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Comparing deliantra/server/server/player.C (file contents):
Revision 1.165 by root, Mon Aug 27 05:10:51 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <sproto.h> 31#include <sproto.h>
26#include <sounds.h> 32#include <sounds.h>
27#include <living.h> 33#include <living.h>
28#include <object.h> 34#include <object.h>
29#include <spells.h> 35#include <spells.h>
30#include <skills.h> 36#include <skills.h>
31 37
32#include <algorithm>
33#include <functional>
34
35playervec players; 38playervec players;
36
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150 39
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
165 54
166 players.insert (this); 55 players.insert (this);
167 ob->remove (); 56 ob->remove ();
168 ob->map = 0; 57 ob->map = 0;
169 ob->activate_recursive (); 58 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 60 add_friendly_object (ob);
172} 61}
173 62
174void 63void
175player::deactivate () 64player::deactivate ()
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 80
193 players.erase (this); 81 players.erase (this);
194} 82}
195 83
196// connect the player with a specific client 84// connect the player with a specific client
206 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
207 95
208 ns->update_look = 0; 96 ns->update_look = 0;
209 ns->look_position = 0; 97 ns->look_position = 0;
210 98
211 clear_los (this); 99 clear_los ();
212 100
213 ns->reset_stats (); 101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
218 106
219 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
220 link_player_skills (ob); 108 link_skills ();
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 109
224 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
225 111
226 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
228 { 114 {
229 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
230 116
231 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
238 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
239 } 125 }
240 126
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 128
243 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
244 130
245 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
247 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
248 135
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 136 ob->update_stats ();
271 137
272 ns->floorbox_update (); 138 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
275 141
276 activate (); 142 activate ();
277 143
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
284} 146}
285 147
286void 148void
302 ns->reset_stats (); 164 ns->reset_stats ();
303 ns->pl = 0; 165 ns->pl = 0;
304 ns = 0; 166 ns = 0;
305 } 167 }
306 168
307 observe = ob; 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
308 172
309 deactivate (); 173 deactivate ();
310} 174}
175
176//-GPL
311 177
312// the need for this function can be explained 178// the need for this function can be explained
313// by load_object not returning the object 179// by load_object not returning the object
314void 180void
315player::set_object (object *op) 181player::set_object (object *op)
316{ 182{
317 ob = observe = op; 183 ob = observe = viewpoint = op;
318 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
319 185
320 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
321 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
322 188
323 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
324} 190}
325 191
326void 192void
327player::set_observe (object *op) 193player::set_observe (object *op)
328{ 194{
329 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
330 do_los = 1; 196 do_los = 1;
331} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
332 207
333player::player () 208player::player ()
334{ 209{
335 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point. 211 * we deal with that below this point.
342 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
343 218
344 gen_sp_armour = 10; 219 gen_sp_armour = 10;
345 bowtype = bow_normal; 220 bowtype = bow_normal;
346 petmode = pet_normal; 221 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 222 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
350 do_los = 1; 224 do_los = 1;
351 225
352 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
360 234
361 attachable::do_destroy (); 235 attachable::do_destroy ();
362 236
363 if (ob) 237 if (ob)
364 { 238 {
365 ob->destroy_inv (false); 239 ob->contr = 0;
366 ob->destroy (); 240 ob->destroy ();
367 } 241 }
368 242
369 ob = observe = 0; 243 ob = observe = viewpoint = 0;
370} 244}
371 245
372player::~player () 246player::~player ()
373{ 247{
374 /* Clear item stack */ 248 /* Clear item stack */
375 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 }
376} 278}
377 279
378/* Tries to add player on the connection passed in ns. 280/* Tries to add player on the connection passed in ns.
379 * All we can really get in this is some settings like host and display 281 * All we can really get in this is some settings like host and display
380 * mode. 282 * mode.
382player * 284player *
383player::create () 285player::create ()
384{ 286{
385 player *pl = new player; 287 player *pl = new player;
386 288
387 pl->set_object (arch_to_object (get_player_archetype (0))); 289 pl->set_object (get_player_archetype (0)->instance ());
388 290
389 pl->ob->roll_stats (); 291 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2; 292 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */ 293 pl->ob->run_away = 25; /* Then we panick... */
392 294
393 set_first_map (pl->ob); 295 set_first_map (pl->ob);
394 296
395 return pl; 297 return pl;
396}
397
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
408 for (;;)
409 {
410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418} 298}
419 299
420object * 300object *
421get_nearest_player (object *mon) 301get_nearest_player (object *mon)
422{ 302{
450#endif 330#endif
451 return op; 331 return op;
452} 332}
453 333
454/* 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
455 * 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
456 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
457 * 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
458 * the deviation is 338 * the deviation is
459 */ 339 */
460#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
496 */ 376 */
497int 377int
498path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
499{ 379{
500 rv_vector rv; 380 rv_vector rv;
501 sint16 x, y;
502 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;
503 maptile *m, *lastmap;
504 382
505 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
506 384
507 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
508 return 0; 386 return 0;
509 387
510 x = mon->x; 388 mapxy pos (mon);
511 y = mon->y;
512 m = mon->map;
513 dir = rv.direction; 389 dir = rv.direction;
514 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 */
515 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
516 392
517 /* 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. */
518 if (diff > max) 394 if (diff > max)
519 return 0; 395 return 0;
520 396
521 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
522 { 398 {
523 lastx = x; 399 mapxy lastpos = pos;
524 lasty = y;
525 lastmap = m;
526 x = lastx + freearr_x[dir];
527 y = lasty + freearr_y[dir];
528 400
529 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
530 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
531 402
532 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
533 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
534 && (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)))
535 { 407 {
536 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
537 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
538 */ 410 */
539 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
540 if (rv.direction != dir) 412 if (rv.direction != dir)
541 { 413 {
542 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
543 * the values so it will try again. 415 * the values so it will try again.
544 */ 416 */
545 x = lastx;
546 y = lasty;
547 m = lastmap; 417 pos = lastpos;
548 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
549 } 419 }
550 else 420 else
551 { 421 {
552 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
553 * either the left or right. 423 * either the left or right.
554 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
555 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
556 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
557 * 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
558 * stepping back and forth 428 * stepping back and forth
559 */ 429 */
560 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
561 { 431 {
562 if (i == 0) 432 if (i == 0)
563 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
564 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
565 * since the direction that the creature should move in 436 * since the direction that the creature should move in
566 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
567 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
568 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
570 * 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
571 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
572 * the last direction the creature has successfully 443 * the last direction the creature has successfully
573 * moved. 444 * moved.
574 */ 445 */
575
576 x = lastx + freearr_x[absdir (lastdir + i)];
577 y = lasty + freearr_y[absdir (lastdir + i)];
578 m = lastmap; 446 pos = lastpos;
579 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
580 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
581 continue; 450 continue;
582 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
583 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
584 continue; 455 continue;
585 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
586 continue; 458 continue;
587 459
588 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
589 break; 461 break;
590 } 462 }
463
591 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
592 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
593 */ 466 */
594 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
595 return 0; 468 return 0;
469
596 diff--; 470 diff--;
597 lastdir = dir; 471 lastdir = dir;
598 max--; 472 max--;
599 if (!firstdir) 473 if (!firstdir)
600 firstdir = dir + i; 474 firstdir = dir + i;
604 { 478 {
605 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
606 diff--; 480 diff--;
607 max--; 481 max--;
608 lastdir = dir; 482 lastdir = dir;
483
609 if (!firstdir) 484 if (!firstdir)
610 firstdir = dir; 485 firstdir = dir;
611 } 486 }
612 487
613 if (diff <= 1) 488 if (diff <= 1)
614 { 489 {
615 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
616 * headed toward player for entire distance. 491 * headed toward player for entire distance.
617 */ 492 */
618 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
619 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
620 } 495 }
621 496
622 if (diff > max) 497 if (diff > max)
623 return 0; 498 return 0;
629 504
630 return firstdir; 505 return firstdir;
631} 506}
632 507
633void 508void
634give_initial_items (object *pl, treasurelist * items) 509give_initial_items (object *pl, treasurelist *items)
635{ 510{
636 object *op, *next = NULL;
637
638 if (pl->randomitems != NULL) 511 if (pl->randomitems)
639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 512 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640 513
641 for (op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
642 { 515 {
643 next = op->below; 516 next = op->below;
644 517
645 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
646 * 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
647 */ 520 */
648 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
649 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
650 523
651 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
652 * by this player due to race restrictions 525 * by this player due to race restrictions
653 */ 526 */
654 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
655 { 528 {
656 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 529 if ((!pl->flag [FLAG_USE_ARMOUR]
530 &&
657 (op->type == ARMOUR || op->type == BOOTS || 531 (op->type == ARMOUR || op->type == BOOTS
658 op->type == CLOAK || op->type == HELMET || 532 || op->type == CLOAK || op->type == HELMET
659 op->type == SHIELD || op->type == GLOVES || 533 || op->type == SHIELD || op->type == GLOVES
660 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))
661 { 536 {
662 op->destroy (); 537 op->destroy ();
663 continue; 538 continue;
664 } 539 }
665 } 540 }
666 541
667 /* This really needs to be better - we should really give 542 /* Here we remove duplicated skills (as duplicated spell objects have
668 * a substitute spellbook. The problem is that we don't really 543 * _very_ confusing effects for players), which could for instance be
669 * have a good idea what to replace it with (need something like 544 * generated by multiple treasurelists specifying the same skills.
670 * a first level treasurelist for each skill.)
671 * remove duplicate skills also
672 */ 545 */
673 if (op->type == SPELLBOOK || op->type == SKILL) 546 if (op->type == SKILL)
674 { 547 {
675 object *tmp;
676
677 for (tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
678 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
679 break;
680
681 if (tmp)
682 { 550 {
683 op->destroy (); 551 op->destroy ();
684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 552 break;
685 continue;
686 } 553 }
687 554
688 if (op->nrof > 1) 555 if (op->nrof > 1)
689 op->nrof = 1; 556 op->nrof = 1;
690 } 557 }
691 558
692 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
693 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
694 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
695 }
696 561
697 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
698 * 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
699 * merged properly. 564 * merged properly.
