ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.146 by root, Sun Jun 3 17:05:36 2007 UTC vs.
Revision 1.298 by root, Sun Jan 29 03:59:15 2017 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
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{
166 54
167 players.insert (this); 55 players.insert (this);
168 ob->remove (); 56 ob->remove ();
169 ob->map = 0; 57 ob->map = 0;
170 ob->activate_recursive (); 58 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
172 add_friendly_object (ob); 60 add_friendly_object (ob);
173} 61}
174 62
175void 63void
176player::deactivate () 64player::deactivate ()
184 72
185 if (ob->map) 73 if (ob->map)
186 maplevel = ob->map->path; 74 maplevel = ob->map->path;
187 75
188 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 80
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (ob); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222 109
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 120 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 122 skin = tmp;
241 123
242 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
243 } 125 }
244 126
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 128
247 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
248 130
249 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
251 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
252 135
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 136 ob->update_stats ();
275 137
276 ns->floorbox_update (); 138 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
279 141
280 activate (); 142 activate ();
281 143
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
288} 146}
289 147
290void 148void
291player::disconnect () 149player::disconnect ()
292{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
293 if (ns) 157 if (ns)
294 { 158 {
295 if (active) 159 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 161
300 ns->reset_stats (); 164 ns->reset_stats ();
301 ns->pl = 0; 165 ns->pl = 0;
302 ns = 0; 166 ns = 0;
303 } 167 }
304 168
305 if (ob) 169 // this is important for the player scheduler to get the correct refcount
306 ob->close_container (); //TODO: client-specific 170 // when ns = 0
171 observe = viewpoint = ob;
307 172
308 deactivate (); 173 deactivate ();
309} 174}
175
176//-GPL
310 177
311// the need for this function can be explained 178// the need for this function can be explained
312// by load_object not returning the object 179// by load_object not returning the object
313void 180void
314player::set_object (object *op) 181player::set_object (object *op)
315{ 182{
316 ob = observe = op; 183 ob = observe = viewpoint = op;
317 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
318 185
319 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
320 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
321 188
322 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
323} 190}
324 191
325void 192void
326player::set_observe (object *op) 193player::set_observe (object *op)
327{ 194{
328 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
329} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
330 207
331player::player () 208player::player ()
332{ 209{
333 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
334 * we deal with that below this point. 211 * we deal with that below this point.
340 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
341 218
342 gen_sp_armour = 10; 219 gen_sp_armour = 10;
343 bowtype = bow_normal; 220 bowtype = bow_normal;
344 petmode = pet_normal; 221 petmode = pet_normal;
345 listening = 10;
346 usekeys = containers; 222 usekeys = containers;
347 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
348 do_los = 1; 224 do_los = 1;
349 225
350 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
358 234
359 attachable::do_destroy (); 235 attachable::do_destroy ();
360 236
361 if (ob) 237 if (ob)
362 { 238 {
363 ob->destroy_inv (false); 239 ob->contr = 0;
364 ob->destroy (); 240 ob->destroy ();
365 } 241 }
242
243 ob = observe = viewpoint = 0;
366} 244}
367 245
368player::~player () 246player::~player ()
369{ 247{
370 /* Clear item stack */ 248 /* Clear item stack */
371 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 }
372} 278}
373 279
374/* Tries to add player on the connection passed in ns. 280/* Tries to add player on the connection passed in ns.
375 * 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
376 * mode. 282 * mode.
378player * 284player *
379player::create () 285player::create ()
380{ 286{
381 player *pl = new player; 287 player *pl = new player;
382 288
383 pl->set_object (arch_to_object (get_player_archetype (0))); 289 pl->set_object (get_player_archetype (0)->instance ());
384 290
385 pl->ob->roll_stats (); 291 pl->ob->roll_stats ();
386 pl->ob->stats.wc = 2; 292 pl->ob->stats.wc = 2;
387 pl->ob->run_away = 25; /* Then we panick... */ 293 pl->ob->run_away = 25; /* Then we panick... */
388 294
389 set_first_map (pl->ob); 295 set_first_map (pl->ob);
390 296
391 return pl; 297 return pl;
392}
393
394/*
395 * get_player_archetype() return next player archetype from archetype
396 * list. Not very efficient routine, but used only creating new players.
397 * Note: there MUST be at least one player archetype!
398 */
399archetype *
400get_player_archetype (archetype *at)
401{
402 archetype *start = at;
403
404 for (;;)
405 {
406 if (at == NULL || at->next == NULL)
407 at = first_archetype;
408 else
409 at = at->next;
410
411 if (at->clone.type == PLAYER)
412 return at;
413
414 if (at == start)
415 {
416 LOG (llevError, "No Player archetypes\n");
417 exit (-1);
418 }
419 }
420} 298}
421 299
422object * 300object *
423get_nearest_player (object *mon) 301get_nearest_player (object *mon)
424{ 302{
427 unsigned lastdist; 305 unsigned lastdist;
428 rv_vector rv; 306 rv_vector rv;
429 307
430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 308 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
431 { 309 {
432 /* We should not find free objects on this friendly list, but it
433 * does periodically happen. Given that, lets deal with it.
434 * While unlikely, it is possible the next object on the friendly
435 * list is also free, so encapsulate this in a while loop.
436 */
437 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
438 {
439 object *tmp = ol->ob;
440
441 /* Can't do much more other than log the fact, because the object
442 * itself will have been cleared.
443 */
444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
446 ol = ol->next;
447 remove_friendly_object (tmp);
448 if (!ol)
449 return op;
450 }
451
452 /* Remove special check for player from this. First, it looks to cause
453 * some crashes (ol->ob->contr not set properly?), but secondly, a more
454 * complicated method of state checking would be needed in any case -
455 * as it was, a clever player could type quit, and the function would
456 * skip them over while waiting for confirmation. Remove
457 * on_same_map check, as can_detect_enemy also does this
458 */
459 if (!can_detect_enemy (mon, ol->ob, &rv)) 310 if (!can_detect_enemy (mon, ol->ob, &rv))
460 continue; 311 continue;
461 312
462 if (lastdist > rv.distance) 313 if (lastdist > rv.distance)
463 { 314 {
479#endif 330#endif
480 return op; 331 return op;
481} 332}
482 333
483/* 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
484 * 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
485 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
486 * 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
487 * the deviation is 338 * the deviation is
488 */ 339 */
489#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
525 */ 376 */
526int 377int
527path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
528{ 379{
529 rv_vector rv; 380 rv_vector rv;
530 sint16 x, y;
531 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;
532 maptile *m, *lastmap;
533 382
534 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
535 384
536 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
537 return 0; 386 return 0;
538 387
539 x = mon->x; 388 mapxy pos (mon);
540 y = mon->y;
541 m = mon->map;
542 dir = rv.direction; 389 dir = rv.direction;
543 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 */
544 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
545 392
546 /* 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. */
547 if (diff > max) 394 if (diff > max)
548 return 0; 395 return 0;
549 396
550 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
551 { 398 {
552 lastx = x; 399 mapxy lastpos = pos;
553 lasty = y;
554 lastmap = m;
555 x = lastx + freearr_x[dir];
556 y = lasty + freearr_y[dir];
557 400
558 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
559 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
560 402
561 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
562 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
563 && (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)))
564 { 407 {
565 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
566 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
567 */ 410 */
568 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
569 if (rv.direction != dir) 412 if (rv.direction != dir)
570 { 413 {
571 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
572 * the values so it will try again. 415 * the values so it will try again.
573 */ 416 */
574 x = lastx;
575 y = lasty;
576 m = lastmap; 417 pos = lastpos;
577 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
578 } 419 }
579 else 420 else
580 { 421 {
581 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
582 * either the left or right. 423 * either the left or right.
583 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
584 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
585 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
586 * 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
587 * stepping back and forth 428 * stepping back and forth
588 */ 429 */
589 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
590 { 431 {
591 if (i == 0) 432 if (i == 0)
592 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
593 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
594 * since the direction that the creature should move in 436 * since the direction that the creature should move in
595 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
596 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
597 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
599 * 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
600 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
601 * the last direction the creature has successfully 443 * the last direction the creature has successfully
602 * moved. 444 * moved.
603 */ 445 */
604
605 x = lastx + freearr_x[absdir (lastdir + i)];
606 y = lasty + freearr_y[absdir (lastdir + i)];
607 m = lastmap; 446 pos = lastpos;
608 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
609 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
610 continue; 450 continue;
611 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
612 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
613 continue; 455 continue;
614 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
615 continue; 458 continue;
616 459
617 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
618 break; 461 break;
619 } 462 }
463
620 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
621 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
622 */ 466 */
623 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
624 return 0; 468 return 0;
469
625 diff--; 470 diff--;
626 lastdir = dir; 471 lastdir = dir;
627 max--; 472 max--;
628 if (!firstdir) 473 if (!firstdir)
629 firstdir = dir + i; 474 firstdir = dir + i;
633 { 478 {
634 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
635 diff--; 480 diff--;
636 max--; 481 max--;
637 lastdir = dir; 482 lastdir = dir;
483
638 if (!firstdir) 484 if (!firstdir)
639 firstdir = dir; 485 firstdir = dir;
640 } 486 }
641 487
642 if (diff <= 1) 488 if (diff <= 1)
643 { 489 {
644 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
645 * headed toward player for entire distance. 491 * headed toward player for entire distance.
646 */ 492 */
647 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
648 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
649 } 495 }
650 496
651 if (diff > max) 497 if (diff > max)
652 return 0; 498 return 0;
658 504
659 return firstdir; 505 return firstdir;
660} 506}
661 507
662void 508void
663give_initial_items (object *pl, treasurelist * items) 509give_initial_items (object *pl, treasurelist *items)
664{ 510{
665 object *op, *next = NULL;
666
667 if (pl->randomitems != NULL) 511 if (pl->randomitems)
668 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 512 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
669 513
670 for (op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
671 { 515 {
672 next = op->below; 516 next = op->below;
673 517
674 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
675 * 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
676 */ 520 */
677 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
678 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
679 523
680 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
681 * by this player due to race restrictions 525 * by this player due to race restrictions
682 */ 526 */
683 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
684 { 528 {
685 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 529 if ((!pl->flag [FLAG_USE_ARMOUR]
530 &&
686 (op->type == ARMOUR || op->type == BOOTS || 531 (op->type == ARMOUR || op->type == BOOTS
687 op->type == CLOAK || op->type == HELMET || 532 || op->type == CLOAK || op->type == HELMET
688 op->type == SHIELD || op->type == GLOVES || 533 || op->type == SHIELD || op->type == GLOVES
689 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))
690 { 536 {
691 op->destroy (); 537 op->destroy ();
692 continue; 538 continue;
693 } 539 }
694 } 540 }
695 541
696 /* This really needs to be better - we should really give 542 /* Here we remove duplicated skills (as duplicated spell objects have
697 * a substitute spellbook. The problem is that we don't really 543 * _very_ confusing effects for players), which could for instance be
698 * have a good idea what to replace it with (need something like 544 * generated by multiple treasurelists specifying the same skills.
