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Comparing deliantra/server/server/player.C (file contents):
Revision 1.143 by root, Fri May 18 21:12:40 2007 UTC vs.
Revision 1.298 by root, Sun Jan 29 03:59:15 2017 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
24 29
25#include <global.h> 30#include <global.h>
26#include <sproto.h> 31#include <sproto.h>
27#include <sounds.h> 32#include <sounds.h>
28#include <living.h> 33#include <living.h>
29#include <object.h> 34#include <object.h>
30#include <spells.h> 35#include <spells.h>
31#include <skills.h> 36#include <skills.h>
32 37
33#include <algorithm>
34#include <functional>
35
36playervec players; 38playervec players;
37
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151 39
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
157 op->x = -1; 45 op->x = -1;
158 op->y = -1; 46 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172} 47}
173 48
174void 49void
175player::activate () 50player::activate ()
176{ 51{
179 54
180 players.insert (this); 55 players.insert (this);
181 ob->remove (); 56 ob->remove ();
182 ob->map = 0; 57 ob->map = 0;
183 ob->activate_recursive (); 58 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
185 add_friendly_object (ob); 60 add_friendly_object (ob);
186 enter_map ();
187} 61}
188 62
189void 63void
190player::deactivate () 64player::deactivate ()
191{ 65{
198 72
199 if (ob->map) 73 if (ob->map)
200 maplevel = ob->map->path; 74 maplevel = ob->map->path;
201 75
202 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 78 ob->map = 0;
204 party = 0; 79 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 80
208 players.erase (this); 81 players.erase (this);
209} 82}
210 83
211// connect the player with a specific client 84// connect the player with a specific client
221 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
222 95
223 ns->update_look = 0; 96 ns->update_look = 0;
224 ns->look_position = 0; 97 ns->look_position = 0;
225 98
226 clear_los (ob); 99 clear_los ();
227 100
228 ns->reset_stats (); 101 ns->reset_stats ();
229 102
230 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
233 106
234 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
235 link_player_skills (ob); 108 link_skills ();
236 109
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
240 111
241 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
243 { 114 {
244 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248 116
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 120 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 122 skin = tmp;
255 123
256 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
257 } 125 }
258 126
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 128
261 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
262 130
263 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
265 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
266 135
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats (); 136 ob->update_stats ();
289 137
290 ns->floorbox_update (); 138 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
293 141
294 activate (); 142 activate ();
295 143
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
302} 146}
303 147
304void 148void
305player::disconnect () 149player::disconnect ()
306{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
307 if (ns) 157 if (ns)
308 { 158 {
309 if (active) 159 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311 161
314 ns->reset_stats (); 164 ns->reset_stats ();
315 ns->pl = 0; 165 ns->pl = 0;
316 ns = 0; 166 ns = 0;
317 } 167 }
318 168
319 if (ob) 169 // this is important for the player scheduler to get the correct refcount
320 ob->close_container (); //TODO: client-specific 170 // when ns = 0
171 observe = viewpoint = ob;
321 172
322 deactivate (); 173 deactivate ();
323} 174}
175
176//-GPL
324 177
325// the need for this function can be explained 178// the need for this function can be explained
326// by load_object not returning the object 179// by load_object not returning the object
327void 180void
328player::set_object (object *op) 181player::set_object (object *op)
329{ 182{
330 ob = op; 183 ob = observe = viewpoint = op;
331 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
332 185
333 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
334 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
335 188
336 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
337} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
338 207
339player::player () 208player::player ()
340{ 209{
341 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 211 * we deal with that below this point.
348 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
349 218
350 gen_sp_armour = 10; 219 gen_sp_armour = 10;
351 bowtype = bow_normal; 220 bowtype = bow_normal;
352 petmode = pet_normal; 221 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers; 222 usekeys = containers;
355 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
356 do_los = 1; 224 do_los = 1;
357 225
358 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
366 234
367 attachable::do_destroy (); 235 attachable::do_destroy ();
368 236
369 if (ob) 237 if (ob)
370 { 238 {
371 ob->destroy_inv (false); 239 ob->contr = 0;
372 ob->destroy (); 240 ob->destroy ();
373 } 241 }
242
243 ob = observe = viewpoint = 0;
374} 244}
375 245
376player::~player () 246player::~player ()
377{ 247{
378 /* Clear item stack */ 248 /* Clear item stack */
379 free (stack_items); 249 free (stack_items);
250}
251
252/*
253 * get_player_archetype() return next player archetype from archetype
254 * list. Not very efficient routine, but used only creating new players.
255 * Note: there MUST be at least one player archetype!
256 */
257static archetype *
258get_player_archetype (archetype *at)
259{
260 // archetypes could have been reloaded
261 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
262
263 if (!nat)
264 return at;
265
266 archvec::iterator i = archetypes.find (nat);
267
268 for (;;)
269 {
270 if (++i == archetypes.end ())
271 i = archetypes.begin ();
272 else if (*i == at)
273 cleanup ("not a single player archetype found");
274
275 if ((*i)->type == PLAYER)
276 return *i;
277 }
380} 278}
381 279
382/* Tries to add player on the connection passed in ns. 280/* Tries to add player on the connection passed in ns.
383 * All we can really get in this is some settings like host and display 281 * All we can really get in this is some settings like host and display
384 * mode. 282 * mode.
386player * 284player *
387player::create () 285player::create ()
388{ 286{
389 player *pl = new player; 287 player *pl = new player;
390 288
391 pl->set_object (arch_to_object (get_player_archetype (0))); 289 pl->set_object (get_player_archetype (0)->instance ());
392 290
393 pl->ob->roll_stats (); 291 pl->ob->roll_stats ();
394 pl->ob->stats.wc = 2; 292 pl->ob->stats.wc = 2;
395 pl->ob->run_away = 25; /* Then we panick... */ 293 pl->ob->run_away = 25; /* Then we panick... */
396 294
397 set_first_map (pl->ob); 295 set_first_map (pl->ob);
398 296
399 return pl; 297 return pl;
400}
401
402/*
403 * get_player_archetype() return next player archetype from archetype
404 * list. Not very efficient routine, but used only creating new players.
405 * Note: there MUST be at least one player archetype!
406 */
407archetype *
408get_player_archetype (archetype *at)
409{
410 archetype *start = at;
411
412 for (;;)
413 {
414 if (at == NULL || at->next == NULL)
415 at = first_archetype;
416 else
417 at = at->next;
418
419 if (at->clone.type == PLAYER)
420 return at;
421
422 if (at == start)
423 {
424 LOG (llevError, "No Player archetypes\n");
425 exit (-1);
426 }
427 }
428} 298}
429 299
430object * 300object *
431get_nearest_player (object *mon) 301get_nearest_player (object *mon)
432{ 302{
435 unsigned lastdist; 305 unsigned lastdist;
436 rv_vector rv; 306 rv_vector rv;
437 307
438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 308 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
439 { 309 {
440 /* We should not find free objects on this friendly list, but it
441 * does periodically happen. Given that, lets deal with it.
442 * While unlikely, it is possible the next object on the friendly
443 * list is also free, so encapsulate this in a while loop.
444 */
445 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
446 {
447 object *tmp = ol->ob;
448
449 /* Can't do much more other than log the fact, because the object
450 * itself will have been cleared.
451 */
452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
454 ol = ol->next;
455 remove_friendly_object (tmp);
456 if (!ol)
457 return op;
458 }
459
460 /* Remove special check for player from this. First, it looks to cause
461 * some crashes (ol->ob->contr not set properly?), but secondly, a more
462 * complicated method of state checking would be needed in any case -
463 * as it was, a clever player could type quit, and the function would
464 * skip them over while waiting for confirmation. Remove
465 * on_same_map check, as can_detect_enemy also does this
466 */
467 if (!can_detect_enemy (mon, ol->ob, &rv)) 310 if (!can_detect_enemy (mon, ol->ob, &rv))
468 continue; 311 continue;
469 312
470 if (lastdist > rv.distance) 313 if (lastdist > rv.distance)
471 { 314 {
487#endif 330#endif
488 return op; 331 return op;
489} 332}
490 333
491/* I believe this can safely go to 2, 3 is questionable, 4 will likely 334/* I believe this can safely go to 2, 3 is questionable, 4 will likely
492 * result in a monster paths backtracking. It basically determines how large a 335 * result in a monster paths backtracking. It basically determines how large a
493 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
494 * for a path to the player. The values are in the amount of direction 337 * for a path to the player. The values are in the amount of direction
495 * the deviation is 338 * the deviation is
496 */ 339 */
497#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
533 */ 376 */
534int 377int
535path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
536{ 379{
537 rv_vector rv; 380 rv_vector rv;
538 sint16 x, y;
539 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 381 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
540 maptile *m, *lastmap;
541 382
542 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
543 384
544 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
545 return 0; 386 return 0;
546 387
547 x = mon->x; 388 mapxy pos (mon);
548 y = mon->y;
549 m = mon->map;
550 dir = rv.direction; 389 dir = rv.direction;
551 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 390 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
552 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
553 392
554 /* If we can't solve it within the search distance, return now. */ 393 /* If we can't solve it within the search distance, return now. */
555 if (diff > max) 394 if (diff > max)
556 return 0; 395 return 0;
557 396
558 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
559 { 398 {
560 lastx = x; 399 mapxy lastpos = pos;
561 lasty = y;
562 lastmap = m;
563 x = lastx + freearr_x[dir];
564 y = lasty + freearr_y[dir];
565 400
566 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
567 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
568 402
569 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
570 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
571 && (m == mon->map && blocked_link (mon, m, x, y)))) 405 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
406 && blocked_link (mon, pos.m, pos.x, pos.y)))
572 { 407 {
573 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
574 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
575 */ 410 */
576 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
577 if (rv.direction != dir) 412 if (rv.direction != dir)
578 { 413 {
579 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
580 * the values so it will try again. 415 * the values so it will try again.
581 */ 416 */
582 x = lastx;
583 y = lasty;
584 m = lastmap; 417 pos = lastpos;
585 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
586 } 419 }
587 else 420 else
588 { 421 {
589 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
590 * either the left or right. 423 * either the left or right.
591 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
592 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
593 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
594 * too big (3 or maybe 4 or higher) as the monster may just try 427 * too big (3 or maybe 4 or higher) as the monster may just try
595 * stepping back and forth 428 * stepping back and forth
596 */ 429 */
597 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
598 { 431 {
599 if (i == 0) 432 if (i == 0)
600 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
601 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
602 * since the direction that the creature should move in 436 * since the direction that the creature should move in
603 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
604 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
605 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
607 * can't do that, but now finds it can move east, and 441 * can't do that, but now finds it can move east, and
608 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
609 * the last direction the creature has successfully 443 * the last direction the creature has successfully
610 * moved. 444 * moved.
611 */ 445 */
612
613 x = lastx + freearr_x[absdir (lastdir + i)];
614 y = lasty + freearr_y[absdir (lastdir + i)];
615 m = lastmap; 446 pos = lastpos;
616 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
617 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
618 continue; 450 continue;
619 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
620 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
621 continue; 455 continue;
622 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
623 continue; 458 continue;
624 459
625 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
626 break; 461 break;
627 } 462 }
463
628 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
629 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
630 */ 466 */
631 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
632 return 0; 468 return 0;
469
633 diff--; 470 diff--;
634 lastdir = dir; 471 lastdir = dir;
635 max--; 472 max--;
636 if (!firstdir) 473 if (!firstdir)
637 firstdir = dir + i; 474 firstdir = dir + i;
641 { 478 {
642 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
643 diff--; 480 diff--;
644 max--; 481 max--;
645 lastdir = dir; 482 lastdir = dir;
483
646 if (!firstdir) 484 if (!firstdir)
647 firstdir = dir; 485 firstdir = dir;
648 } 486 }
649 487
650 if (diff <= 1) 488 if (diff <= 1)
651 { 489 {
652 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
653 * headed toward player for entire distance. 491 * headed toward player for entire distance.
654 */ 492 */
655 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
656 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
657 } 495 }
658 496
659 if (diff > max) 497 if (diff > max)
660 return 0; 498 return 0;
666 504
667 return firstdir; 505 return firstdir;
668} 506}
669 507
670void 508void
671give_initial_items (object *pl, treasurelist * items) 509give_initial_items (object *pl, treasurelist *items)
672{ 510{
673 object *op, *next = NULL;
674
675 if (pl->randomitems != NULL) 511 if (pl->randomitems)
676 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 512 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
677 513
678 for (op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
679 { 515 {
680 next = op->below; 516 next = op->below;
681 517
682 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
683 * flag "neutral" set. Sorry but I can't think of a better way 519 * flag "neutral" set. Sorry but I can't think of a better way
684 */ 520 */
685 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
686 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
687 523
688 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
689 * by this player due to race restrictions 525 * by this player due to race restrictions
690 */ 526 */
691 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
692 { 528 {
693 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 529 if ((!pl->flag [FLAG_USE_ARMOUR]
530 &&
694 (op->type == ARMOUR || op->type == BOOTS || 531 (op->type == ARMOUR || op->type == BOOTS
695 op->type == CLOAK || op->type == HELMET || 532 || op->type == CLOAK || op->type == HELMET
696 op->type == SHIELD || op->type == GLOVES || 533 || op->type == SHIELD || op->type == GLOVES
697 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 534 || op->type == BRACERS || op->type == GIRDLE))
535 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
698 { 536 {
699 op->destroy (); 537 op->destroy ();
700 continue; 538 continue;
701 } 539 }
702 } 540 }
703 541
704 /* This really needs to be better - we should really give 542 /* Here we remove duplicated skills (as duplicated spell objects have
705 * a substitute spellbook. The problem is that we don't really 543 * _very_ confusing effects for players), which could for instance be
706 * have a good idea what to replace it with (need something like 544 * generated by multiple treasurelists specifying the same skills.
