrow->direction = dir; 1442 arrow->direction = dir;
1599 1443
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam; 1445 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1446 arrow->stats.grace = arrow->attacktype;
1603 1447 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1448
1607#if 0 1449#if 0
1608 if (player *pl = op->contr) 1450 if (player *pl = op->contr)
1609 { 1451 {
1610 float speed = pl->weapon_sp; 1452 float speed = pl->weapon_sp;
1620#endif 1462#endif
1621 1463
1622 SET_ANIMATION (arrow, arrow->direction); 1464 SET_ANIMATION (arrow, arrow->direction);
1623 1465
1624 /* update the speed */ 1466 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627 1467
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0; 1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1630 1473
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632 1475
1633 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1634 { 1477 {
1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1656 1499
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1658 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1660 1504
1661 op->play_sound (sound_find ("fire_arrow")); 1505 op->play_sound (sound_find ("fire_arrow"));
1662 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1663 1507
1664 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1665 move_arrow (arrow); 1509 move_arrow (arrow);
1666
1667 if (op->type == PLAYER)
1668 {
1669 if (left->destroyed ())
1670 esrv_del_item (op->contr, left->count);
1671 else
1672 esrv_send_item (op, left);
1673 }
1674 1510
1675 return 1; 1511 return 1;
1676} 1512}
1677 1513
1678/* Special fire code for players - this takes into 1514/* Special fire code for players - this takes into
1680 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1681 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1682 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1683 * hence the function name. 1519 * hence the function name.
1684 */ 1520 */
1685int 1521static int
1686player_fire_bow (object *op, int dir) 1522player_fire_bow (object *op, int dir)
1687{ 1523{
1688 int ret = 0, wcmod = 0; 1524 int ret;
1689 1525
1690 if (op->contr->bowtype == bow_bestarrow) 1526 if (op->contr->bowtype == bow_bestarrow)
1691 { 1527 {
1692 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1528 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1693 } 1529 }
1694 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1530 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1695 { 1531 {
1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1532 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1697 wcmod = -1;
1698
1699 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1533 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1700 } 1534 }
1701 else if (op->contr->bowtype == bow_threewide) 1535 else if (op->contr->bowtype == bow_threewide)
1702 { 1536 {
1703 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1704 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1538 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1705 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1539 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1706 } 1540 }
1707 else if (op->contr->bowtype == bow_spreadshot) 1541 else if (op->contr->bowtype == bow_spreadshot)
1708 { 1542 {
1709 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1710 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1544 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1711 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1545 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1712 } 1546 }
1713 else 1547 else
1714 { 1548 {
1720} 1554}
1721 1555
1722/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1723 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1724 */ 1558 */
1725void 1559static void
1726fire_misc_object (object *op, int dir) 1560fire_misc_object (object *op, int dir)
1727{ 1561{
1728 object *item = op->contr->ranged_ob; 1562 object *item = op->contr->ranged_ob;
1729 1563
1730 if (!item) 1564 if (!item)
1737 { 1571 {
1738 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1739 return; 1573 return;
1740 } 1574 }
1741 1575
1742 if (!op->change_weapon (item)) 1576 if (!op->apply (item))
1743 return; 1577 return;
1744 1578
1745 if (item->type == WAND) 1579 if (item->type == WAND)
1746 { 1580 {
1747 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
1752 return; 1586 return;
1753 } 1587 }
1754 } 1588 }
1755 else if (item->type == ROD || item->type == HORN) 1589 else if (item->type == ROD || item->type == HORN)
1756 { 1590 {
1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1591 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1592
1593 // using the maximum of the rods charge allows at least one spell cast
1594 // for a rod or horn, this fixes some broken rods.
1595 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1758 { 1596 {
1759 op->contr->play_sound (sound_find ("wand_poof")); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1760 1598
1761 if (item->type == ROD) 1599 if (item->type == ROD)
1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1767 } 1605 }
1768 } 1606 }
1769 1607
1770 if (cast_spell (op, item, dir, item->inv, NULL)) 1608 if (cast_spell (op, item, dir, item->inv, NULL))
1771 { 1609 {
1772 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1610 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1611
1773 if (item->type == WAND) 1612 if (item->type == WAND)
1774 { 1613 {
1775 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1776 { 1615 {
1777 object *tmp;
1778
1779 if (item->arch) 1616 if (item->arch)
1780 { 1617 {
1781 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1782 item->face = item->arch->face; 1619 item->face = item->arch->face;
1783 item->set_speed (0); 1620 item->set_speed (0);
1784 } 1621 }
1785 1622
1786 if ((tmp = item->in_player ())) 1623 if (object *pl = item->visible_to ())
1787 esrv_update_item (UPD_ANIM, tmp, item); 1624 esrv_update_item (UPD_ANIM, pl, item);
1788 } 1625 }
1789 } 1626 }
1790 else if (item->type == ROD || item->type == HORN) 1627 else if (item->type == ROD || item->type == HORN)
1791 drain_rod_charge (item); 1628 drain_rod_charge (item);
1792 } 1629 }
1793} 1630}
1794 1631
1795/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1796 */ 1633 */
1797bool 1634bool
1798fire (object *op, int dir) 1635fire (object *who, int dir)
1799{ 1636{
1800 int spellcost = 0; 1637 int spellcost = 0;
1801 1638
1802 /* check for loss of invisiblity/hide */
1803 if (action_makes_visible (op))
1804 make_visible (op);
1805
1806 player *pl = op->contr; 1639 player *pl = who->contr;
1807 1640
1808 if (pl->golem) 1641 if (pl->golem)
1809 { 1642 {
1810 control_golem (op->contr->golem, dir); 1643 control_golem (who->contr->golem, dir);
1811 return false; 1644 return false;
1812 } 1645 }
1813 1646
1814 object *ob = pl->ranged_ob; 1647 object *ob = pl->ranged_ob;
1815 1648
1816 if (!ob) 1649 if (!ob)
1817 return false; 1650 return false;
1818 1651
1819 if (!op->change_weapon (ob))
1820 return false;
1821
1822 if (op->speed_left > 0.f) 1652 if (who->speed_left > 0.f)
1823 --op->speed_left; 1653 --who->speed_left;
1824 else 1654 else
1825 return false; 1655 return false;
1826 1656
1657 if (!who->apply (ob))
1658 return false;
1659
1660 /* check for loss of invisiblity/hide */
1661 if (action_makes_visible (who))
1662 make_visible (who);
1663
1827 switch (ob->type) 1664 switch (ob->type)
1828 { 1665 {
1829 case BOW: 1666 case BOW:
1830 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
1831 break; 1668 break;
1832 1669
1833 case SPELL: 1670 case SPELL:
1834 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1671 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1835 break; 1672 break;
1836 1673
1837 case BUILDER: 1674 case BUILDER:
1838 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
1839 break; 1676 break;
1840 1677
1841 case SKILL: 1678 case SKILL:
1842 do_skill (op, op, ob, dir, 0); 1679 do_skill (who, who, ob, dir, 0);
1843 break; 1680 break;
1844 1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1845 default: 1686 default:
1846 fire_misc_object (op, dir); 1687 fire_misc_object (who, dir);
1847 break; 1688 break;
1848 } 1689 }
1849 1690
1850 return true; 1691 return true;
1851} 1692}
1852 1693
1853/* find_key 1694static object *
1854 * We try to find a key for the door as passed. If we find a key
1855 * and successfully use it, we return the key, otherwise NULL
1856 * This function merges both normal and locked door, since the logic
1857 * for both is the same - just the specific key is different.