699 * a first level treasurelist for each skill.)
700 * remove duplicate skills also
701 */ 545 */
702 if (op->type == SPELLBOOK || op->type == SKILL) 546 if (op->type == SKILL)
703 { 547 {
704 object *tmp;
705
706 for (tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
707 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
708 break;
709
710 if (tmp)
711 { 550 {
712 op->destroy (); 551 op->destroy ();
713 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 552 break;
714 continue;
715 } 553 }
716 554
717 if (op->nrof > 1) 555 if (op->nrof > 1)
718 op->nrof = 1; 556 op->nrof = 1;
719 } 557 }
720 558
721 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
722 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
723 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
724 }
725 561
726 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
727 * 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
728 * merged properly. 564 * merged properly.
729 */ 565 */
730 if (need_identify (op)) 566 if (op->need_identify ())
731 {
732 SET_FLAG (op, FLAG_IDENTIFIED);
733 CLEAR_FLAG (op, FLAG_CURSED);
734 CLEAR_FLAG (op, FLAG_DAMNED);
735 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
736 if (op->type == SPELL) 573 if (op->type == SPELL)
737 { 574 {
738 op->destroy (); 575 op->destroy ();
739 continue; 576 continue;
740 } 577 }
741 else if (op->type == SKILL) 578 else if (op->type == SKILL)
742 { 579 {
743 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
744 op->stats.exp = 0; 581 op->stats.exp = 0;
745 op->level = 1; 582 op->level = 1;
746 } 583 }
747 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
748 else 585 op->set_flag (FLAG_INV_LOCKED);
749 SET_FLAG (op, FLAG_INV_LOCKED);
750 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
751 587
752 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
753 link_player_skills (pl); 589 pl->contr->link_skills ();
754} 590}
755 591
756void 592void
757get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
758{ 594{
768 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:");
769} 605}
770 606
771/* 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. */
772static int 608static int
773roll_stat (void) 609roll_stat ()
774{ 610{
775 int a[4], i, j, k; 611 int a[4], i, j, k;
776 612
777 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
778 a[i] = (int) rndm (6) + 1; 614 a[i] = rndm (1, 6);
779 615
780 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
781 if (a[i] < k) 617 if (a[i] < k)
782 k = a[i], j = i; 618 k = a[i], j = i;
783 619
859static void 695static void
860start_info (object *op) 696start_info (object *op)
861{ 697{
862 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
863 699
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868} 702}
869 703
870/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
875 */ 709 */
876void 710void
877player::chargen_race_done () 711player::chargen_race_done ()
878{ 712{
879 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
880 esrv_new_player (ob->contr, ob->weight + ob->carrying); 714 esrv_new_player (ob->contr);
881 715
882 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
883 if (tl) 717 if (tl)
884 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
885 719
886 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, ob->contr);
888 721
889 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
890 723
891 if (ob->msg) 724 if (ob->msg)
892 ob->msg = 0; 725 ob->msg = 0;
893 726
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 {
898 char buf[MAX_BUF];
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900 make_path_to_file (buf);
901 }
902
903 start_info (ob); 727 start_info (ob);
904 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
905 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
906 link_player_skills (ob);
907 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
908 ob->update_stats (); 731 ob->update_stats ();
909 732
910 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
911 * is one for this race 734 * is one for this race
912 */ 735 */
913 if (*first_map_ext_path) 736 if (*first_map_ext_path)
914 { 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
915 object *tmp;
916 char mapname[MAX_BUF];
917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else 738 else
929 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;
930} 759}
931 760
932void 761void
933player::chargen_race_next () 762player::chargen_race_next ()
934{ 763{
942 int x = ob->x, y = ob->y; 771 int x = ob->x, y = ob->y;
943 772
944 ob->remove_statbonus (); 773 ob->remove_statbonus ();
945 ob->remove (); 774 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch); 775 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob); 776 ob->arch->copy_to (ob);
948 ob->instantiate (); 777 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats; 778 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name; 779 ob->name = ob->name_pl = name;
951 ob->x = x; 780 ob->x = x;
952 ob->y = y; 781 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */ 782 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0); 783 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name); 784 assign (ob->contr->title, ob->arch->object::name);
956 ob->add_statbonus (); 785 ob->add_statbonus ();
957 } 786 }
958 while (!allowed_class (ob)); 787 while (!allowed_class (ob));
959 788
960 update_object (ob, UP_OBJ_FACE); 789 update_object (ob, UP_OBJ_FACE);
963 ob->stats.hp = ob->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
964 ob->stats.sp = ob->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
965 ob->stats.grace = 0; 794 ob->stats.grace = 0;
966} 795}
967 796
968void 797static void
969flee_player (object *op) 798flee_player (object *op)
970{ 799{
971 int dir, diff; 800 int dir, diff;
972 rv_vector rv; 801 rv_vector rv;
973 802
974 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
975 { 804 {
976 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
977 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
978 return; 807 return;
979 } 808 }
980 809
981 if (op->enemy == NULL) 810 if (!op->enemy)
982 { 811 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
985 return; 814 return;
986 } 815 }
987 816
988 /* 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))
989 * op->enemy_count, it is possible that something destroys the
990 * actual enemy, and the object is recycled.
991 */
992 if (op->enemy->map == NULL)
993 { 818 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL; 819 op->enemy = NULL;
996 return; 820 op->clr_flag (FLAG_SCARED);
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 {
1001 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 return; 821 return;
1004 } 822 }
1005 823
1006 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
1007 825
1008 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
1009 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
1010 { 828 {
1011 int m = 1 - (RANDOM () & 2); 829 int m = 1 - rndm (2) * 2;
1012 830
1013 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))))
1014 return; 832 return;
1015 } 833 }
1016 834
1017 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
1019 op->enemy = NULL; 837 op->enemy = NULL;
1020} 838}
1021 839
1022/* 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.
1023 * 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
1027check_pick (object *op) 845check_pick (object *op)
1028{ 846{
1029 object *tmp, *next; 847 object *tmp, *next;
1030 int stop = 0; 848 int stop = 0;
1031 int wvratio; 849 int wvratio;
1032 char putstring[128];
1033 850
1034 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
1035 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1036 return 1; 853 return 1;
1037 854
1038 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)
1039 859
1040 /* 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
1041 * destroyed */ 861 * destroyed */
1042 while (next && !next->destroyed ()) 862 while (next && !next->destroyed ())
1043 { 863 {
1044 tmp = next; 864 tmp = next;
1045 next = tmp->below; 865 next = tmp->below;
1046 866
867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
1047 if (op->destroyed ()) 873 if (op->destroyed ())
1048 return 0; 874 return 0;
1049 875
1050 if (!can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1051 continue; 877 continue;
1052 878
1053 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1054 { 880 {
1055 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1056 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1057 continue; 884 continue;
1058 } 885 }
1059 886
1060 /* 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? */
1061 if (!(op->contr->mode & PU_NEWMODE)) 947 if (op->contr->mode & PU_FOOD)
948 if (tmp->type == FOOD)
1062 { 949 {
1063 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)
1064 { 1013 {
1065 case 0: 1014 CHK_PICK_PICKUP;
1066 return 1; /* don't pick up */ 1015 continue;
1067 case 1:
1068 pick_up (op, tmp);
1069 return 1;
1070 case 2:
1071 pick_up (op, tmp);
1072 return 0;
1073 case 3:
1074 return 0; /* stop before pickup */
1075 case 4:
1076 pick_up (op, tmp);
1077 break;
1078 case 5:
1079 pick_up (op, tmp);
1080 stop = 1;
1081 break;
1082 case 6:
1083 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1084 pick_up (op, tmp);
1085 break;
1086
1087 case 7:
1088 if (tmp->type == MONEY || tmp->type == GEM)
1089 pick_up (op, tmp);
1090 break;
1091
1092 default:
1093 /* use value density */
1094 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1095 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1096 pick_up (op, tmp);
1097 } 1016 }
1098 } 1017 }
1099 else 1018
1100 { /* old model */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1101 /* NEW pickup handling */
1102 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)
1103 { 1025 {
1104 /* some debugging code to figure out item information */ 1026 CHK_PICK_PICKUP;
1105 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 }
1114
1115 /* philosophy:
1116 * It's easy to grab an item type from a pile, as long as it's
1117 * generic. This takes no game-time. For more detailed pickups
1118 * and selections, select-items should be used. This is a
1119 * grab-as-you-run type mode that's really useful for arrows for
1120 * example.