707 * a first level treasurelist for each skill.)
708 * remove duplicate skills also
709 */ 545 */
710 if (op->type == SPELLBOOK || op->type == SKILL) 546 if (op->type == SKILL)
711 { 547 {
712 object *tmp;
713
714 for (tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
715 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
716 break;
717
718 if (tmp)
719 { 550 {
720 op->destroy (); 551 op->destroy ();
721 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 552 break;
722 continue;
723 } 553 }
724 554
725 if (op->nrof > 1) 555 if (op->nrof > 1)
726 op->nrof = 1; 556 op->nrof = 1;
727 } 557 }
728 558
729 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
730 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
731 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
732 }
733 561
734 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
735 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
736 * merged properly. 564 * merged properly.
737 */ 565 */
738 if (need_identify (op)) 566 if (op->need_identify ())
739 {
740 SET_FLAG (op, FLAG_IDENTIFIED);
741 CLEAR_FLAG (op, FLAG_CURSED);
742 CLEAR_FLAG (op, FLAG_DAMNED);
743 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
744 if (op->type == SPELL) 573 if (op->type == SPELL)
745 { 574 {
746 op->destroy (); 575 op->destroy ();
747 continue; 576 continue;
748 } 577 }
749 else if (op->type == SKILL) 578 else if (op->type == SKILL)
750 { 579 {
751 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
752 op->stats.exp = 0; 581 op->stats.exp = 0;
753 op->level = 1; 582 op->level = 1;
754 } 583 }
755 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
756 else 585 op->set_flag (FLAG_INV_LOCKED);
757 SET_FLAG (op, FLAG_INV_LOCKED);
758 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
759 587
760 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
761 link_player_skills (pl); 589 pl->contr->link_skills ();
762} 590}
763 591
764void 592void
765get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
766{ 594{
776 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
777} 605}
778 606
779/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
780static int 608static int
781roll_stat (void) 609roll_stat ()
782{ 610{
783 int a[4], i, j, k; 611 int a[4], i, j, k;
784 612
785 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
786 a[i] = (int) rndm (6) + 1; 614 a[i] = rndm (1, 6);
787 615
788 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
789 if (a[i] < k) 617 if (a[i] < k)
790 k = a[i], j = i; 618 k = a[i], j = i;
791 619
867static void 695static void
868start_info (object *op) 696start_info (object *op)
869{ 697{
870 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
871 699
872 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
873 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
874 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
875 //new_draw_info (NDI_UNIQUE, 0, op, " ");
876} 702}
877 703
878/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
879 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
880 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
883 */ 709 */
884void 710void
885player::chargen_race_done () 711player::chargen_race_done ()
886{ 712{
887 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
888 esrv_new_player (ob->contr, ob->weight + ob->carrying); 714 esrv_new_player (ob->contr);
889 715
890 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
891 if (tl) 717 if (tl)
892 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
893 719
894 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
895 INVOKE_PLAYER (LOGIN, ob->contr);
896 721
897 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
898 723
899 if (ob->msg) 724 if (ob->msg)
900 ob->msg = 0; 725 ob->msg = 0;
901 726
902 /* We create this now because some of the unique maps will need it
903 * to save here.
904 */
905 {
906 char buf[MAX_BUF];
907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
908 make_path_to_file (buf);
909 }
910
911 start_info (ob); 727 start_info (ob);
912 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
913 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
914 link_player_skills (ob);
915 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
916 ob->update_stats (); 731 ob->update_stats ();
917 732
918 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
919 * is one for this race 734 * is one for this race
920 */ 735 */
921 if (*first_map_ext_path) 736 if (*first_map_ext_path)
922 { 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
923 object *tmp;
924 char mapname[MAX_BUF];
925
926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
927 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = ob->x;
930 EXIT_Y (tmp) = ob->y;
931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
932 * if the map isn't there, then stay on the
933 * default initial map */
934 tmp->destroy ();
935 }
936 else 738 else
937 LOG (llevDebug, "first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
740}
741
742/*
743 * Returns true if the given player is a legal class.
744 * The function to add and remove class-bonuses to the stats doesn't
745 * check if the stat becomes negative, thus this function
746 * merely checks that all stats are 1 or more, and returns
747 * false otherwise.
748 */
749static int
750allowed_class (const object *op)
751{
752 return op->stats.Dex > 0
753 && op->stats.Str > 0
754 && op->stats.Con > 0
755 && op->stats.Int > 0
756 && op->stats.Wis > 0
757 && op->stats.Pow > 0
758 && op->stats.Cha > 0;
938} 759}
939 760
940void 761void
941player::chargen_race_next () 762player::chargen_race_next ()
942{ 763{
950 int x = ob->x, y = ob->y; 771 int x = ob->x, y = ob->y;
951 772
952 ob->remove_statbonus (); 773 ob->remove_statbonus ();
953 ob->remove (); 774 ob->remove ();
954 ob->arch = get_player_archetype (ob->arch); 775 ob->arch = get_player_archetype (ob->arch);
955 ob->arch->clone.copy_to (ob); 776 ob->arch->copy_to (ob);
956 ob->instantiate (); 777 ob->instantiate ();
957 ob->stats = ob->contr->orig_stats; 778 ob->stats = ob->contr->orig_stats;
958 ob->name = ob->name_pl = name; 779 ob->name = ob->name_pl = name;
959 ob->x = x; 780 ob->x = x;
960 ob->y = y; 781 ob->y = y;
961 SET_ANIMATION (ob, 2); /* So player faces south */ 782 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (ob, ob->map, ob, 0); 783 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (ob->contr->title, ob->arch->clone.name); 784 assign (ob->contr->title, ob->arch->object::name);
964 ob->add_statbonus (); 785 ob->add_statbonus ();
965 } 786 }
966 while (!allowed_class (ob)); 787 while (!allowed_class (ob));
967 788
968 update_object (ob, UP_OBJ_FACE); 789 update_object (ob, UP_OBJ_FACE);
971 ob->stats.hp = ob->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
972 ob->stats.sp = ob->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
973 ob->stats.grace = 0; 794 ob->stats.grace = 0;
974} 795}
975 796
976void 797static void
977flee_player (object *op) 798flee_player (object *op)
978{ 799{
979 int dir, diff; 800 int dir, diff;
980 rv_vector rv; 801 rv_vector rv;
981 802
982 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
983 { 804 {
984 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
986 return; 807 return;
987 } 808 }
988 809
989 if (op->enemy == NULL) 810 if (!op->enemy)
990 { 811 {
991 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
992 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
993 return; 814 return;
994 } 815 }
995 816
996 /* Seen some crashes here. Since we don't store an 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 * op->enemy_count, it is possible that something destroys the
998 * actual enemy, and the object is recycled.
999 */
1000 if (op->enemy->map == NULL)
1001 { 818 {
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 op->enemy = NULL; 819 op->enemy = NULL;
1004 return; 820 op->clr_flag (FLAG_SCARED);
1005 }
1006
1007 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1008 {
1009 op->enemy = NULL;
1010 CLEAR_FLAG (op, FLAG_SCARED);
1011 return; 821 return;
1012 } 822 }
1013 823
1014 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
1015 825
1016 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
1017 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
1018 { 828 {
1019 int m = 1 - (RANDOM () & 2); 829 int m = 1 - rndm (2) * 2;
1020 830
1021 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 831 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1022 return; 832 return;
1023 } 833 }
1024 834
1025 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
1026 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
1027 op->enemy = NULL; 837 op->enemy = NULL;
1028} 838}
1029 839
1030/* check_pick sees if there is stuff to be picked up/picks up stuff. 840/* check_pick sees if there is stuff to be picked up/picks up stuff.
1031 * It returns 1 if the player should keep on moving, 0 if he should 841 * It returns 1 if the player should keep on moving, 0 if he should
1035check_pick (object *op) 845check_pick (object *op)
1036{ 846{
1037 object *tmp, *next; 847 object *tmp, *next;
1038 int stop = 0; 848 int stop = 0;
1039 int wvratio; 849 int wvratio;
1040 char putstring[128];
1041 850
1042 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
1043 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1044 return 1; 853 return 1;
1045 854
1046 next = op->below; 855 next = op->below;
856
857 int cnt = MAX_ITEM_PER_ACTION;
858#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1047 859
1048 /* loop while there are items on the floor that are not marked as 860 /* loop while there are items on the floor that are not marked as
1049 * destroyed */ 861 * destroyed */
1050 while (next && !next->destroyed ()) 862 while (next && !next->destroyed ())
1051 { 863 {
1052 tmp = next; 864 tmp = next;
1053 next = tmp->below; 865 next = tmp->below;
1054 866
867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
1055 if (op->destroyed ()) 873 if (op->destroyed ())
1056 return 0; 874 return 0;
1057 875
1058 if (!can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1059 continue; 877 continue;
1060 878
1061 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1062 { 880 {
1063 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1064 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1065 continue; 884 continue;
1066 } 885 }
1067 886
1068 /* high not bit set? We're using the old autopickup model */ 887 /* pickup handling */
888 if (op->contr->mode & PU_DEBUG)
889 {
890 /* some debugging code to figure out item information */
891 const char *str = tmp->name
892 ? format ("item name: %s item type: %d weight/value: %d",
893 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
894 : format ("item name: %s item type: %d weight/value: %d",
895 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
896
897 new_draw_info (NDI_UNIQUE, 0, op, str);
898 }
899
900 if (op->contr->mode & PU_INHIBIT)
901 return 1;
902
903 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
904 return 1;
905
906 /* philosophy:
907 * It's easy to grab an item type from a pile, as long as it's
908 * generic. This takes no game-time. For more detailed pickups
909 * and selections, select-items should be used. This is a
910 * grab-as-you-run type mode that's really useful for arrows for
911 * example.
912 * The drawback: right now it has no frontend, so you need to
913 * stick the bits you want into a calculator in hex mode and then
914 * convert to decimal and then 'pickup <#>
915 */
916
917 /* the first two modes are exclusive: if NOTHING we return, if
918 * STOP then we stop. All the rest are applied sequentially,
919 * meaning if any test passes, the item gets picked up. */
920
921 /* if mode is set to pick nothing up, return */
922 if (op->contr->mode == PU_NOTHING)
923 return 1;
924
925 /* if mode is set to stop when encountering objects, return */
926 /* take STOP before INHIBIT since it doesn't actually pick
927 * anything up */
928 if (op->contr->mode & PU_STOP)
929 return 0;
930
931 /* useful for going into stores and not losing your settings... */
932 /* and for battles wher you don't want to get loaded down while
933 * fighting */
934 if (op->contr->mode & PU_INHIBIT)
935 return 1;
936
937 /* prevent us from turning into auto-thieves :) */
938 if (tmp->flag [FLAG_UNPAID])
939 continue;
940
941 /* ignore known cursed objects */
942 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
943 continue;
944
945 /* all food and drink if desired */
946 /* question: don't pick up known-poisonous stuff? */
1069 if (!(op->contr->mode & PU_NEWMODE)) 947 if (op->contr->mode & PU_FOOD)
948 if (tmp->type == FOOD)
1070 { 949 {
1071 switch (op->contr->mode) 950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_DRINK)
955 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_POTION)
962 if (tmp->type == POTION)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* spellbooks, skillscrolls and normal books/scrolls */
969 if (op->contr->mode & PU_SPELLBOOK)
970 if (tmp->type == SPELLBOOK)
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_SKILLSCROLL)
977 if (tmp->type == SKILLSCROLL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 if (op->contr->mode & PU_READABLES)
984 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 /* wands/staves/rods/horns */
991 if (op->contr->mode & PU_MAGIC_DEVICE)
992 if (tmp->type == WAND
993 || tmp->type == ROD
994 || tmp->type == HORN
995 || tmp->type == POWER_CRYSTAL)
996 {
997 CHK_PICK_PICKUP;
998 continue;
999 }
1000
1001 /* pick up all magical items */
1002 if (op->contr->mode & PU_MAGICAL)
1003 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1004 && !tmp->flag [FLAG_KNOWN_CURSED])
1005 {
1006 CHK_PICK_PICKUP;
1007 continue;
1008 }
1009
1010 if (op->contr->mode & PU_VALUABLES)
1011 {
1012 if (tmp->type == MONEY || tmp->type == GEM)
1072 { 1013 {
1073 case 0: 1014 CHK_PICK_PICKUP;
1074 return 1; /* don't pick up */ 1015 continue;
1075 case 1:
1076 pick_up (op, tmp);
1077 return 1;
1078 case 2:
1079 pick_up (op, tmp);
1080 return 0;
1081 case 3:
1082 return 0; /* stop before pickup */
1083 case 4:
1084 pick_up (op, tmp);
1085 break;
1086 case 5:
1087 pick_up (op, tmp);
1088 stop = 1;
1089 break;
1090 case 6:
1091 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1092 pick_up (op, tmp);
1093 break;
1094
1095 case 7:
1096 if (tmp->type == MONEY || tmp->type == GEM)
1097 pick_up (op, tmp);
1098 break;
1099
1100 default:
1101 /* use value density */
1102 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1103 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1104 pick_up (op, tmp);
1105 } 1016 }
1106 } 1017 }
1107 else 1018
1108 { /* old model */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1109 /* NEW pickup handling */
1110 if (op->contr->mode & PU_DEBUG) 1020 if (op->contr->mode & PU_JEWELS)
1021 if (tmp->type == RING
1022 || tmp->type == AMULET
1023 || tmp->type == GIRDLE
1024 || tmp->type == SKILL_TOOL)
1111 { 1025 {
1112 /* some debugging code to figure out item information */ 1026 CHK_PICK_PICKUP;
1113 if (tmp->name != NULL)
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116 else
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1120 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1121 }
1122
1123 /* philosophy:
1124 * It's easy to grab an item type from a pile, as long as it's
1125 * generic. This takes no game-time. For more detailed pickups
1126 * and selections, select-items should be used. This is a
1127 * grab-as-you-run type mode that's really useful for arrows for
1128 * example.