1858 * pl is the player,
1859 * inv is the objects inventory to searched
1860 * door is the door we are trying to match against.
1861 * This function can be called recursively to search containers.
1862 */
1863object *
1864find_key (object *pl, object *container, object *door) 1695find_key_ (object *pl, object *container, object *door)
1865{ 1696{
1866 object *tmp, *key; 1697 object *tmp, *key;
1867 1698
1868 /* Should not happen, but sanity checking is never bad */ 1699 /* Should not happen, but sanity checking is never bad */
1869 if (!container->inv) 1700 if (!container->inv)
1872 /* First, lets try to find a key in the top level inventory */ 1703 /* First, lets try to find a key in the top level inventory */
1873 for (tmp = container->inv; tmp; tmp = tmp->below) 1704 for (tmp = container->inv; tmp; tmp = tmp->below)
1874 { 1705 {
1875 if (door->type == DOOR && tmp->type == KEY) 1706 if (door->type == DOOR && tmp->type == KEY)
1876 break; 1707 break;
1708
1877 /* For sanity, we should really check door type, but other stuff 1709 /* For sanity, we should really check door type, but other stuff
1878 * (like containers) can be locked with special keys 1710 * (like containers) can be locked with special keys
1879 */ 1711 */
1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1881 break; 1713 break;
1887 * a key, return 1719 * a key, return
1888 */ 1720 */
1889 if (!tmp) 1721 if (!tmp)
1890 { 1722 {
1891 for (tmp = container->inv; tmp; tmp = tmp->below) 1723 for (tmp = container->inv; tmp; tmp = tmp->below)
1892 {
1893 /* No reason to search empty containers */ 1724 /* No reason to search empty containers */
1894 if (tmp->type == CONTAINER && tmp->inv) 1725 if (tmp->type == CONTAINER && tmp->inv)
1895 {
1896 if ((key = find_key (pl, tmp, door))) 1726 if ((key = find_key_ (pl, tmp, door)))
1897 return key; 1727 return key;
1898 }
1899 }
1900 1728
1901 if (!tmp) 1729 if (!tmp)
1902 return NULL; 1730 return 0;
1903 } 1731 }
1904 1732
1905 /* We get down here if we have found a key. Now if its in a container, 1733 /* We get down here if we have found a key. Now if its in a container,
1906 * see if we actually want to use it 1734 * see if we actually want to use it
1907 */ 1735 */
1908 if (pl != container) 1736 if (pl != container)
1909 { 1737 {
1910 /* Only let players use keys in containers */ 1738 /* Only let players use keys in containers */
1911 if (!pl->contr) 1739 if (!pl->contr)
1912 return NULL; 1740 return 0;
1741
1913 /* cases where this fails: 1742 /* cases where this fails:
1914 * If we only search the player inventory, return now since we 1743 * If we only search the player inventory, return now since we
1915 * are not in the players inventory. 1744 * are not in the players inventory.
1916 * If the container is not active, return now since only active 1745 * If the container is not active, return now since only active
1917 * containers can be used. 1746 * containers can be used.
1921 * inv must have been an container and must have been active. 1750 * inv must have been an container and must have been active.
1922 * 1751 *
1923 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1924 * all the others. 1753 * all the others.
1925 */ 1754 */
1926 if (pl->contr->usekeys == key_inventory || 1755 if (pl->contr->usekeys == key_inventory
1927 !QUERY_FLAG (container, FLAG_APPLIED) || 1756 || !container->flag [FLAG_APPLIED]
1928 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1929 { 1758 {
1930 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1931 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1760 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1932 return NULL; 1761 return NULL;
1933 } 1762 }
1934 } 1763 }
1935 1764
1936 return tmp; 1765 return tmp;
1766}
1767
1768/* find_key
1769 * We try to find a key for the door as passed. If we find a key
1770 * and successfully use it, we return the key, otherwise NULL
1771 * This function merges both normal and locked door, since the logic
1772 * for both is the same - just the specific key is different.
1773 * pl is the player,
1774 * inv is the objects inventory to searched
1775 * door is the door we are trying to match against.
1776 * This function can be called recursively to search containers.
1777 */
1778object *
1779find_key (object *pl, object *container, object *door)
1780{
1781 if (door->slaying && is_match_expr (door->slaying))
1782 {
1783 // for match expressions, we try to find the key by applying the match
1784 // to the op itself, which is supposed to find the "key", instead
1785 // of searching through containers ourselves.