1121 * The drawback: right now it has no frontend, so you need to
1122 * stick the bits you want into a calculator in hex mode and then
1123 * convert to decimal and then 'pickup <#>
1124 */
1125
1126 /* the first two modes are exclusive: if NOTHING we return, if
1127 * STOP then we stop. All the rest are applied sequentially,
1128 * meaning if any test passes, the item gets picked up. */
1129
1130 /* if mode is set to pick nothing up, return */
1131
1132 if (op->contr->mode & PU_NOTHING)
1133 return 1;
1134
1135 /* if mode is set to stop when encountering objects, return */
1136 /* take STOP before INHIBIT since it doesn't actually pick
1137 * anything up */
1138
1139 if (op->contr->mode & PU_STOP)
1140 return 0;
1141
1142 /* useful for going into stores and not losing your settings... */
1143 /* and for battles wher you don't want to get loaded down while
1144 * fighting */
1145 if (op->contr->mode & PU_INHIBIT)
1146 return 1;
1147
1148 /* prevent us from turning into auto-thieves :) */
1149 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150 continue; 1027 continue;
1028 }
1151 1029
1152 /* ignore known cursed objects */ 1030 /* we don't forget dragon food */
1153 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;
1154 continue; 1035 continue;
1036 }
1155 1037
1156 /* all food and drink if desired */ 1038 /* bows and arrows. Bows are good for selling! */
1157 /* 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
1158 if (op->contr->mode & PU_FOOD) 1075 if (op->contr->mode & PU_BOOTS)
1159 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"))
1160 { 1109 {
1161 pick_up (op, tmp); 1110 CHK_PICK_PICKUP;
1162 continue; 1111 continue;
1163 } 1112 }
1113 }
1164 1114
1115 /* misc stuff that's useful */
1165 if (op->contr->mode & PU_DRINK) 1116 if (op->contr->mode & PU_KEY)
1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1117 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1167 { 1118 {
1168 pick_up (op, tmp); 1119 CHK_PICK_PICKUP;
1169 continue; 1120 continue;
1170 } 1121 }
1171 1122
1123 /* any of the last 4 bits set means we use the ratio for value
1124 * pickups */
1172 if (op->contr->mode & PU_POTION) 1125 if (op->contr->mode & PU_RATIO)
1173 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
1174 { 1130 */
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 /* spellbooks, skillscrolls and normal books/scrolls */
1180 if (op->contr->mode & PU_SPELLBOOK)
1181 if (tmp->type == SPELLBOOK)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SKILLSCROLL)
1188 if (tmp->type == SKILLSCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 /* wands/staves/rods/horns */
1202 if (op->contr->mode & PU_MAGIC_DEVICE)
1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* pick up all magical items */
1210 if (op->contr->mode & PU_MAGICAL) 1131 wvratio = op->contr->mode & PU_RATIO;
1211 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)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_VALUABLES)
1218 { 1133 {
1219 if (tmp->type == MONEY || tmp->type == GEM) 1134#if 0
1135 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1136 if (tmp->name != NULL)
1220 { 1137 {
1221 pick_up (op, tmp); 1138 fprintf (stderr, "%s", tmp->name);
1222 continue;
1223 } 1139 }
1224 }
1225
1226 /* rings & amulets - talismans seems to be typed AMULET */
1227 if (op->contr->mode & PU_JEWELS)
1228 if (tmp->type == RING || tmp->type == AMULET)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* bows and arrows. Bows are good for selling! */
1243 if (op->contr->mode & PU_BOW)
1244 if (tmp->type == BOW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_ARROW)
1251 if (tmp->type == ARROW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* all kinds of armor etc. */
1258 if (op->contr->mode & PU_ARMOUR)
1259 if (tmp->type == ARMOUR)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_HELMET)
1266 if (tmp->type == HELMET)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_SHIELD)
1273 if (tmp->type == SHIELD)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_BOOTS)
1280 if (tmp->type == BOOTS)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_GLOVES)
1287 if (tmp->type == GLOVES)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_CLOAK)
1294 if (tmp->type == CLOAK)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 /* hoping to catch throwing daggers here */
1301 if (op->contr->mode & PU_MISSILEWEAPON)
1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON)
1310 {
1311 if (tmp->type == WEAPON && tmp->name != NULL)
1312 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319 }
1320
1321 if (tmp->type == WEAPON && tmp->name == NULL)
1322 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329 }
1330
1331 /* misc stuff that's useful */
1332 if (op->contr->mode & PU_KEY)
1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 /* any of the last 4 bits set means we use the ratio for value
1340 * pickups */
1341 if (op->contr->mode & PU_RATIO)
1342 {
1343 /* use value density to decide what else to grab */
1344 /* >=7 was >= op->contr->mode */
1345 /* >=7 is the old standard setting. Now we take the last 4 bits
1346 * and multiply them by 5, giving 0..15*5== 5..75 */
1347 wvratio = (op->contr->mode & PU_RATIO) * 5;
1348 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1349 {
1350 pick_up (op, tmp);
1351#if 0
1352 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1353 if (tmp->name != NULL)
1354 {
1355 fprintf (stderr, "%s", tmp->name);
1356 }
1357 else 1140 else
1358 fprintf (stderr, "%s", tmp->arch->name); 1141 fprintf (stderr, "%s", tmp->arch->archname);
1359 fprintf (stderr, ",%d] = ", tmp->type); 1142 fprintf (stderr, ",%d] = ", tmp->type);
1360 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))));
1361#endif 1144#endif
1145 CHK_PICK_PICKUP;
1362 continue; 1146 continue;
1363 }
1364 } 1147 }
1365 } /* the new pickup model */ 1148 } /* the new pickup model */
1366 } 1149 }
1367 1150
1368 return !stop; 1151 return !stop;
1369} 1152}
1370 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
1371/* 1189/*
1372 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1373 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1374 * found object is returned. 1192 * found object is returned.
1375 */ 1193 */
1376object * 1194static object *
1377find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1378{ 1196{
1379 object *tmp = 0;
1380
1381 for (op = op->inv; op; op = op->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1383 tmp = find_arrow (op, type);
1384 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);
1385 return op; 1206 return arrow;
1207 }
1386 1208
1387 return tmp; 1209 return 0;
1388} 1210}
1389 1211
1390/* 1212/*
1391 * 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
1392 * 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
1393 * 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
1394 * 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.
1395 */ 1217 */
1396object * 1218static object *
1397find_better_arrow (object *op, object *target, const char *type, int *better) 1219find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1398{ 1220{
1399 object *tmp = NULL, *arrow, *ntmp; 1221 object *tmp = NULL, *arrow, *ntmp;
1400 int attacknum, attacktype, betterby = 0, i; 1222 int attacknum, attacktype, betterby = 0, i;
1401 1223
1402 if (!type) 1224 if (!type)
1403 return NULL; 1225 return NULL;
1404 1226
1405 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1406 { 1228 {
1407 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1408 { 1230 {
1409 i = 0; 1231 i = 0;
1410 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1233
1411 if (i > betterby) 1234 if (i > betterby)
1412 { 1235 {
1413 tmp = ntmp; 1236 tmp = ntmp;
1414 betterby = i; 1237 betterby = i;
1415 } 1238 }
1416 } 1239 }
1417 else if (arrow->type == ARROW && arrow->race == type) 1240 else if (arrow->type == ARROW && arrow->race == type)
1418 { 1241 {
1419 /* allways prefer assasination/slaying */ 1242 /* allways prefer assasination/slaying */
1420 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1243 if (target->race && arrow->slaying.contains (target->race))
1421 { 1244 {
1422 if (arrow->attacktype & AT_DEATH) 1245 if (arrow->attacktype & AT_DEATH)
1423 { 1246 {
1424 *better = 100; 1247 *better = 100;
1425 return arrow; 1248 return arrow;
1433 else 1256 else
1434 { 1257 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1258 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 { 1259 {
1437 attacktype = 1 << attacknum; 1260 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1261 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1439 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)
1440 { 1263 {
1441 tmp = arrow; 1264 tmp = arrow;
1442 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;
1443 } 1266 }
1444 } 1267 }
1268
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1269 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1270 {
1447 tmp = arrow; 1271 tmp = arrow;
1448 betterby = 2 + arrow->magic + arrow->stats.dam; 1272 betterby = 2 + arrow->magic + arrow->stats.dam;
1449 } 1273 }
1274
1450 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1275 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1451 { 1276 {
1452 tmp = arrow; 1277 tmp = arrow;
1453 betterby = 1 + arrow->magic + arrow->stats.dam; 1278 betterby = 1 + arrow->magic + arrow->stats.dam;
1454 } 1279 }
1455 } 1280 }
1456 } 1281 }
1457 } 1282 }
1283
1458 if (tmp == NULL && arrow == NULL) 1284 if (tmp == NULL && arrow == NULL)
1459 return find_arrow (op, type); 1285 return find_arrow (op, type);
1460 1286
1461 *better = betterby; 1287 *better = betterby;
1462 return tmp; 1288 return tmp;
1466 * find_better_arrow to find a decent arrow to use. 1292 * find_better_arrow to find a decent arrow to use.
1467 * op = the shooter 1293 * op = the shooter
1468 * type = bow->race 1294 * type = bow->race
1469 * dir = fire direction 1295 * dir = fire direction
1470 */ 1296 */
1471object * 1297static object *
1472pick_arrow_target (object *op, const char *type, int dir) 1298pick_arrow_target (object *op, shstr_cmp type, int dir)
1473{ 1299{
1474 object *tmp = NULL; 1300 object *tmp = NULL;
1475 maptile *m; 1301 maptile *m;
1476 int i, mflags, found, number; 1302 int i, mflags, found, number;
1477 sint16 x, y; 1303 sint16 x, y;
1492 for (i = 0, found = 0; i < 20; i++) 1318 for (i = 0, found = 0; i < 20; i++)
1493 { 1319 {
1494 x += freearr_x[dir]; 1320 x += freearr_x[dir];
1495 y += freearr_y[dir]; 1321 y += freearr_y[dir];
1496 mflags = get_map_flags (m, &m, x, y, &x, &y); 1322 mflags = get_map_flags (m, &m, x, y, &x, &y);
1323
1497 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1324 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1498 { 1325 {
1499 tmp = NULL; 1326 tmp = 0;
1500 break; 1327 break;
1501 } 1328 }
1502 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)
1503 { 1330 {
1504 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1331 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1505 * perhaps a bad assumption. 1332 * perhaps a bad assumption.
1506 */ 1333 */
1507 tmp = NULL; 1334 tmp = 0;
1508 break; 1335 break;
1509 } 1336 }
1337
1510 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1511 {
1512 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)
1513 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1514 {
1515 found++;
1516 break;
1517 }
1518 if (found)
1519 break; 1341 break;
1520 }
1521 } 1342 }
1522 if (tmp == NULL) 1343
1344 if (!tmp)
1523 return find_arrow (op, type); 1345 return find_arrow (op, type);
1524 1346
1525 if (tmp->head) 1347 if (tmp->head)
1526 tmp = tmp->head; 1348 tmp = tmp->head;
1527 1349
1528 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1529} 1351}
1530 1352
1531/* 1353/*
1532 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1533 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1534 * op is the object firing the bow. 1356 * op is the object firing the bow.
1535 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1536 * dir is the direction of fire. 1358 * dir is the direction of fire.