1129 * The drawback: right now it has no frontend, so you need to
1130 * stick the bits you want into a calculator in hex mode and then
1131 * convert to decimal and then 'pickup <#>
1132 */
1133
1134 /* the first two modes are exclusive: if NOTHING we return, if
1135 * STOP then we stop. All the rest are applied sequentially,
1136 * meaning if any test passes, the item gets picked up. */
1137
1138 /* if mode is set to pick nothing up, return */
1139
1140 if (op->contr->mode & PU_NOTHING)
1141 return 1;
1142
1143 /* if mode is set to stop when encountering objects, return */
1144 /* take STOP before INHIBIT since it doesn't actually pick
1145 * anything up */
1146
1147 if (op->contr->mode & PU_STOP)
1148 return 0;
1149
1150 /* useful for going into stores and not losing your settings... */
1151 /* and for battles wher you don't want to get loaded down while
1152 * fighting */
1153 if (op->contr->mode & PU_INHIBIT)
1154 return 1;
1155
1156 /* prevent us from turning into auto-thieves :) */
1157 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1158 continue; 1027 continue;
1028 }
1159 1029
1160 /* ignore known cursed objects */ 1030 /* we don't forget dragon food */
1161 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1031 if (op->contr->mode & PU_FLESH)
1032 if (tmp->type == FLESH)
1033 {
1034 CHK_PICK_PICKUP;
1162 continue; 1035 continue;
1036 }
1163 1037
1164 /* all food and drink if desired */ 1038 /* bows and arrows. Bows are good for selling! */
1165 /* question: don't pick up known-poisonous stuff? */ 1039 if (op->contr->mode & PU_BOW)
1040 if (tmp->type == BOW)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_ARROW)
1047 if (tmp->type == ARROW)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1053 /* all kinds of armor etc. */
1054 if (op->contr->mode & PU_ARMOUR)
1055 if (tmp->type == ARMOUR)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 if (op->contr->mode & PU_HELMET)
1062 if (tmp->type == HELMET)
1063 {
1064 CHK_PICK_PICKUP;
1065 continue;
1066 }
1067
1068 if (op->contr->mode & PU_SHIELD)
1069 if (tmp->type == SHIELD)
1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1166 if (op->contr->mode & PU_FOOD) 1075 if (op->contr->mode & PU_BOOTS)
1167 if (tmp->type == FOOD) 1076 if (tmp->type == BOOTS)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_GLOVES)
1083 if (tmp->type == GLOVES || tmp->type == BRACERS)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_CLOAK)
1090 if (tmp->type == CLOAK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 /* hoping to catch throwing daggers here */
1097 if (op->contr->mode & PU_MISSILEWEAPON)
1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* careful: chairs and tables are weapons! */
1105 if (op->contr->mode & PU_ALLWEAPON)
1106 {
1107 if (tmp->type == WEAPON)
1108 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1168 { 1109 {
1169 pick_up (op, tmp); 1110 CHK_PICK_PICKUP;
1170 continue; 1111 continue;
1171 } 1112 }
1113 }
1172 1114
1115 /* misc stuff that's useful */
1173 if (op->contr->mode & PU_DRINK) 1116 if (op->contr->mode & PU_KEY)
1174 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1117 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1175 { 1118 {
1176 pick_up (op, tmp); 1119 CHK_PICK_PICKUP;
1177 continue; 1120 continue;
1178 } 1121 }
1179 1122
1123 /* any of the last 4 bits set means we use the ratio for value
1124 * pickups */
1180 if (op->contr->mode & PU_POTION) 1125 if (op->contr->mode & PU_RATIO)
1181 if (tmp->type == POTION) 1126 {
1127 /* use value density to decide what else to grab */
1128 /* >=7 was >= op->contr->mode */
1129 /* >=7 is the old standard setting. Now we take the last 4 bits
1182 { 1130 */
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 /* spellbooks, skillscrolls and normal books/scrolls */
1188 if (op->contr->mode & PU_SPELLBOOK)
1189 if (tmp->type == SPELLBOOK)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_SKILLSCROLL)
1196 if (tmp->type == SKILLSCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_READABLES)
1203 if (tmp->type == BOOK || tmp->type == SCROLL)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* wands/staves/rods/horns */
1210 if (op->contr->mode & PU_MAGIC_DEVICE)
1211 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 /* pick up all magical items */
1218 if (op->contr->mode & PU_MAGICAL) 1131 wvratio = op->contr->mode & PU_RATIO;
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1132 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1220 {
1221 pick_up (op, tmp);
1222 continue;
1223 }
1224
1225 if (op->contr->mode & PU_VALUABLES)
1226 { 1133 {
1227 if (tmp->type == MONEY || tmp->type == GEM) 1134#if 0
1135 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1136 if (tmp->name != NULL)
1228 { 1137 {
1229 pick_up (op, tmp); 1138 fprintf (stderr, "%s", tmp->name);
1230 continue;
1231 } 1139 }
1232 }
1233
1234 /* rings & amulets - talismans seems to be typed AMULET */
1235 if (op->contr->mode & PU_JEWELS)
1236 if (tmp->type == RING || tmp->type == AMULET)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* we don't forget dragon food */
1243 if (op->contr->mode & PU_FLESH)
1244 if (tmp->type == FLESH)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 /* bows and arrows. Bows are good for selling! */
1251 if (op->contr->mode & PU_BOW)
1252 if (tmp->type == BOW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_ARROW)
1259 if (tmp->type == ARROW)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 /* all kinds of armor etc. */
1266 if (op->contr->mode & PU_ARMOUR)
1267 if (tmp->type == ARMOUR)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_HELMET)
1274 if (tmp->type == HELMET)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_SHIELD)
1281 if (tmp->type == SHIELD)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_BOOTS)
1288 if (tmp->type == BOOTS)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_GLOVES)
1295 if (tmp->type == GLOVES)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 if (op->contr->mode & PU_CLOAK)
1302 if (tmp->type == CLOAK)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* hoping to catch throwing daggers here */
1309 if (op->contr->mode & PU_MISSILEWEAPON)
1310 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1311 {
1312 pick_up (op, tmp);
1313 continue;
1314 }
1315
1316 /* careful: chairs and tables are weapons! */
1317 if (op->contr->mode & PU_ALLWEAPON)
1318 {
1319 if (tmp->type == WEAPON && tmp->name != NULL)
1320 {
1321 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1322 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327 }
1328
1329 if (tmp->type == WEAPON && tmp->name == NULL)
1330 {
1331 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336 }
1337 }
1338
1339 /* misc stuff that's useful */
1340 if (op->contr->mode & PU_KEY)
1341 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1342 {
1343 pick_up (op, tmp);
1344 continue;
1345 }
1346
1347 /* any of the last 4 bits set means we use the ratio for value
1348 * pickups */
1349 if (op->contr->mode & PU_RATIO)
1350 {
1351 /* use value density to decide what else to grab */
1352 /* >=7 was >= op->contr->mode */
1353 /* >=7 is the old standard setting. Now we take the last 4 bits
1354 * and multiply them by 5, giving 0..15*5== 5..75 */
1355 wvratio = (op->contr->mode & PU_RATIO) * 5;
1356 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1357 {
1358 pick_up (op, tmp);
1359#if 0
1360 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1361 if (tmp->name != NULL)
1362 {
1363 fprintf (stderr, "%s", tmp->name);
1364 }
1365 else 1140 else
1366 fprintf (stderr, "%s", tmp->arch->name); 1141 fprintf (stderr, "%s", tmp->arch->archname);
1367 fprintf (stderr, ",%d] = ", tmp->type); 1142 fprintf (stderr, ",%d] = ", tmp->type);
1368 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1143 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1369#endif 1144#endif
1145 CHK_PICK_PICKUP;
1370 continue; 1146 continue;
1371 }
1372 } 1147 }
1373 } /* the new pickup model */ 1148 } /* the new pickup model */
1374 } 1149 }
1375 1150
1376 return !stop; 1151 return !stop;
1377} 1152}
1378 1153
1154/* routine for both players and monsters. We call this when
1155 * there is a possibility for our action distrubing our hiding
1156 * place or invisiblity spell. Artefact invisiblity causes
1157 * "noise" instead. If we arent invisible to begin with, we
1158 * return 0.
1159 */
1160static int
1161action_makes_visible (object *op)
1162{
1163 if (op->invisible && op->flag [FLAG_ALIVE])
1164 {
1165 if (op->flag [FLAG_MAKE_INVIS])
1166 {
1167 // artefact invisibility is permanent, but we still make noise
1168 // this is important for game-balance.
1169 if (op->contr)
1170 op->make_noise ();
1171
1172 return 0;
1173 }
1174
1175 if (op->contr && op->contr->tmp_invis == 0)
1176 return 0;
1177
1178 /* If monsters, they should become visible */
1179 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1180 {
1181 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1182 return 1;
1183 }
1184 }
1185
1186 return 0;
1187}
1188
1379/* 1189/*
1380 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1381 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1382 * found object is returned. 1192 * found object is returned.
1383 */ 1193 */
1384object * 1194static object *
1385find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1386{ 1196{
1387 object *tmp = 0;
1388
1389 for (op = op->inv; op; op = op->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1391 tmp = find_arrow (op, type);
1392 else if (op->type == ARROW && op->race == type) 1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1199 return splay (tmp);
1200
1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1202 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1203 if (object *arrow = find_arrow (tmp, type))
1204 {
1205 splay (tmp);
1393 return op; 1206 return arrow;
1207 }
1394 1208
1395 return tmp; 1209 return 0;
1396} 1210}
1397 1211
1398/* 1212/*
1399 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1213 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1400 * against the target. A full test is not performed, simply a basic test 1214 * against the target. A full test is not performed, simply a basic test
1401 * of resistances. The archer is making a quick guess at what he sees down 1215 * of resistances. The archer is making a quick guess at what he sees down
1402 * the hall. Failing that it does it's best to pick the highest plus arrow. 1216 * the hall. Failing that it does it's best to pick the highest plus arrow.
1403 */ 1217 */
1404object * 1218static object *
1405find_better_arrow (object *op, object *target, const char *type, int *better) 1219find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1406{ 1220{
1407 object *tmp = NULL, *arrow, *ntmp; 1221 object *tmp = NULL, *arrow, *ntmp;
1408 int attacknum, attacktype, betterby = 0, i; 1222 int attacknum, attacktype, betterby = 0, i;
1409 1223
1410 if (!type) 1224 if (!type)
1411 return NULL; 1225 return NULL;
1412 1226
1413 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1414 { 1228 {
1415 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1416 { 1230 {
1417 i = 0; 1231 i = 0;
1418 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1233
1419 if (i > betterby) 1234 if (i > betterby)
1420 { 1235 {
1421 tmp = ntmp; 1236 tmp = ntmp;
1422 betterby = i; 1237 betterby = i;
1423 } 1238 }
1424 } 1239 }
1425 else if (arrow->type == ARROW && arrow->race == type) 1240 else if (arrow->type == ARROW && arrow->race == type)
1426 { 1241 {
1427 /* allways prefer assasination/slaying */ 1242 /* allways prefer assasination/slaying */
1428 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1243 if (target->race && arrow->slaying.contains (target->race))
1429 { 1244 {
1430 if (arrow->attacktype & AT_DEATH) 1245 if (arrow->attacktype & AT_DEATH)
1431 { 1246 {
1432 *better = 100; 1247 *better = 100;
1433 return arrow; 1248 return arrow;
1441 else 1256 else
1442 { 1257 {
1443 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1258 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1444 { 1259 {
1445 attacktype = 1 << attacknum; 1260 attacktype = 1 << attacknum;
1446 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1261 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1447 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1262 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1448 { 1263 {
1449 tmp = arrow; 1264 tmp = arrow;
1450 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1265 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1451 } 1266 }
1452 } 1267 }
1268
1453 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1269 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1454 { 1270 {
1455 tmp = arrow; 1271 tmp = arrow;
1456 betterby = 2 + arrow->magic + arrow->stats.dam; 1272 betterby = 2 + arrow->magic + arrow->stats.dam;
1457 } 1273 }
1274
1458 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1275 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1459 { 1276 {
1460 tmp = arrow; 1277 tmp = arrow;
1461 betterby = 1 + arrow->magic + arrow->stats.dam; 1278 betterby = 1 + arrow->magic + arrow->stats.dam;
1462 } 1279 }
1463 } 1280 }
1464 } 1281 }
1465 } 1282 }
1283
1466 if (tmp == NULL && arrow == NULL) 1284 if (tmp == NULL && arrow == NULL)
1467 return find_arrow (op, type); 1285 return find_arrow (op, type);
1468 1286
1469 *better = betterby; 1287 *better = betterby;
1470 return tmp; 1288 return tmp;
1474 * find_better_arrow to find a decent arrow to use. 1292 * find_better_arrow to find a decent arrow to use.
