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Comparing deliantra/server/server/player.C (file contents):
Revision 1.186 by root, Mon Apr 21 07:01:40 2008 UTC vs.
Revision 1.296 by root, Thu Nov 17 04:59:33 2016 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <sproto.h> 31#include <sproto.h>
26#include <sounds.h> 32#include <sounds.h>
27#include <living.h> 33#include <living.h>
28#include <object.h> 34#include <object.h>
29#include <spells.h> 35#include <spells.h>
30#include <skills.h> 36#include <skills.h>
31 37
32#include <algorithm>
33#include <functional>
34
35playervec players; 38playervec players;
36
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150 39
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
165 54
166 players.insert (this); 55 players.insert (this);
167 ob->remove (); 56 ob->remove ();
168 ob->map = 0; 57 ob->map = 0;
169 ob->activate_recursive (); 58 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 60 add_friendly_object (ob);
172} 61}
173 62
174void 63void
175player::deactivate () 64player::deactivate ()
187 ob->remove (); 76 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->update_weight (); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 109
225 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231 116
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
239 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
240 } 125 }
241 126
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 128
244 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
245 135
246 ob->update_stats (); 136 ob->update_stats ();
247 137
248 ns->floorbox_update (); 138 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
251 141
252 activate (); 142 activate ();
253 143
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
260} 146}
261 147
262void 148void
278 ns->reset_stats (); 164 ns->reset_stats ();
279 ns->pl = 0; 165 ns->pl = 0;
280 ns = 0; 166 ns = 0;
281 } 167 }
282 168
283 observe = ob; 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
284 172
285 deactivate (); 173 deactivate ();
286} 174}
175
176//-GPL
287 177
288// the need for this function can be explained 178// the need for this function can be explained
289// by load_object not returning the object 179// by load_object not returning the object
290void 180void
291player::set_object (object *op) 181player::set_object (object *op)
292{ 182{
293 ob = observe = op; 183 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
295 185
296 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
297 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
298 188
299 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
327} 190}
328 191
329void 192void
330player::set_observe (object *op) 193player::set_observe (object *op)
331{ 194{
332 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
333 do_los = 1; 196 do_los = 1;
334} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
335 207
336player::player () 208player::player ()
337{ 209{
338 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point. 211 * we deal with that below this point.
345 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
346 218
347 gen_sp_armour = 10; 219 gen_sp_armour = 10;
348 bowtype = bow_normal; 220 bowtype = bow_normal;
349 petmode = pet_normal; 221 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 222 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
353 do_los = 1; 224 do_los = 1;
354 225
355 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
362 disconnect (); 233 disconnect ();
363 234
364 attachable::do_destroy (); 235 attachable::do_destroy ();
365 236
366 if (ob) 237 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy (); 238 ob->destroy ();
370 }
371 239
372 ob = observe = 0; 240 ob = observe = viewpoint = 0;
373} 241}
374 242
375player::~player () 243player::~player ()
376{ 244{
377 /* Clear item stack */ 245 /* Clear item stack */
378 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 }
379} 275}
380 276
381/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
382 * 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
383 * mode. 279 * mode.
385player * 281player *
386player::create () 282player::create ()
387{ 283{
388 player *pl = new player; 284 player *pl = new player;
389 285
390 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
391 287
392 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
395 291
396 set_first_map (pl->ob); 292 set_first_map (pl->ob);
397 293
398 return pl; 294 return pl;
399}
400
401/*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406archetype *
407get_player_archetype (archetype *at)
408{
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
417 for (;;)
418 {
419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427} 295}
428 296
429object * 297object *
430get_nearest_player (object *mon) 298get_nearest_player (object *mon)
431{ 299{
505 */ 373 */
506int 374int
507path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
508{ 376{
509 rv_vector rv; 377 rv_vector rv;
510 sint16 x, y;
511 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;
512 maptile *m, *lastmap;
513 379
514 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
515 381
516 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
517 return 0; 383 return 0;
518 384
519 x = mon->x; 385 mapxy pos (mon);
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction; 386 dir = rv.direction;
523 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 */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525 389
526 /* 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. */
527 if (diff > max) 391 if (diff > max)
528 return 0; 392 return 0;
529 393
530 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
531 { 395 {
532 lastx = x; 396 mapxy lastpos = pos;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537 397
538 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540 399
541 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
543 && (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)))
544 { 404 {
545 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
547 */ 407 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
549 if (rv.direction != dir) 409 if (rv.direction != dir)
550 { 410 {
551 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
552 * the values so it will try again. 412 * the values so it will try again.
553 */ 413 */
554 x = lastx;
555 y = lasty;
556 m = lastmap; 414 pos = lastpos;
557 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
558 } 416 }
559 else 417 else
560 { 418 {
561 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
568 */ 426 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 { 428 {
571 if (i == 0) 429 if (i == 0)
572 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
573 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in 433 * since the direction that the creature should move in
575 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
579 * 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
580 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully 440 * the last direction the creature has successfully
582 * moved. 441 * moved.
583 */ 442 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap; 443 pos = lastpos;
588 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
589 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
590 continue; 447 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
593 continue; 452 continue;
594 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
595 continue; 455 continue;
596 456
597 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
598 break; 458 break;
599 } 459 }
460
600 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
602 */ 463 */
603 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
604 return 0; 465 return 0;
466
605 diff--; 467 diff--;
606 lastdir = dir; 468 lastdir = dir;
607 max--; 469 max--;
608 if (!firstdir) 470 if (!firstdir)
609 firstdir = dir + i; 471 firstdir = dir + i;
613 { 475 {
614 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
615 diff--; 477 diff--;
616 max--; 478 max--;
617 lastdir = dir; 479 lastdir = dir;
480
618 if (!firstdir) 481 if (!firstdir)
619 firstdir = dir; 482 firstdir = dir;
620 } 483 }
621 484
622 if (diff <= 1) 485 if (diff <= 1)
623 { 486 {
624 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance. 488 * headed toward player for entire distance.
626 */ 489 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 } 492 }
630 493
631 if (diff > max) 494 if (diff > max)
632 return 0; 495 return 0;
650 next = op->below; 513 next = op->below;
651 514
652 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
653 * 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
654 */ 517 */
655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
656 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
657 520
658 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
659 * by this player due to race restrictions 522 * by this player due to race restrictions
660 */ 523 */
661 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
662 { 525 {
663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
664 && 527 &&
665 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
666 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
667 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
670 { 533 {
671 op->destroy (); 534 op->destroy ();
672 continue; 535 continue;
673 } 536 }
674 } 537 }
675 538
676 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 542 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
683 { 544 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 547 {
692 op->destroy (); 548 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
694 continue;
695 } 550 }
696 551
697 if (op->nrof > 1) 552 if (op->nrof > 1)
698 op->nrof = 1; 553 op->nrof = 1;
699 } 554 }
700 555
701 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 557 op->inv->clr_flag (FLAG_STARTEQUIP);
703 558
704 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
705 * 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
706 * merged properly. 561 * merged properly.
707 */ 562 */
708 if (need_identify (op)) 563 if (op->need_identify ())
709 { 564 {
710 SET_FLAG (op, FLAG_IDENTIFIED); 565 op->set_flag (FLAG_IDENTIFIED);
711 CLEAR_FLAG (op, FLAG_CURSED); 566 op->clr_flag (FLAG_CURSED);
712 CLEAR_FLAG (op, FLAG_DAMNED); 567 op->clr_flag (FLAG_DAMNED);
713 } 568 }
714 569
715 if (op->type == SPELL) 570 if (op->type == SPELL)
716 { 571 {
717 op->destroy (); 572 op->destroy ();
718 continue; 573 continue;
719 } 574 }
720 else if (op->type == SKILL) 575 else if (op->type == SKILL)
721 { 576 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0; 578 op->stats.exp = 0;
724 op->level = 1; 579 op->level = 1;
725 } 580 }
726 else /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 582 op->set_flag (FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
729 584
730 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
731 link_player_skills (pl); 586 pl->contr->link_skills ();
732} 587}
733 588
734void 589void
735get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
736{ 591{
746 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:");
747} 602}
748 603
749/* 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. */
750static int 605static int
751roll_stat (void) 606roll_stat ()
752{ 607{
753 int a[4], i, j, k; 608 int a[4], i, j, k;
754 609
755 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
757 612
758 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
759 if (a[i] < k) 614 if (a[i] < k)
760 k = a[i], j = i; 615 k = a[i], j = i;
761 616
851 */ 706 */
852void 707void
853player::chargen_race_done () 708player::chargen_race_done ()
854{ 709{
855 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
856 esrv_new_player (ob->contr, ob->weight + ob->carrying); 711 esrv_new_player (ob->contr);
857 712
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
859 if (tl) 714 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
861 716
862 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr);
864 718
865 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
866 720
867 if (ob->msg) 721 if (ob->msg)
868 ob->msg = 0; 722 ob->msg = 0;
869 723
870 /* We create this now because some of the unique maps will need it
871 * to save here.