700 */ 565 */
701 if (need_identify (op)) 566 if (op->need_identify ())
702 {
703 SET_FLAG (op, FLAG_IDENTIFIED);
704 CLEAR_FLAG (op, FLAG_CURSED);
705 CLEAR_FLAG (op, FLAG_DAMNED);
706 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
707 if (op->type == SPELL) 573 if (op->type == SPELL)
708 { 574 {
709 op->destroy (); 575 op->destroy ();
710 continue; 576 continue;
711 } 577 }
712 else if (op->type == SKILL) 578 else if (op->type == SKILL)
713 { 579 {
714 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
715 op->stats.exp = 0; 581 op->stats.exp = 0;
716 op->level = 1; 582 op->level = 1;
717 } 583 }
718 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
719 else 585 op->set_flag (FLAG_INV_LOCKED);
720 SET_FLAG (op, FLAG_INV_LOCKED);
721 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
722 587
723 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
724 link_player_skills (pl); 589 pl->contr->link_skills ();
725} 590}
726 591
727void 592void
728get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
729{ 594{
739 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:");
740} 605}
741 606
742/* 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. */
743static int 608static int
744roll_stat (void) 609roll_stat ()
745{ 610{
746 int a[4], i, j, k; 611 int a[4], i, j, k;
747 612
748 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
749 a[i] = (int) rndm (6) + 1; 614 a[i] = rndm (1, 6);
750 615
751 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
752 if (a[i] < k) 617 if (a[i] < k)
753 k = a[i], j = i; 618 k = a[i], j = i;
754 619
830static void 695static void
831start_info (object *op) 696start_info (object *op)
832{ 697{
833 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
834 699
835 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
836 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
837 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
838 //new_draw_info (NDI_UNIQUE, 0, op, " ");
839} 702}
840 703
841/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
842 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
843 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
846 */ 709 */
847void 710void
848player::chargen_race_done () 711player::chargen_race_done ()
849{ 712{
850 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
851 esrv_new_player (ob->contr, ob->weight + ob->carrying); 714 esrv_new_player (ob->contr);
852 715
853 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
854 if (tl) 717 if (tl)
855 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
856 719
857 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
858 INVOKE_PLAYER (LOGIN, ob->contr);
859 721
860 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
861 723
862 if (ob->msg) 724 if (ob->msg)
863 ob->msg = 0; 725 ob->msg = 0;
864 726
865 /* We create this now because some of the unique maps will need it
866 * to save here.
867 */
868 {
869 char buf[MAX_BUF];
870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
871 make_path_to_file (buf);
872 }
873
874 start_info (ob); 727 start_info (ob);
875 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
876 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
877 link_player_skills (ob);
878 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
879 ob->update_stats (); 731 ob->update_stats ();
880 732
881 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
882 * is one for this race 734 * is one for this race
883 */ 735 */
884 if (*first_map_ext_path) 736 if (*first_map_ext_path)
885 { 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
886 object *tmp;
887 char mapname[MAX_BUF];
888
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
890 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = ob->x;
893 EXIT_Y (tmp) = ob->y;
894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the
896 * default initial map */
897 tmp->destroy ();
898 }
899 else 738 else
900 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;
901} 759}
902 760
903void 761void
904player::chargen_race_next () 762player::chargen_race_next ()
905{ 763{
934 ob->stats.hp = ob->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
935 ob->stats.sp = ob->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
936 ob->stats.grace = 0; 794 ob->stats.grace = 0;
937} 795}
938 796
939void 797static void
940flee_player (object *op) 798flee_player (object *op)
941{ 799{
942 int dir, diff; 800 int dir, diff;
943 rv_vector rv; 801 rv_vector rv;
944 802
945 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
946 { 804 {
947 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
948 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
949 return; 807 return;
950 } 808 }
951 809
952 if (op->enemy == NULL) 810 if (!op->enemy)
953 { 811 {
954 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
955 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
956 return; 814 return;
957 } 815 }
958 816
959 /* 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))
960 * op->enemy_count, it is possible that something destroys the
961 * actual enemy, and the object is recycled.
962 */
963 if (op->enemy->map == NULL)
964 { 818 {
965 CLEAR_FLAG (op, FLAG_SCARED);
966 op->enemy = NULL; 819 op->enemy = NULL;
967 return; 820 op->clr_flag (FLAG_SCARED);
968 }
969
970 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
971 {
972 op->enemy = NULL;
973 CLEAR_FLAG (op, FLAG_SCARED);
974 return; 821 return;
975 } 822 }
976 823
977 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
978 825
979 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
980 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
981 { 828 {
982 int m = 1 - (RANDOM () & 2); 829 int m = 1 - rndm (2) * 2;
983 830
984 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))))
985 return; 832 return;
986 } 833 }
987 834
988 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
989 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
990 op->enemy = NULL; 837 op->enemy = NULL;
991} 838}
992 839
993/* 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.
994 * 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
998check_pick (object *op) 845check_pick (object *op)
999{ 846{
1000 object *tmp, *next; 847 object *tmp, *next;
1001 int stop = 0; 848 int stop = 0;
1002 int wvratio; 849 int wvratio;
1003 char putstring[128];
1004 850
1005 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
1006 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1007 return 1; 853 return 1;
1008 854
1009 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)
1010 859
1011 /* 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
1012 * destroyed */ 861 * destroyed */
1013 while (next && !next->destroyed ()) 862 while (next && !next->destroyed ())
1014 { 863 {
1015 tmp = next; 864 tmp = next;
1016 next = tmp->below; 865 next = tmp->below;
1017 866
867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
1018 if (op->destroyed ()) 873 if (op->destroyed ())
1019 return 0; 874 return 0;
1020 875
1021 if (!can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1022 continue; 877 continue;
1023 878
1024 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1025 { 880 {
1026 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1027 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1028 continue; 884 continue;
1029 } 885 }
1030 886
1031 /* 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? */
1032 if (!(op->contr->mode & PU_NEWMODE)) 947 if (op->contr->mode & PU_FOOD)
948 if (tmp->type == FOOD)
1033 { 949 {
1034 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)
1035 { 1013 {
1036 case 0: 1014 CHK_PICK_PICKUP;
1037 return 1; /* don't pick up */ 1015 continue;
1038 case 1:
1039 pick_up (op, tmp);
1040 return 1;
1041 case 2:
1042 pick_up (op, tmp);
1043 return 0;
1044 case 3:
1045 return 0; /* stop before pickup */
1046 case 4:
1047 pick_up (op, tmp);
1048 break;
1049 case 5:
1050 pick_up (op, tmp);
1051 stop = 1;
1052 break;
1053 case 6:
1054 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1055 pick_up (op, tmp);
1056 break;
1057
1058 case 7:
1059 if (tmp->type == MONEY || tmp->type == GEM)
1060 pick_up (op, tmp);
1061 break;
1062
1063 default:
1064 /* use value density */
1065 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1066 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1067 pick_up (op, tmp);
1068 } 1016 }
1069 } 1017 }
1070 else 1018
1071 { /* old model */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1072 /* NEW pickup handling */
1073 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)
1074 { 1025 {
1075 /* some debugging code to figure out item information */ 1026 CHK_PICK_PICKUP;
1076 if (tmp->name != NULL)
1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1079 else
1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1082
1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1084 }
1085
1086 /* philosophy:
1087 * It's easy to grab an item type from a pile, as long as it's
1088 * generic. This takes no game-time. For more detailed pickups
1089 * and selections, select-items should be used. This is a
1090 * grab-as-you-run type mode that's really useful for arrows for
1091 * example.