1475 * op = the shooter 1293 * op = the shooter
1476 * type = bow->race 1294 * type = bow->race
1477 * dir = fire direction 1295 * dir = fire direction
1478 */ 1296 */
1479object * 1297static object *
1480pick_arrow_target (object *op, const char *type, int dir) 1298pick_arrow_target (object *op, shstr_cmp type, int dir)
1481{ 1299{
1482 object *tmp = NULL; 1300 object *tmp = NULL;
1483 maptile *m; 1301 maptile *m;
1484 int i, mflags, found, number; 1302 int i, mflags, found, number;
1485 sint16 x, y; 1303 sint16 x, y;
1500 for (i = 0, found = 0; i < 20; i++) 1318 for (i = 0, found = 0; i < 20; i++)
1501 { 1319 {
1502 x += freearr_x[dir]; 1320 x += freearr_x[dir];
1503 y += freearr_y[dir]; 1321 y += freearr_y[dir];
1504 mflags = get_map_flags (m, &m, x, y, &x, &y); 1322 mflags = get_map_flags (m, &m, x, y, &x, &y);
1323
1505 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1324 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1506 { 1325 {
1507 tmp = NULL; 1326 tmp = 0;
1508 break; 1327 break;
1509 } 1328 }
1510 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1329 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1511 { 1330 {
1512 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1331 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1513 * perhaps a bad assumption. 1332 * perhaps a bad assumption.
1514 */ 1333 */
1515 tmp = NULL; 1334 tmp = 0;
1516 break; 1335 break;
1517 } 1336 }
1337
1518 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1519 {
1520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1339 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1522 {
1523 found++;
1524 break;
1525 }
1526 if (found)
1527 break; 1341 break;
1528 }
1529 } 1342 }
1530 if (tmp == NULL) 1343
1344 if (!tmp)
1531 return find_arrow (op, type); 1345 return find_arrow (op, type);
1532 1346
1533 if (tmp->head) 1347 if (tmp->head)
1534 tmp = tmp->head; 1348 tmp = tmp->head;
1535 1349
1536 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1537} 1351}
1538 1352
1539/* 1353/*
1540 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1541 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1542 * op is the object firing the bow. 1356 * op is the object firing the bow.
1543 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1544 * dir is the direction of fire. 1358 * dir is the direction of fire.
1545 * wc_mod is any special modifier to give (used in special player fire modes) 1359 * wc_mod is any special modifier to give (used in special player fire modes)
1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1389 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1576 return 0; 1390 return 0;
1577 } 1391 }
1578 1392
1579 // optimisation: move object to top so we will find it quickly again 1393 // optimisation: move object to top so we will find it quickly again
1580 if (bow->below) 1394 splay (bow);
1581 {
1582 bow->remove ();
1583 op->insert (bow);
1584 }
1585
1586 } 1395 }
1587 1396
1588 if (!bow->race || !bow->skill) 1397 if (!bow->race || !bow->skill)
1589 { 1398 {
1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1399 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1597 { 1406 {
1598 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1599 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1408 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1409 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1601 else 1410 else
1602 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1603 1412
1604 return 0; 1413 return 0;
1605 } 1414 }
1606 } 1415 }
1607 1416
1616 } 1425 }
1617 1426
1618 /* this should not happen, but sometimes does */ 1427 /* this should not happen, but sometimes does */
1619 if (arrow->nrof == 0) 1428 if (arrow->nrof == 0)
1620 { 1429 {
1430 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1621 arrow->destroy (); 1431 arrow->destroy ();
1622 return 0; 1432 return 0;
1623 } 1433 }
1624 1434
1625 left = arrow; /* these are arrows left to the player */ 1435 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1); 1436 arrow = arrow->split ();
1627 if (!arrow) 1437 if (!arrow)
1628 { 1438 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1439 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 return 0; 1440 return 0;
1631 } 1441 }
1635 arrow->direction = dir; 1445 arrow->direction = dir;
1636 1446
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1447 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1448 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1449 arrow->stats.grace = arrow->attacktype;
1640 1450 arrow->custom_name = arrow->slaying;
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643 1451
1644#if 0 1452#if 0
1645 if (player *pl = op->contr) 1453 if (player *pl = op->contr)
1646 { 1454 {
1647 float speed = pl->weapon_sp; 1455 float speed = pl->weapon_sp;
1657#endif 1465#endif
1658 1466
1659 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1660 1468
1661 /* update the speed */ 1469 /* update the speed */
1662 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1663 + bow->stats.dam / 7.f;
1664 1470
1665 arrow->set_speed (max (arrow->speed, 2.f));
1666 arrow->speed_left = 0; 1471 arrow->speed_left = 0;
1472 arrow->set_speed (max (2.f,
1473 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1474 + bow->stats.dam / 7.f
1475 ));
1667 1476
1668 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1477 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1669 1478
1670 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1671 { 1480 {
1692 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1501 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1693 1502
1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1695 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1697 1507
1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1508 op->play_sound (sound_find ("fire_arrow"));
1699 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1700 1510
1701 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1702 move_arrow (arrow); 1512 move_arrow (arrow);
1703
1704 if (op->type == PLAYER)
1705 {
1706 if (left->destroyed ())
1707 esrv_del_item (op->contr, left->count);
1708 else
1709 esrv_send_item (op, left);
1710 }
1711 1513
1712 return 1; 1514 return 1;
1713} 1515}
1714 1516
1715/* Special fire code for players - this takes into 1517/* Special fire code for players - this takes into
1717 * but monsters can't. Putting that code here 1519 * but monsters can't. Putting that code here
1718 * makes the fire_bow code much cleaner. 1520 * makes the fire_bow code much cleaner.
1719 * this function should only be called if 'op' is a player, 1521 * this function should only be called if 'op' is a player,
1720 * hence the function name. 1522 * hence the function name.
1721 */ 1523 */
1722int 1524static int
1723player_fire_bow (object *op, int dir) 1525player_fire_bow (object *op, int dir)
1724{ 1526{
1725 int ret = 0, wcmod = 0; 1527 int ret;
1726 1528
1727 if (op->contr->bowtype == bow_bestarrow) 1529 if (op->contr->bowtype == bow_bestarrow)
1728 { 1530 {
1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1730 } 1532 }
1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1533 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1732 { 1534 {
1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1535 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1734 wcmod = -1;
1735
1736 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1536 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1737 } 1537 }
1738 else if (op->contr->bowtype == bow_threewide) 1538 else if (op->contr->bowtype == bow_threewide)
1739 { 1539 {
1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1540 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1741 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1541 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1742 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1542 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1743 } 1543 }
1744 else if (op->contr->bowtype == bow_spreadshot) 1544 else if (op->contr->bowtype == bow_spreadshot)
1745 { 1545 {
1746 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1547 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1748 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1548 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1749 } 1549 }
1750 else 1550 else
1751 { 1551 {
1757} 1557}
1758 1558
1759/* Fires a misc (wand/rod/horn) object in 'dir'. 1559/* Fires a misc (wand/rod/horn) object in 'dir'.
1760 * Broken apart from 'fire' to keep it more readable. 1560 * Broken apart from 'fire' to keep it more readable.
1761 */ 1561 */
1762void 1562static void
1763fire_misc_object (object *op, int dir) 1563fire_misc_object (object *op, int dir)
1764{ 1564{
1765 object *item = op->contr->ranged_ob; 1565 object *item = op->contr->ranged_ob;
1766 1566
1767 if (!item) 1567 if (!item)
1774 { 1574 {
1775 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1776 return; 1576 return;
1777 } 1577 }
1778 1578
1779 if (!op->change_weapon (item)) 1579 if (!op->apply (item))
1780 return; 1580 return;
1781 1581
1782 if (item->type == WAND) 1582 if (item->type == WAND)
1783 { 1583 {
1784 if (item->stats.food <= 0) 1584 if (item->stats.food <= 0)
1785 { 1585 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1586 op->contr->play_sound (sound_find ("wand_poof"));
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1587 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788 1588
1789 return; 1589 return;
1790 } 1590 }
1791 } 1591 }
1792 else if (item->type == ROD || item->type == HORN) 1592 else if (item->type == ROD || item->type == HORN)
1793 { 1593 {
1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1594 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1595
1596 // using the maximum of the rods charge allows at least one spell cast
1597 // for a rod or horn, this fixes some broken rods.
1598 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1795 { 1599 {
1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1600 op->contr->play_sound (sound_find ("wand_poof"));
1797 1601
1798 if (item->type == ROD) 1602 if (item->type == ROD)
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1800 else 1604 else
1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1605 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804 } 1608 }
1805 } 1609 }
1806 1610
1807 if (cast_spell (op, item, dir, item->inv, NULL)) 1611 if (cast_spell (op, item, dir, item->inv, NULL))
1808 { 1612 {
1809 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1613 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1614
1810 if (item->type == WAND) 1615 if (item->type == WAND)
1811 { 1616 {
1812 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1813 { 1618 {
1814 object *tmp;
1815
1816 if (item->arch) 1619 if (item->arch)
1817 { 1620 {
1818 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1819 item->face = item->arch->clone.face; 1622 item->face = item->arch->face;
1820 item->set_speed (0); 1623 item->set_speed (0);
1821 } 1624 }
1822 1625
1823 if ((tmp = item->in_player ())) 1626 if (object *pl = item->visible_to ())
1824 esrv_update_item (UPD_ANIM, tmp, item); 1627 esrv_update_item (UPD_ANIM, pl, item);
1825 } 1628 }
1826 } 1629 }
1827 else if (item->type == ROD || item->type == HORN) 1630 else if (item->type == ROD || item->type == HORN)
1828 drain_rod_charge (item); 1631 drain_rod_charge (item);
1829 } 1632 }
1830} 1633}
1831 1634
1832/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1833 */ 1636 */
1834bool 1637bool
1835fire (object *op, int dir) 1638fire (object *who, int dir)
1836{ 1639{
1837 int spellcost = 0; 1640 int spellcost = 0;
1838 1641
1839 /* check for loss of invisiblity/hide */
1840 if (action_makes_visible (op))
1841 make_visible (op);
1842
1843 player *pl = op->contr; 1642 player *pl = who->contr;
1844 1643
1845 if (pl->golem) 1644 if (pl->golem)
1846 { 1645 {
1847 control_golem (op->contr->golem, dir); 1646 control_golem (who->contr->golem, dir);
1848 return false; 1647 return false;
1849 } 1648 }
1850 1649
1851 object *ob = pl->ranged_ob; 1650 object *ob = pl->ranged_ob;
1852 1651
1853 if (!ob) 1652 if (!ob)
1854 return false; 1653 return false;
1855 1654
1856 if (!op->change_weapon (ob))
1857 return false;
1858
1859 if (op->speed_left > 0.f) 1655 if (who->speed_left > 0.f)
1860 --op->speed_left; 1656 --who->speed_left;
1861 else 1657 else
1862 return false; 1658 return false;
1863 1659
1660 if (!who->apply (ob))
1661 return false;
1662
1663 /* check for loss of invisiblity/hide */
1664 if (action_makes_visible (who))
1665 make_visible (who);
1666
1864 switch (ob->type) 1667 switch (ob->type)
1865 { 1668 {
1866 case BOW: 1669 case BOW:
1867 player_fire_bow (op, dir); 1670 player_fire_bow (who, dir);
1868 break; 1671 break;
1869 1672
1870 case SPELL: 1673 case SPELL:
1871 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1674 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1872 break; 1675 break;
1873 1676
1874 case BUILDER: 1677 case BUILDER:
1875 apply_map_builder (op, dir); 1678 apply_map_builder (who, dir);
1876 break; 1679 break;
1877 1680
1878 case SKILL: 1681 case SKILL:
1879 do_skill (op, op, ob, dir, 0); 1682 do_skill (who, who, ob, dir, 0);
1880 break; 1683 break;
1881 1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1882 default: 1689 default:
1883 fire_misc_object (op, dir); 1690 fire_misc_object (who, dir);
1884 break; 1691 break;
1885 } 1692 }
1886 1693
1887 return true; 1694 return true;
1888} 1695}
1889 1696
1890/* find_key 1697static object *
1891 * We try to find a key for the door as passed. If we find a key
1892 * and successfully use it, we return the key, otherwise NULL
1893 * This function merges both normal and locked door, since the logic
1894 * for both is the same - just the specific key is different.
1895 * pl is the player,
1896 * inv is the objects inventory to searched
1897 * door is the door we are trying to match against.
1898 * This function can be called recursively to search containers.