872 */
873 {
874 char buf[MAX_BUF];
875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
876 make_path_to_file (buf);
877 }
878
879 start_info (ob); 724 start_info (ob);
880 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
881 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
884 ob->update_stats (); 728 ob->update_stats ();
885 729
886 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
887 * is one for this race 731 * is one for this race
888 */ 732 */
889 if (*first_map_ext_path) 733 if (*first_map_ext_path)
890 { 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
891 object *tmp;
892 char mapname[MAX_BUF];
893
894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 tmp = object::create ();
896 EXIT_PATH (tmp) = mapname;
897 EXIT_X (tmp) = ob->x;
898 EXIT_Y (tmp) = ob->y;
899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
900 * if the map isn't there, then stay on the
901 * default initial map */
902 tmp->destroy ();
903 }
904 else 735 else
905 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;
906} 756}
907 757
908void 758void
909player::chargen_race_next () 759player::chargen_race_next ()
910{ 760{
939 ob->stats.hp = ob->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
940 ob->stats.sp = ob->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
941 ob->stats.grace = 0; 791 ob->stats.grace = 0;
942} 792}
943 793
944void 794static void
945flee_player (object *op) 795flee_player (object *op)
946{ 796{
947 int dir, diff; 797 int dir, diff;
948 rv_vector rv; 798 rv_vector rv;
949 799
950 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
951 { 801 {
952 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
953 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
954 return; 804 return;
955 } 805 }
956 806
957 if (op->enemy == NULL) 807 if (!op->enemy)
958 { 808 {
959 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
960 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
961 return; 811 return;
962 } 812 }
963 813
964 /* 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))
965 * op->enemy_count, it is possible that something destroys the
966 * actual enemy, and the object is recycled.
967 */
968 if (op->enemy->map == NULL)
969 { 815 {
970 CLEAR_FLAG (op, FLAG_SCARED);
971 op->enemy = NULL; 816 op->enemy = NULL;
972 return; 817 op->clr_flag (FLAG_SCARED);
973 }
974
975 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976 {
977 op->enemy = NULL;
978 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 818 return;
980 } 819 }
981 820
982 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
983 822
984 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
985 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
986 { 825 {
987 int m = 1 - (RANDOM () & 2); 826 int m = 1 - rndm (2) * 2;
988 827
989 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))))
990 return; 829 return;
991 } 830 }
992 831
993 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
994 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
995 op->enemy = NULL; 834 op->enemy = NULL;
996} 835}
997 836
998/* 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.
999 * 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
1003check_pick (object *op) 842check_pick (object *op)
1004{ 843{
1005 object *tmp, *next; 844 object *tmp, *next;
1006 int stop = 0; 845 int stop = 0;
1007 int wvratio; 846 int wvratio;
1008 char putstring[128];
1009 847
1010 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
1011 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
1012 return 1; 850 return 1;
1013 851
1014 next = op->below; 852 next = op->below;
1015 853
1016 int cnt = MAX_ITEM_PER_DROP; 854 int cnt = MAX_ITEM_PER_ACTION;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018 856
1019 /* 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
1020 * destroyed */ 858 * destroyed */
1021 while (next && !next->destroyed ()) 859 while (next && !next->destroyed ())
1037 875
1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1039 { 877 {
1040 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1041 CHK_PICK_PICKUP; 879 CHK_PICK_PICKUP;
880
1042 continue; 881 continue;
1043 } 882 }
1044 883
1045 /* 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? */
1046 if (!(op->contr->mode & PU_NEWMODE)) 944 if (op->contr->mode & PU_FOOD)
945 if (tmp->type == FOOD)
1047 { 946 {
1048 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)
1049 { 1010 {
1050 case 0:
1051 return 1; /* don't pick up */
1052 case 1:
1053 CHK_PICK_PICKUP; 1011 CHK_PICK_PICKUP;
1054 return 1; 1012 continue;
1055 case 2:
1056 CHK_PICK_PICKUP;
1057 return 0;
1058 case 3:
1059 return 0; /* stop before pickup */
1060 case 4:
1061 CHK_PICK_PICKUP;
1062 break;
1063 case 5:
1064 CHK_PICK_PICKUP;
1065 stop = 1;
1066 break;
1067 case 6:
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1071 break;
1072
1073 case 7:
1074 if (tmp->type == MONEY || tmp->type == GEM)
1075 CHK_PICK_PICKUP;
1076 break;
1077
1078 default:
1079 /* use value density */
1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1082 CHK_PICK_PICKUP;
1083 } 1013 }
1084 } 1014 }
1085 else 1015
1086 { /* old model */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1087 /* NEW pickup handling */
1088 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)
1089 { 1022 {
1090 /* some debugging code to figure out item information */ 1023 CHK_PICK_PICKUP;
1091 if (tmp->name != NULL)
1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1094 else
1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097
1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1099 }
1100
1101 /* philosophy:
1102 * It's easy to grab an item type from a pile, as long as it's
1103 * generic. This takes no game-time. For more detailed pickups
1104 * and selections, select-items should be used. This is a
1105 * grab-as-you-run type mode that's really useful for arrows for
1106 * example.
1107 * The drawback: right now it has no frontend, so you need to
1108 * stick the bits you want into a calculator in hex mode and then
1109 * convert to decimal and then 'pickup <#>
1110 */
1111
1112 /* the first two modes are exclusive: if NOTHING we return, if
1113 * STOP then we stop. All the rest are applied sequentially,
1114 * meaning if any test passes, the item gets picked up. */
1115
1116 /* if mode is set to pick nothing up, return */
1117
1118 if (op->contr->mode & PU_NOTHING)
1119 return 1;
1120
1121 /* if mode is set to stop when encountering objects, return */
1122 /* take STOP before INHIBIT since it doesn't actually pick
1123 * anything up */
1124
1125 if (op->contr->mode & PU_STOP)
1126 return 0;
1127
1128 /* useful for going into stores and not losing your settings... */
1129 /* and for battles wher you don't want to get loaded down while
1130 * fighting */
1131 if (op->contr->mode & PU_INHIBIT)
1132 return 1;
1133
1134 /* prevent us from turning into auto-thieves :) */
1135 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1136 continue; 1024 continue;
1025 }
1137 1026
1138 /* ignore known cursed objects */ 1027 /* we don't forget dragon food */
1139 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;
1140 continue; 1032 continue;
1033 }
1141 1034
1142 /* all food and drink if desired */ 1035 /* bows and arrows. Bows are good for selling! */
1143 /* 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
1144 if (op->contr->mode & PU_FOOD) 1072 if (op->contr->mode & PU_BOOTS)
1145 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"))
1146 { 1106 {
1147 CHK_PICK_PICKUP; 1107 CHK_PICK_PICKUP;
1148 continue; 1108 continue;
1149 } 1109 }
1110 }
1150 1111
1112 /* misc stuff that's useful */
1151 if (op->contr->mode & PU_DRINK) 1113 if (op->contr->mode & PU_KEY)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1153 { 1115 {
1154 CHK_PICK_PICKUP; 1116 CHK_PICK_PICKUP;
1155 continue; 1117 continue;
1156 } 1118 }
1157 1119
1120 /* any of the last 4 bits set means we use the ratio for value
1121 * pickups */
1158 if (op->contr->mode & PU_POTION) 1122 if (op->contr->mode & PU_RATIO)
1159 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
1160 { 1127 */
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* spellbooks, skillscrolls and normal books/scrolls */
1166 if (op->contr->mode & PU_SPELLBOOK)
1167 if (tmp->type == SPELLBOOK)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_SKILLSCROLL)
1174 if (tmp->type == SKILLSCROLL)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_READABLES)
1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* wands/staves/rods/horns */
1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* pick up all magical items */
1196 if (op->contr->mode & PU_MAGICAL) 1128 wvratio = op->contr->mode & PU_RATIO;
1197 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)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_VALUABLES)
1204 { 1130 {
1205 if (tmp->type == MONEY || tmp->type == GEM) 1131#if 0
1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1133 if (tmp->name != NULL)
1206 { 1134 {
1207 CHK_PICK_PICKUP; 1135 fprintf (stderr, "%s", tmp->name);
1208 continue;
1209 } 1136 }
1210 }
1211
1212 /* rings & amulets - talismans seems to be typed AMULET */
1213 if (op->contr->mode & PU_JEWELS)
1214 if (tmp->type == RING || tmp->type == AMULET)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* we don't forget dragon food */
1221 if (op->contr->mode & PU_FLESH)
1222 if (tmp->type == FLESH)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 /* bows and arrows. Bows are good for selling! */
1229 if (op->contr->mode & PU_BOW)
1230 if (tmp->type == BOW)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_ARROW)
1237 if (tmp->type == ARROW)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 /* all kinds of armor etc. */
1244 if (op->contr->mode & PU_ARMOUR)
1245 if (tmp->type == ARMOUR)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_HELMET)
1252 if (tmp->type == HELMET)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_SHIELD)