1092 * The drawback: right now it has no frontend, so you need to
1093 * stick the bits you want into a calculator in hex mode and then
1094 * convert to decimal and then 'pickup <#>
1095 */
1096
1097 /* the first two modes are exclusive: if NOTHING we return, if
1098 * STOP then we stop. All the rest are applied sequentially,
1099 * meaning if any test passes, the item gets picked up. */
1100
1101 /* if mode is set to pick nothing up, return */
1102
1103 if (op->contr->mode & PU_NOTHING)
1104 return 1;
1105
1106 /* if mode is set to stop when encountering objects, return */
1107 /* take STOP before INHIBIT since it doesn't actually pick
1108 * anything up */
1109
1110 if (op->contr->mode & PU_STOP)
1111 return 0;
1112
1113 /* useful for going into stores and not losing your settings... */
1114 /* and for battles wher you don't want to get loaded down while
1115 * fighting */
1116 if (op->contr->mode & PU_INHIBIT)
1117 return 1;
1118
1119 /* prevent us from turning into auto-thieves :) */
1120 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1121 continue; 1027 continue;
1028 }
1122 1029
1123 /* ignore known cursed objects */ 1030 /* we don't forget dragon food */
1124 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;
1125 continue; 1035 continue;
1036 }
1126 1037
1127 /* all food and drink if desired */ 1038 /* bows and arrows. Bows are good for selling! */
1128 /* 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
1129 if (op->contr->mode & PU_FOOD) 1075 if (op->contr->mode & PU_BOOTS)
1130 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"))
1131 { 1109 {
1132 pick_up (op, tmp); 1110 CHK_PICK_PICKUP;
1133 continue; 1111 continue;
1134 } 1112 }
1113 }
1135 1114
1115 /* misc stuff that's useful */
1136 if (op->contr->mode & PU_DRINK) 1116 if (op->contr->mode & PU_KEY)
1137 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1117 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1138 { 1118 {
1139 pick_up (op, tmp); 1119 CHK_PICK_PICKUP;
1140 continue; 1120 continue;
1141 } 1121 }
1142 1122
1123 /* any of the last 4 bits set means we use the ratio for value
1124 * pickups */
1143 if (op->contr->mode & PU_POTION) 1125 if (op->contr->mode & PU_RATIO)
1144 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
1145 { 1130 */
1146 pick_up (op, tmp);
1147 continue;
1148 }
1149
1150 /* spellbooks, skillscrolls and normal books/scrolls */
1151 if (op->contr->mode & PU_SPELLBOOK)
1152 if (tmp->type == SPELLBOOK)
1153 {
1154 pick_up (op, tmp);
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_SKILLSCROLL)
1159 if (tmp->type == SKILLSCROLL)
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_READABLES)
1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 /* wands/staves/rods/horns */
1173 if (op->contr->mode & PU_MAGIC_DEVICE)
1174 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* pick up all magical items */
1181 if (op->contr->mode & PU_MAGICAL) 1131 wvratio = op->contr->mode & PU_RATIO;
1182 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)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_VALUABLES)
1189 { 1133 {
1190 if (tmp->type == MONEY || tmp->type == GEM) 1134#if 0
1135 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1136 if (tmp->name != NULL)
1191 { 1137 {
1192 pick_up (op, tmp); 1138 fprintf (stderr, "%s", tmp->name);
1193 continue;
1194 } 1139 }
1195 }
1196
1197 /* rings & amulets - talismans seems to be typed AMULET */
1198 if (op->contr->mode & PU_JEWELS)
1199 if (tmp->type == RING || tmp->type == AMULET)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* we don't forget dragon food */
1206 if (op->contr->mode & PU_FLESH)
1207 if (tmp->type == FLESH)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* bows and arrows. Bows are good for selling! */
1214 if (op->contr->mode & PU_BOW)
1215 if (tmp->type == BOW)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_ARROW)
1222 if (tmp->type == ARROW)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* all kinds of armor etc. */
1229 if (op->contr->mode & PU_ARMOUR)
1230 if (tmp->type == ARMOUR)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_HELMET)
1237 if (tmp->type == HELMET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_SHIELD)
1244 if (tmp->type == SHIELD)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_BOOTS)
1251 if (tmp->type == BOOTS)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_GLOVES)
1258 if (tmp->type == GLOVES)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_CLOAK)
1265 if (tmp->type == CLOAK)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* hoping to catch throwing daggers here */
1272 if (op->contr->mode & PU_MISSILEWEAPON)
1273 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 /* careful: chairs and tables are weapons! */
1280 if (op->contr->mode & PU_ALLWEAPON)
1281 {
1282 if (tmp->type == WEAPON && tmp->name != NULL)
1283 {
1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290 }
1291
1292 if (tmp->type == WEAPON && tmp->name == NULL)
1293 {
1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299 }
1300 }
1301
1302 /* misc stuff that's useful */
1303 if (op->contr->mode & PU_KEY)
1304 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* any of the last 4 bits set means we use the ratio for value
1311 * pickups */
1312 if (op->contr->mode & PU_RATIO)
1313 {
1314 /* use value density to decide what else to grab */
1315 /* >=7 was >= op->contr->mode */
1316 /* >=7 is the old standard setting. Now we take the last 4 bits
1317 * and multiply them by 5, giving 0..15*5== 5..75 */
1318 wvratio = (op->contr->mode & PU_RATIO) * 5;
1319 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1320 {
1321 pick_up (op, tmp);
1322#if 0
1323 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1324 if (tmp->name != NULL)
1325 {
1326 fprintf (stderr, "%s", tmp->name);
1327 }
1328 else 1140 else
1329 fprintf (stderr, "%s", tmp->arch->archname); 1141 fprintf (stderr, "%s", tmp->arch->archname);
1330 fprintf (stderr, ",%d] = ", tmp->type); 1142 fprintf (stderr, ",%d] = ", tmp->type);
1331 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))));
1332#endif 1144#endif
1145 CHK_PICK_PICKUP;
1333 continue; 1146 continue;
1334 }
1335 } 1147 }
1336 } /* the new pickup model */ 1148 } /* the new pickup model */
1337 } 1149 }
1338 1150
1339 return !stop; 1151 return !stop;
1340} 1152}
1341 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
1342/* 1189/*
1343 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1344 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1345 * found object is returned. 1192 * found object is returned.
1346 */ 1193 */
1347object * 1194static object *
1348find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1349{ 1196{
1350 object *tmp = 0;
1351
1352 for (op = op->inv; op; op = op->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1354 tmp = find_arrow (op, type);
1355 else if (op->type == ARROW && op->race == type) 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);
1356 return op; 1206 return arrow;
1207 }
1357 1208
1358 return tmp; 1209 return 0;
1359} 1210}
1360 1211
1361/* 1212/*
1362 * 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
1363 * 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
1364 * 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
1365 * 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.
1366 */ 1217 */
1367object * 1218static object *
1368find_better_arrow (object *op, object *target, const char *type, int *better) 1219find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1369{ 1220{
1370 object *tmp = NULL, *arrow, *ntmp; 1221 object *tmp = NULL, *arrow, *ntmp;
1371 int attacknum, attacktype, betterby = 0, i; 1222 int attacknum, attacktype, betterby = 0, i;
1372 1223
1373 if (!type) 1224 if (!type)
1374 return NULL; 1225 return NULL;
1375 1226
1376 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1377 { 1228 {
1378 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1379 { 1230 {
1380 i = 0; 1231 i = 0;
1381 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1233
1382 if (i > betterby) 1234 if (i > betterby)
1383 { 1235 {
1384 tmp = ntmp; 1236 tmp = ntmp;
1385 betterby = i; 1237 betterby = i;
1386 } 1238 }
1387 } 1239 }
1388 else if (arrow->type == ARROW && arrow->race == type) 1240 else if (arrow->type == ARROW && arrow->race == type)
1389 { 1241 {
1390 /* allways prefer assasination/slaying */ 1242 /* allways prefer assasination/slaying */
1391 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1243 if (target->race && arrow->slaying.contains (target->race))
1392 { 1244 {
1393 if (arrow->attacktype & AT_DEATH) 1245 if (arrow->attacktype & AT_DEATH)
1394 { 1246 {
1395 *better = 100; 1247 *better = 100;
1396 return arrow; 1248 return arrow;
1411 { 1263 {
1412 tmp = arrow; 1264 tmp = arrow;
1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1265 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1414 } 1266 }
1415 } 1267 }
1268
1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1269 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417 { 1270 {
1418 tmp = arrow; 1271 tmp = arrow;
1419 betterby = 2 + arrow->magic + arrow->stats.dam; 1272 betterby = 2 + arrow->magic + arrow->stats.dam;
1420 } 1273 }
1274
1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1275 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422 { 1276 {
1423 tmp = arrow; 1277 tmp = arrow;
1424 betterby = 1 + arrow->magic + arrow->stats.dam; 1278 betterby = 1 + arrow->magic + arrow->stats.dam;
1425 } 1279 }
1426 } 1280 }
1427 } 1281 }
1428 } 1282 }
1283
1429 if (tmp == NULL && arrow == NULL) 1284 if (tmp == NULL && arrow == NULL)
1430 return find_arrow (op, type); 1285 return find_arrow (op, type);
1431 1286
1432 *better = betterby; 1287 *better = betterby;
1433 return tmp; 1288 return tmp;
1437 * find_better_arrow to find a decent arrow to use. 1292 * find_better_arrow to find a decent arrow to use.
1438 * op = the shooter 1293 * op = the shooter
1439 * type = bow->race 1294 * type = bow->race
1440 * dir = fire direction 1295 * dir = fire direction
1441 */ 1296 */
1442object * 1297static object *
1443pick_arrow_target (object *op, const char *type, int dir) 1298pick_arrow_target (object *op, shstr_cmp type, int dir)
1444{ 1299{
1445 object *tmp = NULL; 1300 object *tmp = NULL;
1446 maptile *m; 1301 maptile *m;
1447 int i, mflags, found, number; 1302 int i, mflags, found, number;
1448 sint16 x, y; 1303 sint16 x, y;
1463 for (i = 0, found = 0; i < 20; i++) 1318 for (i = 0, found = 0; i < 20; i++)
1464 { 1319 {
1465 x += freearr_x[dir]; 1320 x += freearr_x[dir];
1466 y += freearr_y[dir]; 1321 y += freearr_y[dir];
1467 mflags = get_map_flags (m, &m, x, y, &x, &y); 1322 mflags = get_map_flags (m, &m, x, y, &x, &y);
1323
1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1324 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 { 1325 {
1470 tmp = NULL; 1326 tmp = 0;
1471 break; 1327 break;
1472 } 1328 }
1473 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)
1474 { 1330 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1331 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption. 1332 * perhaps a bad assumption.
1477 */ 1333 */
1478 tmp = NULL; 1334 tmp = 0;
1479 break; 1335 break;
1480 } 1336 }
1337
1481 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1482 {
1483 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)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1490 break; 1341 break;
1491 }
1492 } 1342 }
1493 if (tmp == NULL) 1343
1344 if (!tmp)
1494 return find_arrow (op, type); 1345 return find_arrow (op, type);
1495 1346
1496 if (tmp->head) 1347 if (tmp->head)
1497 tmp = tmp->head; 1348 tmp = tmp->head;
1498 1349
1499 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1500} 1351}
1501 1352
1502/* 1353/*
1503 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1504 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1505 * op is the object firing the bow. 1356 * op is the object firing the bow.
1506 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1507 * dir is the direction of fire. 1358 * dir is the direction of fire.