1786
1787 return match_one (door->slaying, container, door, pl, pl);
1788 }
1789 else
1790 return find_key_ (pl, container, door);
1937} 1791}
1938 1792
1939/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
1940 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
1941 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
1963 1817
1964 if (door->type == DOOR) 1818 if (door->type == DOOR)
1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1819 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1966 else if (door->type == LOCKED_DOOR) 1820 else if (door->type == LOCKED_DOOR)
1967 { 1821 {
1968 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1822 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1969 remove_door2 (door); /* remove door without violence ;-) */ 1823 remove_door2 (door); /* remove door without violence ;-) */
1970 } 1824 }
1971 1825
1972 /* Do this after we print the message */ 1826 /* Do this after we print the message */
1973 decrease_ob (key); /* Use up one of the keys */ 1827 key->decrease (); /* Use up one of the keys */
1974 /* Need to update the weight the container the key was in */
1975 if (container != op)
1976 esrv_update_item (UPD_WEIGHT, op, container);
1977 1828
1978 return 1; /* Nothing more to do below */ 1829 return 1; /* Nothing more to do below */
1979 } 1830 }
1980 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
1981 { 1832 {
1982 /* Might as well return now - no other way to open this */ 1833 /* Might as well return now - no other way to open this */
1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1834 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1984 return 1; 1835 return 1;
1985 } 1836 }
1986 1837
1987 return 0; 1838 return 0;
1988} 1839}
1994 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
1995 */ 1846 */
1996bool 1847bool
1997move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
1998{ 1849{
1999 int on_battleground; 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1851 {
1852 --op->speed_left;
1853 return true;
1854 }
2000 1855
2001 sint16 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
2002 sint16 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
2003 1858
2004 on_battleground = op_on_battleground (op, 0, 0);
2005
2006 if (out_of_map (op->map, nx, ny)) 1859 if (out_of_map (op->map, nx, ny))
2007 return false; 1860 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2014 1861
2015 /* If braced, or can't move to the square, and it is not out of the 1862 /* If braced, or can't move to the square, and it is not out of the
2016 * map, attack it. Note order of if statement is important - don't 1863 * map, attack it. Note order of if statement is important - don't
2017 * want to be calling move_ob if braced, because move_ob will move the 1864 * want to be calling move_ob if braced, because move_ob will move the
2018 * player. This is a pretty nasty hack, because if we could 1865 * player. This is a pretty nasty hack, because if we could
2036 || mon->flag [FLAG_CAN_ROLL]) 1883 || mon->flag [FLAG_CAN_ROLL])
2037 && mon != op) 1884 && mon != op)
2038 break; 1885 break;
2039 } 1886 }
2040 1887
2041 if (!mon) /* This happens anytime the player tries to move */ 1888 /* no monster == player tries to move into a wall or so */
2042 return false; /* into a wall */ 1889 if (!mon)
1890 {
1891 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1892 if (op->move_type & ob->move_block)
1893 {
1894 if (ob->move_block == MOVE_ALL)
1895 move_into_wall (op, ob);
1896 else
1897 {
1898 if (op->contr->ns->bumpmsg)
1899 {
1900 op->play_sound (sound_find ("blocked_move"));
1901
1902 op->statusmsg (ob->invisible
1903 ? "Something blocks you."
1904 : format ("Something blocks you from entering the %s.", query_name (ob))
1905 );
1906 }
1907 }
1908
1909 break;
1910 }
1911
1912 return false;
1913 }
2043 1914
2044 mon = mon->head_ (); 1915 mon = mon->head_ ();
2045 1916
2046 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2047 if (op->contr->weapon_sp_left > 0.f) 1918 if (op->contr->weapon_sp_left > 0.f)
2065 */ 1936 */
2066 if (op->type == PLAYER 1937 if (op->type == PLAYER
2067 && ((mon->owner && mon->owner->contr 1938 && ((mon->owner && mon->owner->contr
2068 && same_party (mon->owner->contr->party, op->contr->party)) 1939 && same_party (mon->owner->contr->party, op->contr->party))
2069 || mon->owner == op) 1940 || mon->owner == op)
2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2071 { 1942 {
2072 /* If we're braced, we don't want to switch places with it */ 1943 /* If we're braced, we don't want to switch places with it */
2073 if (op->contr->braced) 1944 if (op->contr->braced)
2074 return false; 1945 return false;
2075 1946
2078 --op->speed_left; 1949 --op->speed_left;
2079 1950
2080 op->play_sound (sound_find ("push_player")); 1951 op->play_sound (sound_find ("push_player"));
2081 push_ob (mon, dir, op); 1952 push_ob (mon, dir, op);
2082 1953
2083 if (op->contr->tmp_invis || op->hide) 1954 if (action_makes_visible (op))
2084 make_visible (op); 1955 make_visible (op);
2085 1956
2086 return true; 1957 return true;
2087 } 1958 }
2088 else 1959 else
2089 return false; 1960 return false;
2090 } 1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
2091 1964
2092 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2093 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2094 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2095 * attack them either. 1968 * attack them either.
2096 */ 1969 */
2097 if ((mon->type == PLAYER || mon->enemy != op) 1970 if ((mon->type == PLAYER || mon->enemy != op)
2098 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1971 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2099 && ((op->contr->peaceful 1972 && ((op->contr->peaceful
2100 || (mon->type == PLAYER && mon->contr->peaceful)) 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2101 && !on_battleground)) 1974 && !on_battleground))
2102 { 1975 {
2103 if (op->speed_left > 0.f) 1976 if (op->speed_left > 0.f)
2108 { 1981 {
2109 op->play_sound (sound_find ("push_player")); 1982 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2111 } 1984 }
2112 else 1985 else
2113 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2114 1987
2115 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2116 make_visible (op); 1989 make_visible (op);
2117 1990
2118 return true; 1991 return true;
2119 } 1992 }
2120 } 1993 }
2121 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2122 * roll it if not braced. You can't roll it if you are braced. 1995 * roll it if not braced. You can't roll it if you are braced.
2123 */ 1996 */
2124 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2125 { 1998 {
2126 if (op->speed_left > 0.f) 1999 if (op->speed_left > 0.f)
2127 { 2000 {
2128 --op->speed_left; 2001 --op->speed_left;
2129 2002
2138 * Way it works is like this: First, it must have some hit points 2011 * Way it works is like this: First, it must have some hit points
2139 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2140 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2141 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2142 */ 2015 */
2143 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2144 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2145 { 2018 {
2146 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2147 { 2020 {
2148 --op->contr->weapon_sp_left; 2021 --op->contr->weapon_sp_left;
2160} 2033}
2161 2034
2162bool 2035bool
2163move_player (object *op, int dir) 2036move_player (object *op, int dir)
2164{ 2037{
2165 int pick;
2166
2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2168 return 0; 2039 return 0;
2169 2040
2170 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2171 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
2172 { 2043 {
2173 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2174 return 0; 2045 return 0;
2175 } 2046 }
2176 2047
2177 /* peterm: added following line */ 2048 /* peterm: added following line */
2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2179 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2180 2051
2181 op->facing = dir; 2052 op->facing = dir;
2182 2053
2183 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2184 do_hidden_move (op); 2055 do_hidden_move (op);
2185 2056
2186 bool retval; 2057 bool retval;
2058 int pick = 0;
2187 2059
2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2189 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2190 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2191 retval = fire (op, dir); 2063 retval = fire (op, dir);
2222 * players. 2094 * players.