1259 if (tmp->type == SHIELD)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_BOOTS)
1266 if (tmp->type == BOOTS)
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_GLOVES)
1273 if (tmp->type == GLOVES)
1274 {
1275 CHK_PICK_PICKUP;
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_CLOAK)
1280 if (tmp->type == CLOAK)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* hoping to catch throwing daggers here */
1287 if (op->contr->mode & PU_MISSILEWEAPON)
1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* careful: chairs and tables are weapons! */
1295 if (op->contr->mode & PU_ALLWEAPON)
1296 {
1297 if (tmp->type == WEAPON && tmp->name != NULL)
1298 {
1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306
1307 if (tmp->type == WEAPON && tmp->name == NULL)
1308 {
1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 CHK_PICK_PICKUP;
1312 continue;
1313 }
1314 }
1315 }
1316
1317 /* misc stuff that's useful */
1318 if (op->contr->mode & PU_KEY)
1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1320 {
1321 CHK_PICK_PICKUP;
1322 continue;
1323 }
1324
1325 /* any of the last 4 bits set means we use the ratio for value
1326 * pickups */
1327 if (op->contr->mode & PU_RATIO)
1328 {
1329 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */
1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1335 {
1336 CHK_PICK_PICKUP;
1337#if 0
1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1339 if (tmp->name != NULL)
1340 {
1341 fprintf (stderr, "%s", tmp->name);
1342 }
1343 else 1137 else
1344 fprintf (stderr, "%s", tmp->arch->archname); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1345 fprintf (stderr, ",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1346 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))));
1347#endif 1141#endif
1142 CHK_PICK_PICKUP;
1348 continue; 1143 continue;
1349 }
1350 } 1144 }
1351 } /* the new pickup model */ 1145 } /* the new pickup model */
1352 } 1146 }
1353 1147
1354 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;
1355} 1184}
1356 1185
1357/* 1186/*
1358 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1359 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1360 * found object is returned. 1189 * found object is returned.
1361 */ 1190 */
1362object * 1191static object *
1363find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1364{ 1193{
1365 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp); 1196 return splay (tmp);
1368 1197
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type)) 1200 if (object *arrow = find_arrow (tmp, type))
1372 { 1201 {
1373 splay (tmp); 1202 splay (tmp);
1374 return arrow; 1203 return arrow;
1375 } 1204 }
1381 * 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
1382 * 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
1383 * 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
1384 * 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.
1385 */ 1214 */
1386object * 1215static object *
1387find_better_arrow (object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1388{ 1217{
1389 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1390 int attacknum, attacktype, betterby = 0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1391 1220
1392 if (!type) 1221 if (!type)
1393 return NULL; 1222 return NULL;
1394 1223
1395 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1396 { 1225 {
1397 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1398 { 1227 {
1399 i = 0; 1228 i = 0;
1400 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1401 if (i > betterby) 1231 if (i > betterby)
1402 { 1232 {
1403 tmp = ntmp; 1233 tmp = ntmp;
1404 betterby = i; 1234 betterby = i;
1405 } 1235 }
1406 } 1236 }
1407 else if (arrow->type == ARROW && arrow->race == type) 1237 else if (arrow->type == ARROW && arrow->race == type)
1408 { 1238 {
1409 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1410 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1240 if (target->race && arrow->slaying.contains (target->race))
1411 { 1241 {
1412 if (arrow->attacktype & AT_DEATH) 1242 if (arrow->attacktype & AT_DEATH)
1413 { 1243 {
1414 *better = 100; 1244 *better = 100;
1415 return arrow; 1245 return arrow;
1430 { 1260 {
1431 tmp = arrow; 1261 tmp = arrow;
1432 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;
1433 } 1263 }
1434 } 1264 }
1265
1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436 { 1267 {
1437 tmp = arrow; 1268 tmp = arrow;
1438 betterby = 2 + arrow->magic + arrow->stats.dam; 1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1439 } 1270 }
1271
1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1273 {
1442 tmp = arrow; 1274 tmp = arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam; 1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 } 1276 }
1445 } 1277 }
1446 } 1278 }
1447 } 1279 }
1280
1448 if (tmp == NULL && arrow == NULL) 1281 if (tmp == NULL && arrow == NULL)
1449 return find_arrow (op, type); 1282 return find_arrow (op, type);
1450 1283
1451 *better = betterby; 1284 *better = betterby;
1452 return tmp; 1285 return tmp;
1456 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1457 * op = the shooter 1290 * op = the shooter
1458 * type = bow->race 1291 * type = bow->race
1459 * dir = fire direction 1292 * dir = fire direction
1460 */ 1293 */
1461object * 1294static object *
1462pick_arrow_target (object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1463{ 1296{
1464 object *tmp = NULL; 1297 object *tmp = NULL;
1465 maptile *m; 1298 maptile *m;
1466 int i, mflags, found, number; 1299 int i, mflags, found, number;
1467 sint16 x, y; 1300 sint16 x, y;
1482 for (i = 0, found = 0; i < 20; i++) 1315 for (i = 0, found = 0; i < 20; i++)
1483 { 1316 {
1484 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1485 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1486 mflags = get_map_flags (m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1487 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1488 { 1322 {
1489 tmp = NULL; 1323 tmp = 0;
1490 break; 1324 break;
1491 } 1325 }
1492 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)
1493 { 1327 {
1494 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1495 * perhaps a bad assumption. 1329 * perhaps a bad assumption.
1496 */ 1330 */
1497 tmp = NULL; 1331 tmp = 0;
1498 break; 1332 break;
1499 } 1333 }
1334
1500 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1501 {
1502 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)
1503 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1504 {
1505 found++;
1506 break;
1507 }
1508 if (found)
1509 break; 1338 break;
1510 }
1511 } 1339 }
1512 if (tmp == NULL) 1340
1341 if (!tmp)
1513 return find_arrow (op, type); 1342 return find_arrow (op, type);
1514 1343
1515 if (tmp->head) 1344 if (tmp->head)
1516 tmp = tmp->head; 1345 tmp = tmp->head;
1517 1346
1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1558 return 0; 1387 return 0;
1559 } 1388 }
1560 1389
1561 // 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
1562 if (bow->below) 1391 splay (bow);
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1568 } 1392 }
1569 1393
1570 if (!bow->race || !bow->skill) 1394 if (!bow->race || !bow->skill)
1571 { 1395 {
1572 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);
1579 { 1403 {
1580 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1581 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);
1582 /* 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 */
1583 else 1407 else
1584 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1585 1409
1586 return 0; 1410 return 0;
1587 } 1411 }
1588 } 1412 }
1589 1413
1598 } 1422 }
1599 1423
1600 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1601 if (arrow->nrof == 0) 1425 if (arrow->nrof == 0)
1602 { 1426 {
1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1603 arrow->destroy (); 1428 arrow->destroy ();
1604 return 0; 1429 return 0;
1605 } 1430 }
1606 1431
1607 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1617 arrow->direction = dir; 1442 arrow->direction = dir;
1618 1443
1619 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 */
1620 arrow->stats.hp = arrow->stats.dam; 1445 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype; 1446 arrow->stats.grace = arrow->attacktype;
1622 1447 arrow->custom_name = arrow->slaying;
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625 1448
1626#if 0 1449#if 0
1627 if (player *pl = op->contr) 1450 if (player *pl = op->contr)
1628 { 1451 {
1629 float speed = pl->weapon_sp; 1452 float speed = pl->weapon_sp;
1639#endif 1462#endif
1640 1463
1641 SET_ANIMATION (arrow, arrow->direction); 1464 SET_ANIMATION (arrow, arrow->direction);
1642 1465
1643 /* update the speed */ 1466 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646 1467
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 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 ));
1649 1473
1650 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;
1651 1475
1652 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1653 { 1477 {
1674 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);
1675 1499
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1679 1504
1680 op->play_sound (sound_find ("fire_arrow")); 1505 op->play_sound (sound_find ("fire_arrow"));
1681 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1682 1507
1683 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1684 move_arrow (arrow); 1509 move_arrow (arrow);
1685
1686 if (op->type == PLAYER)
1687 {
1688 if (left->destroyed ())
1689 esrv_del_item (op->contr, left->count);
1690 else
1691 esrv_send_item (op, left);
1692 }
1693 1510
1694 return 1; 1511 return 1;
1695} 1512}
1696 1513
1697/* Special fire code for players - this takes into 1514/* Special fire code for players - this takes into
1699 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1700 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1701 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1702 * hence the function name. 1519 * hence the function name.