1899 */
1900object *
1901find_key (object *pl, object *container, object *door) 1698find_key_ (object *pl, object *container, object *door)
1902{ 1699{
1903 object *tmp, *key; 1700 object *tmp, *key;
1904 1701
1905 /* Should not happen, but sanity checking is never bad */ 1702 /* Should not happen, but sanity checking is never bad */
1906 if (!container->inv) 1703 if (!container->inv)
1909 /* First, lets try to find a key in the top level inventory */ 1706 /* First, lets try to find a key in the top level inventory */
1910 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 { 1708 {
1912 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1913 break; 1710 break;
1711
1914 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1916 */ 1714 */
1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1918 break; 1716 break;
1919 } 1717 }
1924 * a key, return 1722 * a key, return
1925 */ 1723 */
1926 if (!tmp) 1724 if (!tmp)
1927 { 1725 {
1928 for (tmp = container->inv; tmp; tmp = tmp->below) 1726 for (tmp = container->inv; tmp; tmp = tmp->below)
1929 {
1930 /* No reason to search empty containers */ 1727 /* No reason to search empty containers */
1931 if (tmp->type == CONTAINER && tmp->inv) 1728 if (tmp->type == CONTAINER && tmp->inv)
1932 {
1933 if ((key = find_key (pl, tmp, door))) 1729 if ((key = find_key_ (pl, tmp, door)))
1934 return key; 1730 return key;
1935 }
1936 }
1937 1731
1938 if (!tmp) 1732 if (!tmp)
1939 return NULL; 1733 return 0;
1940 } 1734 }
1941 1735
1942 /* We get down here if we have found a key. Now if its in a container, 1736 /* We get down here if we have found a key. Now if its in a container,
1943 * see if we actually want to use it 1737 * see if we actually want to use it
1944 */ 1738 */
1945 if (pl != container) 1739 if (pl != container)
1946 { 1740 {
1947 /* Only let players use keys in containers */ 1741 /* Only let players use keys in containers */
1948 if (!pl->contr) 1742 if (!pl->contr)
1949 return NULL; 1743 return 0;
1744
1950 /* cases where this fails: 1745 /* cases where this fails:
1951 * If we only search the player inventory, return now since we 1746 * If we only search the player inventory, return now since we
1952 * are not in the players inventory. 1747 * are not in the players inventory.
1953 * If the container is not active, return now since only active 1748 * If the container is not active, return now since only active
1954 * containers can be used. 1749 * containers can be used.
1958 * inv must have been an container and must have been active. 1753 * inv must have been an container and must have been active.
1959 * 1754 *
1960 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1961 * all the others. 1756 * all the others.
1962 */ 1757 */
1963 if (pl->contr->usekeys == key_inventory || 1758 if (pl->contr->usekeys == key_inventory
1964 !QUERY_FLAG (container, FLAG_APPLIED) || 1759 || !container->flag [FLAG_APPLIED]
1965 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1966 { 1761 {
1967 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1763 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1969 return NULL; 1764 return NULL;
1970 } 1765 }
1971 } 1766 }
1972 1767
1973 return tmp; 1768 return tmp;
1769}
1770
1771/* find_key
1772 * We try to find a key for the door as passed. If we find a key
1773 * and successfully use it, we return the key, otherwise NULL
1774 * This function merges both normal and locked door, since the logic
1775 * for both is the same - just the specific key is different.
1776 * pl is the player,
1777 * inv is the objects inventory to searched
1778 * door is the door we are trying to match against.
1779 * This function can be called recursively to search containers.
1780 */
1781object *
1782find_key (object *pl, object *container, object *door)
1783{
1784 if (door->slaying && is_match_expr (door->slaying))
1785 {
1786 // for match expressions, we try to find the key by applying the match
1787 // to the op itself, which is supposed to find the "key", instead
1788 // of searching through containers ourselves.
1789
1790 return match_one (door->slaying, container, door, pl, pl);
1791 }
1792 else
1793 return find_key_ (pl, container, door);
1974} 1794}
1975 1795
1976/* moved door processing out of move_player_attack. 1796/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1797 * returns 1 if player has opened the door with a key
1978 * such that the caller should not do anything more, 1798 * such that the caller should not do anything more,
1990 /* If we found a key, do some extra work */ 1810 /* If we found a key, do some extra work */
1991 if (key) 1811 if (key)
1992 { 1812 {
1993 object *container = key->env; 1813 object *container = key->env;
1994 1814
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
1997 if (action_makes_visible (op)) 1815 if (action_makes_visible (op))
1998 make_visible (op); 1816 make_visible (op);
1999 1817
2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1818 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 spring_trap (door->inv, op); 1819 spring_trap (door->inv, op);
2002 1820
2003 if (door->type == DOOR) 1821 if (door->type == DOOR)
2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1822 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2005 else if (door->type == LOCKED_DOOR) 1823 else if (door->type == LOCKED_DOOR)
2006 { 1824 {
2007 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1825 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2008 remove_door2 (door); /* remove door without violence ;-) */ 1826 remove_door2 (door); /* remove door without violence ;-) */
2009 } 1827 }
2010 1828
2011 /* Do this after we print the message */ 1829 /* Do this after we print the message */
2012 decrease_ob (key); /* Use up one of the keys */ 1830 key->decrease (); /* Use up one of the keys */
2013 /* Need to update the weight the container the key was in */
2014 if (container != op)
2015 esrv_update_item (UPD_WEIGHT, op, container);
2016 1831
2017 return 1; /* Nothing more to do below */ 1832 return 1; /* Nothing more to do below */
2018 } 1833 }
2019 else if (door->type == LOCKED_DOOR) 1834 else if (door->type == LOCKED_DOOR)
2020 { 1835 {
2021 /* Might as well return now - no other way to open this */ 1836 /* Might as well return now - no other way to open this */
2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1837 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2023 return 1; 1838 return 1;
2024 } 1839 }
2025 1840
2026 return 0; 1841 return 0;
2027} 1842}
2033 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
2034 */ 1849 */
2035bool 1850bool
2036move_player_attack (object *op, int dir) 1851move_player_attack (object *op, int dir)
2037{ 1852{
2038 int on_battleground; 1853 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1854 {
1855 --op->speed_left;
1856 return true;
1857 }
2039 1858
2040 sint16 nx = freearr_x[dir] + op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
2041 sint16 ny = freearr_y[dir] + op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
2042 1861
2043 on_battleground = op_on_battleground (op, 0, 0);
2044
2045 if (out_of_map (op->map, nx, ny)) 1862 if (out_of_map (op->map, nx, ny))
2046 return false; 1863 return false;
2047
2048 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2049 {
2050 --op->speed_left;
2051 return true;
2052 }
2053 1864
2054 /* If braced, or can't move to the square, and it is not out of the 1865 /* If braced, or can't move to the square, and it is not out of the
2055 * map, attack it. Note order of if statement is important - don't 1866 * map, attack it. Note order of if statement is important - don't
2056 * want to be calling move_ob if braced, because move_ob will move the 1867 * want to be calling move_ob if braced, because move_ob will move the
2057 * player. This is a pretty nasty hack, because if we could 1868 * player. This is a pretty nasty hack, because if we could
2075 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
2076 && mon != op) 1887 && mon != op)
2077 break; 1888 break;
2078 } 1889 }
2079 1890
2080 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
2081 return false; /* into a wall */ 1892 if (!mon)
1893 {
1894 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1895 if (op->move_type & ob->move_block)
1896 {
1897 if (ob->move_block == MOVE_ALL)
1898 move_into_wall (op, ob);
1899 else
1900 {
1901 if (op->contr->ns->bumpmsg)
1902 {
1903 op->play_sound (sound_find ("blocked_move"));
1904
1905 op->statusmsg (ob->invisible
1906 ? "Something blocks you."
1907 : format ("Something blocks you from entering the %s.", query_name (ob))
1908 );
1909 }
1910 }
1911
1912 break;
1913 }
1914
1915 return false;
1916 }
2082 1917
2083 mon = mon->head_ (); 1918 mon = mon->head_ ();
2084 1919
2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1920 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
2104 */ 1939 */
2105 if (op->type == PLAYER 1940 if (op->type == PLAYER
2106 && ((mon->owner && mon->owner->contr 1941 && ((mon->owner && mon->owner->contr
2107 && same_party (mon->owner->contr->party, op->contr->party)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
2108 || mon->owner == op) 1943 || mon->owner == op)
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2110 { 1945 {
2111 /* If we're braced, we don't want to switch places with it */ 1946 /* If we're braced, we don't want to switch places with it */
2112 if (op->contr->braced) 1947 if (op->contr->braced)
2113 return false; 1948 return false;
2114 1949
2115 if (op->speed_left > 0.f) 1950 if (op->speed_left > 0.f)
2116 { 1951 {
2117 --op->speed_left; 1952 --op->speed_left;
2118 1953
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1954 op->play_sound (sound_find ("push_player"));
2120 push_ob (mon, dir, op); 1955 push_ob (mon, dir, op);
2121 1956
2122 if (op->contr->tmp_invis || op->hide) 1957 if (action_makes_visible (op))
2123 make_visible (op); 1958 make_visible (op);
2124 1959
2125 return true; 1960 return true;
2126 } 1961 }
2127 else 1962 else
2128 return false; 1963 return false;
2129 } 1964 }
1965
1966 bool on_battleground = op_on_battleground (op, 0, 0);
2130 1967
2131 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't 1970 * someone, but put it inside this loop so that you won't
2134 * attack them either. 1971 * attack them either.
2135 */ 1972 */
2136 if ((mon->type == PLAYER || mon->enemy != op) 1973 if ((mon->type == PLAYER || mon->enemy != op)
2137 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1974 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2138 && ((op->contr->peaceful 1975 && ((op->contr->peaceful
2139 || (mon->type == PLAYER && mon->contr->peaceful)) 1976 || (mon->type == PLAYER && mon->contr->peaceful))
2140 && !on_battleground)) 1977 && !on_battleground))
2141 { 1978 {
2142 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
2143 { 1980 {
2144 --op->speed_left; 1981 --op->speed_left;
2145 1982
2146 if (!op->contr->braced) 1983 if (!op->contr->braced)
2147 { 1984 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1985 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 1986 push_ob (mon, dir, op);
2150 } 1987 }
2151 else 1988 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 1989 op->statusmsg ("You withhold your attack");
2153 1990
2154 if (op->contr->tmp_invis || op->hide) 1991 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2155 make_visible (op); 1992 make_visible (op);
2156 1993
2157 return true; 1994 return true;
2158 } 1995 }
2159 } 1996 }
2160 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
2161 * roll it if not braced. You can't roll it if you are braced. 1998 * roll it if not braced. You can't roll it if you are braced.
2162 */ 1999 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2164 { 2001 {
2165 if (op->speed_left > 0.f) 2002 if (op->speed_left > 0.f)
2166 { 2003 {
2167 --op->speed_left; 2004 --op->speed_left;
2168 2005
2177 * Way it works is like this: First, it must have some hit points 2014 * Way it works is like this: First, it must have some hit points
2178 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
2179 * 1) Not a player, 2) A player, but of a different party. Note 2016 * 1) Not a player, 2) A player, but of a different party. Note
2180 * that party_number -1 is no party, so attacks can still happen. 2017 * that party_number -1 is no party, so attacks can still happen.
2181 */ 2018 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2020 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2184 { 2021 {
2185 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2022 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2186 { 2023 {
2187 --op->contr->weapon_sp_left; 2024 --op->contr->weapon_sp_left;
2199} 2036}
2200 2037
2201bool 2038bool
2202move_player (object *op, int dir) 2039move_player (object *op, int dir)
2203{ 2040{
2204 int pick;
2205
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2207 return 0; 2042 return 0;
2208 2043
2209 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9)) 2045 if (dir < 0 || dir > 8)
2211 { 2046 {
2212 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2213 return 0; 2048 return 0;
2214 } 2049 }
2215 2050
2216 /* peterm: added following line */ 2051 /* peterm: added following line */
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219 2054
2220 op->facing = dir; 2055 op->facing = dir;
2221 2056
2222 if (op->hide) 2057 if (op->flag [FLAG_HIDDEN])
2223 do_hidden_move (op); 2058 do_hidden_move (op);
2224 2059
2225 bool retval; 2060 bool retval;
2061 int pick = 0;
2226 2062
2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2063 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2228 retval = RESULT_INT (0); 2064 retval = RESULT_INT (0);
2229 else if (op->contr->fire_on) 2065 else if (op->contr->fire_on)
2230 retval = fire (op, dir); 2066 retval = fire (op, dir);
2261 * players. 2097 * players.
2262 */ 2098 */
2263bool 2099bool
2264handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2265{ 2101{
2266 if (QUERY_FLAG (op, FLAG_SCARED)) 2102 if (op->flag [FLAG_SCARED])
2267 { 2103 {
2268 if (op->speed_left > 0.f) 2104 if (op->speed_left > 0.f)
2269 { 2105 {
2270 --op->speed_left; 2106 --op->speed_left;
2271 flee_player (op); 2107 flee_player (op);
2287 return move_player (op, op->direction); 2123 return move_player (op, op->direction);
2288 2124
2289 return false; 2125 return false;
2290} 2126}
2291 2127
2292int 2128static int
2293save_life (object *op) 2129save_life (object *op)
2294{ 2130{
2295 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2131 if (!op->flag [FLAG_LIFESAVE])
2296 return 0; 2132 return 0;
2297 2133
2298 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2299 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2300 { 2136 {
2301 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2137 op->play_sound (sound_find ("ob_evaporate"));
2302 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2138 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2139
2304 if (op->contr)
2305 esrv_del_item (op->contr, tmp->count);
2306
2307 tmp->destroy (); 2140 tmp->destroy ();
2308 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2309 2142
2310 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2311 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2312 2145
2313 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2314 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2315 2148
2316 op->update_stats (); 2149 op->update_stats ();
2317 return 1; 2150 return 1;
2318 } 2151 }
2319 2152
2320 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2321 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2322 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2323 return 0; 2156 return 0;
2324} 2157}
2325 2158
2326/* This goes throws the inventory and removes unpaid objects, and puts them 2159/* This goes throws the inventory and removes unpaid objects, and puts them
2327 * back in the map (location and map determined by values of env). This 2160 * back in the map (location and map determined by values of env). This
2328 * function will descend into containers. op is the object to start the search 2161 * function will descend into containers. op is the object to start the search
2329 * from. 2162 * from.