2223 */ 2095 */
2224bool 2096bool
2225handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2226{ 2098{
2227 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (op->flag [FLAG_SCARED])
2228 { 2100 {
2229 if (op->speed_left > 0.f) 2101 if (op->speed_left > 0.f)
2230 { 2102 {
2231 --op->speed_left; 2103 --op->speed_left;
2232 flee_player (op); 2104 flee_player (op);
2248 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2249 2121
2250 return false; 2122 return false;
2251} 2123}
2252 2124
2253int 2125static int
2254save_life (object *op) 2126save_life (object *op)
2255{ 2127{
2256 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!op->flag [FLAG_LIFESAVE])
2257 return 0; 2129 return 0;
2258 2130
2259 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2261 { 2133 {
2262 op->play_sound (sound_find ("ob_evaporate")); 2134 op->play_sound (sound_find ("ob_evaporate"));
2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2264 2136
2265 if (op->contr)
2266 esrv_del_item (op->contr, tmp->count);
2267
2268 tmp->destroy (); 2137 tmp->destroy ();
2269 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2270 2139
2271 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2272 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2273 2142
2274 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2275 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2276 2145
2277 op->update_stats (); 2146 op->update_stats ();
2278 return 1; 2147 return 1;
2279 } 2148 }
2280 2149
2281 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2282 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2283 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2284 return 0; 2153 return 0;
2285} 2154}
2286 2155
2287/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2288 * back in the map (location and map determined by values of env). This 2157 * back in the map (location and map determined by values of env). This
2289 * function will descend into containers. op is the object to start the search 2158 * function will descend into containers. op is the object to start the search
2290 * from. 2159 * from.
2291 */ 2160 */
2292static void 2161static void
2293drop_unpaid_items (object *op, object *env) 2162drop_unpaid_items (object *op, object *env)
2294{ 2163{
2295 while (op) 2164 while (op)
2296 { 2165 {
2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2298 2167
2299 if (QUERY_FLAG (op, FLAG_UNPAID)) 2168 if (op->flag [FLAG_UNPAID])
2300 {
2301 if (env->type == PLAYER)
2302 esrv_del_item (env->contr, op->count);
2303
2304 op->insert_at (env); 2169 op->insert_at (env);
2305 }
2306 else if (op->inv) 2170 else if (op->inv)
2307 drop_unpaid_items (op->inv, env); 2171 drop_unpaid_items (op->inv, env);
2308 2172
2309 op = next; 2173 op = next;
2310 } 2174 }
2315{ 2179{
2316 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this); 2181 ::drop_unpaid_items (inv, this);
2318} 2182}
2319 2183
2320/*
2321 * Returns pointer a static string containing gravestone text
2322 * Moved from apply.c to player.c - player.c is what
2323 * actually uses this function. player.c may not be quite the
2324 * best, a misc file for object actions is probably better,
2325 * but there isn't one in the server directory.
2326 */
2327char *
2328gravestone_text (object *op)
2329{
2330 static char buf2[MAX_BUF];
2331 char buf[MAX_BUF];
2332 time_t now = time (NULL);
2333
2334 strcpy (buf2, " R.I.P.\n\n");
2335 if (op->type == PLAYER)
2336 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2337 else
2338 sprintf (buf, "%s\n", &op->name);
2339
2340 strncat (buf2, " ", 20 - strlen (buf) / 2);
2341 strcat (buf2, buf);
2342 if (op->type == PLAYER)
2343 sprintf (buf, "who was in level %d when killed\n", op->level);
2344 else
2345 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2346
2347 strncat (buf2, " ", 20 - strlen (buf) / 2);
2348 strcat (buf2, buf);
2349 if (op->type == PLAYER)
2350 {
2351 sprintf (buf, "by %s.\n\n", op->contr->killer);
2352 strncat (buf2, " ", 21 - strlen (buf) / 2);
2353 strcat (buf2, buf);
2354 }
2355
2356 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2358 strcat (buf2, buf);
2359
2360 return buf2;
2361}
2362
2363void 2184void
2364do_some_living (object *op) 2185do_some_living (object *op)
2365{ 2186{
2366 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2367 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2368 int over_hp, over_sp, over_grace;
2369 int i;
2370 int rate_hp = 1200; 2189 int rate_hp = 1200;
2371 int rate_sp = 2500; 2190 int rate_sp = 2500;
2372 int rate_grace = 2000; 2191 int rate_grace = 2000;
2373 const int max_hp = 1; 2192 const int max_hp = 1;
2374 const int max_sp = 1; 2193 const int max_sp = 1;
2375 const int max_grace = 1; 2194 const int max_grace = 1;
2376 2195
2196#if 0
2377 if (op->contr->hidden) 2197 if (op->contr->hidden)
2378 { 2198 {
2379 op->invisible = 1000; 2199 op->invisible = 1000;
2380 /* the socket code flashes the player visible/invisible 2200 /* the socket code flashes the player visible/invisible
2381 * depending on the value of invisible, so we need to 2201 * depending on the value of invisible, so we need to
2382 * alternate it here for it to work correctly. 2202 * alternate it here for it to work correctly.