1703 */ 1520 */
1704int 1521static int
1705player_fire_bow (object *op, int dir) 1522player_fire_bow (object *op, int dir)
1706{ 1523{
1707 int ret = 0, wcmod = 0; 1524 int ret;
1708 1525
1709 if (op->contr->bowtype == bow_bestarrow) 1526 if (op->contr->bowtype == bow_bestarrow)
1710 { 1527 {
1711 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);
1712 } 1529 }
1713 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)
1714 { 1531 {
1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1532 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1716 wcmod = -1;
1717
1718 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);
1719 } 1534 }
1720 else if (op->contr->bowtype == bow_threewide) 1535 else if (op->contr->bowtype == bow_threewide)
1721 { 1536 {
1722 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);
1723 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)]);
1724 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)]);
1725 } 1540 }
1726 else if (op->contr->bowtype == bow_spreadshot) 1541 else if (op->contr->bowtype == bow_spreadshot)
1727 { 1542 {
1728 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);
1729 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);
1730 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);
1731 } 1546 }
1732 else 1547 else
1733 { 1548 {
1739} 1554}
1740 1555
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1743 */ 1558 */
1744void 1559static void
1745fire_misc_object (object *op, int dir) 1560fire_misc_object (object *op, int dir)
1746{ 1561{
1747 object *item = op->contr->ranged_ob; 1562 object *item = op->contr->ranged_ob;
1748 1563
1749 if (!item) 1564 if (!item)
1756 { 1571 {
1757 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1758 return; 1573 return;
1759 } 1574 }
1760 1575
1761 if (!op->change_weapon (item)) 1576 if (!op->apply (item))
1762 return; 1577 return;
1763 1578
1764 if (item->type == WAND) 1579 if (item->type == WAND)
1765 { 1580 {
1766 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
1771 return; 1586 return;
1772 } 1587 }
1773 } 1588 }
1774 else if (item->type == ROD || item->type == HORN) 1589 else if (item->type == ROD || item->type == HORN)
1775 { 1590 {
1776 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))
1777 { 1596 {
1778 op->contr->play_sound (sound_find ("wand_poof")); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1779 1598
1780 if (item->type == ROD) 1599 if (item->type == ROD)
1781 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));
1786 } 1605 }
1787 } 1606 }
1788 1607
1789 if (cast_spell (op, item, dir, item->inv, NULL)) 1608 if (cast_spell (op, item, dir, item->inv, NULL))
1790 { 1609 {
1791 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
1792 if (item->type == WAND) 1612 if (item->type == WAND)
1793 { 1613 {
1794 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1795 { 1615 {
1796 object *tmp;
1797
1798 if (item->arch) 1616 if (item->arch)
1799 { 1617 {
1800 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1801 item->face = item->arch->face; 1619 item->face = item->arch->face;
1802 item->set_speed (0); 1620 item->set_speed (0);
1803 } 1621 }
1804 1622
1805 if ((tmp = item->in_player ())) 1623 if (object *pl = item->visible_to ())
1806 esrv_update_item (UPD_ANIM, tmp, item); 1624 esrv_update_item (UPD_ANIM, pl, item);
1807 } 1625 }
1808 } 1626 }
1809 else if (item->type == ROD || item->type == HORN) 1627 else if (item->type == ROD || item->type == HORN)
1810 drain_rod_charge (item); 1628 drain_rod_charge (item);
1811 } 1629 }
1812} 1630}
1813 1631
1814/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1815 */ 1633 */
1816bool 1634bool
1817fire (object *op, int dir) 1635fire (object *who, int dir)
1818{ 1636{
1819 int spellcost = 0; 1637 int spellcost = 0;
1820 1638
1821 /* check for loss of invisiblity/hide */
1822 if (action_makes_visible (op))
1823 make_visible (op);
1824
1825 player *pl = op->contr; 1639 player *pl = who->contr;
1826 1640
1827 if (pl->golem) 1641 if (pl->golem)
1828 { 1642 {
1829 control_golem (op->contr->golem, dir); 1643 control_golem (who->contr->golem, dir);
1830 return false; 1644 return false;
1831 } 1645 }
1832 1646
1833 object *ob = pl->ranged_ob; 1647 object *ob = pl->ranged_ob;
1834 1648
1835 if (!ob) 1649 if (!ob)
1836 return false; 1650 return false;
1837 1651
1838 if (!op->change_weapon (ob))
1839 return false;
1840
1841 if (op->speed_left > 0.f) 1652 if (who->speed_left > 0.f)
1842 --op->speed_left; 1653 --who->speed_left;
1843 else 1654 else
1844 return false; 1655 return false;
1845 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
1846 switch (ob->type) 1664 switch (ob->type)
1847 { 1665 {
1848 case BOW: 1666 case BOW:
1849 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
1850 break; 1668 break;
1851 1669
1852 case SPELL: 1670 case SPELL:
1853 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);
1854 break; 1672 break;
1855 1673
1856 case BUILDER: 1674 case BUILDER:
1857 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
1858 break; 1676 break;
1859 1677
1860 case SKILL: 1678 case SKILL:
1861 do_skill (op, op, ob, dir, 0); 1679 do_skill (who, who, ob, dir, 0);
1862 break; 1680 break;
1863 1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1864 default: 1686 default:
1865 fire_misc_object (op, dir); 1687 fire_misc_object (who, dir);
1866 break; 1688 break;
1867 } 1689 }
1868 1690
1869 return true; 1691 return true;
1870} 1692}
1871 1693
1872/* find_key 1694static object *
1873 * We try to find a key for the door as passed. If we find a key
1874 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic
1876 * for both is the same - just the specific key is different.
1877 * pl is the player,
1878 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers.
1881 */
1882object *
1883find_key (object *pl, object *container, object *door) 1695find_key_ (object *pl, object *container, object *door)
1884{ 1696{
1885 object *tmp, *key; 1697 object *tmp, *key;
1886 1698
1887 /* Should not happen, but sanity checking is never bad */ 1699 /* Should not happen, but sanity checking is never bad */
1888 if (!container->inv) 1700 if (!container->inv)
1891 /* 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 */
1892 for (tmp = container->inv; tmp; tmp = tmp->below) 1704 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1705 {
1894 if (door->type == DOOR && tmp->type == KEY) 1706 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1707 break;
1708
1896 /* For sanity, we should really check door type, but other stuff 1709 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1710 * (like containers) can be locked with special keys
1898 */ 1711 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1713 break;
1906 * a key, return 1719 * a key, return
1907 */ 1720 */
1908 if (!tmp) 1721 if (!tmp)
1909 { 1722 {
1910 for (tmp = container->inv; tmp; tmp = tmp->below) 1723 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 {
1912 /* No reason to search empty containers */ 1724 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1725 if (tmp->type == CONTAINER && tmp->inv)
1914 {
1915 if ((key = find_key (pl, tmp, door))) 1726 if ((key = find_key_ (pl, tmp, door)))
1916 return key; 1727 return key;
1917 }
1918 }
1919 1728
1920 if (!tmp) 1729 if (!tmp)
1921 return NULL; 1730 return 0;
1922 } 1731 }
1923 1732
1924 /* 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,
1925 * see if we actually want to use it 1734 * see if we actually want to use it
1926 */ 1735 */
1927 if (pl != container) 1736 if (pl != container)
1928 { 1737 {
1929 /* Only let players use keys in containers */ 1738 /* Only let players use keys in containers */
1930 if (!pl->contr) 1739 if (!pl->contr)
1931 return NULL; 1740 return 0;
1741
1932 /* cases where this fails: 1742 /* cases where this fails:
1933 * If we only search the player inventory, return now since we 1743 * If we only search the player inventory, return now since we
1934 * are not in the players inventory. 1744 * are not in the players inventory.
1935 * If the container is not active, return now since only active 1745 * If the container is not active, return now since only active
1936 * containers can be used. 1746 * containers can be used.
1940 * inv must have been an container and must have been active. 1750 * inv must have been an container and must have been active.
1941 * 1751 *
1942 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1943 * all the others. 1753 * all the others.