1508 * 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)
1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1389 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1539 return 0; 1390 return 0;
1540 } 1391 }
1541 1392
1542 // 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
1543 if (bow->below) 1394 splay (bow);
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1549 } 1395 }
1550 1396
1551 if (!bow->race || !bow->skill) 1397 if (!bow->race || !bow->skill)
1552 { 1398 {
1553 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);
1560 { 1406 {
1561 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1562 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);
1563 /* 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 */
1564 else 1410 else
1565 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1566 1412
1567 return 0; 1413 return 0;
1568 } 1414 }
1569 } 1415 }
1570 1416
1579 } 1425 }
1580 1426
1581 /* this should not happen, but sometimes does */ 1427 /* this should not happen, but sometimes does */
1582 if (arrow->nrof == 0) 1428 if (arrow->nrof == 0)
1583 { 1429 {
1430 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (); 1431 arrow->destroy ();
1585 return 0; 1432 return 0;
1586 } 1433 }
1587 1434
1588 left = arrow; /* these are arrows left to the player */ 1435 left = arrow; /* these are arrows left to the player */
1589 arrow = get_split_ob (arrow, 1); 1436 arrow = arrow->split ();
1590 if (!arrow) 1437 if (!arrow)
1591 { 1438 {
1592 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);
1593 return 0; 1440 return 0;
1594 } 1441 }
1598 arrow->direction = dir; 1445 arrow->direction = dir;
1599 1446
1600 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 */
1601 arrow->stats.hp = arrow->stats.dam; 1448 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1449 arrow->stats.grace = arrow->attacktype;
1603 1450 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1451
1607#if 0 1452#if 0
1608 if (player *pl = op->contr) 1453 if (player *pl = op->contr)
1609 { 1454 {
1610 float speed = pl->weapon_sp; 1455 float speed = pl->weapon_sp;
1620#endif 1465#endif
1621 1466
1622 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1623 1468
1624 /* update the speed */ 1469 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627 1470
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 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 ));
1630 1476
1631 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;
1632 1478
1633 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1634 { 1480 {
1655 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);
1656 1502
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1658 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1660 1507
1661 op->play_sound (sound_find ("fire_arrow")); 1508 op->play_sound (sound_find ("fire_arrow"));
1662 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1663 1510
1664 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1665 move_arrow (arrow); 1512 move_arrow (arrow);
1666
1667 if (op->type == PLAYER)
1668 {
1669 if (left->destroyed ())
1670 esrv_del_item (op->contr, left->count);
1671 else
1672 esrv_send_item (op, left);
1673 }
1674 1513
1675 return 1; 1514 return 1;
1676} 1515}
1677 1516
1678/* Special fire code for players - this takes into 1517/* Special fire code for players - this takes into
1680 * but monsters can't. Putting that code here 1519 * but monsters can't. Putting that code here
1681 * makes the fire_bow code much cleaner. 1520 * makes the fire_bow code much cleaner.
1682 * this function should only be called if 'op' is a player, 1521 * this function should only be called if 'op' is a player,
1683 * hence the function name. 1522 * hence the function name.
1684 */ 1523 */
1685int 1524static int
1686player_fire_bow (object *op, int dir) 1525player_fire_bow (object *op, int dir)
1687{ 1526{
1688 int ret = 0, wcmod = 0; 1527 int ret;
1689 1528
1690 if (op->contr->bowtype == bow_bestarrow) 1529 if (op->contr->bowtype == bow_bestarrow)
1691 { 1530 {
1692 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);
1693 } 1532 }
1694 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)
1695 { 1534 {
1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1535 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1697 wcmod = -1;
1698
1699 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1536 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1700 } 1537 }
1701 else if (op->contr->bowtype == bow_threewide) 1538 else if (op->contr->bowtype == bow_threewide)
1702 { 1539 {
1703 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);
1704 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)]);
1705 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)]);
1706 } 1543 }
1707 else if (op->contr->bowtype == bow_spreadshot) 1544 else if (op->contr->bowtype == bow_spreadshot)
1708 { 1545 {
1709 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);
1710 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);
1711 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);
1712 } 1549 }
1713 else 1550 else
1714 { 1551 {
1720} 1557}
1721 1558
1722/* Fires a misc (wand/rod/horn) object in 'dir'. 1559/* Fires a misc (wand/rod/horn) object in 'dir'.
1723 * Broken apart from 'fire' to keep it more readable. 1560 * Broken apart from 'fire' to keep it more readable.
1724 */ 1561 */
1725void 1562static void
1726fire_misc_object (object *op, int dir) 1563fire_misc_object (object *op, int dir)
1727{ 1564{
1728 object *item = op->contr->ranged_ob; 1565 object *item = op->contr->ranged_ob;
1729 1566
1730 if (!item) 1567 if (!item)
1737 { 1574 {
1738 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1739 return; 1576 return;
1740 } 1577 }
1741 1578
1742 if (!op->change_weapon (item)) 1579 if (!op->apply (item))
1743 return; 1580 return;
1744 1581
1745 if (item->type == WAND) 1582 if (item->type == WAND)
1746 { 1583 {
1747 if (item->stats.food <= 0) 1584 if (item->stats.food <= 0)
1752 return; 1589 return;
1753 } 1590 }
1754 } 1591 }
1755 else if (item->type == ROD || item->type == HORN) 1592 else if (item->type == ROD || item->type == HORN)
1756 { 1593 {
1757 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))
1758 { 1599 {
1759 op->contr->play_sound (sound_find ("wand_poof")); 1600 op->contr->play_sound (sound_find ("wand_poof"));
1760 1601
1761 if (item->type == ROD) 1602 if (item->type == ROD)
1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1767 } 1608 }
1768 } 1609 }
1769 1610
1770 if (cast_spell (op, item, dir, item->inv, NULL)) 1611 if (cast_spell (op, item, dir, item->inv, NULL))
1771 { 1612 {
1772 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
1773 if (item->type == WAND) 1615 if (item->type == WAND)
1774 { 1616 {
1775 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1776 { 1618 {
1777 object *tmp;
1778
1779 if (item->arch) 1619 if (item->arch)
1780 { 1620 {
1781 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1782 item->face = item->arch->face; 1622 item->face = item->arch->face;
1783 item->set_speed (0); 1623 item->set_speed (0);
1784 } 1624 }
1785 1625
1786 if ((tmp = item->in_player ())) 1626 if (object *pl = item->visible_to ())
1787 esrv_update_item (UPD_ANIM, tmp, item); 1627 esrv_update_item (UPD_ANIM, pl, item);
1788 } 1628 }
1789 } 1629 }
1790 else if (item->type == ROD || item->type == HORN) 1630 else if (item->type == ROD || item->type == HORN)
1791 drain_rod_charge (item); 1631 drain_rod_charge (item);
1792 } 1632 }
1793} 1633}
1794 1634
1795/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1796 */ 1636 */
1797bool 1637bool
1798fire (object *op, int dir) 1638fire (object *who, int dir)
1799{ 1639{
1800 int spellcost = 0; 1640 int spellcost = 0;
1801 1641
1802 /* check for loss of invisiblity/hide */
1803 if (action_makes_visible (op))
1804 make_visible (op);
1805
1806 player *pl = op->contr; 1642 player *pl = who->contr;
1807 1643
1808 if (pl->golem) 1644 if (pl->golem)
1809 { 1645 {
1810 control_golem (op->contr->golem, dir); 1646 control_golem (who->contr->golem, dir);
1811 return false; 1647 return false;
1812 } 1648 }
1813 1649
1814 object *ob = pl->ranged_ob; 1650 object *ob = pl->ranged_ob;
1815 1651
1816 if (!ob) 1652 if (!ob)
1817 return false; 1653 return false;
1818 1654
1819 if (!op->change_weapon (ob))
1820 return false;
1821
1822 if (op->speed_left > 0.f) 1655 if (who->speed_left > 0.f)
1823 --op->speed_left; 1656 --who->speed_left;
1824 else 1657 else
1825 return false; 1658 return false;
1826 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
1827 switch (ob->type) 1667 switch (ob->type)
1828 { 1668 {
1829 case BOW: 1669 case BOW:
1830 player_fire_bow (op, dir); 1670 player_fire_bow (who, dir);
1831 break; 1671 break;
1832 1672
1833 case SPELL: 1673 case SPELL:
1834 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);
1835 break; 1675 break;
1836 1676
1837 case BUILDER: 1677 case BUILDER:
1838 apply_map_builder (op, dir); 1678 apply_map_builder (who, dir);
1839 break; 1679 break;
1840 1680
1841 case SKILL: 1681 case SKILL:
1842 do_skill (op, op, ob, dir, 0); 1682 do_skill (who, who, ob, dir, 0);
1843 break; 1683 break;
1844 1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1845 default: 1689 default:
1846 fire_misc_object (op, dir); 1690 fire_misc_object (who, dir);
1847 break; 1691 break;
1848 } 1692 }
1849 1693
1850 return true; 1694 return true;
1851} 1695}
1852 1696
1853/* find_key 1697static object *
1854 * We try to find a key for the door as passed. If we find a key
1855 * and successfully use it, we return the key, otherwise NULL
1856 * This function merges both normal and locked door, since the logic
1857 * for both is the same - just the specific key is different.
1858 * pl is the player,
1859 * inv is the objects inventory to searched
1860 * door is the door we are trying to match against.
1861 * This function can be called recursively to search containers.
1862 */
1863object *
1864find_key (object *pl, object *container, object *door) 1698find_key_ (object *pl, object *container, object *door)
1865{ 1699{
1866 object *tmp, *key; 1700 object *tmp, *key;
1867 1701
1868 /* Should not happen, but sanity checking is never bad */ 1702 /* Should not happen, but sanity checking is never bad */
1869 if (!container->inv) 1703 if (!container->inv)
1872 /* 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 */
1873 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1874 { 1708 {
1875 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1876 break; 1710 break;
1711
1877 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1878 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1879 */ 1714 */
1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1881 break; 1716 break;
1882 } 1717 }
1887 * a key, return 1722 * a key, return
1888 */ 1723 */
1889 if (!tmp) 1724 if (!tmp)
1890 { 1725 {
1891 for (tmp = container->inv; tmp; tmp = tmp->below) 1726 for (tmp = container->inv; tmp; tmp = tmp->below)
1892 {
1893 /* No reason to search empty containers */ 1727 /* No reason to search empty containers */
1894 if (tmp->type == CONTAINER && tmp->inv) 1728 if (tmp->type == CONTAINER && tmp->inv)
1895 {
1896 if ((key = find_key (pl, tmp, door))) 1729 if ((key = find_key_ (pl, tmp, door)))
1897 return key; 1730 return key;
1898 }
1899 }
1900 1731
1901 if (!tmp) 1732 if (!tmp)
1902 return NULL; 1733 return 0;
1903 } 1734 }
1904 1735
1905 /* 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,
1906 * see if we actually want to use it 1737 * see if we actually want to use it
1907 */ 1738 */
1908 if (pl != container) 1739 if (pl != container)
1909 { 1740 {
1910 /* Only let players use keys in containers */ 1741 /* Only let players use keys in containers */
1911 if (!pl->contr) 1742 if (!pl->contr)
1912 return NULL; 1743 return 0;
1744
1913 /* cases where this fails: 1745 /* cases where this fails:
1914 * If we only search the player inventory, return now since we 1746 * If we only search the player inventory, return now since we
1915 * are not in the players inventory. 1747 * are not in the players inventory.