2330 */ 2163 */
2164static void
2165drop_unpaid_items (object *op, object *env)
2166{
2167 while (op)
2168 {
2169 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2170
2171 if (op->flag [FLAG_UNPAID])
2172 op->insert_at (env);
2173 else if (op->inv)
2174 drop_unpaid_items (op->inv, env);
2175
2176 op = next;
2177 }
2178}
2179
2331void 2180void
2332remove_unpaid_objects (object *op, object *env) 2181object::drop_unpaid_items ()
2333{ 2182{
2334 while (op) 2183 if (!flag [FLAG_REMOVED])
2335 { 2184 ::drop_unpaid_items (inv, this);
2336 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2337
2338 if (QUERY_FLAG (op, FLAG_UNPAID))
2339 {
2340 if (env->type == PLAYER)
2341 esrv_del_item (env->contr, op->count);
2342
2343 op->insert_at (env);
2344 }
2345 else if (op->inv)
2346 remove_unpaid_objects (op->inv, env);
2347
2348 op = next;
2349 }
2350}
2351
2352/*
2353 * Returns pointer a static string containing gravestone text
2354 * Moved from apply.c to player.c - player.c is what
2355 * actually uses this function. player.c may not be quite the
2356 * best, a misc file for object actions is probably better,
2357 * but there isn't one in the server directory.
2358 */
2359char *
2360gravestone_text (object *op)
2361{
2362 static char buf2[MAX_BUF];
2363 char buf[MAX_BUF];
2364 time_t now = time (NULL);
2365
2366 strcpy (buf2, " R.I.P.\n\n");
2367 if (op->type == PLAYER)
2368 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2369 else
2370 sprintf (buf, "%s\n", &op->name);
2371
2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2373 strcat (buf2, buf);
2374 if (op->type == PLAYER)
2375 sprintf (buf, "who was in level %d when killed\n", op->level);
2376 else
2377 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2378
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 if (op->type == PLAYER)
2382 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386 }
2387
2388 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2390 strcat (buf2, buf);
2391
2392 return buf2;
2393} 2185}
2394 2186
2395void 2187void
2396do_some_living (object *op) 2188do_some_living (object *op)
2397{ 2189{
2398 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace;
2401 int i;
2402 int rate_hp = 1200; 2192 int rate_hp = 1200;
2403 int rate_sp = 2500; 2193 int rate_sp = 2500;
2404 int rate_grace = 2000; 2194 int rate_grace = 2000;
2405 const int max_hp = 1; 2195 const int max_hp = 1;
2406 const int max_sp = 1; 2196 const int max_sp = 1;
2407 const int max_grace = 1; 2197 const int max_grace = 1;
2408 2198
2199#if 0
2409 if (op->contr->hidden) 2200 if (op->contr->hidden)
2410 { 2201 {
2411 op->invisible = 1000; 2202 op->invisible = 1000;
2412 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2413 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2414 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2415 */ 2206 */
2416 if (pticks & 2) 2207 if (server_tick & 2)
2417 op->invisible--; 2208 op->invisible--;
2418 } 2209 }
2210 else
2211#endif
2419 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2420 { 2213 {
2421 if (!op->invisible--) 2214 if (!op->invisible--)
2422 { 2215 {
2423 make_visible (op); 2216 make_visible (op);
2424 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2217 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2451 { 2244 {
2452 gen_grace = op->stats.maxgrace; 2245 gen_grace = op->stats.maxgrace;
2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2246 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2454 } 2247 }
2455 2248
2456 /* Regenerate Spell Points */ 2249 /* Regenerate Grace */
2457 if (!op->contr->golem && --op->last_sp < 0) 2250 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2251 if (--op->last_grace < 0)
2458 { 2252 {
2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2460 if (op->stats.sp < op->stats.maxsp) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2254 op->stats.grace++; /* no penalty in food for regaining grace */
2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2258 if (max_grace > 1)
2461 { 2259 {
2462 op->stats.sp++; 2260 int over_grace = temp / rate_grace;
2463 /* dms do not consume food */ 2261
2464 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (over_grace > 0)
2465 { 2263 {
2466 op->stats.food--; 2264 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2467 if (op->contr->digestion < 0) 2265 op->last_grace = 0;
2468 op->stats.food += op->contr->digestion;
2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2470 op->stats.food = last_food;
2471 } 2266 }
2267 else
2268 op->last_grace = rate_grace / temp;
2472 } 2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2473 2272
2474 if (max_sp > 1) 2273 /* wearing stuff doesn't detract from grace generation. */
2274 }
2275
2276 if (op->stats.food > 0)
2277 {
2278 /* Regenerate Spell Points */
2279 if (!op->contr->golem && --op->last_sp < 0)
2475 { 2280 {
2476 over_sp = (gen_sp + 10) / rate_sp; 2281 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2477 if (over_sp > 0) 2282
2283 if (op->stats.sp < op->stats.maxsp)
2478 { 2284 {
2479 if (op->stats.sp < op->stats.maxsp) 2285 op->stats.sp++;
2286
2287 /* dms do not consume food */
2288 if (!op->flag [FLAG_WIZ])
2480 { 2289 {
2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2484 op->stats.sp--; 2290 op->stats.food--;
2485 2291
2486 if (op->stats.sp > op->stats.maxsp) 2292 if (op->contr->digestion < 0)
2293 op->stats.food += op->contr->digestion;
2294 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2487 op->stats.sp = op->stats.maxsp; 2295 op->stats.food = last_food;
2488 } 2296 }
2297 }
2298
2299 if (max_sp > 1)
2300 {
2301 int over_sp = (gen_sp + 10) / rate_sp;
2302 if (over_sp > 0)
2303 {
2304 if (op->stats.sp < op->stats.maxsp)
2305 {
2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2307
2308 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2309 op->stats.sp--;
2310
2311 if (op->stats.sp > op->stats.maxsp)
2312 op->stats.sp = op->stats.maxsp;
2313 }
2314
2489 op->last_sp = 0; 2315 op->last_sp = 0;
2316 }
2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2490 } 2319 }
2491 else 2320 else
2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2493 } 2322 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497 2323
2498 /* Regenerate Grace */ 2324 /* Regenerate Hit Points */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if (--op->last_grace < 0) 2325 if (--op->last_heal < 0)
2501 {
2502 if (op->stats.grace < op->stats.maxgrace / 2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504
2505 if (max_grace > 1)
2506 { 2326 {
2507 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2327 if (op->stats.hp < op->stats.maxhp)
2508 if (over_grace > 0)
2509 { 2328 {
2510 op->stats.sp += over_grace 2329 op->stats.hp++;
2511 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2330
2331 /* dms do not consume food */
2332 if (!op->flag [FLAG_WIZ])
2333 {
2334 op->stats.food--;
2335
2336 if (op->contr->digestion < 0)
2337 op->stats.food += op->contr->digestion;
2338 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2339 op->stats.food = last_food;
2340 }
2341 }
2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2345 if (max_hp > 1)
2346 {
2347 int over_hp = temp / rate_hp;
2348
2349 if (over_hp > 0)
2350 {
2351 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2512 op->last_grace = 0; 2352 op->last_heal = 0;
2353 }
2354 else
2355 op->last_heal = rate_hp / temp;
2513 } 2356 }
2514 else 2357 else
2515 {
2516 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2517 }
2518 }
2519 else
2520 {
2521 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2522 }
2523 /* wearing stuff doesn't detract from grace generation. */
2524 }
2525
2526 /* Regenerate Hit Points */
2527 if (--op->last_heal < 0)
2528 {
2529 if (op->stats.hp < op->stats.maxhp)
2530 {
2531 op->stats.hp++;
2532 /* dms do not consume food */
2533 if (!QUERY_FLAG (op, FLAG_WIZ))
2534 {
2535 op->stats.food--;
2536 if (op->contr->digestion < 0)
2537 op->stats.food += op->contr->digestion;
2538 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2539 op->stats.food = last_food;
2540 }
2541 }
2542
2543 if (max_hp > 1)
2544 {
2545 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2546 if (over_hp > 0)
2547 {
2548 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2549 op->last_heal = 0; 2358 op->last_heal = rate_hp / temp;
2550 }
2551 else
2552 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554 }
2555 }
2556 else
2557 {
2558 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2559 } 2359 }
2560 } 2360 }
2561 2361
2562 /* Digestion */ 2362 /* Digestion */
2563 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2564 { 2364 {
2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2365 int bonus = max (0, op->contr->digestion),
2366 penalty = max (0, -op->contr->digestion);
2566 2367
2567 if (op->contr->gen_hp > 0)
2568 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2368 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2569 else
2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2571 2369
2572 /* dms do not consume food */ 2370 /* dms do not consume food */
2573 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2574 op->stats.food--; 2372 op->stats.food--;
2575 } 2373 }
2576 2374
2577 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2578 { 2376 {
2579 object *tmp, *flesh = 0; 2377 object *flesh = 0;
2580 2378
2581 for (tmp = op->inv; tmp; tmp = tmp->below) 2379 for_inv_removable (op, tmp)
2582 { 2380 {
2583 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2381 if (tmp->flag [FLAG_UNPAID])
2382 continue;
2383
2384 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2584 { 2385 {
2585 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2386 op->statusmsg ("You blindly grab for a bite of food. "
2586 { 2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2388 op->apply (tmp);
2588 manual_apply (op, tmp, 0); 2389
2589 if (op->stats.food >= 0 || op->stats.hp < 0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2590 break; 2391 break;
2591 } 2392 }
2592 else if (tmp->type == FLESH) 2393 else if (tmp->type == FLESH)
2593 flesh = tmp; 2394 flesh = tmp;
2594 } /* End if paid for object */ 2395 }
2595 } /* end of for loop */
2596 2396
2597 /* If player is still starving, it means they don't have any food, so 2397 /* If player is still starving, it means they don't have any food, so
2598 * eat flesh instead. 2398 * eat flesh instead.
2599 */ 2399 */
2600 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2601 { 2401 {
2602 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2402 op->statusmsg ("You blindly grab for a bite of food. "
2403 "H<To prevent you from starving, you ate some random item from your backpack.>");
2603 manual_apply (op, flesh, 0); 2404 op->apply (flesh);
2604 } 2405 }
2406
2407 // If player is still starving, alert him!
2408 if (op->stats.food < 0)
2409 op->failmsg ("You are starving! "
2410 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2411 }
2412
2413 if (op->stats.food < 0)
2605 } 2414 {
2415 op->stats.hp += op->stats.food;
2416 op->stats.food = 0;
2606 2417
2607 while (op->stats.food < 0 && op->stats.hp >= 0) 2418 if (op->stats.hp < 0)
2608 op->stats.food++, op->stats.hp--; 2419 {
2420 op->contr->killer = archetype::get ("killer_starvation");
2421 op->contr->killer->destroy ();
2422 }
2423 }
2609 2424
2425 /* killer should be set here already */
2610 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2611 kill_player (op); 2427 kill_player (op);
2612 } 2428 }
2613} 2429}
2614 2430
2615/* If the player should die (lack of hp, food, etc), we call this. 2431/* If the player should die (lack of hp, food, etc), we call this.
2618 * file. 2434 * file.
2619 */ 2435 */
2620void 2436void
2621kill_player (object *op) 2437kill_player (object *op)
2622{ 2438{
2623 char buf[MAX_BUF];
2624 int x, y; 2439 int x, y;
2625
2626 //int i;
2627 maptile *map; /* this is for resurrection */ 2440 maptile *map; /* this is for resurrection */
2628
2629 /* int z;
2630 int num_stats_lose;
2631 int lost_a_stat;
2632 int lose_this_stat;
2633 int this_stat; */
2634 int will_kill_again; 2441 int will_kill_again;
2635 archetype *at; 2442 archetype *at;
2636 object *tmp; 2443 object *tmp;
2637 2444
2638 if (save_life (op)) 2445 if (save_life (op))
2639 return; 2446 return;
2640 2447
2448 dynbuf_text deathtab;
2449
2450 /* restore player */
2451 at = archetype::find (shstr_poisoning);
2452 if (object *tmp = present_arch_in_ob (at, op))
2453 {
2454 tmp->destroy ();
2455 deathtab << "Your body feels cleansed...\r";
2456 }
2457
2458 at = archetype::find (shstr_confusion);
2459 if (object *tmp = present_arch_in_ob (at, op))
2460 {
2461 tmp->destroy ();
2462 deathtab << "Your mind feels clearer...\r";
2463 }
2464
2465 cure_disease (op, 0, 0); /* remove any disease */
2466
2467 max_it (op->stats.hp , op->stats.maxhp);
2468 max_it (op->stats.sp , op->stats.maxsp);
2469 max_it (op->stats.grace, op->stats.maxgrace);
2470 max_it (op->stats.food , 200);
2471
2472 // remove all spell effects that are active
2473 // to avoid long-term effects such as word-of-recall
2474 for (object *item = op->inv; item; )
2475 {
2476 object *next = item->below;
2477
2478 if (item->type == SPELL_EFFECT && item->active)
2479 item->destroy ();
2480
2481 item = next;
2482 }
2641 2483
2642 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2484 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2643 * in cities ONLY!!! It is very important that this doesn't get abused. 2485 * in cities ONLY!!! It is very important that this doesn't get abused.