1944 */ 1754 */
1945 if (pl->contr->usekeys == key_inventory || 1755 if (pl->contr->usekeys == key_inventory
1946 !QUERY_FLAG (container, FLAG_APPLIED) || 1756 || !container->flag [FLAG_APPLIED]
1947 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1948 { 1758 {
1949 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "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));
1951 return NULL; 1761 return NULL;
1952 } 1762 }
1953 } 1763 }
1954 1764
1955 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);
1956} 1791}
1957 1792
1958/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
1988 remove_door2 (door); /* remove door without violence ;-) */ 1823 remove_door2 (door); /* remove door without violence ;-) */
1989 } 1824 }
1990 1825
1991 /* Do this after we print the message */ 1826 /* Do this after we print the message */
1992 key->decrease (); /* Use up one of the keys */ 1827 key->decrease (); /* Use up one of the keys */
1993 /* Need to update the weight the container the key was in */
1994 if (container != op)
1995 esrv_update_item (UPD_WEIGHT, op, container);
1996 1828
1997 return 1; /* Nothing more to do below */ 1829 return 1; /* Nothing more to do below */
1998 } 1830 }
1999 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2000 { 1832 {
2013 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
2014 */ 1846 */
2015bool 1847bool
2016move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
2017{ 1849{
2018 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 }
2019 1855
2020 sint16 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
2021 sint16 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
2022 1858
2023 on_battleground = op_on_battleground (op, 0, 0);
2024
2025 if (out_of_map (op->map, nx, ny)) 1859 if (out_of_map (op->map, nx, ny))
2026 return false; 1860 return false;
2027
2028 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2029 {
2030 --op->speed_left;
2031 return true;
2032 }
2033 1861
2034 /* 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
2035 * 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
2036 * 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
2037 * player. This is a pretty nasty hack, because if we could 1865 * player. This is a pretty nasty hack, because if we could
2055 || mon->flag [FLAG_CAN_ROLL]) 1883 || mon->flag [FLAG_CAN_ROLL])
2056 && mon != op) 1884 && mon != op)
2057 break; 1885 break;
2058 } 1886 }
2059 1887
2060 if (!mon) /* This happens anytime the player tries to move */ 1888 /* no monster == player tries to move into a wall or so */
2061 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 }
2062 1914
2063 mon = mon->head_ (); 1915 mon = mon->head_ ();
2064 1916
2065 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))
2066 if (op->contr->weapon_sp_left > 0.f) 1918 if (op->contr->weapon_sp_left > 0.f)
2084 */ 1936 */
2085 if (op->type == PLAYER 1937 if (op->type == PLAYER
2086 && ((mon->owner && mon->owner->contr 1938 && ((mon->owner && mon->owner->contr
2087 && same_party (mon->owner->contr->party, op->contr->party)) 1939 && same_party (mon->owner->contr->party, op->contr->party))
2088 || mon->owner == op) 1940 || mon->owner == op)
2089 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2090 { 1942 {
2091 /* 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 */
2092 if (op->contr->braced) 1944 if (op->contr->braced)
2093 return false; 1945 return false;
2094 1946
2097 --op->speed_left; 1949 --op->speed_left;
2098 1950
2099 op->play_sound (sound_find ("push_player")); 1951 op->play_sound (sound_find ("push_player"));
2100 push_ob (mon, dir, op); 1952 push_ob (mon, dir, op);
2101 1953
2102 if (op->contr->tmp_invis || op->hide) 1954 if (action_makes_visible (op))
2103 make_visible (op); 1955 make_visible (op);
2104 1956
2105 return true; 1957 return true;
2106 } 1958 }
2107 else 1959 else
2108 return false; 1960 return false;
2109 } 1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
2110 1964
2111 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2112 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2113 * 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
2114 * attack them either. 1968 * attack them either.
2115 */ 1969 */
2116 if ((mon->type == PLAYER || mon->enemy != op) 1970 if ((mon->type == PLAYER || mon->enemy != op)
2117 && (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])
2118 && ((op->contr->peaceful 1972 && ((op->contr->peaceful
2119 || (mon->type == PLAYER && mon->contr->peaceful)) 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2120 && !on_battleground)) 1974 && !on_battleground))
2121 { 1975 {
2122 if (op->speed_left > 0.f) 1976 if (op->speed_left > 0.f)
2129 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2130 } 1984 }
2131 else 1985 else
2132 op->statusmsg ("You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2133 1987
2134 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2135 make_visible (op); 1989 make_visible (op);
2136 1990
2137 return true; 1991 return true;
2138 } 1992 }
2139 } 1993 }
2140 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2141 * 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.
2142 */ 1996 */
2143 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2144 { 1998 {
2145 if (op->speed_left > 0.f) 1999 if (op->speed_left > 0.f)
2146 { 2000 {
2147 --op->speed_left; 2001 --op->speed_left;
2148 2002
2157 * 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
2158 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2159 * 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
2160 * 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.
2161 */ 2015 */
2162 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2163 ((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)))
2164 { 2018 {
2165 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])
2166 { 2020 {
2167 --op->contr->weapon_sp_left; 2021 --op->contr->weapon_sp_left;
2179} 2033}
2180 2034
2181bool 2035bool
2182move_player (object *op, int dir) 2036move_player (object *op, int dir)
2183{ 2037{
2184 int pick;
2185
2186 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2187 return 0; 2039 return 0;
2188 2040
2189 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2190 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
2191 { 2043 {
2192 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2193 return 0; 2045 return 0;
2194 } 2046 }
2195 2047
2196 /* peterm: added following line */ 2048 /* peterm: added following line */
2197 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2198 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2199 2051
2200 op->facing = dir; 2052 op->facing = dir;
2201 2053
2202 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2203 do_hidden_move (op); 2055 do_hidden_move (op);
2204 2056
2205 bool retval; 2057 bool retval;
2058 int pick = 0;
2206 2059
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2209 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2210 retval = fire (op, dir); 2063 retval = fire (op, dir);
2241 * players. 2094 * players.
2242 */ 2095 */
2243bool 2096bool
2244handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2245{ 2098{
2246 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (op->flag [FLAG_SCARED])
2247 { 2100 {
2248 if (op->speed_left > 0.f) 2101 if (op->speed_left > 0.f)
2249 { 2102 {
2250 --op->speed_left; 2103 --op->speed_left;
2251 flee_player (op); 2104 flee_player (op);
2267 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2268 2121
2269 return false; 2122 return false;
2270} 2123}
2271 2124
2272int 2125static int
2273save_life (object *op) 2126save_life (object *op)
2274{ 2127{
2275 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!op->flag [FLAG_LIFESAVE])
2276 return 0; 2129 return 0;
2277 2130
2278 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2279 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2280 { 2133 {
2281 op->play_sound (sound_find ("ob_evaporate")); 2134 op->play_sound (sound_find ("ob_evaporate"));
2282 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));
2283 2136
2284 if (op->contr)
2285 esrv_del_item (op->contr, tmp->count);
2286
2287 tmp->destroy (); 2137 tmp->destroy ();
2288 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2289 2139
2290 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2291 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2292 2142
2293 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2294 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2295 2145
2296 op->update_stats (); 2146 op->update_stats ();
2297 return 1; 2147 return 1;
2298 } 2148 }
2299 2149
2300 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2301 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2302 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2303 return 0; 2153 return 0;
2304} 2154}
2305 2155
2306/* 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
2307 * 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
2308 * 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
2309 * from. 2159 * from.
2310 */ 2160 */
2311static void 2161static void
2312drop_unpaid_items (object *op, object *env) 2162drop_unpaid_items (object *op, object *env)
2313{ 2163{
2314 while (op) 2164 while (op)
2315 { 2165 {
2316 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' */
2317 2167
2318 if (QUERY_FLAG (op, FLAG_UNPAID)) 2168 if (op->flag [FLAG_UNPAID])
2319 {
2320 if (env->type == PLAYER)
2321 esrv_del_item (env->contr, op->count);
2322
2323 op->insert_at (env); 2169 op->insert_at (env);
2324 }
2325 else if (op->inv) 2170 else if (op->inv)
2326 drop_unpaid_items (op->inv, env); 2171 drop_unpaid_items (op->inv, env);
2327 2172
2328 op = next; 2173 op = next;
2329 } 2174 }
2334{ 2179{
2335 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2336 ::drop_unpaid_items (inv, this); 2181 ::drop_unpaid_items (inv, this);
2337} 2182}
2338 2183
2339/*
2340 * Returns pointer a static string containing gravestone text
2341 * Moved from apply.c to player.c - player.c is what
2342 * actually uses this function. player.c may not be quite the
2343 * best, a misc file for object actions is probably better,
2344 * but there isn't one in the server directory.