1537 * 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)
1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1389 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1568 return 0; 1390 return 0;
1569 } 1391 }
1570 1392
1571 // 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
1572 if (bow->below) 1394 splay (bow);
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1578 } 1395 }
1579 1396
1580 if (!bow->race || !bow->skill) 1397 if (!bow->race || !bow->skill)
1581 { 1398 {
1582 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);
1589 { 1406 {
1590 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1591 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);
1592 /* 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 */
1593 else 1410 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1595 1412
1596 return 0; 1413 return 0;
1597 } 1414 }
1598 } 1415 }
1599 1416
1608 } 1425 }
1609 1426
1610 /* this should not happen, but sometimes does */ 1427 /* this should not happen, but sometimes does */
1611 if (arrow->nrof == 0) 1428 if (arrow->nrof == 0)
1612 { 1429 {
1430 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1613 arrow->destroy (); 1431 arrow->destroy ();
1614 return 0; 1432 return 0;
1615 } 1433 }
1616 1434
1617 left = arrow; /* these are arrows left to the player */ 1435 left = arrow; /* these are arrows left to the player */
1618 arrow = get_split_ob (arrow, 1); 1436 arrow = arrow->split ();
1619 if (!arrow) 1437 if (!arrow)
1620 { 1438 {
1621 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);
1622 return 0; 1440 return 0;
1623 } 1441 }
1627 arrow->direction = dir; 1445 arrow->direction = dir;
1628 1446
1629 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 */
1630 arrow->stats.hp = arrow->stats.dam; 1448 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype; 1449 arrow->stats.grace = arrow->attacktype;
1632 1450 arrow->custom_name = arrow->slaying;
1633 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying);
1635 1451
1636#if 0 1452#if 0
1637 if (player *pl = op->contr) 1453 if (player *pl = op->contr)
1638 { 1454 {
1639 float speed = pl->weapon_sp; 1455 float speed = pl->weapon_sp;
1649#endif 1465#endif
1650 1466
1651 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1652 1468
1653 /* update the speed */ 1469 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1655 + bow->stats.dam / 7.f;
1656 1470
1657 arrow->set_speed (max (arrow->speed, 2.f));
1658 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 ));
1659 1476
1660 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;
1661 1478
1662 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1663 { 1480 {
1684 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);
1685 1502
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1689 1507
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1508 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1692 1510
1693 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1512 move_arrow (arrow);
1695
1696 if (op->type == PLAYER)
1697 {
1698 if (left->destroyed ())
1699 esrv_del_item (op->contr, left->count);
1700 else
1701 esrv_send_item (op, left);
1702 }
1703 1513
1704 return 1; 1514 return 1;
1705} 1515}
1706 1516
1707/* Special fire code for players - this takes into 1517/* Special fire code for players - this takes into
1709 * but monsters can't. Putting that code here 1519 * but monsters can't. Putting that code here
1710 * makes the fire_bow code much cleaner. 1520 * makes the fire_bow code much cleaner.
1711 * this function should only be called if 'op' is a player, 1521 * this function should only be called if 'op' is a player,
1712 * hence the function name. 1522 * hence the function name.
1713 */ 1523 */
1714int 1524static int
1715player_fire_bow (object *op, int dir) 1525player_fire_bow (object *op, int dir)
1716{ 1526{
1717 int ret = 0, wcmod = 0; 1527 int ret;
1718 1528
1719 if (op->contr->bowtype == bow_bestarrow) 1529 if (op->contr->bowtype == bow_bestarrow)
1720 { 1530 {
1721 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);
1722 } 1532 }
1723 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)
1724 { 1534 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1535 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1726 wcmod = -1;
1727
1728 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);
1729 } 1537 }
1730 else if (op->contr->bowtype == bow_threewide) 1538 else if (op->contr->bowtype == bow_threewide)
1731 { 1539 {
1732 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);
1733 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)]);
1734 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)]);
1735 } 1543 }
1736 else if (op->contr->bowtype == bow_spreadshot) 1544 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1545 {
1738 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);
1739 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);
1740 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);
1741 } 1549 }
1742 else 1550 else
1743 { 1551 {
1749} 1557}
1750 1558
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1559/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1560 * Broken apart from 'fire' to keep it more readable.
1753 */ 1561 */
1754void 1562static void
1755fire_misc_object (object *op, int dir) 1563fire_misc_object (object *op, int dir)
1756{ 1564{
1757 object *item = op->contr->ranged_ob; 1565 object *item = op->contr->ranged_ob;
1758 1566
1759 if (!item) 1567 if (!item)
1766 { 1574 {
1767 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1768 return; 1576 return;
1769 } 1577 }
1770 1578
1771 if (!op->change_weapon (item)) 1579 if (!op->apply (item))
1772 return; 1580 return;
1773 1581
1774 if (item->type == WAND) 1582 if (item->type == WAND)
1775 { 1583 {
1776 if (item->stats.food <= 0) 1584 if (item->stats.food <= 0)
1777 { 1585 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1586 op->contr->play_sound (sound_find ("wand_poof"));
1779 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));
1780 1588
1781 return; 1589 return;
1782 } 1590 }
1783 } 1591 }
1784 else if (item->type == ROD || item->type == HORN) 1592 else if (item->type == ROD || item->type == HORN)
1785 { 1593 {
1786 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))
1787 { 1599 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1600 op->contr->play_sound (sound_find ("wand_poof"));
1789 1601
1790 if (item->type == ROD) 1602 if (item->type == ROD)
1791 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));
1792 else 1604 else
1793 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));
1796 } 1608 }
1797 } 1609 }
1798 1610
1799 if (cast_spell (op, item, dir, item->inv, NULL)) 1611 if (cast_spell (op, item, dir, item->inv, NULL))
1800 { 1612 {
1801 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
1802 if (item->type == WAND) 1615 if (item->type == WAND)
1803 { 1616 {
1804 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1805 { 1618 {
1806 object *tmp;
1807
1808 if (item->arch) 1619 if (item->arch)
1809 { 1620 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1811 item->face = item->arch->clone.face; 1622 item->face = item->arch->face;
1812 item->set_speed (0); 1623 item->set_speed (0);
1813 } 1624 }
1814 1625
1815 if ((tmp = item->in_player ())) 1626 if (object *pl = item->visible_to ())
1816 esrv_update_item (UPD_ANIM, tmp, item); 1627 esrv_update_item (UPD_ANIM, pl, item);
1817 } 1628 }
1818 } 1629 }
1819 else if (item->type == ROD || item->type == HORN) 1630 else if (item->type == ROD || item->type == HORN)
1820 drain_rod_charge (item); 1631 drain_rod_charge (item);
1821 } 1632 }
1822} 1633}
1823 1634
1824/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1825 */ 1636 */
1826bool 1637bool
1827fire (object *op, int dir) 1638fire (object *who, int dir)
1828{ 1639{
1829 int spellcost = 0; 1640 int spellcost = 0;
1830 1641
1831 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible (op))
1833 make_visible (op);
1834
1835 player *pl = op->contr; 1642 player *pl = who->contr;
1836 1643
1837 if (pl->golem) 1644 if (pl->golem)
1838 { 1645 {
1839 control_golem (op->contr->golem, dir); 1646 control_golem (who->contr->golem, dir);
1840 return false; 1647 return false;
1841 } 1648 }
1842 1649
1843 object *ob = pl->ranged_ob; 1650 object *ob = pl->ranged_ob;
1844 1651
1845 if (!ob) 1652 if (!ob)
1846 return false; 1653 return false;
1847 1654
1848 if (!op->change_weapon (ob))
1849 return false;
1850
1851 if (op->speed_left > 0.f) 1655 if (who->speed_left > 0.f)
1852 --op->speed_left; 1656 --who->speed_left;
1853 else 1657 else
1854 return false; 1658 return false;
1855 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
1856 switch (ob->type) 1667 switch (ob->type)
1857 { 1668 {
1858 case BOW: 1669 case BOW:
1859 player_fire_bow (op, dir); 1670 player_fire_bow (who, dir);
1860 break; 1671 break;
1861 1672
1862 case SPELL: 1673 case SPELL:
1863 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);
1864 break; 1675 break;
1865 1676
1866 case BUILDER: 1677 case BUILDER:
1867 apply_map_builder (op, dir); 1678 apply_map_builder (who, dir);
1868 break; 1679 break;
1869 1680
1870 case SKILL: 1681 case SKILL:
1871 do_skill (op, op, ob, dir, 0); 1682 do_skill (who, who, ob, dir, 0);
1872 break; 1683 break;
1873 1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1874 default: 1689 default:
1875 fire_misc_object (op, dir); 1690 fire_misc_object (who, dir);
1876 break; 1691 break;
1877 } 1692 }
1878 1693
1879 return true; 1694 return true;
1880} 1695}
1881 1696
1882/* find_key 1697static object *
1883 * We try to find a key for the door as passed. If we find a key
1884 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic
1886 * for both is the same - just the specific key is different.
1887 * pl is the player,
1888 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers.
1891 */
1892object *
1893find_key (object *pl, object *container, object *door) 1698find_key_ (object *pl, object *container, object *door)
1894{ 1699{
1895 object *tmp, *key; 1700 object *tmp, *key;
1896 1701
1897 /* Should not happen, but sanity checking is never bad */ 1702 /* Should not happen, but sanity checking is never bad */
1898 if (!container->inv) 1703 if (!container->inv)
1901 /* 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 */
1902 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 { 1708 {
1904 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1905 break; 1710 break;
1711
1906 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1907 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1908 */ 1714 */
1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1910 break; 1716 break;
1911 } 1717 }
1916 * a key, return 1722 * a key, return
1917 */ 1723 */
1918 if (!tmp) 1724 if (!tmp)
1919 { 1725 {
1920 for (tmp = container->inv; tmp; tmp = tmp->below) 1726 for (tmp = container->inv; tmp; tmp = tmp->below)
1921 {
1922 /* No reason to search empty containers */ 1727 /* No reason to search empty containers */
1923 if (tmp->type == CONTAINER && tmp->inv) 1728 if (tmp->type == CONTAINER && tmp->inv)
1924 {
1925 if ((key = find_key (pl, tmp, door))) 1729 if ((key = find_key_ (pl, tmp, door)))
1926 return key; 1730 return key;
1927 }
1928 }
1929 1731
1930 if (!tmp) 1732 if (!tmp)
1931 return NULL; 1733 return 0;
1932 } 1734 }
1933 1735
1934 /* 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,
1935 * see if we actually want to use it 1737 * see if we actually want to use it
1936 */ 1738 */
1937 if (pl != container) 1739 if (pl != container)
1938 { 1740 {
1939 /* Only let players use keys in containers */ 1741 /* Only let players use keys in containers */
1940 if (!pl->contr) 1742 if (!pl->contr)
1941 return NULL; 1743 return 0;
1744
1942 /* cases where this fails: 1745 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1746 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1747 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1748 * If the container is not active, return now since only active
1946 * containers can be used. 1749 * containers can be used.