1916 * If the container is not active, return now since only active 1748 * If the container is not active, return now since only active
1917 * containers can be used. 1749 * containers can be used.
1921 * inv must have been an container and must have been active. 1753 * inv must have been an container and must have been active.
1922 * 1754 *
1923 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1924 * all the others. 1756 * all the others.
1925 */ 1757 */
1926 if (pl->contr->usekeys == key_inventory || 1758 if (pl->contr->usekeys == key_inventory
1927 !QUERY_FLAG (container, FLAG_APPLIED) || 1759 || !container->flag [FLAG_APPLIED]
1928 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1929 { 1761 {
1930 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1931 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1763 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1932 return NULL; 1764 return NULL;
1933 } 1765 }
1934 } 1766 }
1935 1767
1936 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);
1937} 1794}
1938 1795
1939/* moved door processing out of move_player_attack. 1796/* moved door processing out of move_player_attack.
1940 * returns 1 if player has opened the door with a key 1797 * returns 1 if player has opened the door with a key
1941 * such that the caller should not do anything more, 1798 * such that the caller should not do anything more,
1963 1820
1964 if (door->type == DOOR) 1821 if (door->type == DOOR)
1965 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 */
1966 else if (door->type == LOCKED_DOOR) 1823 else if (door->type == LOCKED_DOOR)
1967 { 1824 {
1968 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);
1969 remove_door2 (door); /* remove door without violence ;-) */ 1826 remove_door2 (door); /* remove door without violence ;-) */
1970 } 1827 }
1971 1828
1972 /* Do this after we print the message */ 1829 /* Do this after we print the message */
1973 decrease_ob (key); /* Use up one of the keys */ 1830 key->decrease (); /* Use up one of the keys */
1974 /* Need to update the weight the container the key was in */
1975 if (container != op)
1976 esrv_update_item (UPD_WEIGHT, op, container);
1977 1831
1978 return 1; /* Nothing more to do below */ 1832 return 1; /* Nothing more to do below */
1979 } 1833 }
1980 else if (door->type == LOCKED_DOOR) 1834 else if (door->type == LOCKED_DOOR)
1981 { 1835 {
1982 /* Might as well return now - no other way to open this */ 1836 /* Might as well return now - no other way to open this */
1983 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...");
1984 return 1; 1838 return 1;
1985 } 1839 }
1986 1840
1987 return 0; 1841 return 0;
1988} 1842}
1994 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
1995 */ 1849 */
1996bool 1850bool
1997move_player_attack (object *op, int dir) 1851move_player_attack (object *op, int dir)
1998{ 1852{
1999 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 }
2000 1858
2001 sint16 nx = freearr_x[dir] + op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
2002 sint16 ny = freearr_y[dir] + op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
2003 1861
2004 on_battleground = op_on_battleground (op, 0, 0);
2005
2006 if (out_of_map (op->map, nx, ny)) 1862 if (out_of_map (op->map, nx, ny))
2007 return false; 1863 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2014 1864
2015 /* 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
2016 * 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
2017 * 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
2018 * player. This is a pretty nasty hack, because if we could 1868 * player. This is a pretty nasty hack, because if we could
2036 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
2037 && mon != op) 1887 && mon != op)
2038 break; 1888 break;
2039 } 1889 }
2040 1890
2041 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
2042 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 }
2043 1917
2044 mon = mon->head_ (); 1918 mon = mon->head_ ();
2045 1919
2046 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))
2047 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
2065 */ 1939 */
2066 if (op->type == PLAYER 1940 if (op->type == PLAYER
2067 && ((mon->owner && mon->owner->contr 1941 && ((mon->owner && mon->owner->contr
2068 && same_party (mon->owner->contr->party, op->contr->party)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
2069 || mon->owner == op) 1943 || mon->owner == op)
2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2071 { 1945 {
2072 /* 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 */
2073 if (op->contr->braced) 1947 if (op->contr->braced)
2074 return false; 1948 return false;
2075 1949
2078 --op->speed_left; 1952 --op->speed_left;
2079 1953
2080 op->play_sound (sound_find ("push_player")); 1954 op->play_sound (sound_find ("push_player"));
2081 push_ob (mon, dir, op); 1955 push_ob (mon, dir, op);
2082 1956
2083 if (op->contr->tmp_invis || op->hide) 1957 if (action_makes_visible (op))
2084 make_visible (op); 1958 make_visible (op);
2085 1959
2086 return true; 1960 return true;
2087 } 1961 }
2088 else 1962 else
2089 return false; 1963 return false;
2090 } 1964 }
1965
1966 bool on_battleground = op_on_battleground (op, 0, 0);
2091 1967
2092 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
2093 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
2094 * 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
2095 * attack them either. 1971 * attack them either.
2096 */ 1972 */
2097 if ((mon->type == PLAYER || mon->enemy != op) 1973 if ((mon->type == PLAYER || mon->enemy != op)
2098 && (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])
2099 && ((op->contr->peaceful 1975 && ((op->contr->peaceful
2100 || (mon->type == PLAYER && mon->contr->peaceful)) 1976 || (mon->type == PLAYER && mon->contr->peaceful))
2101 && !on_battleground)) 1977 && !on_battleground))
2102 { 1978 {
2103 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
2108 { 1984 {
2109 op->play_sound (sound_find ("push_player")); 1985 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 1986 push_ob (mon, dir, op);
2111 } 1987 }
2112 else 1988 else
2113 new_draw_info (0, 0, op, "You withhold your attack"); 1989 op->statusmsg ("You withhold your attack");
2114 1990
2115 if (op->contr->tmp_invis || op->hide) 1991 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2116 make_visible (op); 1992 make_visible (op);
2117 1993
2118 return true; 1994 return true;
2119 } 1995 }
2120 } 1996 }
2121 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
2122 * roll it if not braced. You can't roll it if you are braced. 1998 * roll it if not braced. You can't roll it if you are braced.
2123 */ 1999 */
2124 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2125 { 2001 {
2126 if (op->speed_left > 0.f) 2002 if (op->speed_left > 0.f)
2127 { 2003 {
2128 --op->speed_left; 2004 --op->speed_left;
2129 2005
2138 * 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
2139 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
2140 * 1) Not a player, 2) A player, but of a different party. Note 2016 * 1) Not a player, 2) A player, but of a different party. Note
2141 * that party_number -1 is no party, so attacks can still happen. 2017 * that party_number -1 is no party, so attacks can still happen.
2142 */ 2018 */
2143 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2144 ((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)))
2145 { 2021 {
2146 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])
2147 { 2023 {
2148 --op->contr->weapon_sp_left; 2024 --op->contr->weapon_sp_left;
2160} 2036}
2161 2037
2162bool 2038bool
2163move_player (object *op, int dir) 2039move_player (object *op, int dir)
2164{ 2040{
2165 int pick;
2166
2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2168 return 0; 2042 return 0;
2169 2043
2170 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2171 if ((dir < 0) || (dir >= 9)) 2045 if (dir < 0 || dir > 8)
2172 { 2046 {
2173 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2174 return 0; 2048 return 0;
2175 } 2049 }
2176 2050
2177 /* peterm: added following line */ 2051 /* peterm: added following line */
2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2179 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2180 2054
2181 op->facing = dir; 2055 op->facing = dir;
2182 2056
2183 if (op->hide) 2057 if (op->flag [FLAG_HIDDEN])
2184 do_hidden_move (op); 2058 do_hidden_move (op);
2185 2059
2186 bool retval; 2060 bool retval;
2061 int pick = 0;
2187 2062
2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2063 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2189 retval = RESULT_INT (0); 2064 retval = RESULT_INT (0);
2190 else if (op->contr->fire_on) 2065 else if (op->contr->fire_on)
2191 retval = fire (op, dir); 2066 retval = fire (op, dir);
2222 * players. 2097 * players.
2223 */ 2098 */
2224bool 2099bool
2225handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2226{ 2101{
2227 if (QUERY_FLAG (op, FLAG_SCARED)) 2102 if (op->flag [FLAG_SCARED])
2228 { 2103 {
2229 if (op->speed_left > 0.f) 2104 if (op->speed_left > 0.f)
2230 { 2105 {
2231 --op->speed_left; 2106 --op->speed_left;
2232 flee_player (op); 2107 flee_player (op);
2248 return move_player (op, op->direction); 2123 return move_player (op, op->direction);
2249 2124
2250 return false; 2125 return false;
2251} 2126}
2252 2127
2253int 2128static int
2254save_life (object *op) 2129save_life (object *op)
2255{ 2130{
2256 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2131 if (!op->flag [FLAG_LIFESAVE])
2257 return 0; 2132 return 0;
2258 2133
2259 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2261 { 2136 {
2262 op->play_sound (sound_find ("ob_evaporate")); 2137 op->play_sound (sound_find ("ob_evaporate"));
2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2138 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2264 2139
2265 if (op->contr)
2266 esrv_del_item (op->contr, tmp->count);
2267
2268 tmp->destroy (); 2140 tmp->destroy ();
2269 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2270 2142
2271 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2272 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2273 2145
2274 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2275 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2276 2148
2277 op->update_stats (); 2149 op->update_stats ();
2278 return 1; 2150 return 1;
2279 } 2151 }
2280 2152
2281 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2282 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2283 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2284 return 0; 2156 return 0;
2285} 2157}
2286 2158
2287/* 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
2288 * 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
2289 * 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
2290 * from. 2162 * from.