2644 * Look at op_on_battleground() for more info --AndreasV 2486 * Look at op_on_battleground() for more info --AndreasV
2645 */ 2487 */
2646 if (op_on_battleground (op, &x, &y)) 2488 if (op_on_battleground (op, &x, &y))
2647 { 2489 {
2648 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2490 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2650
2651 /* restore player */
2652 at = archetype::find ("poisoning");
2653 if (object *tmp = present_arch_in_ob (at, op))
2654 {
2655 tmp->destroy ();
2656 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2657 }
2658
2659 at = archetype::find ("confusion");
2660 if (object *tmp = present_arch_in_ob (at, op))
2661 {
2662 tmp->destroy ();
2663 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2664 }
2665
2666 cure_disease (op, 0); /* remove any disease */
2667 op->stats.hp = op->stats.maxhp;
2668 if (op->stats.food <= 0)
2669 op->stats.food = 999;
2670 2491
2671 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2672 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2673 { 2494
2674 sprintf (buf, "%s's finger", &op->name); 2495 tmp->name = format ("%s's finger" , &op->name);
2675 tmp->name = buf; 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2676 sprintf (buf, " This finger has been cut off %s\n" 2497 tmp->msg = format (
2677 " the %s, when he was defeated at\n level %d by %s.\n", 2498 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2678 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2499 &op->name, op->contr->title,
2679 tmp->msg = buf; 2500 (int)op->level,
2501 op->contr->killer_name ()
2502 );
2680 tmp->value = 0, tmp->type = 0; 2503 tmp->value = 0, tmp->type = 0;
2681 tmp->materialname = "organics"; 2504 tmp->material = name_to_material (shstr_organic);
2682 tmp->insert_at (op, tmp); 2505 tmp->insert_at (op, tmp);
2683 }
2684 2506
2685 /* teleport defeated player to new destination */ 2507 /* teleport defeated player to new destination */
2686 transfer_ob (op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2687 op->contr->braced = 0; 2509 op->contr->braced = 0;
2510
2511 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2688 return; 2512 return;
2689 } 2513 }
2690 2514
2515 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2516 deathtab << "T<YOU HAVE DIED>\n\n";
2517
2691 INVOKE_PLAYER (DEATH, op->contr); 2518 INVOKE_PLAYER (DEATH, op->contr);
2692 2519
2693 command_kill_pets (op, 0); 2520 command_kill_pets (op, 0);
2694 2521
2695 if (op->stats.food < 0) 2522 op->contr->play_sound (sound_find ("player_dies"));
2696 {
2697 sprintf (buf, "%s starved to death.", &op->name);
2698 strcpy (op->contr->killer, "starvation");
2699 }
2700 else
2701 sprintf (buf, "%s died.", &op->name);
2702
2703 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 2523
2705 /* save the map location for corpse, gravestone */ 2524 /* save the map location for corpse, gravestone */
2706 x = op->x; 2525 x = op->x;
2707 y = op->y; 2526 y = op->y;
2708 map = op->map; 2527 map = op->map;
2736 2555
2737 lost_a_stat = 0; 2556 lost_a_stat = 0;
2738 2557
2739 for (z = 0; z < num_stats_lose; z++) 2558 for (z = 0; z < num_stats_lose; z++)
2740 { 2559 {
2741 i = RANDOM () % NUM_STATS; 2560 i = rndm (NUM_STATS);
2742 2561
2743 if (settings.stat_loss_on_death) 2562 if (settings.stat_loss_on_death)
2744 { 2563 {
2745 /* Pick a random stat and take a point off it. Tell the player 2564 /* Pick a random stat and take a point off it. Tell the player
2746 * what he lost. 2565 * what he lost.
2753 lost_a_stat = 1; 2572 lost_a_stat = 1;
2754 } 2573 }
2755 else 2574 else
2756 { 2575 {
2757 /* deplete a stat */ 2576 /* deplete a stat */
2758 archetype *deparch = archetype::find ("depletion"); 2577 archetype *deparch = archetype::find (shstr_depletion);
2759 object *dep; 2578 object *dep;
2760 2579
2761 dep = present_arch_in_ob (deparch, op); 2580 dep = present_arch_in_ob (deparch, op);
2762 if (!dep) 2581 if (!dep)
2763 { 2582 {
2764 dep = arch_to_object (deparch); 2583 dep = deparch->instance ();
2765 insert_ob_in_ob (dep, op); 2584 insert_ob_in_ob (dep, op);
2766 } 2585 }
2767 lose_this_stat = 1; 2586 lose_this_stat = 1;
2768 if (settings.balanced_stat_loss) 2587 if (settings.balanced_stat_loss)
2769 { 2588 {
2781 2600
2782 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2783 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2784 { 2603 {
2785 lose_this_stat = 0; 2604 lose_this_stat = 0;
2786 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2787 retain the stat. */ 2606 retain the stat. */
2788 } 2607 }
2789 else 2608 else
2790 { 2609 {
2791 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2610 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2797 } 2616 }
2798 } 2617 }
2799 2618
2800 if (lose_this_stat) 2619 if (lose_this_stat)
2801 { 2620 {
2802 this_stat = get_attr_value (&(dep->stats), i); 2621 this_stat = get_attr_value (&dep->stats, i);
2803 /* We could try to do something clever like find another 2622 /* We could try to do something clever like find another
2804 * stat to reduce if this fails. But chances are, if 2623 * stat to reduce if this fails. But chances are, if
2805 * stats have been depleted to -50, all are pretty low 2624 * stats have been depleted to -50, all are pretty low
2806 * and should be roughly the same, so it shouldn't make a 2625 * and should be roughly the same, so it shouldn't make a
2807 * difference. 2626 * difference.
2808 */ 2627 */
2809 if (this_stat >= -50) 2628 if (this_stat >= -50)
2810 { 2629 {
2811 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2812 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2813 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2814 op->update_stats (); 2633 op->update_stats ();
2815 lost_a_stat = 1; 2634 lost_a_stat = 1;
2816 } 2635 }
2817 } 2636 }
2818 } 2637 }
2819 } 2638 }
2639
2820 /* If no stat lost, tell the player. */ 2640 /* If no stat lost, tell the player. */
2821 if (!lost_a_stat) 2641 if (!lost_a_stat)
2822 { 2642 {
2823 /* determine_god() seems to not work sometimes... why is this? 2643 /* determine_god() seems to not work sometimes... why is this?
2824 Should I be using something else? GD */ 2644 Should I be using something else? GD */
2825 const char *god = determine_god (op); 2645 shstr_tmp god = determine_god (op);
2826 2646
2827 if (god && (strcmp (god, "none"))) 2647 if (god != shstr_none)
2828 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2648 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2829 else 2649 else
2830 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2650 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2831 } 2651 }
2832#else 2652#else
2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2653 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2834#endif 2654#endif
2835 2655
2836 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2837 * exp loss on the stone. 2657 * exp loss on the stone.
2838 */ 2658 */
2839 tmp = arch_to_object (archetype::find ("gravestone")); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2840 sprintf (buf, "%s's gravestone", &op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2841 tmp->name = buf; 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
2842 sprintf (buf, "%s's gravestones", &op->name); 2662 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2843 tmp->name_pl = buf; 2663 &op->name, op->contr->title, op->contr->killer_name ());
2844 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);
2845 tmp->msg = buf;
2846 tmp->x = op->x, tmp->y = op->y; 2664 tmp->x = op->x, tmp->y = op->y;
2847 insert_ob_in_map (tmp, op->map, NULL, 0); 2665 insert_ob_in_map (tmp, op->map, NULL, 0);
2848 2666
2849 /**************************************/ 2667 /**************************************/
2850 /* */ 2668 /* */
2851 /* Subtract the experience points, */ 2669 /* Subtract the experience points, */
2852 /* if we died cause of food, give us */
2853 /* food, and reset HP's... */
2854 /* */ 2670 /* */
2855 /**************************************/ 2671 /**************************************/
2856 2672
2857 /* remove any poisoning and confusion the character may be suffering. */
2858 /* restore player */
2859 at = archetype::find ("poisoning");
2860 tmp = present_arch_in_ob (at, op);
2861
2862 if (tmp)
2863 {
2864 tmp->destroy ();
2865 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2866 }
2867
2868 at = archetype::find ("confusion");
2869 tmp = present_arch_in_ob (at, op);
2870 if (tmp)
2871 {
2872 tmp->destroy ();
2873 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2874 }
2875
2876 cure_disease (op, 0); /* remove any disease */
2877
2878 /*add_exp(op, (op->stats.exp * -0.20)); */ 2673 /*add_exp(op, (op->stats.exp * -0.20)); */
2879 apply_death_exp_penalty (op); 2674 apply_death_exp_penalty (op);
2880 if (op->stats.food < 100)
2881 op->stats.food = 900;
2882 op->stats.hp = op->stats.maxhp;
2883 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2884 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2885 2675
2886 /* 2676 /*
2887 * Check to see if the player has any unpaid items. If so, remove them 2677 * Check to see if the player has any unpaid items. If so, remove them
2888 * and put them back in the map. 2678 * and put them back in the map.
2889 */ 2679 */
2890 remove_unpaid_objects (op->inv, op); 2680 op->drop_unpaid_items ();
2891 2681
2892 /****************************************/ 2682 /****************************************/
2893 /* */ 2683 /* */
2894 /* Move player to his current respawn- */ 2684 /* Move player to his current respawn- */
2895 /* position (usually last savebed) */ 2685 /* position (usually last savebed) */
2913 if (will_kill_again) 2703 if (will_kill_again)
2914 { 2704 {
2915 object *force; 2705 object *force;
2916 int at; 2706 int at;
2917 2707
2918 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed = 0.1f;
2921 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2922 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2923 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2716 force->resist[at] = 100;
2926 2717
2927 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2928 op->update_stats (); 2719 op->update_stats ();
2929
2930 } 2720 }
2931 2721
2932 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2722 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2933} 2723}
2934 2724
2935void 2725static void
2936loot_object (object *op) 2726loot_object (object *op)
2937{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2938 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2939 2729
2940 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2941 2731
2942 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2943 { 2733 {
2950 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2951 2741
2952 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
2953 loot_object (tmp); /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
2954 2744
2955 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2745 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2956 { 2746 {
2957 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
2958 { 2748 {
2959 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
2960 tmp2->destroy ();
2961 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2962 } 2751 }
2963 else 2752 else
2964 tmp->destroy (); 2753 tmp->destroy ();
2965 } 2754 }
2972 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
2973 * what needs to be fixed. Refresh windows and fix speed if anything 2762 * what needs to be fixed. Refresh windows and fix speed if anything
2974 * was changed. 2763 * was changed.
2975 */ 2764 */
2976void 2765void
2977fix_weight (void) 2766fix_weight ()
2978{ 2767{
2979 for_all_players (pl) 2768 for_all_players (pl)
2980 { 2769 {
2981 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2770 weight_t old = pl->ob->carrying;
2982 2771
2983 if (old == sum) 2772 pl->ob->update_weight ();
2984 continue; 2773
2774 if (old != pl->ob->carrying)
2775 {
2985 pl->ob->update_stats (); 2776 pl->ob->update_stats ();
2986 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2777 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2778 }
2987 } 2779 }
2988} 2780}
2989 2781
2990void 2782void
2991fix_luck (void) 2783fix_luck ()
2992{ 2784{
2993 for_all_players (pl) 2785 for_all_players (pl)
2994 if (!pl->ob->contr->ns->state) 2786 if (!pl->ob->contr->ns->state)
2995 pl->ob->change_luck (0); 2787 pl->ob->change_luck (0);
2996} 2788}
3033} 2825}
3034 2826
3035void 2827void
3036make_visible (object *op) 2828make_visible (object *op)
3037{ 2829{
3038 op->hide = 0; 2830 op->flag [FLAG_HIDDEN] = 0;
3039 op->invisible = 0; 2831 op->invisible = 0;
2832
3040 if (op->type == PLAYER) 2833 if (op->type == PLAYER)
3041 { 2834 {
3042 op->contr->tmp_invis = 0; 2835 op->contr->tmp_invis = 0;
3043 op->contr->invis_race = 0; 2836 op->contr->invis_race = 0;
3044 } 2837 }
3047} 2840}
3048 2841
3049int 2842int
3050is_true_undead (object *op) 2843is_true_undead (object *op)
3051{ 2844{
3052 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2845 if (op->arch->flag [FLAG_UNDEAD])
3053 return 1; 2846 return 1;
3054 2847
3055 return 0; 2848 return 0;
3056} 2849}
3057 2850
3058/* look at the surrounding terrain to determine 2851/* look at the surrounding terrain to determine
3059 * the hideability of this object. Positive levels 2852 * the hideability of this object. Positive levels
3060 * indicate greater hideability. 2853 * indicate greater hideability.