1950 * inv must have been an container and must have been active. 1753 * inv must have been an container and must have been active.
1951 * 1754 *
1952 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1953 * all the others. 1756 * all the others.
1954 */ 1757 */
1955 if (pl->contr->usekeys == key_inventory || 1758 if (pl->contr->usekeys == key_inventory
1956 !QUERY_FLAG (container, FLAG_APPLIED) || 1759 || !container->flag [FLAG_APPLIED]
1957 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1958 { 1761 {
1959 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1960 "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));
1961 return NULL; 1764 return NULL;
1962 } 1765 }
1963 } 1766 }
1964 1767
1965 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);
1966} 1794}
1967 1795
1968/* moved door processing out of move_player_attack. 1796/* moved door processing out of move_player_attack.
1969 * returns 1 if player has opened the door with a key 1797 * returns 1 if player has opened the door with a key
1970 * such that the caller should not do anything more, 1798 * such that the caller should not do anything more,
1982 /* If we found a key, do some extra work */ 1810 /* If we found a key, do some extra work */
1983 if (key) 1811 if (key)
1984 { 1812 {
1985 object *container = key->env; 1813 object *container = key->env;
1986 1814
1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
1989 if (action_makes_visible (op)) 1815 if (action_makes_visible (op))
1990 make_visible (op); 1816 make_visible (op);
1991 1817
1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1818 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 spring_trap (door->inv, op); 1819 spring_trap (door->inv, op);
1994 1820
1995 if (door->type == DOOR) 1821 if (door->type == DOOR)
1996 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 */
1997 else if (door->type == LOCKED_DOOR) 1823 else if (door->type == LOCKED_DOOR)
1998 { 1824 {
1999 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);
2000 remove_door2 (door); /* remove door without violence ;-) */ 1826 remove_door2 (door); /* remove door without violence ;-) */
2001 } 1827 }
2002 1828
2003 /* Do this after we print the message */ 1829 /* Do this after we print the message */
2004 decrease_ob (key); /* Use up one of the keys */ 1830 key->decrease (); /* Use up one of the keys */
2005 /* Need to update the weight the container the key was in */
2006 if (container != op)
2007 esrv_update_item (UPD_WEIGHT, op, container);
2008 1831
2009 return 1; /* Nothing more to do below */ 1832 return 1; /* Nothing more to do below */
2010 } 1833 }
2011 else if (door->type == LOCKED_DOOR) 1834 else if (door->type == LOCKED_DOOR)
2012 { 1835 {
2013 /* Might as well return now - no other way to open this */ 1836 /* Might as well return now - no other way to open this */
2014 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...");
2015 return 1; 1838 return 1;
2016 } 1839 }
2017 1840
2018 return 0; 1841 return 0;
2019} 1842}
2025 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
2026 */ 1849 */
2027bool 1850bool
2028move_player_attack (object *op, int dir) 1851move_player_attack (object *op, int dir)
2029{ 1852{
2030 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 }
2031 1858
2032 sint16 nx = freearr_x[dir] + op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
2033 sint16 ny = freearr_y[dir] + op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
2034 1861
2035 on_battleground = op_on_battleground (op, 0, 0);
2036
2037 if (out_of_map (op->map, nx, ny)) 1862 if (out_of_map (op->map, nx, ny))
2038 return false; 1863 return false;
2039
2040 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2041 {
2042 --op->speed_left;
2043 return true;
2044 }
2045 1864
2046 /* 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
2047 * 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
2048 * 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
2049 * player. This is a pretty nasty hack, because if we could 1868 * player. This is a pretty nasty hack, because if we could
2067 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
2068 && mon != op) 1887 && mon != op)
2069 break; 1888 break;
2070 } 1889 }
2071 1890
2072 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
2073 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 }
2074 1917
2075 mon = mon->head_ (); 1918 mon = mon->head_ ();
2076 1919
2077 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))
2078 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
2096 */ 1939 */
2097 if (op->type == PLAYER 1940 if (op->type == PLAYER
2098 && ((mon->owner && mon->owner->contr 1941 && ((mon->owner && mon->owner->contr
2099 && same_party (mon->owner->contr->party, op->contr->party)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
2100 || mon->owner == op) 1943 || mon->owner == op)
2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2102 { 1945 {
2103 /* 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 */
2104 if (op->contr->braced) 1947 if (op->contr->braced)
2105 return false; 1948 return false;
2106 1949
2107 if (op->speed_left > 0.f) 1950 if (op->speed_left > 0.f)
2108 { 1951 {
2109 --op->speed_left; 1952 --op->speed_left;
2110 1953
2111 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1954 op->play_sound (sound_find ("push_player"));
2112 push_ob (mon, dir, op); 1955 push_ob (mon, dir, op);
2113 1956
2114 if (op->contr->tmp_invis || op->hide) 1957 if (action_makes_visible (op))
2115 make_visible (op); 1958 make_visible (op);
2116 1959
2117 return true; 1960 return true;
2118 } 1961 }
2119 else 1962 else
2120 return false; 1963 return false;
2121 } 1964 }
1965
1966 bool on_battleground = op_on_battleground (op, 0, 0);
2122 1967
2123 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
2125 * 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
2126 * attack them either. 1971 * attack them either.
2127 */ 1972 */
2128 if ((mon->type == PLAYER || mon->enemy != op) 1973 if ((mon->type == PLAYER || mon->enemy != op)
2129 && (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])
2130 && ((op->contr->peaceful 1975 && ((op->contr->peaceful
2131 || (mon->type == PLAYER && mon->contr->peaceful)) 1976 || (mon->type == PLAYER && mon->contr->peaceful))
2132 && !on_battleground)) 1977 && !on_battleground))
2133 { 1978 {
2134 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
2135 { 1980 {
2136 --op->speed_left; 1981 --op->speed_left;
2137 1982
2138 if (!op->contr->braced) 1983 if (!op->contr->braced)
2139 { 1984 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1985 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 1986 push_ob (mon, dir, op);
2142 } 1987 }
2143 else 1988 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 1989 op->statusmsg ("You withhold your attack");
2145 1990
2146 if (op->contr->tmp_invis || op->hide) 1991 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 1992 make_visible (op);
2148 1993
2149 return true; 1994 return true;
2150 } 1995 }
2151 } 1996 }
2152 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
2153 * 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.
2154 */ 1999 */
2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2156 { 2001 {
2157 if (op->speed_left > 0.f) 2002 if (op->speed_left > 0.f)
2158 { 2003 {
2159 --op->speed_left; 2004 --op->speed_left;
2160 2005
2169 * 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
2170 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
2171 * 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
2172 * 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.
2173 */ 2018 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2175 ((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)))
2176 { 2021 {
2177 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])
2178 { 2023 {
2179 --op->contr->weapon_sp_left; 2024 --op->contr->weapon_sp_left;
2191} 2036}
2192 2037
2193bool 2038bool
2194move_player (object *op, int dir) 2039move_player (object *op, int dir)
2195{ 2040{
2196 int pick;
2197
2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2199 return 0; 2042 return 0;
2200 2043
2201 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2202 if ((dir < 0) || (dir >= 9)) 2045 if (dir < 0 || dir > 8)
2203 { 2046 {
2204 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2205 return 0; 2048 return 0;
2206 } 2049 }
2207 2050
2208 /* peterm: added following line */ 2051 /* peterm: added following line */
2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2210 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2211 2054
2212 op->facing = dir; 2055 op->facing = dir;
2213 2056
2214 if (op->hide) 2057 if (op->flag [FLAG_HIDDEN])
2215 do_hidden_move (op); 2058 do_hidden_move (op);
2216 2059
2217 bool retval; 2060 bool retval;
2061 int pick = 0;
2218 2062
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2063 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 retval = RESULT_INT (0); 2064 retval = RESULT_INT (0);
2221 else if (op->contr->fire_on) 2065 else if (op->contr->fire_on)
2222 retval = fire (op, dir); 2066 retval = fire (op, dir);
2253 * players. 2097 * players.
2254 */ 2098 */
2255bool 2099bool
2256handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2257{ 2101{
2258 if (QUERY_FLAG (op, FLAG_SCARED)) 2102 if (op->flag [FLAG_SCARED])
2259 { 2103 {
2260 if (op->speed_left > 0.f) 2104 if (op->speed_left > 0.f)
2261 { 2105 {
2262 --op->speed_left; 2106 --op->speed_left;
2263 flee_player (op); 2107 flee_player (op);
2279 return move_player (op, op->direction); 2123 return move_player (op, op->direction);
2280 2124
2281 return false; 2125 return false;
2282} 2126}
2283 2127
2284int 2128static int
2285save_life (object *op) 2129save_life (object *op)
2286{ 2130{
2287 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2131 if (!op->flag [FLAG_LIFESAVE])
2288 return 0; 2132 return 0;
2289 2133
2290 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2291 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2292 { 2136 {
2293 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2137 op->play_sound (sound_find ("ob_evaporate"));
2294 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));
2295 2139
2296 if (op->contr)
2297 esrv_del_item (op->contr, tmp->count);
2298
2299 tmp->destroy (); 2140 tmp->destroy ();
2300 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2301 2142
2302 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2303 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2304 2145
2305 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2306 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2307 2148
2308 op->update_stats (); 2149 op->update_stats ();
2309 return 1; 2150 return 1;
2310 } 2151 }
2311 2152
2312 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2314 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2315 return 0; 2156 return 0;
2316} 2157}
2317 2158
2318/* 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
2319 * 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
2320 * 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
2321 * from. 2162 * from.