2291 */ 2163 */
2292static void 2164static void
2293drop_unpaid_items (object *op, object *env) 2165drop_unpaid_items (object *op, object *env)
2294{ 2166{
2295 while (op) 2167 while (op)
2296 { 2168 {
2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2169 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2298 2170
2299 if (QUERY_FLAG (op, FLAG_UNPAID)) 2171 if (op->flag [FLAG_UNPAID])
2300 {
2301 if (env->type == PLAYER)
2302 esrv_del_item (env->contr, op->count);
2303
2304 op->insert_at (env); 2172 op->insert_at (env);
2305 }
2306 else if (op->inv) 2173 else if (op->inv)
2307 drop_unpaid_items (op->inv, env); 2174 drop_unpaid_items (op->inv, env);
2308 2175
2309 op = next; 2176 op = next;
2310 } 2177 }
2315{ 2182{
2316 if (!flag [FLAG_REMOVED]) 2183 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this); 2184 ::drop_unpaid_items (inv, this);
2318} 2185}
2319 2186
2320/*
2321 * Returns pointer a static string containing gravestone text
2322 * Moved from apply.c to player.c - player.c is what
2323 * actually uses this function. player.c may not be quite the
2324 * best, a misc file for object actions is probably better,
2325 * but there isn't one in the server directory.
2326 */
2327char *
2328gravestone_text (object *op)
2329{
2330 static char buf2[MAX_BUF];
2331 char buf[MAX_BUF];
2332 time_t now = time (NULL);
2333
2334 strcpy (buf2, " R.I.P.\n\n");
2335 if (op->type == PLAYER)
2336 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2337 else
2338 sprintf (buf, "%s\n", &op->name);
2339
2340 strncat (buf2, " ", 20 - strlen (buf) / 2);
2341 strcat (buf2, buf);
2342 if (op->type == PLAYER)
2343 sprintf (buf, "who was in level %d when killed\n", op->level);
2344 else
2345 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2346
2347 strncat (buf2, " ", 20 - strlen (buf) / 2);
2348 strcat (buf2, buf);
2349 if (op->type == PLAYER)
2350 {
2351 sprintf (buf, "by %s.\n\n", op->contr->killer);
2352 strncat (buf2, " ", 21 - strlen (buf) / 2);
2353 strcat (buf2, buf);
2354 }
2355
2356 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2358 strcat (buf2, buf);
2359
2360 return buf2;
2361}
2362
2363void 2187void
2364do_some_living (object *op) 2188do_some_living (object *op)
2365{ 2189{
2366 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2367 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2368 int over_hp, over_sp, over_grace;
2369 int i;
2370 int rate_hp = 1200; 2192 int rate_hp = 1200;
2371 int rate_sp = 2500; 2193 int rate_sp = 2500;
2372 int rate_grace = 2000; 2194 int rate_grace = 2000;
2373 const int max_hp = 1; 2195 const int max_hp = 1;
2374 const int max_sp = 1; 2196 const int max_sp = 1;
2375 const int max_grace = 1; 2197 const int max_grace = 1;
2376 2198
2199#if 0
2377 if (op->contr->hidden) 2200 if (op->contr->hidden)
2378 { 2201 {
2379 op->invisible = 1000; 2202 op->invisible = 1000;
2380 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2381 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2382 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2383 */ 2206 */
2384 if (pticks & 2) 2207 if (server_tick & 2)
2385 op->invisible--; 2208 op->invisible--;
2386 } 2209 }
2210 else
2211#endif
2387 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2388 { 2213 {
2389 if (!op->invisible--) 2214 if (!op->invisible--)
2390 { 2215 {
2391 make_visible (op); 2216 make_visible (op);
2392 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.");
2426 if (--op->last_grace < 0) 2251 if (--op->last_grace < 0)
2427 { 2252 {
2428 if (op->stats.grace < op->stats.maxgrace / 2) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2429 op->stats.grace++; /* no penalty in food for regaining grace */ 2254 op->stats.grace++; /* no penalty in food for regaining grace */
2430 2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2431 if (max_grace > 1) 2258 if (max_grace > 1)
2432 { 2259 {
2433 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2260 int over_grace = temp / rate_grace;
2261
2434 if (over_grace > 0) 2262 if (over_grace > 0)
2435 { 2263 {
2436 op->stats.sp += over_grace 2264 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2437 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2438 op->last_grace = 0; 2265 op->last_grace = 0;
2439 } 2266 }
2440 else 2267 else
2441 { 2268 op->last_grace = rate_grace / temp;
2442 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2443 }
2444 } 2269 }
2445 else 2270 else
2446 { 2271 op->last_grace = rate_grace / temp;
2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2272
2448 }
2449 /* wearing stuff doesn't detract from grace generation. */ 2273 /* wearing stuff doesn't detract from grace generation. */
2450 } 2274 }
2451 2275
2452 if (op->stats.food > 0) 2276 if (op->stats.food > 0)
2453 { 2277 {
2459 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2460 { 2284 {
2461 op->stats.sp++; 2285 op->stats.sp++;
2462 2286
2463 /* dms do not consume food */ 2287 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ)) 2288 if (!op->flag [FLAG_WIZ])
2465 { 2289 {
2466 op->stats.food--; 2290 op->stats.food--;
2467 2291
2468 if (op->contr->digestion < 0) 2292 if (op->contr->digestion < 0)
2469 op->stats.food += op->contr->digestion; 2293 op->stats.food += op->contr->digestion;
2472 } 2296 }
2473 } 2297 }
2474 2298
2475 if (max_sp > 1) 2299 if (max_sp > 1)
2476 { 2300 {
2477 over_sp = (gen_sp + 10) / rate_sp; 2301 int over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0) 2302 if (over_sp > 0)
2479 { 2303 {
2480 if (op->stats.sp < op->stats.maxsp) 2304 if (op->stats.sp < op->stats.maxsp)
2481 { 2305 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503 if (op->stats.hp < op->stats.maxhp) 2327 if (op->stats.hp < op->stats.maxhp)
2504 { 2328 {
2505 op->stats.hp++; 2329 op->stats.hp++;
2506 2330
2507 /* dms do not consume food */ 2331 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!op->flag [FLAG_WIZ])
2509 { 2333 {
2510 op->stats.food--; 2334 op->stats.food--;
2511 2335
2512 if (op->contr->digestion < 0) 2336 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion; 2337 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2338 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food; 2339 op->stats.food = last_food;
2516 } 2340 }
2517 } 2341 }
2518 2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2519 if (max_hp > 1) 2345 if (max_hp > 1)
2520 { 2346 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2347 int over_hp = temp / rate_hp;
2522 2348
2523 if (over_hp > 0) 2349 if (over_hp > 0)
2524 { 2350 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2351 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0; 2352 op->last_heal = 0;
2527 } 2353 }
2528 else 2354 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2530 } 2356 }
2531 else 2357 else
2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2533 } 2359 }
2534 } 2360 }
2535 2361
2536 /* Digestion */ 2362 /* Digestion */
2537 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2540 penalty = max (0, -op->contr->digestion); 2366 penalty = max (0, -op->contr->digestion);
2541 2367
2542 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2368 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2543 2369
2544 /* dms do not consume food */ 2370 /* dms do not consume food */
2545 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2546 op->stats.food--; 2372 op->stats.food--;
2547 } 2373 }
2548 2374
2549 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2550 { 2376 {
2551 object *tmp, *flesh = 0; 2377 object *flesh = 0;
2552 2378
2553 for (tmp = op->inv; tmp; tmp = tmp->below) 2379 for_inv_removable (op, tmp)
2554 { 2380 {
2555 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)
2556 { 2385 {
2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2386 op->statusmsg ("You blindly grab for a bite of food. "
2558 { 2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2559 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2388 op->apply (tmp);
2560 manual_apply (op, tmp, 0); 2389
2561 if (op->stats.food >= 0 || op->stats.hp < 0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2562 break; 2391 break;
2563 } 2392 }
2564 else if (tmp->type == FLESH) 2393 else if (tmp->type == FLESH)
2565 flesh = tmp; 2394 flesh = tmp;
2566 } /* End if paid for object */ 2395 }
2567 } /* end of for loop */
2568 2396
2569 /* 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
2570 * eat flesh instead. 2398 * eat flesh instead.
2571 */ 2399 */
2572 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2573 { 2401 {
2574 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.>");
2575 manual_apply (op, flesh, 0); 2404 op->apply (flesh);
2576 } 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.>");
2577 } 2411 }
2578 2412
2579 if (op->stats.food < 0) 2413 if (op->stats.food < 0)
2580 { 2414 {
2581 op->stats.hp += op->stats.food; 2415 op->stats.hp += op->stats.food;
2582 op->stats.food = 0; 2416 op->stats.food = 0;
2417
2418 if (op->stats.hp < 0)
2419 {
2420 op->contr->killer = archetype::get ("killer_starvation");
2421 op->contr->killer->destroy ();
2583 } 2422 }
2423 }
2584 2424
2425 /* killer should be set here already */
2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2586 kill_player (op); 2427 kill_player (op);
2587 } 2428 }
2588} 2429}
2589 2430
2590/* 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.
2593 * file. 2434 * file.
2594 */ 2435 */
2595void 2436void
2596kill_player (object *op) 2437kill_player (object *op)
2597{ 2438{
2598 char buf[MAX_BUF];
2599 int x, y; 2439 int x, y;
2600
2601 //int i;
2602 maptile *map; /* this is for resurrection */ 2440 maptile *map; /* this is for resurrection */
2603
2604 /* int z;
2605 int num_stats_lose;
2606 int lost_a_stat;
2607 int lose_this_stat;
2608 int this_stat; */
2609 int will_kill_again; 2441 int will_kill_again;
2610 archetype *at; 2442 archetype *at;
2611 object *tmp; 2443 object *tmp;
2612 2444
2613 if (save_life (op)) 2445 if (save_life (op))
2614 return; 2446 return;
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 }
2615 2483
2616 /* 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
2617 * 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.
2618 * Look at op_on_battleground() for more info --AndreasV 2486 * Look at op_on_battleground() for more info --AndreasV
2619 */ 2487 */
2620 if (op_on_battleground (op, &x, &y)) 2488 if (op_on_battleground (op, &x, &y))
2621 { 2489 {
2622 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";
2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2624
2625 /* restore player */
2626 at = archetype::find ("poisoning");
2627 if (object *tmp = present_arch_in_ob (at, op))
2628 {
2629 tmp->destroy ();
2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2631 }
2632
2633 at = archetype::find ("confusion");
2634 if (object *tmp = present_arch_in_ob (at, op))
2635 {
2636 tmp->destroy ();
2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2638 }
2639
2640 cure_disease (op, 0, 0); /* remove any disease */
2641 op->stats.hp = op->stats.maxhp;
2642 if (op->stats.food <= 0)
2643 op->stats.food = 999;
2644 2491
2645 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2646 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2647 { 2494
2648 sprintf (buf, "%s's finger", &op->name); 2495 tmp->name = format ("%s's finger" , &op->name);
2649 tmp->name = buf; 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2650 sprintf (buf, " This finger has been cut off %s\n" 2497 tmp->msg = format (
2651 " 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",
2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2499 &op->name, op->contr->title,
2653 tmp->msg = buf; 2500 (int)op->level,
2501 op->contr->killer_name ()
2502 );
2654 tmp->value = 0, tmp->type = 0; 2503 tmp->value = 0, tmp->type = 0;
2655 tmp->materialname = "organics"; 2504 tmp->material = name_to_material (shstr_organic);
2656 tmp->insert_at (op, tmp); 2505 tmp->insert_at (op, tmp);
2657 }
2658 2506
2659 /* teleport defeated player to new destination */ 2507 /* teleport defeated player to new destination */
2660 transfer_ob (op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2661 op->contr->braced = 0; 2509 op->contr->braced = 0;
2510
2511 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2662 return; 2512 return;
2663 } 2513 }
2664 2514
2515 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2516 deathtab << "T<YOU HAVE DIED>\n\n";
2517
2665 INVOKE_PLAYER (DEATH, op->contr); 2518 INVOKE_PLAYER (DEATH, op->contr);
2666 2519
2667 command_kill_pets (op, 0); 2520 command_kill_pets (op, 0);
2668
2669 if (op->stats.food < 0)
2670 {
2671 sprintf (buf, "%s starved to death.", &op->name);
2672 strcpy (op->contr->killer, "starvation");
2673 }
2674 else
2675 sprintf (buf, "%s died.", &op->name);
2676 2521
2677 op->contr->play_sound (sound_find ("player_dies")); 2522 op->contr->play_sound (sound_find ("player_dies"));
2678 2523
2679 /* save the map location for corpse, gravestone */ 2524 /* save the map location for corpse, gravestone */
2680 x = op->x; 2525 x = op->x;
2710 2555
2711 lost_a_stat = 0; 2556 lost_a_stat = 0;
2712 2557
2713 for (z = 0; z < num_stats_lose; z++) 2558 for (z = 0; z < num_stats_lose; z++)
2714 { 2559 {
2715 i = RANDOM () % NUM_STATS; 2560 i = rndm (NUM_STATS);
2716 2561
2717 if (settings.stat_loss_on_death) 2562 if (settings.stat_loss_on_death)
2718 { 2563 {
2719 /* 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
2720 * what he lost. 2565 * what he lost.
2727 lost_a_stat = 1; 2572 lost_a_stat = 1;
2728 } 2573 }
2729 else 2574 else
2730 { 2575 {
2731 /* deplete a stat */ 2576 /* deplete a stat */
2732 archetype *deparch = archetype::find ("depletion"); 2577 archetype *deparch = archetype::find (shstr_depletion);
2733 object *dep; 2578 object *dep;
2734 2579
2735 dep = present_arch_in_ob (deparch, op); 2580 dep = present_arch_in_ob (deparch, op);
2736 if (!dep) 2581 if (!dep)
2737 { 2582 {
2738 dep = arch_to_object (deparch); 2583 dep = deparch->instance ();
2739 insert_ob_in_ob (dep, op); 2584 insert_ob_in_ob (dep, op);
2740 } 2585 }
2741 lose_this_stat = 1; 2586 lose_this_stat = 1;
2742 if (settings.balanced_stat_loss) 2587 if (settings.balanced_stat_loss)
2743 { 2588 {
2755 2600
2756 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2757 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2758 { 2603 {
2759 lose_this_stat = 0; 2604 lose_this_stat = 0;
2760 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2761 retain the stat. */ 2606 retain the stat. */
2762 } 2607 }
2763 else 2608 else
2764 { 2609 {
2765 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)
2771 } 2616 }
2772 } 2617 }
2773 2618
2774 if (lose_this_stat) 2619 if (lose_this_stat)
2775 { 2620 {
2776 this_stat = get_attr_value (&(dep->stats), i); 2621 this_stat = get_attr_value (&dep->stats, i);
2777 /* We could try to do something clever like find another 2622 /* We could try to do something clever like find another
2778 * stat to reduce if this fails. But chances are, if 2623 * stat to reduce if this fails. But chances are, if
2779 * stats have been depleted to -50, all are pretty low 2624 * stats have been depleted to -50, all are pretty low
2780 * 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
2781 * difference. 2626 * difference.
2782 */ 2627 */
2783 if (this_stat >= -50) 2628 if (this_stat >= -50)
2784 { 2629 {
2785 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2786 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2787 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2788 op->update_stats (); 2633 op->update_stats ();
2789 lost_a_stat = 1; 2634 lost_a_stat = 1;
2790 } 2635 }
2791 } 2636 }
2792 } 2637 }
2793 } 2638 }
2639
2794 /* If no stat lost, tell the player. */ 2640 /* If no stat lost, tell the player. */
2795 if (!lost_a_stat) 2641 if (!lost_a_stat)
2796 { 2642 {
2797 /* determine_god() seems to not work sometimes... why is this? 2643 /* determine_god() seems to not work sometimes... why is this?
2798 Should I be using something else? GD */ 2644 Should I be using something else? GD */
2799 const char *god = determine_god (op); 2645 shstr_tmp god = determine_god (op);
2800 2646
2801 if (god && (strcmp (god, "none"))) 2647 if (god != shstr_none)
2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2648 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2803 else 2649 else
2804 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";
2805 } 2651 }
2806#else 2652#else
2807 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.";
2808#endif 2654#endif
2809 2655
2810 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2811 * exp loss on the stone. 2657 * exp loss on the stone.
2812 */ 2658 */
2813 tmp = arch_to_object (archetype::find ("gravestone")); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2814 sprintf (buf, "%s's gravestone", &op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2815 tmp->name = buf; 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
2816 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",
2817 tmp->name_pl = buf; 2663 &op->name, op->contr->title, op->contr->killer_name ());
2818 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2819 tmp->msg = buf;
2820 tmp->x = op->x, tmp->y = op->y; 2664 tmp->x = op->x, tmp->y = op->y;
2821 insert_ob_in_map (tmp, op->map, NULL, 0); 2665 insert_ob_in_map (tmp, op->map, NULL, 0);
2822 2666
2823 /**************************************/ 2667 /**************************************/
2824 /* */ 2668 /* */
2825 /* Subtract the experience points, */ 2669 /* Subtract the experience points, */
2826 /* if we died cause of food, give us */
2827 /* food, and reset HP's... */
2828 /* */ 2670 /* */
2829 /**************************************/ 2671 /**************************************/
2830 2672
2831 /* remove any poisoning and confusion the character may be suffering. */
2832 /* restore player */
2833 at = archetype::find ("poisoning");
2834 tmp = present_arch_in_ob (at, op);
2835
2836 if (tmp)
2837 {
2838 tmp->destroy ();
2839 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2840 }
2841
2842 at = archetype::find ("confusion");
2843 tmp = present_arch_in_ob (at, op);
2844 if (tmp)
2845 {
2846 tmp->destroy ();
2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2848 }
2849
2850 cure_disease (op, 0, 0); /* remove any disease */
2851
2852 /*add_exp(op, (op->stats.exp * -0.20)); */ 2673 /*add_exp(op, (op->stats.exp * -0.20)); */
2853 apply_death_exp_penalty (op); 2674 apply_death_exp_penalty (op);
2854 if (op->stats.food < 100)
2855 op->stats.food = 900;
2856 op->stats.hp = op->stats.maxhp;
2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2859 2675
2860 /* 2676 /*
2861 * 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
2862 * and put them back in the map. 2678 * and put them back in the map.
2863 */ 2679 */
2887 if (will_kill_again) 2703 if (will_kill_again)
2888 { 2704 {
2889 object *force; 2705 object *force;
2890 int at; 2706 int at;
2891 2707
2892 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2893 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2894 force->speed = 0.1f;
2895 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2896 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2897 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2898 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2899 force->resist[at] = 100; 2716 force->resist[at] = 100;
2900 2717
2901 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2902 op->update_stats (); 2719 op->update_stats ();
2903
2904 } 2720 }
2905 2721
2906 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2722 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2907} 2723}
2908 2724
2909void 2725static void
2910loot_object (object *op) 2726loot_object (object *op)
2911{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2912 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2913 2729
2914 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2915 2731
2916 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2917 { 2733 {
2924 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2925 2741
2926 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
2927 loot_object (tmp); /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
2928 2744
2929 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))))
2930 { 2746 {
2931 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
2932 { 2748 {
2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
2934 tmp2->destroy ();
2935 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2936 } 2751 }
2937 else 2752 else
2938 tmp->destroy (); 2753 tmp->destroy ();
2939 } 2754 }
2946 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
2947 * 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
2948 * was changed. 2763 * was changed.
2949 */ 2764 */
2950void 2765void
2951fix_weight (void) 2766fix_weight ()
2952{ 2767{
2953 for_all_players (pl) 2768 for_all_players (pl)
2954 { 2769 {
2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2770 weight_t old = pl->ob->carrying;
2956 2771
2957 if (old == sum) 2772 pl->ob->update_weight ();
2958 continue; 2773
2774 if (old != pl->ob->carrying)
2775 {
2959 pl->ob->update_stats (); 2776 pl->ob->update_stats ();
2960 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 }
2961 } 2779 }
2962} 2780}
2963 2781
2964void 2782void
2965fix_luck (void) 2783fix_luck ()
2966{ 2784{
2967 for_all_players (pl) 2785 for_all_players (pl)
2968 if (!pl->ob->contr->ns->state) 2786 if (!pl->ob->contr->ns->state)
2969 pl->ob->change_luck (0); 2787 pl->ob->change_luck (0);
2970} 2788}
3007} 2825}
3008 2826
3009void 2827void
3010make_visible (object *op) 2828make_visible (object *op)
3011{ 2829{
3012 op->hide = 0; 2830 op->flag [FLAG_HIDDEN] = 0;
3013 op->invisible = 0; 2831 op->invisible = 0;
3014 2832
3015 if (op->type == PLAYER) 2833 if (op->type == PLAYER)
3016 { 2834 {
3017 op->contr->tmp_invis = 0; 2835 op->contr->tmp_invis = 0;
3022} 2840}
3023 2841
3024int 2842int
3025is_true_undead (object *op) 2843is_true_undead (object *op)
3026{ 2844{
3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2845 if (op->arch->flag [FLAG_UNDEAD])
3028 return 1; 2846 return 1;
3029 2847
3030 return 0; 2848 return 0;
3031} 2849}
3032 2850
3042 2860
3043 if (!ob || !ob->map) 2861 if (!ob || !ob->map)
3044 return 0; 2862 return 0;
3045 2863
3046 /* so, on normal lighted maps, its hard to hide */ 2864 /* so, on normal lighted maps, its hard to hide */
3047 level = ob->map->darkness - 2; 2865 level = ob->map->darklevel () - 2;
3048 2866
3049 /* this also picks up whether the object is glowing. 2867 /* this also picks up whether the object is glowing.
3050 * 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
3051 * as bad as carrying a light on a pitch dark map */ 2869 * as bad as carrying a light on a pitch dark map */
3052 if (has_carried_lights (ob)) 2870 if (ob->has_carried_lights ())
3053 level = -(10 + (2 * ob->map->darkness)); 2871 level = -(10 + (2 * ob->map->darklevel ()));
3054 2872
3055 /* scan through all nearby squares for terrain to hide in */ 2873 /* scan through all nearby squares for terrain to hide in */
3056 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 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])
3057 { 2877 {
3058 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2878 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3059 if (mflag & P_OUT_OF_MAP) 2879 if (mflag & P_OUT_OF_MAP)
3060 {
3061 continue; 2880 continue;
3062 } 2881
3063 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2882 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3064 level += 2; 2883 level += 2;
3065 else /* open terrain! */ 2884 else /* open terrain! */
3066 level -= 1; 2885 level -= 1;
3067 } 2886 }
3078 * spot (surrounded by clear terrain in broad daylight). -b.t. 2897 * spot (surrounded by clear terrain in broad daylight). -b.t.
3079 */ 2898 */
3080void 2899void
3081do_hidden_move (object *op) 2900do_hidden_move (object *op)
3082{ 2901{
3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2902 int hide = 0;
3084 object *skop;
3085 2903
3086 if (!op || !op->map) 2904 if (!op || !op->map)
3087 return; 2905 return;
3088 2906
3089 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);
3090 2909
3091 /* 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! */
3092 if (op->type == PLAYER && op->contr->run_on) 2911 if (op->type == PLAYER && op->contr->run_on)
3093 if (!skop || num >= skop->level) 2912 if (!skop || num >= skop->level)
3094 { 2913 {
3104 num -= hide; 2923 num -= hide;
3105 2924
3106 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2925 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3107 { 2926 {
3108 make_visible (op); 2927 make_visible (op);
2928
3109 if (op->type == PLAYER) 2929 if (op->type == PLAYER)
3110 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!");
3111 } 2931 }
3112 else if (op->type == PLAYER && skop) 2932 else if (op->type == PLAYER && skop)
3113 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);
3128 2948
3129 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
3130 player = 1; 2950 player = 1;
3131 2951
3132 else 2952 else
3133 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
3134 2954
3135 /* search adjacent squares */ 2955 /* search adjacent squares */
3136 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
3137 { 2957 {
3138 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
3147 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)))
3148 continue; 2968 continue;
3149 2969
3150 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)
3151 { 2971 {
3152 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])
3153 return 1; 2973 return 1;
3154 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
3155 {
3156 /*don't let a hidden DM prevent you from hiding */
3157 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3158 return 1; 2975 return 1;
3159 }
3160 } 2976 }
3161 } 2977 }
3162 return 0; 2978 return 0;
3163} 2979}
3164 2980
3165/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
3166 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
3167 * 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
3168 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
3169 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
3170 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
3171 * in? Realistically, most of us can't see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
3172 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
3173 * imply the way your head, or body is facing? It's possible 2989 * imply the way your head, or body is facing? It's possible
3174 * for them to differ. Sigh, this fctn could get a bit more complex. 2990 * for them to differ. Sigh, this fctn could get a bit more complex.
3175 * -b.t. 2991 * -b.t.
3176 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
3177 */ 2993 */
3178int 2994int
3179player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
3180{ 2996{
3194 3010
3195 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
3196 3012
3197 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
3198 * through the object and find if it has any 3014 * through the object and find if it has any
3199 * part that is in the los array but isn't on 3015 * part that is in the los array but isn't on
3200 * a blocked los square. 3016 * a blocked los square.
3201 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3202 */ 3018 */
3203 while (op) 3019 while (op)
3204 { 3020 {
3205 dx = rv.distance_x + op->arch->x; 3021 dx = rv.distance_x + op->arch->x;
3206 dy = rv.distance_y + op->arch->y; 3022 dy = rv.distance_y + op->arch->y;
3207 3023
3208 /* only the viewable area the player sees is updated by LOS 3024 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3209 * code, so we need to restrict ourselves to that range of values
3210 * for any meaningful values.
3211 */
3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3214 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3215 return 1; 3025 return 1;
3216 3026
3217 op = op->more; 3027 op = op->more;
3218 }
3219
3220 return 0;
3221}
3222
3223/* routine for both players and monsters. We call this when
3224 * there is a possibility for our action distrubing our hiding
3225 * place or invisiblity spell. Artefact invisiblity is not
3226 * effected by this. If we arent invisible to begin with, we
3227 * return 0.
3228 */
3229int
3230action_makes_visible (object *op)
3231{
3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3233 {
3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3235 return 0;
3236
3237 if (op->contr && op->contr->tmp_invis == 0)
3238 return 0;
3239
3240 /* If monsters, they should become visible */
3241 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3242 {
3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3244 return 1;
3245 }
3246 } 3028 }
3247 3029
3248 return 0; 3030 return 0;
3249} 3031}
3250 3032
3265 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3266 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3267 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3268 for (object *tmp = op->below; tmp; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3269 { 3051 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3271 { 3053 {
3272 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3054 if (tmp->flag [FLAG_NO_PICK]
3273 && tmp->type == BATTLEGROUND 3055 && tmp->type == BATTLEGROUND
3274 && tmp->name == shstr_battleground 3056 && tmp->name == shstr_battleground
3275 && EXIT_X (tmp) && EXIT_Y (tmp)) 3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3276 { 3058 {
3277 /* before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3278 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))
3279 {
3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3061 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3062 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3281 { 3063 {
3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 {
3284 if (x && y) 3064 if (x && y)
3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 3066
3287 return 1; 3067 return 1;
3288 }
3289 } 3068 }
3290 }
3291 3069
3292 if (x && y) 3070 if (x && y)
3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294 3072
3295 return 1; 3073 return 1;
3433 else 3211 else
3434 j = 1; 3212 j = 1;
3435 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3436 } 3214 }
3437 } 3215 }
3216
3438 strcat (buf, "."); 3217 strcat (buf, ".");
3439 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3440 } 3219 }
3441 3220
3442 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3443 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3444 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3445 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3446 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3447 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3448 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3449 3228
3450 /* print message if there is one */ 3229 /* print message if there is one */
3451 if (item->msg != NULL) 3230 if (item->msg != NULL)
3452 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3453 } 3232 }
3454 else 3233 else
3455 { 3234 {
3456 /* generate misc. treasure */ 3235 /* generate misc. treasure */
3457 tmp = arch_to_object (tr->item); 3236 tmp = tr->item->instance ();
3458 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));
3459 tmp = insert_ob_in_ob (tmp, who); 3238 who->insert (tmp);
3460 if (who->type == PLAYER)
3461 esrv_send_item (who, tmp);
3462 } 3239 }
3463} 3240}
3464 3241
3465/** 3242//-GPL
3466 * Unready an object for a player. This function does nothing if the object was
3467 * not readied.
3468 */
3469void
3470player_unready_range_ob (player *pl, object *ob)
3471{
3472 if (pl->ob->current_weapon == ob)
3473 pl->ob->current_weapon = 0;
3474
3475 if (pl->combat_ob == ob)
3476 pl->combat_ob = 0;
3477
3478 if (pl->ranged_ob == ob)
3479 pl->ranged_ob = 0;
3480}
3481 3243
3482sint8 3244sint8
3483player::visibility_at (maptile *map, int x, int y) const 3245player::darkness_at (maptile *map, int x, int y) const
3484{ 3246{
3485 if (!ns) 3247 if (!ns)
3486 return 0; 3248 return LOS_BLOCKED;
3487 3249
3488 int dx, dy; 3250 int dx, dy;
3489 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)
3490 return 0; 3283 return;
3491 3284
3492 x += dx - ns->current_x + ns->mapx / 2; 3285 va_list ap;
3493 y += dy - ns->current_y + ns->mapy / 2; 3286 va_start (ap, format);
3494 3287 contr->failmsg (vformat (format, ap));
3495 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3288 va_end (ap);
3496 return 0;
3497
3498 return 100 - blocked_los [x][y];
3499} 3289}
3290
3291void
3292player::failmsgf (const char *format, ...)
3293{
3294 va_list ap;
3295 va_start (ap, format);
3296 failmsg (vformat (format, ap));
3297 va_end (ap);
3298}
3299

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