3061 */ 2854 */
3062
3063int 2855int
3064hideability (object *ob) 2856hideability (object *ob)
3065{ 2857{
3066 int i, level = 0, mflag; 2858 int i, level = 0, mflag;
3067 sint16 x, y; 2859 sint16 x, y;
3068 2860
3069 if (!ob || !ob->map) 2861 if (!ob || !ob->map)
3070 return 0; 2862 return 0;
3071 2863
3072 /* so, on normal lighted maps, its hard to hide */ 2864 /* so, on normal lighted maps, its hard to hide */
3073 level = ob->map->darkness - 2; 2865 level = ob->map->darklevel () - 2;
3074 2866
3075 /* this also picks up whether the object is glowing. 2867 /* this also picks up whether the object is glowing.
3076 * If you carry a light on a non-dark map, its not 2868 * If you carry a light on a non-dark map, its not
3077 * as bad as carrying a light on a pitch dark map */ 2869 * as bad as carrying a light on a pitch dark map */
3078 if (has_carried_lights (ob)) 2870 if (ob->has_carried_lights ())
3079 level = -(10 + (2 * ob->map->darkness)); 2871 level = -(10 + (2 * ob->map->darklevel ()));
3080 2872
3081 /* scan through all nearby squares for terrain to hide in */ 2873 /* scan through all nearby squares for terrain to hide in */
3082 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2874 for (i = 0, x = ob->x, y = ob->y;
2875 i <= SIZEOFFREE1;
2876 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3083 { 2877 {
3084 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2878 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3085 if (mflag & P_OUT_OF_MAP) 2879 if (mflag & P_OUT_OF_MAP)
3086 {
3087 continue; 2880 continue;
3088 } 2881
3089 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2882 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3090 level += 2; 2883 level += 2;
3091 else /* open terrain! */ 2884 else /* open terrain! */
3092 level -= 1; 2885 level -= 1;
3093 } 2886 }
3104 * spot (surrounded by clear terrain in broad daylight). -b.t. 2897 * spot (surrounded by clear terrain in broad daylight). -b.t.
3105 */ 2898 */
3106void 2899void
3107do_hidden_move (object *op) 2900do_hidden_move (object *op)
3108{ 2901{
3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2902 int hide = 0;
3110 object *skop;
3111 2903
3112 if (!op || !op->map) 2904 if (!op || !op->map)
3113 return; 2905 return;
3114 2906
3115 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2907 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2908 int num = random_roll (0, 19, op, PREFER_LOW);
3116 2909
3117 /* its *extremely* hard to run and sneak/hide at the same time! */ 2910 /* its *extremely* hard to run and sneak/hide at the same time! */
3118 if (op->type == PLAYER && op->contr->run_on) 2911 if (op->type == PLAYER && op->contr->run_on)
3119 if (!skop || num >= skop->level) 2912 if (!skop || num >= skop->level)
3120 { 2913 {
3130 num -= hide; 2923 num -= hide;
3131 2924
3132 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2925 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3133 { 2926 {
3134 make_visible (op); 2927 make_visible (op);
2928
3135 if (op->type == PLAYER) 2929 if (op->type == PLAYER)
3136 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2930 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3137 } 2931 }
3138 else if (op->type == PLAYER && skop) 2932 else if (op->type == PLAYER && skop)
3139 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2933 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3154 2948
3155 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
3156 player = 1; 2950 player = 1;
3157 2951
3158 else 2952 else
3159 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
3160 2954
3161 /* search adjacent squares */ 2955 /* search adjacent squares */
3162 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
3163 { 2957 {
3164 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
3173 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2967 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3174 continue; 2968 continue;
3175 2969
3176 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2970 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3177 { 2971 {
3178 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2972 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3179 return 1; 2973 return 1;
3180 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
3181 {
3182 /*don't let a hidden DM prevent you from hiding */
3183 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3184 return 1; 2975 return 1;
3185 }
3186 } 2976 }
3187 } 2977 }
3188 return 0; 2978 return 0;
3189} 2979}
3190 2980
3191/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
3192 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
3193 * but we dont worry if the object isnt the top one in 2983 * but we dont worry if the object isnt the top one in
3194 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
3195 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
3196 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
3197 * in? Realistically, most of use cant see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
3198 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
3199 * imply the way your head, or body is facing? Its possible 2989 * imply the way your head, or body is facing? It's possible
3200 * for them to differ. Sigh, this fctn could get a bit more complex. 2990 * for them to differ. Sigh, this fctn could get a bit more complex.
3201 * -b.t. 2991 * -b.t.
3202 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
3203 */ 2993 */
3204
3205int 2994int
3206player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
3207{ 2996{
3208 rv_vector rv; 2997 rv_vector rv;
3209 int dx, dy; 2998 int dx, dy;
3221 3010
3222 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
3223 3012
3224 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any 3014 * through the object and find if it has any
3226 * part that is in the los array but isnt on 3015 * part that is in the los array but isn't on
3227 * a blocked los square. 3016 * a blocked los square.
3228 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3229 */ 3018 */
3230 while (op) 3019 while (op)
3231 { 3020 {
3232 dx = rv.distance_x + op->arch->clone.x; 3021 dx = rv.distance_x + op->arch->x;
3233 dy = rv.distance_y + op->arch->clone.y; 3022 dy = rv.distance_y + op->arch->y;
3234 3023
3235 /* only the viewable area the player sees is updated by LOS 3024 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3236 * code, so we need to restrict ourselves to that range of values
3237 * for any meaningful values.
3238 */
3239 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3240 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3241 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3242 return 1; 3025 return 1;
3026
3243 op = op->more; 3027 op = op->more;
3244 } 3028 }
3245 return 0;
3246}
3247 3029
3248/* routine for both players and monsters. We call this when
3249 * there is a possibility for our action distrubing our hiding
3250 * place or invisiblity spell. Artefact invisiblity is not
3251 * effected by this. If we arent invisible to begin with, we
3252 * return 0.
3253 */
3254int
3255action_makes_visible (object *op)
3256{
3257
3258 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3259 {
3260 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3261 return 0;
3262
3263 if (op->contr && op->contr->tmp_invis == 0)
3264 return 0;
3265
3266 /* If monsters, they should become visible */
3267 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3268 {
3269 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3270 return 1;
3271 }
3272 }
3273 return 0; 3030 return 0;
3274} 3031}
3275 3032
3276/* op_on_battleground - checks if the given object op (usually 3033/* op_on_battleground - checks if the given object op (usually
3277 * a player) is standing on a valid battleground-tile, 3034 * a player) is standing on a valid battleground-tile,
3282 * Default is to do the same as before, so only people wanting to have different points need worry about this 3039 * Default is to do the same as before, so only people wanting to have different points need worry about this
3283 */ 3040 */
3284int 3041int
3285op_on_battleground (object *op, int *x, int *y) 3042op_on_battleground (object *op, int *x, int *y)
3286{ 3043{
3287 object *tmp;
3288
3289 /* A battleground-tile needs the following attributes to be valid: 3044 /* A battleground-tile needs the following attributes to be valid:
3290 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3045 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3291 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3046 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3292 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3293 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3294 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3295 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3296 { 3051 {
3297 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3298 { 3053 {
3299 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3054 if (tmp->flag [FLAG_NO_PICK]
3300 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3055 && tmp->type == BATTLEGROUND
3056 && tmp->name == shstr_battleground
3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3301 { 3058 {
3302 /*before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3303 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3060 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3304 {
3305 object *invtmp;
3306
3307 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3061 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3062 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3308 { 3063 {
3309 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3310 {
3311 if (x != NULL && y != NULL) 3064 if (x && y)
3312 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3066
3313 return 1; 3067 return 1;
3314 }
3315 } 3068 }
3316 } 3069
3317 if (x != NULL && y != NULL) 3070 if (x && y)
3318 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3072
3319 return 1; 3073 return 1;
3320 } 3074 }
3321 } 3075 }
3322 } 3076 }
3077
3323 /* If we got here, did not find a battleground */ 3078 /* If we got here, did not find a battleground */
3324 return 0; 3079 return 0;
3325} 3080}
3326 3081
3327/* 3082/*
3343 char buf[MAX_BUF]; /* tmp. string buffer */ 3098 char buf[MAX_BUF]; /* tmp. string buffer */
3344 int i = 0, j = 0; 3099 int i = 0, j = 0;
3345 3100
3346 /* get the appropriate treasurelist */ 3101 /* get the appropriate treasurelist */
3347 if (atnr == ATNR_FIRE) 3102 if (atnr == ATNR_FIRE)
3348 trlist = treasurelist::find ("dragon_ability_fire"); 3103 trlist = treasurelist::find (shstr_dragon_ability_fire);
3349 else if (atnr == ATNR_COLD) 3104 else if (atnr == ATNR_COLD)
3350 trlist = treasurelist::find ("dragon_ability_cold"); 3105 trlist = treasurelist::find (shstr_dragon_ability_cold);
3351 else if (atnr == ATNR_ELECTRICITY) 3106 else if (atnr == ATNR_ELECTRICITY)
3352 trlist = treasurelist::find ("dragon_ability_elec"); 3107 trlist = treasurelist::find (shstr_dragon_ability_elec);
3353 else if (atnr == ATNR_POISON) 3108 else if (atnr == ATNR_POISON)
3354 trlist = treasurelist::find ("dragon_ability_poison"); 3109 trlist = treasurelist::find (shstr_dragon_ability_poison);
3355 3110
3356 if (trlist == NULL || who->type != PLAYER) 3111 if (trlist == NULL || who->type != PLAYER)
3357 return; 3112 return;
3358 3113
3359 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3114 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3363 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3118 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3364 return; 3119 return;
3365 } 3120 }
3366 3121
3367 /* everything seems okay - now bring on the gift: */ 3122 /* everything seems okay - now bring on the gift: */
3368 item = &(tr->item->clone); 3123 item = tr->item;
3369 3124
3370 if (item->type == SPELL) 3125 if (item->type == SPELL)
3371 { 3126 {
3372 if (check_spell_known (who, item->name)) 3127 if (check_spell_known (who, item->name))
3373 return; 3128 return;
3432 { 3187 {
3433 /* forces in the treasurelist can alter the player's stats */ 3188 /* forces in the treasurelist can alter the player's stats */
3434 object *skin; 3189 object *skin;
3435 3190
3436 /* first get the dragon skin force */ 3191 /* first get the dragon skin force */
3437 shstr_cmp dragon_skin_force ("dragon_skin_force");
3438 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3192 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3439 ; 3193 ;
3440 3194
3441 if (!skin) 3195 if (!skin)
3442 return; 3196 return;
3443 3197
3457 else 3211 else
3458 j = 1; 3212 j = 1;
3459 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3460 } 3214 }
3461 } 3215 }
3216
3462 strcat (buf, "."); 3217 strcat (buf, ".");
3463 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3464 } 3219 }
3465 3220
3466 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3467 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3468 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3469 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3470 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3471 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3472 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3473 3228
3474 /* print message if there is one */ 3229 /* print message if there is one */
3475 if (item->msg != NULL) 3230 if (item->msg != NULL)
3476 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3477 } 3232 }
3478 else 3233 else
3479 { 3234 {
3480 /* generate misc. treasure */ 3235 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3236 tmp = tr->item->instance ();
3482 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3237 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3483 tmp = insert_ob_in_ob (tmp, who); 3238 who->insert (tmp);
3484 if (who->type == PLAYER)
3485 esrv_send_item (who, tmp);
3486 } 3239 }
3487} 3240}
3488 3241
3489/** 3242//-GPL
3490 * Unready an object for a player. This function does nothing if the object was
3491 * not readied.
3492 */
3493void
3494player_unready_range_ob (player *pl, object *ob)
3495{
3496 if (pl->ob->current_weapon == ob)
3497 pl->ob->current_weapon = 0;
3498
3499 if (pl->combat_ob == ob)
3500 pl->combat_ob = 0;
3501
3502 if (pl->ranged_ob == ob)
3503 pl->ranged_ob = 0;
3504}
3505 3243
3506sint8 3244sint8
3507player::visibility_at (maptile *map, int x, int y) const 3245player::darkness_at (maptile *map, int x, int y) const
3508{ 3246{
3509 if (!ns) 3247 if (!ns)
3510 return 0; 3248 return LOS_BLOCKED;
3511 3249
3512 int dx, dy; 3250 int dx, dy;
3513 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3251 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3252 return LOS_BLOCKED;
3253
3254 x += dx - ns->current_x;
3255 y += dy - ns->current_y;
3256
3257 return blocked_los (x, y);
3258}
3259
3260void
3261player::infobox (const char *title, const char *msg, int color)
3262{
3263 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3264}
3265
3266void
3267player::statusmsg (const char *msg, int color)
3268{
3269 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3270}
3271
3272void
3273player::failmsg (const char *msg, int color)
3274{
3275 play_sound (sound_find ("generic_failure"));
3276 statusmsg (msg, color);
3277}
3278
3279void
3280object::failmsgf (const char *format, ...)
3281{
3282 if (!contr)
3514 return 0; 3283 return;
3515 3284
3516 x += dx - ns->current_x + ns->mapx / 2; 3285 va_list ap;
3517 y += dy - ns->current_y + ns->mapy / 2; 3286 va_start (ap, format);
3518 3287 contr->failmsg (vformat (format, ap));
3519 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3288 va_end (ap);
3520 return 0;
3521
3522 return 100 - blocked_los [x][y];
3523} 3289}
3290
3291void
3292player::failmsgf (const char *format, ...)
3293{
3294 va_list ap;
3295 va_start (ap, format);
3296 failmsg (vformat (format, ap));
3297 va_end (ap);
3298}
3299

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