2322 */ 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
2323void 2180void
2324remove_unpaid_objects (object *op, object *env) 2181object::drop_unpaid_items ()
2325{ 2182{
2326 while (op) 2183 if (!flag [FLAG_REMOVED])
2327 { 2184 ::drop_unpaid_items (inv, this);
2328 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2329
2330 if (QUERY_FLAG (op, FLAG_UNPAID))
2331 {
2332 if (env->type == PLAYER)
2333 esrv_del_item (env->contr, op->count);
2334
2335 op->insert_at (env);
2336 }
2337 else if (op->inv)
2338 remove_unpaid_objects (op->inv, env);
2339
2340 op = next;
2341 }
2342}
2343
2344/*
2345 * Returns pointer a static string containing gravestone text
2346 * Moved from apply.c to player.c - player.c is what
2347 * actually uses this function. player.c may not be quite the
2348 * best, a misc file for object actions is probably better,
2349 * but there isn't one in the server directory.
2350 */
2351char *
2352gravestone_text (object *op)
2353{
2354 static char buf2[MAX_BUF];
2355 char buf[MAX_BUF];
2356 time_t now = time (NULL);
2357
2358 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else
2362 sprintf (buf, "%s\n", &op->name);
2363
2364 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf);
2366 if (op->type == PLAYER)
2367 sprintf (buf, "who was in level %d when killed\n", op->level);
2368 else
2369 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2370
2371 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 if (op->type == PLAYER)
2374 {
2375 sprintf (buf, "by %s.\n\n", op->contr->killer);
2376 strncat (buf2, " ", 21 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378 }
2379
2380 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2381 strncat (buf2, " ", 20 - strlen (buf) / 2);
2382 strcat (buf2, buf);
2383
2384 return buf2;
2385} 2185}
2386 2186
2387void 2187void
2388do_some_living (object *op) 2188do_some_living (object *op)
2389{ 2189{
2390 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2391 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2392 int over_hp, over_sp, over_grace;
2393 int i;
2394 int rate_hp = 1200; 2192 int rate_hp = 1200;
2395 int rate_sp = 2500; 2193 int rate_sp = 2500;
2396 int rate_grace = 2000; 2194 int rate_grace = 2000;
2397 const int max_hp = 1; 2195 const int max_hp = 1;
2398 const int max_sp = 1; 2196 const int max_sp = 1;
2399 const int max_grace = 1; 2197 const int max_grace = 1;
2400 2198
2199#if 0
2401 if (op->contr->hidden) 2200 if (op->contr->hidden)
2402 { 2201 {
2403 op->invisible = 1000; 2202 op->invisible = 1000;
2404 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2405 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2406 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2407 */ 2206 */
2408 if (pticks & 2) 2207 if (server_tick & 2)
2409 op->invisible--; 2208 op->invisible--;
2410 } 2209 }
2210 else
2211#endif
2411 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2412 { 2213 {
2413 if (!op->invisible--) 2214 if (!op->invisible--)
2414 { 2215 {
2415 make_visible (op); 2216 make_visible (op);
2416 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.");
2443 { 2244 {
2444 gen_grace = op->stats.maxgrace; 2245 gen_grace = op->stats.maxgrace;
2445 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2246 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2446 } 2247 }
2447 2248
2448 /* Regenerate Spell Points */ 2249 /* Regenerate Grace */
2449 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)
2450 { 2252 {
2451 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2452 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)
2453 { 2259 {
2454 op->stats.sp++; 2260 int over_grace = temp / rate_grace;
2455 /* dms do not consume food */ 2261
2456 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (over_grace > 0)
2457 { 2263 {
2458 op->stats.food--; 2264 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2459 if (op->contr->digestion < 0) 2265 op->last_grace = 0;
2460 op->stats.food += op->contr->digestion;
2461 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2462 op->stats.food = last_food;
2463 } 2266 }
2267 else
2268 op->last_grace = rate_grace / temp;
2464 } 2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2465 2272
2466 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)
2467 { 2280 {
2468 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);
2469 if (over_sp > 0) 2282
2283 if (op->stats.sp < op->stats.maxsp)
2470 { 2284 {
2471 if (op->stats.sp < op->stats.maxsp) 2285 op->stats.sp++;
2286
2287 /* dms do not consume food */
2288 if (!op->flag [FLAG_WIZ])
2472 { 2289 {
2473 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2474
2475 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2476 op->stats.sp--; 2290 op->stats.food--;
2477 2291
2478 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))
2479 op->stats.sp = op->stats.maxsp; 2295 op->stats.food = last_food;
2480 } 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
2481 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);
2482 } 2319 }
2483 else 2320 else
2484 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);
2485 } 2322 }
2486 else
2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 }
2489 2323
2490 /* Regenerate Grace */ 2324 /* Regenerate Hit Points */
2491 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2492 if (--op->last_grace < 0) 2325 if (--op->last_heal < 0)
2493 {
2494 if (op->stats.grace < op->stats.maxgrace / 2)
2495 op->stats.grace++; /* no penalty in food for regaining grace */
2496
2497 if (max_grace > 1)
2498 { 2326 {
2499 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2327 if (op->stats.hp < op->stats.maxhp)
2500 if (over_grace > 0)
2501 { 2328 {
2502 op->stats.sp += over_grace 2329 op->stats.hp++;
2503 + (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;
2504 op->last_grace = 0; 2352 op->last_heal = 0;
2353 }
2354 else
2355 op->last_heal = rate_hp / temp;
2505 } 2356 }
2506 else 2357 else
2507 {
2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509 }
2510 }
2511 else
2512 {
2513 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if (--op->last_heal < 0)
2520 {
2521 if (op->stats.hp < op->stats.maxhp)
2522 {
2523 op->stats.hp++;
2524 /* dms do not consume food */
2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 {
2527 op->stats.food--;
2528 if (op->contr->digestion < 0)
2529 op->stats.food += op->contr->digestion;
2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2531 op->stats.food = last_food;
2532 }
2533 }
2534
2535 if (max_hp > 1)
2536 {
2537 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2538 if (over_hp > 0)
2539 {
2540 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2541 op->last_heal = 0; 2358 op->last_heal = rate_hp / temp;
2542 }
2543 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 }
2547 }
2548 else
2549 {
2550 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2551 } 2359 }
2552 } 2360 }
2553 2361
2554 /* Digestion */ 2362 /* Digestion */
2555 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2556 { 2364 {
2557 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);
2558 2367
2559 if (op->contr->gen_hp > 0)
2560 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);
2561 else
2562 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2563 2369
2564 /* dms do not consume food */ 2370 /* dms do not consume food */
2565 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2566 op->stats.food--; 2372 op->stats.food--;
2567 } 2373 }
2568 2374
2569 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2570 { 2376 {
2571 object *tmp, *flesh = 0; 2377 object *flesh = 0;
2572 2378
2573 for (tmp = op->inv; tmp; tmp = tmp->below) 2379 for_inv_removable (op, tmp)
2574 { 2380 {
2575 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)
2576 { 2385 {
2577 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2386 op->statusmsg ("You blindly grab for a bite of food. "
2578 { 2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2579 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2388 op->apply (tmp);
2580 manual_apply (op, tmp, 0); 2389
2581 if (op->stats.food >= 0 || op->stats.hp < 0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2582 break; 2391 break;
2583 } 2392 }
2584 else if (tmp->type == FLESH) 2393 else if (tmp->type == FLESH)
2585 flesh = tmp; 2394 flesh = tmp;
2586 } /* End if paid for object */ 2395 }
2587 } /* end of for loop */
2588 2396
2589 /* 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
2590 * eat flesh instead. 2398 * eat flesh instead.
2591 */ 2399 */
2592 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2593 { 2401 {
2594 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.>");
2595 manual_apply (op, flesh, 0); 2404 op->apply (flesh);
2596 } 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)
2597 } 2414 {
2415 op->stats.hp += op->stats.food;
2416 op->stats.food = 0;
2598 2417
2599 while (op->stats.food < 0 && op->stats.hp >= 0) 2418 if (op->stats.hp < 0)
2600 op->stats.food++, op->stats.hp--; 2419 {
2420 op->contr->killer = archetype::get ("killer_starvation");
2421 op->contr->killer->destroy ();
2422 }
2423 }
2601 2424
2425 /* killer should be set here already */
2602 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2603 kill_player (op); 2427 kill_player (op);
2604 } 2428 }
2605} 2429}
2606 2430
2607/* 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.
2610 * file. 2434 * file.
2611 */ 2435 */
2612void 2436void
2613kill_player (object *op) 2437kill_player (object *op)
2614{ 2438{
2615 char buf[MAX_BUF];
2616 int x, y; 2439 int x, y;
2617
2618 //int i;
2619 maptile *map; /* this is for resurrection */ 2440 maptile *map; /* this is for resurrection */
2620
2621 /* int z;
2622 int num_stats_lose;
2623 int lost_a_stat;
2624 int lose_this_stat;
2625 int this_stat; */
2626 int will_kill_again; 2441 int will_kill_again;
2627 archetype *at; 2442 archetype *at;
2628 object *tmp; 2443 object *tmp;
2629 2444
2630 if (save_life (op)) 2445 if (save_life (op))
2631 return; 2446 return;
2632 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 }
2633 2483
2634 /* 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
2635 * 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.