2383 */ 2203 */
2384 if (pticks & 2) 2204 if (server_tick & 2)
2385 op->invisible--; 2205 op->invisible--;
2386 } 2206 }
2207 else
2208#endif
2387 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2388 { 2210 {
2389 if (!op->invisible--) 2211 if (!op->invisible--)
2390 { 2212 {
2391 make_visible (op); 2213 make_visible (op);
2392 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2214 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2426 if (--op->last_grace < 0) 2248 if (--op->last_grace < 0)
2427 { 2249 {
2428 if (op->stats.grace < op->stats.maxgrace / 2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2429 op->stats.grace++; /* no penalty in food for regaining grace */ 2251 op->stats.grace++; /* no penalty in food for regaining grace */
2430 2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2431 if (max_grace > 1) 2255 if (max_grace > 1)
2432 { 2256 {
2433 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2257 int over_grace = temp / rate_grace;
2258
2434 if (over_grace > 0) 2259 if (over_grace > 0)
2435 { 2260 {
2436 op->stats.sp += over_grace 2261 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2437 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2438 op->last_grace = 0; 2262 op->last_grace = 0;
2439 } 2263 }
2440 else 2264 else
2441 { 2265 op->last_grace = rate_grace / temp;
2442 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2443 }
2444 } 2266 }
2445 else 2267 else
2446 { 2268 op->last_grace = rate_grace / temp;
2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2269
2448 }
2449 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2450 } 2271 }
2451 2272
2452 if (op->stats.food > 0) 2273 if (op->stats.food > 0)
2453 { 2274 {
2459 if (op->stats.sp < op->stats.maxsp) 2280 if (op->stats.sp < op->stats.maxsp)
2460 { 2281 {
2461 op->stats.sp++; 2282 op->stats.sp++;
2462 2283
2463 /* dms do not consume food */ 2284 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ)) 2285 if (!op->flag [FLAG_WIZ])
2465 { 2286 {
2466 op->stats.food--; 2287 op->stats.food--;
2467 2288
2468 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2469 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2472 } 2293 }
2473 } 2294 }
2474 2295
2475 if (max_sp > 1) 2296 if (max_sp > 1)
2476 { 2297 {
2477 over_sp = (gen_sp + 10) / rate_sp; 2298 int over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0) 2299 if (over_sp > 0)
2479 { 2300 {
2480 if (op->stats.sp < op->stats.maxsp) 2301 if (op->stats.sp < op->stats.maxsp)
2481 { 2302 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503 if (op->stats.hp < op->stats.maxhp) 2324 if (op->stats.hp < op->stats.maxhp)
2504 { 2325 {
2505 op->stats.hp++; 2326 op->stats.hp++;
2506 2327
2507 /* dms do not consume food */ 2328 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ)) 2329 if (!op->flag [FLAG_WIZ])
2509 { 2330 {
2510 op->stats.food--; 2331 op->stats.food--;
2511 2332
2512 if (op->contr->digestion < 0) 2333 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion; 2334 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food; 2336 op->stats.food = last_food;
2516 } 2337 }
2517 } 2338 }
2518 2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2519 if (max_hp > 1) 2342 if (max_hp > 1)
2520 { 2343 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2344 int over_hp = temp / rate_hp;
2522 2345
2523 if (over_hp > 0) 2346 if (over_hp > 0)
2524 { 2347 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2348 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0; 2349 op->last_heal = 0;
2527 } 2350 }
2528 else 2351 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2352 op->last_heal = rate_hp / temp;
2530 } 2353 }
2531 else 2354 else
2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2533 } 2356 }
2534 } 2357 }
2535 2358
2536 /* Digestion */ 2359 /* Digestion */
2537 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2540 penalty = max (0, -op->contr->digestion); 2363 penalty = max (0, -op->contr->digestion);
2541 2364
2542 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2365 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2543 2366
2544 /* dms do not consume food */ 2367 /* dms do not consume food */
2545 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2546 op->stats.food--; 2369 op->stats.food--;
2547 } 2370 }
2548 2371
2549 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2550 { 2373 {
2551 object *tmp, *flesh = 0; 2374 object *flesh = 0;
2552 2375
2553 for (tmp = op->inv; tmp; tmp = tmp->below) 2376 for_inv_removable (op, tmp)
2554 { 2377 {
2555 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2378 if (tmp->flag [FLAG_UNPAID])
2379 continue;
2380
2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2556 { 2382 {
2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2383 op->statusmsg ("You blindly grab for a bite of food. "
2558 { 2384 "H<To prevent you from starving, you ate some random item from your backpack.>");
2559 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2385 op->apply (tmp);
2560 manual_apply (op, tmp, 0); 2386
2561 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2562 break; 2388 break;
2563 } 2389 }
2564 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2565 flesh = tmp; 2391 flesh = tmp;
2566 } /* End if paid for object */ 2392 }
2567 } /* end of for loop */
2568 2393
2569 /* If player is still starving, it means they don't have any food, so 2394 /* If player is still starving, it means they don't have any food, so
2570 * eat flesh instead. 2395 * eat flesh instead.
2571 */ 2396 */
2572 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2573 { 2398 {
2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2399 op->statusmsg ("You blindly grab for a bite of food. "
2400 "H<To prevent you from starving, you ate some random item from your backpack.>");
2575 manual_apply (op, flesh, 0); 2401 op->apply (flesh);
2576 } 2402 }
2403
2404 // If player is still starving, alert him!
2405 if (op->stats.food < 0)
2406 op->failmsg ("You are starving! "
2407 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2577 } 2408 }
2578 2409
2579 if (op->stats.food < 0) 2410 if (op->stats.food < 0)
2580 { 2411 {
2581 op->stats.hp += op->stats.food; 2412 op->stats.hp += op->stats.food;
2582 op->stats.food = 0; 2413 op->stats.food = 0;
2414
2415 if (op->stats.hp < 0)
2416 {
2417 op->contr->killer = archetype::get ("killer_starvation");
2418 op->contr->killer->destroy ();
2583 } 2419 }
2420 }
2584 2421
2422 /* killer should be set here already */
2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2586 kill_player (op); 2424 kill_player (op);
2587 } 2425 }
2588} 2426}
2589 2427
2590/* If the player should die (lack of hp, food, etc), we call this. 2428/* If the player should die (lack of hp, food, etc), we call this.
2593 * file. 2431 * file.
2594 */ 2432 */
2595void 2433void
2596kill_player (object *op) 2434kill_player (object *op)
2597{ 2435{
2598 char buf[MAX_BUF];
2599 int x, y; 2436 int x, y;
2600
2601 //int i;
2602 maptile *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2603
2604 /* int z;
2605 int num_stats_lose;
2606 int lost_a_stat;
2607 int lose_this_stat;
2608 int this_stat; */
2609 int will_kill_again; 2438 int will_kill_again;
2610 archetype *at; 2439 archetype *at;
2611 object *tmp; 2440 object *tmp;
2612 2441
2613 if (save_life (op)) 2442 if (save_life (op))
2614 return; 2443 return;
2444
2445 dynbuf_text deathtab;
2446
2447 /* restore player */
2448 at = archetype::find (shstr_poisoning);
2449 if (object *tmp = present_arch_in_ob (at, op))
2450 {
2451 tmp->destroy ();
2452 deathtab << "Your body feels cleansed...\r";
2453 }
2454
2455 at = archetype::find (shstr_confusion);
2456 if (object *tmp = present_arch_in_ob (at, op))
2457 {
2458 tmp->destroy ();
2459 deathtab << "Your mind feels clearer...\r";
2460 }
2461
2462 cure_disease (op, 0, 0); /* remove any disease */
2463
2464 max_it (op->stats.hp , op->stats.maxhp);
2465 max_it (op->stats.sp , op->stats.maxsp);
2466 max_it (op->stats.grace, op->stats.maxgrace);
2467 max_it (op->stats.food , 200);
2468
2469 // remove all spell effects that are active
2470 // to avoid long-term effects such as word-of-recall
2471 for (object *item = op->inv; item; )
2472 {
2473 object *next = item->below;
2474
2475 if (item->type == SPELL_EFFECT && item->active)
2476 item->destroy ();
2477
2478 item = next;
2479 }
2615 2480
2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2481 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2617 * in cities ONLY!!! It is very important that this doesn't get abused. 2482 * in cities ONLY!!! It is very important that this doesn't get abused.
2618 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2619 */ 2484 */
2620 if (op_on_battleground (op, &x, &y)) 2485 if (op_on_battleground (op, &x, &y))
2621 { 2486 {
2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2487 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2624
2625 /* restore player */
2626 at = archetype::find ("poisoning");
2627 if (object *tmp = present_arch_in_ob (at, op))
2628 {
2629 tmp->destroy ();
2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2631 }
2632
2633 at = archetype::find ("confusion");
2634 if (object *tmp = present_arch_in_ob (at, op))
2635 {
2636 tmp->destroy ();
2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2638 }
2639
2640 cure_disease (op, 0); /* remove any disease */
2641 op->stats.hp = op->stats.maxhp;
2642 if (op->stats.food <= 0)
2643 op->stats.food = 999;
2644 2488
2645 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2646 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2647 { 2491
2648 sprintf (buf, "%s's finger", &op->name); 2492 tmp->name = format ("%s's finger" , &op->name);
2649 tmp->name = buf; 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2650 sprintf (buf, " This finger has been cut off %s\n" 2494 tmp->msg = format (
2651 " the %s, when he was defeated at\n level %d by %s.\n", 2495 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2496 &op->name, op->contr->title,
2653 tmp->msg = buf; 2497 (int)op->level,
2498 op->contr->killer_name ()
2499 );
2654 tmp->value = 0, tmp->type = 0; 2500 tmp->value = 0, tmp->type = 0;
2655 tmp->materialname = "organics"; 2501 tmp->material = name_to_material (shstr_organic);
2656 tmp->insert_at (op, tmp); 2502 tmp->insert_at (op, tmp);
2657 }
2658 2503
2659 /* teleport defeated player to new destination */ 2504 /* teleport defeated player to new destination */
2660 transfer_ob (op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2661 op->contr->braced = 0; 2506 op->contr->braced = 0;
2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2662 return; 2509 return;
2663 } 2510 }
2664 2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2514
2665 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
2666 2516
2667 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
2668
2669 if (op->stats.food < 0)
2670 {
2671 sprintf (buf, "%s starved to death.", &op->name);
2672 strcpy (op->contr->killer, "starvation");
2673 }
2674 else
2675 sprintf (buf, "%s died.", &op->name);
2676 2518
2677 op->contr->play_sound (sound_find ("player_dies")); 2519 op->contr->play_sound (sound_find ("player_dies"));
2678 2520
2679 /* save the map location for corpse, gravestone */ 2521 /* save the map location for corpse, gravestone */
2680 x = op->x; 2522 x = op->x;
2710 2552
2711 lost_a_stat = 0; 2553 lost_a_stat = 0;
2712 2554
2713 for (z = 0; z < num_stats_lose; z++) 2555 for (z = 0; z < num_stats_lose; z++)
2714 { 2556 {
2715 i = RANDOM () % NUM_STATS; 2557 i = rndm (NUM_STATS);
2716 2558
2717 if (settings.stat_loss_on_death) 2559 if (settings.stat_loss_on_death)
2718 { 2560 {
2719 /* Pick a random stat and take a point off it. Tell the player 2561 /* Pick a random stat and take a point off it. Tell the player
2720 * what he lost. 2562 * what he lost.
2727 lost_a_stat = 1; 2569 lost_a_stat = 1;
2728 } 2570 }
2729 else 2571 else
2730 { 2572 {
2731 /* deplete a stat */ 2573 /* deplete a stat */
2732 archetype *deparch = archetype::find ("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2733 object *dep; 2575 object *dep;
2734 2576
2735 dep = present_arch_in_ob (deparch, op); 2577 dep = present_arch_in_ob (deparch, op);
2736 if (!dep) 2578 if (!dep)
2737 { 2579 {
2738 dep = arch_to_object (deparch); 2580 dep = deparch->instance ();
2739 insert_ob_in_ob (dep, op); 2581 insert_ob_in_ob (dep, op);
2740 } 2582 }
2741 lose_this_stat = 1; 2583 lose_this_stat = 1;
2742 if (settings.balanced_stat_loss) 2584 if (settings.balanced_stat_loss)
2743 { 2585 {
2771 } 2613 }
2772 } 2614 }
2773 2615
2774 if (lose_this_stat) 2616 if (lose_this_stat)
2775 { 2617 {
2776 this_stat = get_attr_value (&(dep->stats), i); 2618 this_stat = get_attr_value (&dep->stats, i);
2777 /* We could try to do something clever like find another 2619 /* We could try to do something clever like find another
2778 * stat to reduce if this fails. But chances are, if 2620 * stat to reduce if this fails. But chances are, if
2779 * stats have been depleted to -50, all are pretty low 2621 * stats have been depleted to -50, all are pretty low
2780 * and should be roughly the same, so it shouldn't make a 2622 * and should be roughly the same, so it shouldn't make a
2781 * difference. 2623 * difference.
2782 */ 2624 */
2783 if (this_stat >= -50) 2625 if (this_stat >= -50)
2784 { 2626 {
2785 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2786 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2787 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2788 op->update_stats (); 2630 op->update_stats ();
2789 lost_a_stat = 1; 2631 lost_a_stat = 1;
2790 } 2632 }
2791 } 2633 }
2792 } 2634 }
2793 } 2635 }
2636
2794 /* If no stat lost, tell the player. */ 2637 /* If no stat lost, tell the player. */
2795 if (!lost_a_stat) 2638 if (!lost_a_stat)
2796 { 2639 {
2797 /* determine_god() seems to not work sometimes... why is this? 2640 /* determine_god() seems to not work sometimes... why is this?
2798 Should I be using something else? GD */ 2641 Should I be using something else? GD */
2799 const char *god = determine_god (op); 2642 shstr_tmp god = determine_god (op);
2800 2643
2801 if (god && (strcmp (god, "none"))) 2644 if (god != shstr_none)
2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2645 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2803 else 2646 else
2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2647 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2805 } 2648 }
2806#else 2649#else
2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2650 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2808#endif 2651#endif
2809 2652
2810 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2811 * exp loss on the stone. 2654 * exp loss on the stone.
2812 */ 2655 */
2813 tmp = arch_to_object (archetype::find ("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2814 sprintf (buf, "%s's gravestone", &op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
2815 tmp->name = buf; 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2816 sprintf (buf, "%s's gravestones", &op->name); 2659 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2817 tmp->name_pl = buf; 2660 &op->name, op->contr->title, op->contr->killer_name ());
2818 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);
2819 tmp->msg = buf;
2820 tmp->x = op->x, tmp->y = op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2821 insert_ob_in_map (tmp, op->map, NULL, 0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
2822 2663
2823 /**************************************/ 2664 /**************************************/
2824 /* */ 2665 /* */
2825 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
2826 /* if we died cause of food, give us */
2827 /* food, and reset HP's... */
2828 /* */ 2667 /* */
2829 /**************************************/ 2668 /**************************************/
2830 2669
2831 /* remove any poisoning and confusion the character may be suffering. */
2832 /* restore player */
2833 at = archetype::find ("poisoning");
2834 tmp = present_arch_in_ob (at, op);
2835
2836 if (tmp)
2837 {
2838 tmp->destroy ();
2839 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2840 }
2841
2842 at = archetype::find ("confusion");
2843 tmp = present_arch_in_ob (at, op);
2844 if (tmp)
2845 {
2846 tmp->destroy ();
2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2848 }
2849
2850 cure_disease (op, 0); /* remove any disease */
2851
2852 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
2853 apply_death_exp_penalty (op); 2671 apply_death_exp_penalty (op);
2854 if (op->stats.food < 100)
2855 op->stats.food = 900;
2856 op->stats.hp = op->stats.maxhp;
2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2859 2672
2860 /* 2673 /*
2861 * Check to see if the player has any unpaid items. If so, remove them 2674 * Check to see if the player has any unpaid items. If so, remove them
2862 * and put them back in the map. 2675 * and put them back in the map.
2863 */ 2676 */
2887 if (will_kill_again) 2700 if (will_kill_again)
2888 { 2701 {
2889 object *force; 2702 object *force;
2890 int at; 2703 int at;
2891 2704
2892 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2893 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2894 force->speed = 0.1f;
2895 force->speed_left = -5.f; 2707 force->speed_left = -5.f;
2896 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2897 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2898 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2899 force->resist[at] = 100; 2713 force->resist[at] = 100;
2900 2714
2901 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2902 op->update_stats (); 2716 op->update_stats ();
2903
2904 } 2717 }
2905 2718
2906 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2907} 2720}
2908 2721
2909void 2722static void
2910loot_object (object *op) 2723loot_object (object *op)
2911{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2912 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2913 2726
2914 op->close_container (); /* close open sack first */ 2727 op->close_container (); /* close open sack first */
2915 2728
2916 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2917 { 2730 {
2924 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2925 2738
2926 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
2927 loot_object (tmp); /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
2928 2741
2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2742 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2930 { 2743 {
2931 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
2932 { 2745 {
2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
2934 tmp2->destroy ();
2935 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2936 } 2748 }
2937 else 2749 else
2938 tmp->destroy (); 2750 tmp->destroy ();
2939 } 2751 }
2946 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
2947 * what needs to be fixed. Refresh windows and fix speed if anything 2759 * what needs to be fixed. Refresh windows and fix speed if anything
2948 * was changed. 2760 * was changed.
2949 */ 2761 */
2950void 2762void
2951fix_weight (void) 2763fix_weight ()
2952{ 2764{
2953 for_all_players (pl) 2765 for_all_players (pl)
2954 { 2766 {
2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2767 weight_t old = pl->ob->carrying;
2956 2768
2957 if (old == sum) 2769 pl->ob->update_weight ();
2958 continue; 2770
2771 if (old != pl->ob->carrying)
2772 {
2959 pl->ob->update_stats (); 2773 pl->ob->update_stats ();
2960 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2774 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2775 }
2961 } 2776 }
2962} 2777}
2963 2778
2964void 2779void
2965fix_luck (void) 2780fix_luck ()
2966{ 2781{
2967 for_all_players (pl) 2782 for_all_players (pl)
2968 if (!pl->ob->contr->ns->state) 2783 if (!pl->ob->contr->ns->state)
2969 pl->ob->change_luck (0); 2784 pl->ob->change_luck (0);
2970} 2785}
3007} 2822}
3008 2823
3009void 2824void
3010make_visible (object *op) 2825make_visible (object *op)
3011{ 2826{
3012 op->hide = 0; 2827 op->flag [FLAG_HIDDEN] = 0;
3013 op->invisible = 0; 2828 op->invisible = 0;
3014 2829
3015 if (op->type == PLAYER) 2830 if (op->type == PLAYER)
3016 { 2831 {
3017 op->contr->tmp_invis = 0; 2832 op->contr->tmp_invis = 0;
3022} 2837}
3023 2838
3024int 2839int
3025is_true_undead (object *op) 2840is_true_undead (object *op)
3026{ 2841{
3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2842 if (op->arch->flag [FLAG_UNDEAD])
3028 return 1; 2843 return 1;
3029 2844
3030 return 0; 2845 return 0;
3031} 2846}
3032 2847
3042 2857
3043 if (!ob || !ob->map) 2858 if (!ob || !ob->map)
3044 return 0; 2859 return 0;
3045 2860
3046 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3047 level = ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3048 2863
3049 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3050 * If you carry a light on a non-dark map, its not 2865 * If you carry a light on a non-dark map, its not
3051 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3052 if (has_carried_lights (ob)) 2867 if (ob->has_carried_lights ())
3053 level = -(10 + (2 * ob->map->darkness)); 2868 level = -(10 + (2 * ob->map->darklevel ()));
3054 2869
3055 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3056 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2871 for (i = 0, x = ob->x, y = ob->y;
2872 i <= SIZEOFFREE1;
2873 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3057 { 2874 {
3058 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2875 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3059 if (mflag & P_OUT_OF_MAP) 2876 if (mflag & P_OUT_OF_MAP)
3060 {
3061 continue; 2877 continue;
3062 } 2878
3063 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2879 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3064 level += 2; 2880 level += 2;
3065 else /* open terrain! */ 2881 else /* open terrain! */
3066 level -= 1; 2882 level -= 1;
3067 } 2883 }
3078 * spot (surrounded by clear terrain in broad daylight). -b.t. 2894 * spot (surrounded by clear terrain in broad daylight). -b.t.
3079 */ 2895 */
3080void 2896void
3081do_hidden_move (object *op) 2897do_hidden_move (object *op)
3082{ 2898{
3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2899 int hide = 0;
3084 object *skop;
3085 2900
3086 if (!op || !op->map) 2901 if (!op || !op->map)
3087 return; 2902 return;
3088 2903
3089 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2904 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2905 int num = random_roll (0, 19, op, PREFER_LOW);
3090 2906
3091 /* its *extremely* hard to run and sneak/hide at the same time! */ 2907 /* its *extremely* hard to run and sneak/hide at the same time! */
3092 if (op->type == PLAYER && op->contr->run_on) 2908 if (op->type == PLAYER && op->contr->run_on)
3093 if (!skop || num >= skop->level) 2909 if (!skop || num >= skop->level)
3094 { 2910 {
3104 num -= hide; 2920 num -= hide;
3105 2921
3106 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2922 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3107 { 2923 {
3108 make_visible (op); 2924 make_visible (op);
2925
3109 if (op->type == PLAYER) 2926 if (op->type == PLAYER)
3110 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2927 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3111 } 2928 }
3112 else if (op->type == PLAYER && skop) 2929 else if (op->type == PLAYER && skop)
3113 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2930 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3128 2945
3129 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
3130 player = 1; 2947 player = 1;
3131 2948
3132 else 2949 else
3133 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
3134 2951
3135 /* search adjacent squares */ 2952 /* search adjacent squares */
3136 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
3137 { 2954 {
3138 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
3147 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2964 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3148 continue; 2965 continue;
3149 2966
3150 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2967 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3151 { 2968 {
3152 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2969 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3153 return 1; 2970 return 1;
3154 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
3155 {
3156 /*don't let a hidden DM prevent you from hiding */
3157 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3158 return 1; 2972 return 1;
3159 }
3160 } 2973 }
3161 } 2974 }
3162 return 0; 2975 return 0;
3163} 2976}
3164 2977
3165/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3166 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3167 * but we dont worry if the object isnt the top one in 2980 * but we dont worry if the object isnt the top one in
3168 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3169 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3170 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3171 * in? Realistically, most of us can't see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3172 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3173 * imply the way your head, or body is facing? It's possible 2986 * imply the way your head, or body is facing? It's possible
3174 * for them to differ. Sigh, this fctn could get a bit more complex. 2987 * for them to differ. Sigh, this fctn could get a bit more complex.
3175 * -b.t. 2988 * -b.t.
3176 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3177 */ 2990 */
3178int 2991int
3179player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
3180{ 2993{
3203 while (op) 3016 while (op)
3204 { 3017 {
3205 dx = rv.distance_x + op->arch->x; 3018 dx = rv.distance_x + op->arch->x;
3206 dy = rv.distance_y + op->arch->y; 3019 dy = rv.distance_y + op->arch->y;
3207 3020
3208 /* only the viewable area the player sees is updated by LOS 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3209 * code, so we need to restrict ourselves to that range of values
3210 * for any meaningful values.
3211 */
3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3214 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3215 return 1; 3022 return 1;
3216 3023
3217 op = op->more; 3024 op = op->more;
3218 }
3219
3220 return 0;
3221}
3222
3223/* routine for both players and monsters. We call this when
3224 * there is a possibility for our action distrubing our hiding
3225 * place or invisiblity spell. Artefact invisiblity is not
3226 * effected by this. If we arent invisible to begin with, we
3227 * return 0.
3228 */
3229int
3230action_makes_visible (object *op)
3231{
3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3233 {
3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3235 return 0;
3236
3237 if (op->contr && op->contr->tmp_invis == 0)
3238 return 0;
3239
3240 /* If monsters, they should become visible */
3241 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3242 {
3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3244 return 1;
3245 }
3246 } 3025 }
3247 3026
3248 return 0; 3027 return 0;
3249} 3028}
3250 3029
3265 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3266 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3267 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3268 for (object *tmp = op->below; tmp; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3269 { 3048 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3271 { 3050 {
3272 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3051 if (tmp->flag [FLAG_NO_PICK]
3273 && tmp->type == BATTLEGROUND 3052 && tmp->type == BATTLEGROUND
3274 && tmp->name == shstr_battleground 3053 && tmp->name == shstr_battleground
3275 && EXIT_X (tmp) && EXIT_Y (tmp)) 3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3276 { 3055 {
3277 /* before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3278 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3057 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3279 {
3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3058 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3059 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3281 { 3060 {
3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 {
3284 if (x && y) 3061 if (x && y)
3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 3063
3287 return 1; 3064 return 1;
3288 }
3289 } 3065 }
3290 }
3291 3066
3292 if (x && y) 3067 if (x && y)
3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294 3069
3295 return 1; 3070 return 1;
3433 else 3208 else
3434 j = 1; 3209 j = 1;
3435 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3436 } 3211 }
3437 } 3212 }
3213
3438 strcat (buf, "."); 3214 strcat (buf, ".");
3439 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3440 } 3216 }
3441 3217
3442 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3443 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3444 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3445 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3446 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3447 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3448 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3449 3225
3450 /* print message if there is one */ 3226 /* print message if there is one */
3451 if (item->msg != NULL) 3227 if (item->msg != NULL)
3452 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3453 } 3229 }
3454 else 3230 else
3455 { 3231 {
3456 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3457 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3458 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3459 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3460 if (who->type == PLAYER)
3461 esrv_send_item (who, tmp);
3462 } 3236 }
3463} 3237}
3464 3238
3465/** 3239//-GPL
3466 * Unready an object for a player. This function does nothing if the object was
3467 * not readied.
3468 */
3469void
3470player_unready_range_ob (player *pl, object *ob)
3471{
3472 if (pl->ob->current_weapon == ob)
3473 pl->ob->current_weapon = 0;
3474
3475 if (pl->combat_ob == ob)
3476 pl->combat_ob = 0;
3477
3478 if (pl->ranged_ob == ob)
3479 pl->ranged_ob = 0;
3480}
3481 3240
3482sint8 3241sint8
3483player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3484{ 3243{
3485 if (!ns) 3244 if (!ns)
3486 return 0; 3245 return LOS_BLOCKED;
3487 3246
3488 int dx, dy; 3247 int dx, dy;
3489 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3249 return LOS_BLOCKED;
3250
3251 x += dx - ns->current_x;
3252 y += dy - ns->current_y;
3253
3254 return blocked_los (x, y);
3255}
3256
3257void
3258player::infobox (const char *title, const char *msg, int color)
3259{
3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275
3276void
3277object::failmsgf (const char *format, ...)
3278{
3279 if (!contr)
3490 return 0; 3280 return;
3491 3281
3492 x += dx - ns->current_x + ns->mapx / 2; 3282 va_list ap;
3493 y += dy - ns->current_y + ns->mapy / 2; 3283 va_start (ap, format);
3494 3284 contr->failmsg (vformat (format, ap));
3495 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3285 va_end (ap);
3496 return 0;
3497
3498 return 100 - blocked_los [x][y];
3499} 3286}
3287
3288void
3289player::failmsgf (const char *format, ...)
3290{
3291 va_list ap;
3292 va_start (ap, format);
3293 failmsg (vformat (format, ap));
3294 va_end (ap);
3295}
3296

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