2345 */
2346char *
2347gravestone_text (object *op)
2348{
2349 static char buf2[MAX_BUF];
2350 char buf[MAX_BUF];
2351 time_t now = time (NULL);
2352
2353 strcpy (buf2, " R.I.P.\n\n");
2354 if (op->type == PLAYER)
2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2356 else
2357 sprintf (buf, "%s\n", &op->name);
2358
2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2360 strcat (buf2, buf);
2361 if (op->type == PLAYER)
2362 sprintf (buf, "who was in level %d when killed\n", op->level);
2363 else
2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365
2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367 strcat (buf2, buf);
2368 if (op->type == PLAYER)
2369 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 }
2374
2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378
2379 return buf2;
2380}
2381
2382void 2184void
2383do_some_living (object *op) 2185do_some_living (object *op)
2384{ 2186{
2385 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace;
2388 int i;
2389 int rate_hp = 1200; 2189 int rate_hp = 1200;
2390 int rate_sp = 2500; 2190 int rate_sp = 2500;
2391 int rate_grace = 2000; 2191 int rate_grace = 2000;
2392 const int max_hp = 1; 2192 const int max_hp = 1;
2393 const int max_sp = 1; 2193 const int max_sp = 1;
2394 const int max_grace = 1; 2194 const int max_grace = 1;
2395 2195
2196#if 0
2396 if (op->contr->hidden) 2197 if (op->contr->hidden)
2397 { 2198 {
2398 op->invisible = 1000; 2199 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible 2200 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to 2201 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly. 2202 * alternate it here for it to work correctly.
2402 */ 2203 */
2403 if (pticks & 2) 2204 if (server_tick & 2)
2404 op->invisible--; 2205 op->invisible--;
2405 } 2206 }
2207 else
2208#endif
2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2407 { 2210 {
2408 if (!op->invisible--) 2211 if (!op->invisible--)
2409 { 2212 {
2410 make_visible (op); 2213 make_visible (op);
2411 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.");
2445 if (--op->last_grace < 0) 2248 if (--op->last_grace < 0)
2446 { 2249 {
2447 if (op->stats.grace < op->stats.maxgrace / 2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2448 op->stats.grace++; /* no penalty in food for regaining grace */ 2251 op->stats.grace++; /* no penalty in food for regaining grace */
2449 2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2450 if (max_grace > 1) 2255 if (max_grace > 1)
2451 { 2256 {
2452 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2257 int over_grace = temp / rate_grace;
2258
2453 if (over_grace > 0) 2259 if (over_grace > 0)
2454 { 2260 {
2455 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;
2456 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2457 op->last_grace = 0; 2262 op->last_grace = 0;
2458 } 2263 }
2459 else 2264 else
2460 { 2265 op->last_grace = rate_grace / temp;
2461 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2462 }
2463 } 2266 }
2464 else 2267 else
2465 { 2268 op->last_grace = rate_grace / temp;
2466 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2269
2467 }
2468 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2469 } 2271 }
2470 2272
2471 if (op->stats.food > 0) 2273 if (op->stats.food > 0)
2472 { 2274 {
2478 if (op->stats.sp < op->stats.maxsp) 2280 if (op->stats.sp < op->stats.maxsp)
2479 { 2281 {
2480 op->stats.sp++; 2282 op->stats.sp++;
2481 2283
2482 /* dms do not consume food */ 2284 /* dms do not consume food */
2483 if (!QUERY_FLAG (op, FLAG_WIZ)) 2285 if (!op->flag [FLAG_WIZ])
2484 { 2286 {
2485 op->stats.food--; 2287 op->stats.food--;
2486 2288
2487 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2488 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2491 } 2293 }
2492 } 2294 }
2493 2295
2494 if (max_sp > 1) 2296 if (max_sp > 1)
2495 { 2297 {
2496 over_sp = (gen_sp + 10) / rate_sp; 2298 int over_sp = (gen_sp + 10) / rate_sp;
2497 if (over_sp > 0) 2299 if (over_sp > 0)
2498 { 2300 {
2499 if (op->stats.sp < op->stats.maxsp) 2301 if (op->stats.sp < op->stats.maxsp)
2500 { 2302 {
2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2522 if (op->stats.hp < op->stats.maxhp) 2324 if (op->stats.hp < op->stats.maxhp)
2523 { 2325 {
2524 op->stats.hp++; 2326 op->stats.hp++;
2525 2327
2526 /* dms do not consume food */ 2328 /* dms do not consume food */
2527 if (!QUERY_FLAG (op, FLAG_WIZ)) 2329 if (!op->flag [FLAG_WIZ])
2528 { 2330 {
2529 op->stats.food--; 2331 op->stats.food--;
2530 2332
2531 if (op->contr->digestion < 0) 2333 if (op->contr->digestion < 0)
2532 op->stats.food += op->contr->digestion; 2334 op->stats.food += op->contr->digestion;
2533 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))
2534 op->stats.food = last_food; 2336 op->stats.food = last_food;
2535 } 2337 }
2536 } 2338 }
2537 2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2538 if (max_hp > 1) 2342 if (max_hp > 1)
2539 { 2343 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2344 int over_hp = temp / rate_hp;
2541 2345
2542 if (over_hp > 0) 2346 if (over_hp > 0)
2543 { 2347 {
2544 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;
2545 op->last_heal = 0; 2349 op->last_heal = 0;
2546 } 2350 }
2547 else 2351 else
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2352 op->last_heal = rate_hp / temp;
2549 } 2353 }
2550 else 2354 else
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2552 } 2356 }
2553 } 2357 }
2554 2358
2555 /* Digestion */ 2359 /* Digestion */
2556 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2559 penalty = max (0, -op->contr->digestion); 2363 penalty = max (0, -op->contr->digestion);
2560 2364
2561 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);
2562 2366
2563 /* dms do not consume food */ 2367 /* dms do not consume food */
2564 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2565 op->stats.food--; 2369 op->stats.food--;
2566 } 2370 }
2567 2371
2568 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2569 { 2373 {
2570 object *tmp, *flesh = 0; 2374 object *flesh = 0;
2571 2375
2572 for (tmp = op->inv; tmp; tmp = tmp->below) 2376 for_inv_removable (op, tmp)
2573 { 2377 {
2574 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)
2575 { 2382 {
2576 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2383 op->statusmsg ("You blindly grab for a bite of food. "
2577 { 2384 "H<To prevent you from starving, you ate some random item from your backpack.>");
2578 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2385 op->apply (tmp);
2579 manual_apply (op, tmp, 0); 2386
2580 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2581 break; 2388 break;
2582 } 2389 }
2583 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2584 flesh = tmp; 2391 flesh = tmp;
2585 } /* End if paid for object */ 2392 }
2586 } /* end of for loop */
2587 2393
2588 /* 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
2589 * eat flesh instead. 2395 * eat flesh instead.
2590 */ 2396 */
2591 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2592 { 2398 {
2593 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.>");
2594 manual_apply (op, flesh, 0); 2401 op->apply (flesh);
2595 } 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.>");
2596 } 2408 }
2597 2409
2598 if (op->stats.food < 0) 2410 if (op->stats.food < 0)
2599 { 2411 {
2600 op->stats.hp += op->stats.food; 2412 op->stats.hp += op->stats.food;
2601 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 ();
2602 } 2419 }
2420 }
2603 2421
2422 /* killer should be set here already */
2604 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2605 kill_player (op); 2424 kill_player (op);
2606 } 2425 }
2607} 2426}
2608 2427
2609/* 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.
2613 */ 2432 */
2614void 2433void
2615kill_player (object *op) 2434kill_player (object *op)
2616{ 2435{
2617 int x, y; 2436 int x, y;
2618 char buf[MAX_BUF];
2619 maptile *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2620 int will_kill_again; 2438 int will_kill_again;
2621 archetype *at; 2439 archetype *at;
2622 object *tmp; 2440 object *tmp;
2623 2441
2624 if (save_life (op)) 2442 if (save_life (op))
2625 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 }
2626 2480
2627 /* 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
2628 * 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.
2629 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2630 */ 2484 */
2631 if (op_on_battleground (op, &x, &y)) 2485 if (op_on_battleground (op, &x, &y))
2632 { 2486 {
2633 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";
2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2635
2636 /* restore player */
2637 at = archetype::find ("poisoning");
2638 if (object *tmp = present_arch_in_ob (at, op))
2639 {
2640 tmp->destroy ();
2641 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2642 }
2643
2644 at = archetype::find ("confusion");
2645 if (object *tmp = present_arch_in_ob (at, op))
2646 {
2647 tmp->destroy ();
2648 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2649 }
2650
2651 cure_disease (op, 0, 0); /* remove any disease */
2652 op->stats.hp = op->stats.maxhp;
2653 if (op->stats.food <= 0)
2654 op->stats.food = 999;
2655 2488
2656 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2657 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2658 { 2491
2659 tmp->name = format ("%s's finger" , &op->name); 2492 tmp->name = format ("%s's finger" , &op->name);
2660 tmp->name_pl = format ("%s's fingers", &op->name); 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2661 tmp->msg = format ( 2494 tmp->msg = format (
2662 "This finger has been cut off of %s the %s, when he was defeated at 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",
2663 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2496 &op->name, op->contr->title,
2497 (int)op->level,
2498 op->contr->killer_name ()
2664 ); 2499 );
2665 tmp->value = 0, tmp->type = 0; 2500 tmp->value = 0, tmp->type = 0;
2666 tmp->materialname = "organics"; 2501 tmp->material = name_to_material (shstr_organic);
2667 tmp->insert_at (op, tmp); 2502 tmp->insert_at (op, tmp);
2668 }
2669 2503
2670 /* teleport defeated player to new destination */ 2504 /* teleport defeated player to new destination */
2671 transfer_ob (op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced = 0; 2506 op->contr->braced = 0;
2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2673 return; 2509 return;
2674 } 2510 }
2675 2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2514
2676 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
2677 2516
2678 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
2679
2680 if (op->stats.food < 0)
2681 strcpy (op->contr->killer, "starvation");
2682 2518
2683 op->contr->play_sound (sound_find ("player_dies")); 2519 op->contr->play_sound (sound_find ("player_dies"));
2684 2520
2685 /* save the map location for corpse, gravestone */ 2521 /* save the map location for corpse, gravestone */
2686 x = op->x; 2522 x = op->x;
2716 2552
2717 lost_a_stat = 0; 2553 lost_a_stat = 0;
2718 2554
2719 for (z = 0; z < num_stats_lose; z++) 2555 for (z = 0; z < num_stats_lose; z++)
2720 { 2556 {
2721 i = RANDOM () % NUM_STATS; 2557 i = rndm (NUM_STATS);
2722 2558
2723 if (settings.stat_loss_on_death) 2559 if (settings.stat_loss_on_death)
2724 { 2560 {
2725 /* 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
2726 * what he lost. 2562 * what he lost.
2733 lost_a_stat = 1; 2569 lost_a_stat = 1;
2734 } 2570 }
2735 else 2571 else
2736 { 2572 {
2737 /* deplete a stat */ 2573 /* deplete a stat */
2738 archetype *deparch = archetype::find ("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2739 object *dep; 2575 object *dep;
2740 2576
2741 dep = present_arch_in_ob (deparch, op); 2577 dep = present_arch_in_ob (deparch, op);
2742 if (!dep) 2578 if (!dep)
2743 { 2579 {
2744 dep = arch_to_object (deparch); 2580 dep = deparch->instance ();
2745 insert_ob_in_ob (dep, op); 2581 insert_ob_in_ob (dep, op);
2746 } 2582 }
2747 lose_this_stat = 1; 2583 lose_this_stat = 1;
2748 if (settings.balanced_stat_loss) 2584 if (settings.balanced_stat_loss)
2749 { 2585 {
2777 } 2613 }
2778 } 2614 }
2779 2615
2780 if (lose_this_stat) 2616 if (lose_this_stat)
2781 { 2617 {
2782 this_stat = get_attr_value (&(dep->stats), i); 2618 this_stat = get_attr_value (&dep->stats, i);
2783 /* We could try to do something clever like find another 2619 /* We could try to do something clever like find another
2784 * stat to reduce if this fails. But chances are, if 2620 * stat to reduce if this fails. But chances are, if
2785 * stats have been depleted to -50, all are pretty low 2621 * stats have been depleted to -50, all are pretty low
2786 * 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
2787 * difference. 2623 * difference.
2788 */ 2624 */
2789 if (this_stat >= -50) 2625 if (this_stat >= -50)
2790 { 2626 {
2791 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2793 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 op->update_stats (); 2630 op->update_stats ();
2795 lost_a_stat = 1; 2631 lost_a_stat = 1;
2796 } 2632 }
2797 } 2633 }
2798 } 2634 }
2799 } 2635 }
2636
2800 /* If no stat lost, tell the player. */ 2637 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2638 if (!lost_a_stat)
2802 { 2639 {
2803 /* determine_god() seems to not work sometimes... why is this? 2640 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2641 Should I be using something else? GD */
2805 const char *god = determine_god (op); 2642 shstr_tmp god = determine_god (op);
2806 2643
2807 if (god && (strcmp (god, "none"))) 2644 if (god != shstr_none)
2808 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";
2809 else 2646 else
2810 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";
2811 } 2648 }
2812#else 2649#else
2813 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.";
2814#endif 2651#endif
2815 2652
2816 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2817 * exp loss on the stone. 2654 * exp loss on the stone.
2818 */ 2655 */
2819 tmp = arch_to_object (archetype::find ("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2820 sprintf (buf, "%s's gravestone", &op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
2821 tmp->name = buf; 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2822 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",
2823 tmp->name_pl = buf; 2660 &op->name, op->contr->title, op->contr->killer_name ());
2824 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);
2825 tmp->msg = buf;
2826 tmp->x = op->x, tmp->y = op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2827 insert_ob_in_map (tmp, op->map, NULL, 0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
2828 2663
2829 /**************************************/ 2664 /**************************************/
2830 /* */ 2665 /* */
2831 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
2832 /* if we died cause of food, give us */
2833 /* food, and reset HP's... */
2834 /* */ 2667 /* */
2835 /**************************************/ 2668 /**************************************/
2836 2669
2837 /* remove any poisoning and confusion the character may be suffering. */
2838 /* restore player */
2839 at = archetype::find ("poisoning");
2840 tmp = present_arch_in_ob (at, op);
2841
2842 if (tmp)
2843 {
2844 tmp->destroy ();
2845 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2846 }
2847
2848 at = archetype::find ("confusion");
2849 tmp = present_arch_in_ob (at, op);
2850 if (tmp)
2851 {
2852 tmp->destroy ();
2853 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2854 }
2855
2856 cure_disease (op, 0, 0); /* remove any disease */
2857
2858 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
2859 apply_death_exp_penalty (op); 2671 apply_death_exp_penalty (op);
2860 if (op->stats.food < 100)
2861 op->stats.food = 900;
2862 op->stats.hp = op->stats.maxhp;
2863 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2864 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2865 2672
2866 /* 2673 /*
2867 * 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
2868 * and put them back in the map. 2675 * and put them back in the map.
2869 */ 2676 */
2893 if (will_kill_again) 2700 if (will_kill_again)
2894 { 2701 {
2895 object *force; 2702 object *force;
2896 int at; 2703 int at;
2897 2704
2898 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2899 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2900 force->speed = 0.1f;
2901 force->speed_left = -5.f; 2707 force->speed_left = -5.f;
2902 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2903 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2904 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2905 force->resist[at] = 100; 2713 force->resist[at] = 100;
2906 2714
2907 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2908 op->update_stats (); 2716 op->update_stats ();
2909
2910 } 2717 }
2911 2718
2912 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2913} 2720}
2914 2721
2915void 2722static void
2916loot_object (object *op) 2723loot_object (object *op)
2917{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2918 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2919 2726
2920 op->close_container (); /* close open sack first */ 2727 op->close_container (); /* close open sack first */
2921 2728
2922 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2923 { 2730 {
2930 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2931 2738
2932 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
2933 loot_object (tmp); /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
2934 2741
2935 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))))
2936 { 2743 {
2937 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
2938 { 2745 {
2939 tmp->decrease (rndm (1, tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
2940 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2951 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
2952 * 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
2953 * was changed. 2760 * was changed.
2954 */ 2761 */
2955void 2762void
2956fix_weight (void) 2763fix_weight ()
2957{ 2764{
2958 for_all_players (pl) 2765 for_all_players (pl)
2959 { 2766 {
2960 sint32 old = pl->ob->carrying; 2767 weight_t old = pl->ob->carrying;
2961 2768
2962 pl->ob->update_weight (); 2769 pl->ob->update_weight ();
2963 2770
2964 if (old != pl->ob->carrying) 2771 if (old != pl->ob->carrying)
2965 { 2772 {
2968 } 2775 }
2969 } 2776 }
2970} 2777}
2971 2778
2972void 2779void
2973fix_luck (void) 2780fix_luck ()
2974{ 2781{
2975 for_all_players (pl) 2782 for_all_players (pl)
2976 if (!pl->ob->contr->ns->state) 2783 if (!pl->ob->contr->ns->state)
2977 pl->ob->change_luck (0); 2784 pl->ob->change_luck (0);
2978} 2785}
3015} 2822}
3016 2823
3017void 2824void
3018make_visible (object *op) 2825make_visible (object *op)
3019{ 2826{
3020 op->hide = 0; 2827 op->flag [FLAG_HIDDEN] = 0;
3021 op->invisible = 0; 2828 op->invisible = 0;
3022 2829
3023 if (op->type == PLAYER) 2830 if (op->type == PLAYER)
3024 { 2831 {
3025 op->contr->tmp_invis = 0; 2832 op->contr->tmp_invis = 0;
3030} 2837}
3031 2838
3032int 2839int
3033is_true_undead (object *op) 2840is_true_undead (object *op)
3034{ 2841{
3035 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2842 if (op->arch->flag [FLAG_UNDEAD])
3036 return 1; 2843 return 1;
3037 2844
3038 return 0; 2845 return 0;
3039} 2846}
3040 2847
3050 2857
3051 if (!ob || !ob->map) 2858 if (!ob || !ob->map)
3052 return 0; 2859 return 0;
3053 2860
3054 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3055 level = ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3056 2863
3057 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3058 * 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
3059 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3060 if (has_carried_lights (ob)) 2867 if (ob->has_carried_lights ())
3061 level = -(10 + (2 * ob->map->darkness)); 2868 level = -(10 + (2 * ob->map->darklevel ()));
3062 2869
3063 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3064 for (i = 0, x = ob->x, y = ob->y; 2871 for (i = 0, x = ob->x, y = ob->y;
3065 i <= SIZEOFFREE1; 2872 i <= SIZEOFFREE1;
3066 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2873 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3087 * spot (surrounded by clear terrain in broad daylight). -b.t. 2894 * spot (surrounded by clear terrain in broad daylight). -b.t.
3088 */ 2895 */
3089void 2896void
3090do_hidden_move (object *op) 2897do_hidden_move (object *op)
3091{ 2898{
3092 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2899 int hide = 0;
3093 object *skop;
3094 2900
3095 if (!op || !op->map) 2901 if (!op || !op->map)
3096 return; 2902 return;
3097 2903
3098 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);
3099 2906
3100 /* 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! */
3101 if (op->type == PLAYER && op->contr->run_on) 2908 if (op->type == PLAYER && op->contr->run_on)
3102 if (!skop || num >= skop->level) 2909 if (!skop || num >= skop->level)
3103 { 2910 {
3113 num -= hide; 2920 num -= hide;
3114 2921
3115 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2922 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3116 { 2923 {
3117 make_visible (op); 2924 make_visible (op);
2925
3118 if (op->type == PLAYER) 2926 if (op->type == PLAYER)
3119 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!");
3120 } 2928 }
3121 else if (op->type == PLAYER && skop) 2929 else if (op->type == PLAYER && skop)
3122 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);
3137 2945
3138 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
3139 player = 1; 2947 player = 1;
3140 2948
3141 else 2949 else
3142 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
3143 2951
3144 /* search adjacent squares */ 2952 /* search adjacent squares */
3145 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
3146 { 2954 {
3147 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
3156 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)))
3157 continue; 2965 continue;
3158 2966
3159 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)
3160 { 2968 {
3161 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])
3162 return 1; 2970 return 1;
3163 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
3164 {
3165 /*don't let a hidden DM prevent you from hiding */
3166 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 2972 return 1;
3168 }
3169 } 2973 }
3170 } 2974 }
3171 return 0; 2975 return 0;
3172} 2976}
3173 2977
3174/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3175 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3176 * 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
3177 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3178 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3179 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3180 * in? Realistically, most of us can't see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3181 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3182 * 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
3183 * 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.
3184 * -b.t. 2988 * -b.t.
3185 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3186 */ 2990 */
3187int 2991int
3188player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
3189{ 2993{
3212 while (op) 3016 while (op)
3213 { 3017 {
3214 dx = rv.distance_x + op->arch->x; 3018 dx = rv.distance_x + op->arch->x;
3215 dy = rv.distance_y + op->arch->y; 3019 dy = rv.distance_y + op->arch->y;
3216 3020
3217 /* only the viewable area the player sees is updated by LOS 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3218 * code, so we need to restrict ourselves to that range of values
3219 * for any meaningful values.
3220 */
3221 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3222 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3223 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3224 return 1; 3022 return 1;
3225 3023
3226 op = op->more; 3024 op = op->more;
3227 }
3228
3229 return 0;
3230}
3231
3232/* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we
3236 * return 0.
3237 */
3238int
3239action_makes_visible (object *op)
3240{
3241 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3242 {
3243 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3244 return 0;
3245
3246 if (op->contr && op->contr->tmp_invis == 0)
3247 return 0;
3248
3249 /* If monsters, they should become visible */
3250 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3251 {
3252 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3253 return 1;
3254 }
3255 } 3025 }
3256 3026
3257 return 0; 3027 return 0;
3258} 3028}
3259 3029
3274 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3275 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3276 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3277 for (object *tmp = op->below; tmp; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3278 { 3048 {
3279 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3280 { 3050 {
3281 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3051 if (tmp->flag [FLAG_NO_PICK]
3282 && tmp->type == BATTLEGROUND 3052 && tmp->type == BATTLEGROUND
3283 && tmp->name == shstr_battleground 3053 && tmp->name == shstr_battleground
3284 && EXIT_X (tmp) && EXIT_Y (tmp)) 3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3285 { 3055 {
3286 /* before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3287 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))
3288 {
3289 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)
3290 { 3060 {
3291 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3292 {
3293 if (x && y) 3061 if (x && y)
3294 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3295 3063
3296 return 1; 3064 return 1;
3297 }
3298 } 3065 }
3299 }
3300 3066
3301 if (x && y) 3067 if (x && y)
3302 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3303 3069
3304 return 1; 3070 return 1;
3442 else 3208 else
3443 j = 1; 3209 j = 1;
3444 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3445 } 3211 }
3446 } 3212 }
3213
3447 strcat (buf, "."); 3214 strcat (buf, ".");
3448 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3449 } 3216 }
3450 3217
3451 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3452 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3453 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3454 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3455 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3456 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3457 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3458 3225
3459 /* print message if there is one */ 3226 /* print message if there is one */
3460 if (item->msg != NULL) 3227 if (item->msg != NULL)
3461 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3462 } 3229 }
3463 else 3230 else
3464 { 3231 {
3465 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3466 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3467 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));
3468 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3469 if (who->type == PLAYER)
3470 esrv_send_item (who, tmp);
3471 } 3236 }
3472} 3237}
3473 3238
3474/** 3239//-GPL
3475 * Unready an object for a player. This function does nothing if the object was
3476 * not readied.
3477 */
3478void
3479player_unready_range_ob (player *pl, object *ob)
3480{
3481 if (pl->ob->current_weapon == ob)
3482 pl->ob->current_weapon = 0;
3483
3484 if (pl->combat_ob == ob)
3485 pl->combat_ob = 0;
3486
3487 if (pl->ranged_ob == ob)
3488 pl->ranged_ob = 0;
3489}
3490 3240
3491sint8 3241sint8
3492player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3493{ 3243{
3494 if (!ns) 3244 if (!ns)
3495 return 0; 3245 return LOS_BLOCKED;
3496 3246
3497 int dx, dy; 3247 int dx, dy;
3498 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3499 return 0; 3249 return LOS_BLOCKED;
3500 3250
3501 x += dx - ns->current_x + ns->mapx / 2; 3251 x += dx - ns->current_x;
3502 y += dy - ns->current_y + ns->mapy / 2; 3252 y += dy - ns->current_y;
3503 3253
3504 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3505 return 0;
3506
3507 return 100 - blocked_los [x][y]; 3254 return blocked_los (x, y);
3508} 3255}
3509 3256
3510void 3257void
3511player::infobox (const char *title, const char *msg, int color) 3258player::infobox (const char *title, const char *msg, int color)
3512{ 3259{
3524{ 3271{
3525 play_sound (sound_find ("generic_failure")); 3272 play_sound (sound_find ("generic_failure"));
3526 statusmsg (msg, color); 3273 statusmsg (msg, color);
3527} 3274}
3528 3275
3276void
3277object::failmsgf (const char *format, ...)
3278{
3279 if (!contr)
3280 return;
3281
3282 va_list ap;
3283 va_start (ap, format);
3284 contr->failmsg (vformat (format, ap));
3285 va_end (ap);
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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