2636 * Look at op_on_battleground() for more info --AndreasV 2486 * Look at op_on_battleground() for more info --AndreasV
2637 */ 2487 */
2638 if (op_on_battleground (op, &x, &y)) 2488 if (op_on_battleground (op, &x, &y))
2639 { 2489 {
2640 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";
2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2642
2643 /* restore player */
2644 at = archetype::find ("poisoning");
2645 if (object *tmp = present_arch_in_ob (at, op))
2646 {
2647 tmp->destroy ();
2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2649 }
2650
2651 at = archetype::find ("confusion");
2652 if (object *tmp = present_arch_in_ob (at, op))
2653 {
2654 tmp->destroy ();
2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2656 }
2657
2658 cure_disease (op, 0); /* remove any disease */
2659 op->stats.hp = op->stats.maxhp;
2660 if (op->stats.food <= 0)
2661 op->stats.food = 999;
2662 2491
2663 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2664 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2665 { 2494
2666 sprintf (buf, "%s's finger", &op->name); 2495 tmp->name = format ("%s's finger" , &op->name);
2667 tmp->name = buf; 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2668 sprintf (buf, " This finger has been cut off %s\n" 2497 tmp->msg = format (
2669 " 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",
2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2499 &op->name, op->contr->title,
2671 tmp->msg = buf; 2500 (int)op->level,
2501 op->contr->killer_name ()
2502 );
2672 tmp->value = 0, tmp->type = 0; 2503 tmp->value = 0, tmp->type = 0;
2673 tmp->materialname = "organics"; 2504 tmp->material = name_to_material (shstr_organic);
2674 tmp->insert_at (op, tmp); 2505 tmp->insert_at (op, tmp);
2675 }
2676 2506
2677 /* teleport defeated player to new destination */ 2507 /* teleport defeated player to new destination */
2678 transfer_ob (op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2679 op->contr->braced = 0; 2509 op->contr->braced = 0;
2510
2511 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2680 return; 2512 return;
2681 } 2513 }
2682 2514
2515 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2516 deathtab << "T<YOU HAVE DIED>\n\n";
2517
2683 INVOKE_PLAYER (DEATH, op->contr); 2518 INVOKE_PLAYER (DEATH, op->contr);
2684 2519
2685 command_kill_pets (op, 0); 2520 command_kill_pets (op, 0);
2686 2521
2687 if (op->stats.food < 0) 2522 op->contr->play_sound (sound_find ("player_dies"));
2688 {
2689 sprintf (buf, "%s starved to death.", &op->name);
2690 strcpy (op->contr->killer, "starvation");
2691 }
2692 else
2693 sprintf (buf, "%s died.", &op->name);
2694
2695 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2696 2523
2697 /* save the map location for corpse, gravestone */ 2524 /* save the map location for corpse, gravestone */
2698 x = op->x; 2525 x = op->x;
2699 y = op->y; 2526 y = op->y;
2700 map = op->map; 2527 map = op->map;
2728 2555
2729 lost_a_stat = 0; 2556 lost_a_stat = 0;
2730 2557
2731 for (z = 0; z < num_stats_lose; z++) 2558 for (z = 0; z < num_stats_lose; z++)
2732 { 2559 {
2733 i = RANDOM () % NUM_STATS; 2560 i = rndm (NUM_STATS);
2734 2561
2735 if (settings.stat_loss_on_death) 2562 if (settings.stat_loss_on_death)
2736 { 2563 {
2737 /* 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
2738 * what he lost. 2565 * what he lost.
2745 lost_a_stat = 1; 2572 lost_a_stat = 1;
2746 } 2573 }
2747 else 2574 else
2748 { 2575 {
2749 /* deplete a stat */ 2576 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion"); 2577 archetype *deparch = archetype::find (shstr_depletion);
2751 object *dep; 2578 object *dep;
2752 2579
2753 dep = present_arch_in_ob (deparch, op); 2580 dep = present_arch_in_ob (deparch, op);
2754 if (!dep) 2581 if (!dep)
2755 { 2582 {
2756 dep = arch_to_object (deparch); 2583 dep = deparch->instance ();
2757 insert_ob_in_ob (dep, op); 2584 insert_ob_in_ob (dep, op);
2758 } 2585 }
2759 lose_this_stat = 1; 2586 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss) 2587 if (settings.balanced_stat_loss)
2761 { 2588 {
2773 2600
2774 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2776 { 2603 {
2777 lose_this_stat = 0; 2604 lose_this_stat = 0;
2778 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2779 retain the stat. */ 2606 retain the stat. */
2780 } 2607 }
2781 else 2608 else
2782 { 2609 {
2783 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)
2789 } 2616 }
2790 } 2617 }
2791 2618
2792 if (lose_this_stat) 2619 if (lose_this_stat)
2793 { 2620 {
2794 this_stat = get_attr_value (&(dep->stats), i); 2621 this_stat = get_attr_value (&dep->stats, i);
2795 /* We could try to do something clever like find another 2622 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if 2623 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low 2624 * stats have been depleted to -50, all are pretty low
2798 * 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
2799 * difference. 2626 * difference.
2800 */ 2627 */
2801 if (this_stat >= -50) 2628 if (this_stat >= -50)
2802 { 2629 {
2803 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats (); 2633 op->update_stats ();
2807 lost_a_stat = 1; 2634 lost_a_stat = 1;
2808 } 2635 }
2809 } 2636 }
2810 } 2637 }
2811 } 2638 }
2639
2812 /* If no stat lost, tell the player. */ 2640 /* If no stat lost, tell the player. */
2813 if (!lost_a_stat) 2641 if (!lost_a_stat)
2814 { 2642 {
2815 /* determine_god() seems to not work sometimes... why is this? 2643 /* determine_god() seems to not work sometimes... why is this?
2816 Should I be using something else? GD */ 2644 Should I be using something else? GD */
2817 const char *god = determine_god (op); 2645 shstr_tmp god = determine_god (op);
2818 2646
2819 if (god && (strcmp (god, "none"))) 2647 if (god != shstr_none)
2820 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";
2821 else 2649 else
2822 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";
2823 } 2651 }
2824#else 2652#else
2825 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.";
2826#endif 2654#endif
2827 2655
2828 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2829 * exp loss on the stone. 2657 * exp loss on the stone.
2830 */ 2658 */
2831 tmp = arch_to_object (archetype::find ("gravestone")); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2832 sprintf (buf, "%s's gravestone", &op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2833 tmp->name = buf; 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
2834 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",
2835 tmp->name_pl = buf; 2663 &op->name, op->contr->title, op->contr->killer_name ());
2836 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);
2837 tmp->msg = buf;
2838 tmp->x = op->x, tmp->y = op->y; 2664 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL, 0); 2665 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2666
2841 /**************************************/ 2667 /**************************************/
2842 /* */ 2668 /* */
2843 /* Subtract the experience points, */ 2669 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2670 /* */
2847 /**************************************/ 2671 /**************************************/
2848 2672
2849 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */
2851 at = archetype::find ("poisoning");
2852 tmp = present_arch_in_ob (at, op);
2853
2854 if (tmp)
2855 {
2856 tmp->destroy ();
2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2858 }
2859
2860 at = archetype::find ("confusion");
2861 tmp = present_arch_in_ob (at, op);
2862 if (tmp)
2863 {
2864 tmp->destroy ();
2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2866 }
2867
2868 cure_disease (op, 0); /* remove any disease */
2869
2870 /*add_exp(op, (op->stats.exp * -0.20)); */ 2673 /*add_exp(op, (op->stats.exp * -0.20)); */
2871 apply_death_exp_penalty (op); 2674 apply_death_exp_penalty (op);
2872 if (op->stats.food < 100)
2873 op->stats.food = 900;
2874 op->stats.hp = op->stats.maxhp;
2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2877 2675
2878 /* 2676 /*
2879 * 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
2880 * and put them back in the map. 2678 * and put them back in the map.
2881 */ 2679 */
2882 remove_unpaid_objects (op->inv, op); 2680 op->drop_unpaid_items ();
2883 2681
2884 /****************************************/ 2682 /****************************************/
2885 /* */ 2683 /* */
2886 /* Move player to his current respawn- */ 2684 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2685 /* position (usually last savebed) */
2905 if (will_kill_again) 2703 if (will_kill_again)
2906 { 2704 {
2907 object *force; 2705 object *force;
2908 int at; 2706 int at;
2909 2707
2910 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2911 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2912 force->speed = 0.1f;
2913 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2914 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2915 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2916 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2917 force->resist[at] = 100; 2716 force->resist[at] = 100;
2918 2717
2919 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2920 op->update_stats (); 2719 op->update_stats ();
2921
2922 } 2720 }
2923 2721
2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2722 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2925} 2723}
2926 2724
2927void 2725static void
2928loot_object (object *op) 2726loot_object (object *op)
2929{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2930 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2931 2729
2932 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2933 2731
2934 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2935 { 2733 {
2942 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2943 2741
2944 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
2945 loot_object (tmp); /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
2946 2744
2947 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))))
2948 { 2746 {
2949 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
2950 { 2748 {
2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
2952 tmp2->destroy ();
2953 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2954 } 2751 }
2955 else 2752 else
2956 tmp->destroy (); 2753 tmp->destroy ();
2957 } 2754 }
2964 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
2965 * 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
2966 * was changed. 2763 * was changed.
2967 */ 2764 */
2968void 2765void
2969fix_weight (void) 2766fix_weight ()
2970{ 2767{
2971 for_all_players (pl) 2768 for_all_players (pl)
2972 { 2769 {
2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2770 weight_t old = pl->ob->carrying;
2974 2771
2975 if (old == sum) 2772 pl->ob->update_weight ();
2976 continue; 2773
2774 if (old != pl->ob->carrying)
2775 {
2977 pl->ob->update_stats (); 2776 pl->ob->update_stats ();
2978 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 }
2979 } 2779 }
2980} 2780}
2981 2781
2982void 2782void
2983fix_luck (void) 2783fix_luck ()
2984{ 2784{
2985 for_all_players (pl) 2785 for_all_players (pl)
2986 if (!pl->ob->contr->ns->state) 2786 if (!pl->ob->contr->ns->state)
2987 pl->ob->change_luck (0); 2787 pl->ob->change_luck (0);
2988} 2788}
3025} 2825}
3026 2826
3027void 2827void
3028make_visible (object *op) 2828make_visible (object *op)
3029{ 2829{
3030 op->hide = 0; 2830 op->flag [FLAG_HIDDEN] = 0;
3031 op->invisible = 0; 2831 op->invisible = 0;
2832
3032 if (op->type == PLAYER) 2833 if (op->type == PLAYER)
3033 { 2834 {
3034 op->contr->tmp_invis = 0; 2835 op->contr->tmp_invis = 0;
3035 op->contr->invis_race = 0; 2836 op->contr->invis_race = 0;
3036 } 2837 }
3039} 2840}
3040 2841
3041int 2842int
3042is_true_undead (object *op) 2843is_true_undead (object *op)
3043{ 2844{
3044 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2845 if (op->arch->flag [FLAG_UNDEAD])
3045 return 1; 2846 return 1;
3046 2847
3047 return 0; 2848 return 0;
3048} 2849}
3049 2850
3050/* look at the surrounding terrain to determine 2851/* look at the surrounding terrain to determine
3051 * the hideability of this object. Positive levels 2852 * the hideability of this object. Positive levels
3052 * indicate greater hideability. 2853 * indicate greater hideability.
3053 */ 2854 */
3054
3055int 2855int
3056hideability (object *ob) 2856hideability (object *ob)
3057{ 2857{
3058 int i, level = 0, mflag; 2858 int i, level = 0, mflag;
3059 sint16 x, y; 2859 sint16 x, y;
3060 2860
3061 if (!ob || !ob->map) 2861 if (!ob || !ob->map)
3062 return 0; 2862 return 0;
3063 2863
3064 /* so, on normal lighted maps, its hard to hide */ 2864 /* so, on normal lighted maps, its hard to hide */
3065 level = ob->map->darkness - 2; 2865 level = ob->map->darklevel () - 2;
3066 2866
3067 /* this also picks up whether the object is glowing. 2867 /* this also picks up whether the object is glowing.
3068 * 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
3069 * as bad as carrying a light on a pitch dark map */ 2869 * as bad as carrying a light on a pitch dark map */
3070 if (has_carried_lights (ob)) 2870 if (ob->has_carried_lights ())
3071 level = -(10 + (2 * ob->map->darkness)); 2871 level = -(10 + (2 * ob->map->darklevel ()));
3072 2872
3073 /* scan through all nearby squares for terrain to hide in */ 2873 /* scan through all nearby squares for terrain to hide in */
3074 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])
3075 { 2877 {
3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2878 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3077 if (mflag & P_OUT_OF_MAP) 2879 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue; 2880 continue;
3080 } 2881
3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2882 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3082 level += 2; 2883 level += 2;
3083 else /* open terrain! */ 2884 else /* open terrain! */
3084 level -= 1; 2885 level -= 1;
3085 } 2886 }
3096 * spot (surrounded by clear terrain in broad daylight). -b.t. 2897 * spot (surrounded by clear terrain in broad daylight). -b.t.
3097 */ 2898 */
3098void 2899void
3099do_hidden_move (object *op) 2900do_hidden_move (object *op)
3100{ 2901{
3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2902 int hide = 0;
3102 object *skop;
3103 2903
3104 if (!op || !op->map) 2904 if (!op || !op->map)
3105 return; 2905 return;
3106 2906
3107 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);
3108 2909
3109 /* 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! */
3110 if (op->type == PLAYER && op->contr->run_on) 2911 if (op->type == PLAYER && op->contr->run_on)
3111 if (!skop || num >= skop->level) 2912 if (!skop || num >= skop->level)
3112 { 2913 {
3122 num -= hide; 2923 num -= hide;
3123 2924
3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2925 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125 { 2926 {
3126 make_visible (op); 2927 make_visible (op);
2928
3127 if (op->type == PLAYER) 2929 if (op->type == PLAYER)
3128 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!");
3129 } 2931 }
3130 else if (op->type == PLAYER && skop) 2932 else if (op->type == PLAYER && skop)
3131 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);
3146 2948
3147 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
3148 player = 1; 2950 player = 1;
3149 2951
3150 else 2952 else
3151 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
3152 2954
3153 /* search adjacent squares */ 2955 /* search adjacent squares */
3154 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
3155 { 2957 {
3156 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
3165 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)))
3166 continue; 2968 continue;
3167 2969
3168 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)
3169 { 2971 {
3170 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])
3171 return 1; 2973 return 1;
3172 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding */
3175 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1; 2975 return 1;
3177 }
3178 } 2976 }
3179 } 2977 }
3180 return 0; 2978 return 0;
3181} 2979}
3182 2980
3183/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
3185 * 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
3186 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2989 * imply the way your head, or body is facing? It's possible
3192 * 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.
3193 * -b.t. 2991 * -b.t.
3194 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
3195 */ 2993 */
3196
3197int 2994int
3198player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
3199{ 2996{
3200 rv_vector rv; 2997 rv_vector rv;
3201 int dx, dy; 2998 int dx, dy;
3213 3010
3214 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
3215 3012
3216 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any 3014 * through the object and find if it has any
3218 * part that is in the los array but isnt on 3015 * part that is in the los array but isn't on
3219 * a blocked los square. 3016 * a blocked los square.
3220 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3221 */ 3018 */
3222 while (op) 3019 while (op)
3223 { 3020 {
3224 dx = rv.distance_x + op->arch->clone.x; 3021 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->clone.y; 3022 dy = rv.distance_y + op->arch->y;
3226 3023
3227 /* only the viewable area the player sees is updated by LOS 3024 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3228 * code, so we need to restrict ourselves to that range of values
3229 * for any meaningful values.
3230 */
3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3234 return 1; 3025 return 1;
3026
3235 op = op->more; 3027 op = op->more;
3236 } 3028 }
3237 return 0;
3238}
3239 3029
3240/* routine for both players and monsters. We call this when
3241 * there is a possibility for our action distrubing our hiding
3242 * place or invisiblity spell. Artefact invisiblity is not
3243 * effected by this. If we arent invisible to begin with, we
3244 * return 0.
3245 */
3246int
3247action_makes_visible (object *op)
3248{
3249
3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 {
3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3253 return 0;
3254
3255 if (op->contr && op->contr->tmp_invis == 0)
3256 return 0;
3257
3258 /* If monsters, they should become visible */
3259 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3260 {
3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3262 return 1;
3263 }
3264 }
3265 return 0; 3030 return 0;
3266} 3031}
3267 3032
3268/* op_on_battleground - checks if the given object op (usually 3033/* op_on_battleground - checks if the given object op (usually
3269 * a player) is standing on a valid battleground-tile, 3034 * a player) is standing on a valid battleground-tile,
3274 * 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
3275 */ 3040 */
3276int 3041int
3277op_on_battleground (object *op, int *x, int *y) 3042op_on_battleground (object *op, int *x, int *y)
3278{ 3043{
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3044 /* A battleground-tile needs the following attributes to be valid:
3282 * 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),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3046 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3288 { 3051 {
3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3290 { 3053 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3054 if (tmp->flag [FLAG_NO_PICK]
3292 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))
3293 { 3058 {
3294 /*before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3295 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))
3296 {
3297 object *invtmp;
3298
3299 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)
3300 { 3063 {
3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3302 {
3303 if (x != NULL && y != NULL) 3064 if (x && y)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3066
3305 return 1; 3067 return 1;
3306 }
3307 } 3068 }
3308 } 3069
3309 if (x != NULL && y != NULL) 3070 if (x && y)
3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3072
3311 return 1; 3073 return 1;
3312 } 3074 }
3313 } 3075 }
3314 } 3076 }
3077
3315 /* If we got here, did not find a battleground */ 3078 /* If we got here, did not find a battleground */
3316 return 0; 3079 return 0;
3317} 3080}
3318 3081
3319/* 3082/*
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3098 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0; 3099 int i = 0, j = 0;
3337 3100
3338 /* get the appropriate treasurelist */ 3101 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3102 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find ("dragon_ability_fire"); 3103 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3104 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find ("dragon_ability_cold"); 3105 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3106 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find ("dragon_ability_elec"); 3107 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3108 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find ("dragon_ability_poison"); 3109 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3110
3348 if (trlist == NULL || who->type != PLAYER) 3111 if (trlist == NULL || who->type != PLAYER)
3349 return; 3112 return;
3350 3113
3351 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++);
3355 /* 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]); */
3356 return; 3119 return;
3357 } 3120 }
3358 3121
3359 /* everything seems okay - now bring on the gift: */ 3122 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone); 3123 item = tr->item;
3361 3124
3362 if (item->type == SPELL) 3125 if (item->type == SPELL)
3363 { 3126 {
3364 if (check_spell_known (who, item->name)) 3127 if (check_spell_known (who, item->name))
3365 return; 3128 return;
3424 { 3187 {
3425 /* forces in the treasurelist can alter the player's stats */ 3188 /* forces in the treasurelist can alter the player's stats */
3426 object *skin; 3189 object *skin;
3427 3190
3428 /* first get the dragon skin force */ 3191 /* first get the dragon skin force */
3429 shstr_cmp dragon_skin_force ("dragon_skin_force");
3430 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)
3431 ; 3193 ;
3432 3194
3433 if (!skin) 3195 if (!skin)
3434 return; 3196 return;
3435 3197
3449 else 3211 else
3450 j = 1; 3212 j = 1;
3451 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3452 } 3214 }
3453 } 3215 }
3216
3454 strcat (buf, "."); 3217 strcat (buf, ".");
3455 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3456 } 3219 }
3457 3220
3458 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3459 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3460 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3461 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3462 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3463 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3464 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3465 3228
3466 /* print message if there is one */ 3229 /* print message if there is one */
3467 if (item->msg != NULL) 3230 if (item->msg != NULL)
3468 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3469 } 3232 }
3470 else 3233 else
3471 { 3234 {
3472 /* generate misc. treasure */ 3235 /* generate misc. treasure */
3473 tmp = arch_to_object (tr->item); 3236 tmp = tr->item->instance ();
3474 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));
3475 tmp = insert_ob_in_ob (tmp, who); 3238 who->insert (tmp);
3476 if (who->type == PLAYER)
3477 esrv_send_item (who, tmp);
3478 } 3239 }
3479} 3240}
3480 3241
3481/** 3242//-GPL
3482 * Unready an object for a player. This function does nothing if the object was
3483 * not readied.
3484 */
3485void
3486player_unready_range_ob (player *pl, object *ob)
3487{
3488 if (pl->ob->current_weapon == ob)
3489 pl->ob->current_weapon = 0;
3490
3491 if (pl->combat_ob == ob)
3492 pl->combat_ob = 0;
3493
3494 if (pl->ranged_ob == ob)
3495 pl->ranged_ob = 0;
3496}
3497 3243
3498sint8 3244sint8
3499player::visibility_at (maptile *map, int x, int y) const 3245player::darkness_at (maptile *map, int x, int y) const
3500{ 3246{
3501 if (!ns) 3247 if (!ns)
3502 return 0; 3248 return LOS_BLOCKED;
3503 3249
3504 int dx, dy; 3250 int dx, dy;
3505 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)
3506 return 0; 3283 return;
3507 3284
3508 x += dx - ns->current_x + ns->mapx / 2; 3285 va_list ap;
3509 y += dy - ns->current_y + ns->mapy / 2; 3286 va_start (ap, format);
3510 3287 contr->failmsg (vformat (format, ap));
3511 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3288 va_end (ap);
3512 return 0;
3513
3514 return 100 - blocked_los [x][y];
3515} 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines