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Comparing deliantra/server/server/player.C (file contents):
Revision 1.173 by root, Mon Nov 5 23:20:49 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 ()
187 ob->remove (); 76 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 109
225 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231 116
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
239 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
240 } 125 }
241 126
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 128
244 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
245 135
246 ob->update_stats (); 136 ob->update_stats ();
247 137
248 ns->floorbox_update (); 138 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
251 141
252 activate (); 142 activate ();
253 143
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
260} 146}
261 147
262void 148void
278 ns->reset_stats (); 164 ns->reset_stats ();
279 ns->pl = 0; 165 ns->pl = 0;
280 ns = 0; 166 ns = 0;
281 } 167 }
282 168
283 observe = ob; 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
284 172
285 deactivate (); 173 deactivate ();
286} 174}
175
176//-GPL
287 177
288// the need for this function can be explained 178// the need for this function can be explained
289// by load_object not returning the object 179// by load_object not returning the object
290void 180void
291player::set_object (object *op) 181player::set_object (object *op)
292{ 182{
293 ob = observe = op; 183 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
295 185
296 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
297 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
298 188
299 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326} 190}
327 191
328void 192void
329player::set_observe (object *op) 193player::set_observe (object *op)
330{ 194{
331 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
332 do_los = 1; 196 do_los = 1;
333} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
334 207
335player::player () 208player::player ()
336{ 209{
337 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point. 211 * we deal with that below this point.
344 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
345 218
346 gen_sp_armour = 10; 219 gen_sp_armour = 10;
347 bowtype = bow_normal; 220 bowtype = bow_normal;
348 petmode = pet_normal; 221 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 222 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
352 do_los = 1; 224 do_los = 1;
353 225
354 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
362 234
363 attachable::do_destroy (); 235 attachable::do_destroy ();
364 236
365 if (ob) 237 if (ob)
366 { 238 {
367 ob->destroy_inv (false); 239 ob->contr = 0;
368 ob->destroy (); 240 ob->destroy ();
369 } 241 }
370 242
371 ob = observe = 0; 243 ob = observe = viewpoint = 0;
372} 244}
373 245
374player::~player () 246player::~player ()
375{ 247{
376 /* Clear item stack */ 248 /* Clear item stack */
377 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 }
378} 278}
379 279
380/* Tries to add player on the connection passed in ns. 280/* Tries to add player on the connection passed in ns.
381 * 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
382 * mode. 282 * mode.
384player * 284player *
385player::create () 285player::create ()
386{ 286{
387 player *pl = new player; 287 player *pl = new player;
388 288
389 pl->set_object (arch_to_object (get_player_archetype (0))); 289 pl->set_object (get_player_archetype (0)->instance ());
390 290
391 pl->ob->roll_stats (); 291 pl->ob->roll_stats ();
392 pl->ob->stats.wc = 2; 292 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */ 293 pl->ob->run_away = 25; /* Then we panick... */
394 294
395 set_first_map (pl->ob); 295 set_first_map (pl->ob);
396 296
397 return pl; 297 return pl;
398}
399
400/*
401 * get_player_archetype() return next player archetype from archetype
402 * list. Not very efficient routine, but used only creating new players.
403 * Note: there MUST be at least one player archetype!
404 */
405archetype *
406get_player_archetype (archetype *at)
407{
408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409
410 for (;;)
411 {
412 if (++i == archetypes.end ())
413 i = archetypes.begin ();
414 else if (*i == at)
415 cleanup ("not a single player archetype found");
416
417 if ((*i)->type == PLAYER)
418 return *i;
419 }
420} 298}
421 299
422object * 300object *
423get_nearest_player (object *mon) 301get_nearest_player (object *mon)
424{ 302{
452#endif 330#endif
453 return op; 331 return op;
454} 332}
455 333
456/* 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
457 * 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
458 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
459 * 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
460 * the deviation is 338 * the deviation is
461 */ 339 */
462#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
498 */ 376 */
499int 377int
500path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
501{ 379{
502 rv_vector rv; 380 rv_vector rv;
503 sint16 x, y;
504 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;
505 maptile *m, *lastmap;
506 382
507 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
508 384
509 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
510 return 0; 386 return 0;
511 387
512 x = mon->x; 388 mapxy pos (mon);
513 y = mon->y;
514 m = mon->map;
515 dir = rv.direction; 389 dir = rv.direction;
516 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 */
517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518 392
519 /* 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. */
520 if (diff > max) 394 if (diff > max)
521 return 0; 395 return 0;
522 396
523 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
524 { 398 {
525 lastx = x; 399 mapxy lastpos = pos;
526 lasty = y;
527 lastmap = m;
528 x = lastx + freearr_x[dir];
529 y = lasty + freearr_y[dir];
530 400
531 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
532 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
533 402
534 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
535 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
536 && (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)))
537 { 407 {
538 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
539 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
540 */ 410 */
541 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
542 if (rv.direction != dir) 412 if (rv.direction != dir)
543 { 413 {
544 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
545 * the values so it will try again. 415 * the values so it will try again.
546 */ 416 */
547 x = lastx;
548 y = lasty;
549 m = lastmap; 417 pos = lastpos;
550 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
551 } 419 }
552 else 420 else
553 { 421 {
554 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
555 * either the left or right. 423 * either the left or right.
556 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
557 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
558 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
559 * 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
560 * stepping back and forth 428 * stepping back and forth
561 */ 429 */
562 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
563 { 431 {
564 if (i == 0) 432 if (i == 0)
565 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
566 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
567 * since the direction that the creature should move in 436 * since the direction that the creature should move in
568 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
569 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
570 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
572 * 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
573 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
574 * the last direction the creature has successfully 443 * the last direction the creature has successfully
575 * moved. 444 * moved.
576 */ 445 */
577
578 x = lastx + freearr_x[absdir (lastdir + i)];
579 y = lasty + freearr_y[absdir (lastdir + i)];
580 m = lastmap; 446 pos = lastpos;
581 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
582 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
583 continue; 450 continue;
584 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
585 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
586 continue; 455 continue;
587 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
588 continue; 458 continue;
589 459
590 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
591 break; 461 break;
592 } 462 }
463
593 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
594 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
595 */ 466 */
596 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
597 return 0; 468 return 0;
469
598 diff--; 470 diff--;
599 lastdir = dir; 471 lastdir = dir;
600 max--; 472 max--;
601 if (!firstdir) 473 if (!firstdir)
602 firstdir = dir + i; 474 firstdir = dir + i;
606 { 478 {
607 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
608 diff--; 480 diff--;
609 max--; 481 max--;
610 lastdir = dir; 482 lastdir = dir;
483
611 if (!firstdir) 484 if (!firstdir)
612 firstdir = dir; 485 firstdir = dir;
613 } 486 }
614 487
615 if (diff <= 1) 488 if (diff <= 1)
616 { 489 {
617 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
618 * headed toward player for entire distance. 491 * headed toward player for entire distance.
619 */ 492 */
620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
622 } 495 }
623 496
624 if (diff > max) 497 if (diff > max)
625 return 0; 498 return 0;
631 504
632 return firstdir; 505 return firstdir;
633} 506}
634 507
635void 508void
636give_initial_items (object *pl, treasurelist * items) 509give_initial_items (object *pl, treasurelist *items)
637{ 510{
638 object *op, *next = NULL;
639
640 if (pl->randomitems != NULL) 511 if (pl->randomitems)
641 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 512 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
642 513
643 for (op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
644 { 515 {
645 next = op->below; 516 next = op->below;
646 517
647 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
648 * 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
649 */ 520 */
650 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
651 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
652 523
653 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
654 * by this player due to race restrictions 525 * by this player due to race restrictions
655 */ 526 */
656 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
657 { 528 {
658 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 529 if ((!pl->flag [FLAG_USE_ARMOUR]
530 &&
659 (op->type == ARMOUR || op->type == BOOTS || 531 (op->type == ARMOUR || op->type == BOOTS
660 op->type == CLOAK || op->type == HELMET || 532 || op->type == CLOAK || op->type == HELMET
661 op->type == SHIELD || op->type == GLOVES || 533 || op->type == SHIELD || op->type == GLOVES
662 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))
663 { 536 {
664 op->destroy (); 537 op->destroy ();
665 continue; 538 continue;
666 } 539 }
667 } 540 }
668 541
669 /* This really needs to be better - we should really give 542 /* Here we remove duplicated skills (as duplicated spell objects have
670 * a substitute spellbook. The problem is that we don't really 543 * _very_ confusing effects for players), which could for instance be
671 * have a good idea what to replace it with (need something like 544 * generated by multiple treasurelists specifying the same skills.
672 * a first level treasurelist for each skill.)
673 * remove duplicate skills also
674 */ 545 */
675 if (op->type == SPELLBOOK || op->type == SKILL) 546 if (op->type == SKILL)
676 { 547 {
677 object *tmp;
678
679 for (tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
680 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
681 break;
682
683 if (tmp)
684 { 550 {
685 op->destroy (); 551 op->destroy ();
686 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 552 break;
687 continue;
688 } 553 }
689 554
690 if (op->nrof > 1) 555 if (op->nrof > 1)
691 op->nrof = 1; 556 op->nrof = 1;
692 } 557 }
693 558
694 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
695 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
697 }
698 561
699 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
700 * 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
701 * merged properly. 564 * merged properly.
702 */ 565 */
703 if (need_identify (op)) 566 if (op->need_identify ())
704 {
705 SET_FLAG (op, FLAG_IDENTIFIED);
706 CLEAR_FLAG (op, FLAG_CURSED);
707 CLEAR_FLAG (op, FLAG_DAMNED);
708 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
709 if (op->type == SPELL) 573 if (op->type == SPELL)
710 { 574 {
711 op->destroy (); 575 op->destroy ();
712 continue; 576 continue;
713 } 577 }
714 else if (op->type == SKILL) 578 else if (op->type == SKILL)
715 { 579 {
716 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
717 op->stats.exp = 0; 581 op->stats.exp = 0;
718 op->level = 1; 582 op->level = 1;
719 } 583 }
720 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
721 else 585 op->set_flag (FLAG_INV_LOCKED);
722 SET_FLAG (op, FLAG_INV_LOCKED);
723 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
724 587
725 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
726 link_player_skills (pl); 589 pl->contr->link_skills ();
727} 590}
728 591
729void 592void
730get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
731{ 594{
741 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:");
742} 605}
743 606
744/* 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. */
745static int 608static int
746roll_stat (void) 609roll_stat ()
747{ 610{
748 int a[4], i, j, k; 611 int a[4], i, j, k;
749 612
750 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
751 a[i] = (int) rndm (6) + 1; 614 a[i] = rndm (1, 6);
752 615
753 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if (a[i] < k) 617 if (a[i] < k)
755 k = a[i], j = i; 618 k = a[i], j = i;
756 619
832static void 695static void
833start_info (object *op) 696start_info (object *op)
834{ 697{
835 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
836 699
837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
838 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
841} 702}
842 703
843/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
844 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
845 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
848 */ 709 */
849void 710void
850player::chargen_race_done () 711player::chargen_race_done ()
851{ 712{
852 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
853 esrv_new_player (ob->contr, ob->weight + ob->carrying); 714 esrv_new_player (ob->contr);
854 715
855 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
856 if (tl) 717 if (tl)
857 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
858 719
859 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
860 INVOKE_PLAYER (LOGIN, ob->contr);
861 721
862 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
863 723
864 if (ob->msg) 724 if (ob->msg)
865 ob->msg = 0; 725 ob->msg = 0;
866 726
867 /* We create this now because some of the unique maps will need it
868 * to save here.
869 */
870 {
871 char buf[MAX_BUF];
872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
873 make_path_to_file (buf);
874 }
875
876 start_info (ob); 727 start_info (ob);
877 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
878 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
879 link_player_skills (ob);
880 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
881 ob->update_stats (); 731 ob->update_stats ();
882 732
883 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
884 * is one for this race 734 * is one for this race
885 */ 735 */
886 if (*first_map_ext_path) 736 if (*first_map_ext_path)
887 { 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
888 object *tmp;
889 char mapname[MAX_BUF];
890
891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
892 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = ob->x;
895 EXIT_Y (tmp) = ob->y;
896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
897 * if the map isn't there, then stay on the
898 * default initial map */
899 tmp->destroy ();
900 }
901 else 738 else
902 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;
903} 759}
904 760
905void 761void
906player::chargen_race_next () 762player::chargen_race_next ()
907{ 763{
936 ob->stats.hp = ob->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
937 ob->stats.sp = ob->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
938 ob->stats.grace = 0; 794 ob->stats.grace = 0;
939} 795}
940 796
941void 797static void
942flee_player (object *op) 798flee_player (object *op)
943{ 799{
944 int dir, diff; 800 int dir, diff;
945 rv_vector rv; 801 rv_vector rv;
946 802
947 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
948 { 804 {
949 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
950 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
951 return; 807 return;
952 } 808 }
953 809
954 if (op->enemy == NULL) 810 if (!op->enemy)
955 { 811 {
956 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
957 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
958 return; 814 return;
959 } 815 }
960 816
961 /* 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))
962 * op->enemy_count, it is possible that something destroys the
963 * actual enemy, and the object is recycled.
964 */
965 if (op->enemy->map == NULL)
966 { 818 {
967 CLEAR_FLAG (op, FLAG_SCARED);
968 op->enemy = NULL; 819 op->enemy = NULL;
969 return; 820 op->clr_flag (FLAG_SCARED);
970 }
971
972 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
973 {
974 op->enemy = NULL;
975 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 821 return;
977 } 822 }
978 823
979 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
980 825
981 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
982 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
983 { 828 {
984 int m = 1 - (RANDOM () & 2); 829 int m = 1 - rndm (2) * 2;
985 830
986 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))))
987 return; 832 return;
988 } 833 }
989 834
990 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
991 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
992 op->enemy = NULL; 837 op->enemy = NULL;
993} 838}
994 839
995/* 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.
996 * 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
1000check_pick (object *op) 845check_pick (object *op)
1001{ 846{
1002 object *tmp, *next; 847 object *tmp, *next;
1003 int stop = 0; 848 int stop = 0;
1004 int wvratio; 849 int wvratio;
1005 char putstring[128];
1006 850
1007 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
1008 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1009 return 1; 853 return 1;
1010 854
1011 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)
1012 859
1013 /* 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
1014 * destroyed */ 861 * destroyed */
1015 while (next && !next->destroyed ()) 862 while (next && !next->destroyed ())
1016 { 863 {
1017 tmp = next; 864 tmp = next;
1018 next = tmp->below; 865 next = tmp->below;
1019 866
867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
1020 if (op->destroyed ()) 873 if (op->destroyed ())
1021 return 0; 874 return 0;
1022 875
1023 if (!can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1024 continue; 877 continue;
1025 878
1026 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1027 { 880 {
1028 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1029 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1030 continue; 884 continue;
1031 } 885 }
1032 886
1033 /* 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? */
1034 if (!(op->contr->mode & PU_NEWMODE)) 947 if (op->contr->mode & PU_FOOD)
948 if (tmp->type == FOOD)
1035 { 949 {
1036 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)
1037 { 1013 {
1038 case 0: 1014 CHK_PICK_PICKUP;
1039 return 1; /* don't pick up */ 1015 continue;
1040 case 1:
1041 pick_up (op, tmp);
1042 return 1;
1043 case 2:
1044 pick_up (op, tmp);
1045 return 0;
1046 case 3:
1047 return 0; /* stop before pickup */
1048 case 4:
1049 pick_up (op, tmp);
1050 break;
1051 case 5:
1052 pick_up (op, tmp);
1053 stop = 1;
1054 break;
1055 case 6:
1056 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1057 pick_up (op, tmp);
1058 break;
1059
1060 case 7:
1061 if (tmp->type == MONEY || tmp->type == GEM)
1062 pick_up (op, tmp);
1063 break;
1064
1065 default:
1066 /* use value density */
1067 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1068 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1069 pick_up (op, tmp);
1070 } 1016 }
1071 } 1017 }
1072 else 1018
1073 { /* old model */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1074 /* NEW pickup handling */
1075 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)
1076 { 1025 {
1077 /* some debugging code to figure out item information */ 1026 CHK_PICK_PICKUP;
1078 if (tmp->name != NULL)
1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1081 else
1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1084
1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1086 }
1087
1088 /* philosophy:
1089 * It's easy to grab an item type from a pile, as long as it's
1090 * generic. This takes no game-time. For more detailed pickups
1091 * and selections, select-items should be used. This is a
1092 * grab-as-you-run type mode that's really useful for arrows for
1093 * example.
1094 * The drawback: right now it has no frontend, so you need to
1095 * stick the bits you want into a calculator in hex mode and then
1096 * convert to decimal and then 'pickup <#>
1097 */
1098
1099 /* the first two modes are exclusive: if NOTHING we return, if
1100 * STOP then we stop. All the rest are applied sequentially,
1101 * meaning if any test passes, the item gets picked up. */
1102
1103 /* if mode is set to pick nothing up, return */
1104
1105 if (op->contr->mode & PU_NOTHING)
1106 return 1;
1107
1108 /* if mode is set to stop when encountering objects, return */
1109 /* take STOP before INHIBIT since it doesn't actually pick
1110 * anything up */
1111
1112 if (op->contr->mode & PU_STOP)
1113 return 0;
1114
1115 /* useful for going into stores and not losing your settings... */
1116 /* and for battles wher you don't want to get loaded down while
1117 * fighting */
1118 if (op->contr->mode & PU_INHIBIT)
1119 return 1;
1120
1121 /* prevent us from turning into auto-thieves :) */
1122 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1123 continue; 1027 continue;
1028 }
1124 1029
1125 /* ignore known cursed objects */ 1030 /* we don't forget dragon food */
1126 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;
1127 continue; 1035 continue;
1036 }
1128 1037
1129 /* all food and drink if desired */ 1038 /* bows and arrows. Bows are good for selling! */
1130 /* 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
1131 if (op->contr->mode & PU_FOOD) 1075 if (op->contr->mode & PU_BOOTS)
1132 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"))
1133 { 1109 {
1134 pick_up (op, tmp); 1110 CHK_PICK_PICKUP;
1135 continue; 1111 continue;
1136 } 1112 }
1113 }
1137 1114
1115 /* misc stuff that's useful */
1138 if (op->contr->mode & PU_DRINK) 1116 if (op->contr->mode & PU_KEY)
1139 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1117 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1140 { 1118 {
1141 pick_up (op, tmp); 1119 CHK_PICK_PICKUP;
1142 continue; 1120 continue;
1143 } 1121 }
1144 1122
1123 /* any of the last 4 bits set means we use the ratio for value
1124 * pickups */
1145 if (op->contr->mode & PU_POTION) 1125 if (op->contr->mode & PU_RATIO)
1146 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
1147 { 1130 */
1148 pick_up (op, tmp);
1149 continue;
1150 }
1151
1152 /* spellbooks, skillscrolls and normal books/scrolls */
1153 if (op->contr->mode & PU_SPELLBOOK)
1154 if (tmp->type == SPELLBOOK)
1155 {
1156 pick_up (op, tmp);
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_SKILLSCROLL)
1161 if (tmp->type == SKILLSCROLL)
1162 {
1163 pick_up (op, tmp);
1164 continue;
1165 }
1166
1167 if (op->contr->mode & PU_READABLES)
1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* wands/staves/rods/horns */
1175 if (op->contr->mode & PU_MAGIC_DEVICE)
1176 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 /* pick up all magical items */
1183 if (op->contr->mode & PU_MAGICAL) 1131 wvratio = op->contr->mode & PU_RATIO;
1184 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)
1185 {
1186 pick_up (op, tmp);
1187 continue;
1188 }
1189
1190 if (op->contr->mode & PU_VALUABLES)
1191 { 1133 {
1192 if (tmp->type == MONEY || tmp->type == GEM) 1134#if 0
1135 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1136 if (tmp->name != NULL)
1193 { 1137 {
1194 pick_up (op, tmp); 1138 fprintf (stderr, "%s", tmp->name);
1195 continue;
1196 } 1139 }
1197 }
1198
1199 /* rings & amulets - talismans seems to be typed AMULET */
1200 if (op->contr->mode & PU_JEWELS)
1201 if (tmp->type == RING || tmp->type == AMULET)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* we don't forget dragon food */
1208 if (op->contr->mode & PU_FLESH)
1209 if (tmp->type == FLESH)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 /* bows and arrows. Bows are good for selling! */
1216 if (op->contr->mode & PU_BOW)
1217 if (tmp->type == BOW)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222
1223 if (op->contr->mode & PU_ARROW)
1224 if (tmp->type == ARROW)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229
1230 /* all kinds of armor etc. */
1231 if (op->contr->mode & PU_ARMOUR)
1232 if (tmp->type == ARMOUR)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 if (op->contr->mode & PU_HELMET)
1239 if (tmp->type == HELMET)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_SHIELD)
1246 if (tmp->type == SHIELD)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_BOOTS)
1253 if (tmp->type == BOOTS)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_GLOVES)
1260 if (tmp->type == GLOVES)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_CLOAK)
1267 if (tmp->type == CLOAK)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 /* hoping to catch throwing daggers here */
1274 if (op->contr->mode & PU_MISSILEWEAPON)
1275 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 /* careful: chairs and tables are weapons! */
1282 if (op->contr->mode & PU_ALLWEAPON)
1283 {
1284 if (tmp->type == WEAPON && tmp->name != NULL)
1285 {
1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292 }
1293
1294 if (tmp->type == WEAPON && tmp->name == NULL)
1295 {
1296 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301 }
1302 }
1303
1304 /* misc stuff that's useful */
1305 if (op->contr->mode & PU_KEY)
1306 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* any of the last 4 bits set means we use the ratio for value
1313 * pickups */
1314 if (op->contr->mode & PU_RATIO)
1315 {
1316 /* use value density to decide what else to grab */
1317 /* >=7 was >= op->contr->mode */
1318 /* >=7 is the old standard setting. Now we take the last 4 bits
1319 * and multiply them by 5, giving 0..15*5== 5..75 */
1320 wvratio = (op->contr->mode & PU_RATIO) * 5;
1321 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1322 {
1323 pick_up (op, tmp);
1324#if 0
1325 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1326 if (tmp->name != NULL)
1327 {
1328 fprintf (stderr, "%s", tmp->name);
1329 }
1330 else 1140 else
1331 fprintf (stderr, "%s", tmp->arch->archname); 1141 fprintf (stderr, "%s", tmp->arch->archname);
1332 fprintf (stderr, ",%d] = ", tmp->type); 1142 fprintf (stderr, ",%d] = ", tmp->type);
1333 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))));
1334#endif 1144#endif
1145 CHK_PICK_PICKUP;
1335 continue; 1146 continue;
1336 }
1337 } 1147 }
1338 } /* the new pickup model */ 1148 } /* the new pickup model */
1339 } 1149 }
1340 1150
1341 return !stop; 1151 return !stop;
1342} 1152}
1343 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
1344/* 1189/*
1345 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1346 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1347 * found object is returned. 1192 * found object is returned.
1348 */ 1193 */
1349object * 1194static object *
1350find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1351{ 1196{
1352 object *tmp = 0;
1353
1354 for (op = op->inv; op; op = op->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1356 tmp = find_arrow (splay (op), type);
1357 else if (op->type == ARROW && op->race == type) 1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (op); 1199 return splay (tmp);
1359 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);
1206 return arrow;
1207 }
1208
1360 return tmp; 1209 return 0;
1361} 1210}
1362 1211
1363/* 1212/*
1364 * 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
1365 * 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
1366 * 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
1367 * 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.
1368 */ 1217 */
1369object * 1218static object *
1370find_better_arrow (object *op, object *target, const char *type, int *better) 1219find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1371{ 1220{
1372 object *tmp = NULL, *arrow, *ntmp; 1221 object *tmp = NULL, *arrow, *ntmp;
1373 int attacknum, attacktype, betterby = 0, i; 1222 int attacknum, attacktype, betterby = 0, i;
1374 1223
1375 if (!type) 1224 if (!type)
1376 return NULL; 1225 return NULL;
1377 1226
1378 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1379 { 1228 {
1380 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1381 { 1230 {
1382 i = 0; 1231 i = 0;
1383 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1233
1384 if (i > betterby) 1234 if (i > betterby)
1385 { 1235 {
1386 tmp = ntmp; 1236 tmp = ntmp;
1387 betterby = i; 1237 betterby = i;
1388 } 1238 }
1389 } 1239 }
1390 else if (arrow->type == ARROW && arrow->race == type) 1240 else if (arrow->type == ARROW && arrow->race == type)
1391 { 1241 {
1392 /* allways prefer assasination/slaying */ 1242 /* allways prefer assasination/slaying */
1393 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1243 if (target->race && arrow->slaying.contains (target->race))
1394 { 1244 {
1395 if (arrow->attacktype & AT_DEATH) 1245 if (arrow->attacktype & AT_DEATH)
1396 { 1246 {
1397 *better = 100; 1247 *better = 100;
1398 return arrow; 1248 return arrow;
1413 { 1263 {
1414 tmp = arrow; 1264 tmp = arrow;
1415 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;
1416 } 1266 }
1417 } 1267 }
1268
1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1269 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1419 { 1270 {
1420 tmp = arrow; 1271 tmp = arrow;
1421 betterby = 2 + arrow->magic + arrow->stats.dam; 1272 betterby = 2 + arrow->magic + arrow->stats.dam;
1422 } 1273 }
1274
1423 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1275 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1424 { 1276 {
1425 tmp = arrow; 1277 tmp = arrow;
1426 betterby = 1 + arrow->magic + arrow->stats.dam; 1278 betterby = 1 + arrow->magic + arrow->stats.dam;
1427 } 1279 }
1428 } 1280 }
1429 } 1281 }
1430 } 1282 }
1283
1431 if (tmp == NULL && arrow == NULL) 1284 if (tmp == NULL && arrow == NULL)
1432 return find_arrow (op, type); 1285 return find_arrow (op, type);
1433 1286
1434 *better = betterby; 1287 *better = betterby;
1435 return tmp; 1288 return tmp;
1439 * find_better_arrow to find a decent arrow to use. 1292 * find_better_arrow to find a decent arrow to use.
1440 * op = the shooter 1293 * op = the shooter
1441 * type = bow->race 1294 * type = bow->race
1442 * dir = fire direction 1295 * dir = fire direction
1443 */ 1296 */
1444object * 1297static object *
1445pick_arrow_target (object *op, const char *type, int dir) 1298pick_arrow_target (object *op, shstr_cmp type, int dir)
1446{ 1299{
1447 object *tmp = NULL; 1300 object *tmp = NULL;
1448 maptile *m; 1301 maptile *m;
1449 int i, mflags, found, number; 1302 int i, mflags, found, number;
1450 sint16 x, y; 1303 sint16 x, y;
1465 for (i = 0, found = 0; i < 20; i++) 1318 for (i = 0, found = 0; i < 20; i++)
1466 { 1319 {
1467 x += freearr_x[dir]; 1320 x += freearr_x[dir];
1468 y += freearr_y[dir]; 1321 y += freearr_y[dir];
1469 mflags = get_map_flags (m, &m, x, y, &x, &y); 1322 mflags = get_map_flags (m, &m, x, y, &x, &y);
1323
1470 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1324 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1471 { 1325 {
1472 tmp = NULL; 1326 tmp = 0;
1473 break; 1327 break;
1474 } 1328 }
1475 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)
1476 { 1330 {
1477 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1331 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1478 * perhaps a bad assumption. 1332 * perhaps a bad assumption.
1479 */ 1333 */
1480 tmp = NULL; 1334 tmp = 0;
1481 break; 1335 break;
1482 } 1336 }
1337
1483 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1484 {
1485 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)
1486 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1487 {
1488 found++;
1489 break;
1490 }
1491 if (found)
1492 break; 1341 break;
1493 }
1494 } 1342 }
1495 if (tmp == NULL) 1343
1344 if (!tmp)
1496 return find_arrow (op, type); 1345 return find_arrow (op, type);
1497 1346
1498 if (tmp->head) 1347 if (tmp->head)
1499 tmp = tmp->head; 1348 tmp = tmp->head;
1500 1349
1501 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1502} 1351}
1503 1352
1504/* 1353/*
1505 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1506 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1507 * op is the object firing the bow. 1356 * op is the object firing the bow.
1508 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1509 * dir is the direction of fire. 1358 * dir is the direction of fire.
1510 * 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)
1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1389 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1541 return 0; 1390 return 0;
1542 } 1391 }
1543 1392
1544 // 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
1545 if (bow->below) 1394 splay (bow);
1546 {
1547 bow->remove ();
1548 op->insert (bow);
1549 }
1550
1551 } 1395 }
1552 1396
1553 if (!bow->race || !bow->skill) 1397 if (!bow->race || !bow->skill)
1554 { 1398 {
1555 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);
1562 { 1406 {
1563 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1564 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);
1565 /* 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 */
1566 else 1410 else
1567 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1568 1412
1569 return 0; 1413 return 0;
1570 } 1414 }
1571 } 1415 }
1572 1416
1581 } 1425 }
1582 1426
1583 /* this should not happen, but sometimes does */ 1427 /* this should not happen, but sometimes does */
1584 if (arrow->nrof == 0) 1428 if (arrow->nrof == 0)
1585 { 1429 {
1430 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1586 arrow->destroy (); 1431 arrow->destroy ();
1587 return 0; 1432 return 0;
1588 } 1433 }
1589 1434
1590 left = arrow; /* these are arrows left to the player */ 1435 left = arrow; /* these are arrows left to the player */
1591 arrow = get_split_ob (arrow, 1); 1436 arrow = arrow->split ();
1592 if (!arrow) 1437 if (!arrow)
1593 { 1438 {
1594 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);
1595 return 0; 1440 return 0;
1596 } 1441 }
1600 arrow->direction = dir; 1445 arrow->direction = dir;
1601 1446
1602 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 */
1603 arrow->stats.hp = arrow->stats.dam; 1448 arrow->stats.hp = arrow->stats.dam;
1604 arrow->stats.grace = arrow->attacktype; 1449 arrow->stats.grace = arrow->attacktype;
1605 1450 arrow->custom_name = arrow->slaying;
1606 if (arrow->slaying)
1607 arrow->spellarg = strdup (arrow->slaying);
1608 1451
1609#if 0 1452#if 0
1610 if (player *pl = op->contr) 1453 if (player *pl = op->contr)
1611 { 1454 {
1612 float speed = pl->weapon_sp; 1455 float speed = pl->weapon_sp;
1622#endif 1465#endif
1623 1466
1624 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1625 1468
1626 /* update the speed */ 1469 /* update the speed */
1627 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1628 + bow->stats.dam / 7.f;
1629 1470
1630 arrow->set_speed (max (arrow->speed, 2.f));
1631 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 ));
1632 1476
1633 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;
1634 1478
1635 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1636 { 1480 {
1657 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);
1658 1502
1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1660 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1662 1507
1663 op->play_sound (sound_find ("fire_arrow")); 1508 op->play_sound (sound_find ("fire_arrow"));
1664 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1665 1510
1666 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1667 move_arrow (arrow); 1512 move_arrow (arrow);
1668
1669 if (op->type == PLAYER)
1670 {
1671 if (left->destroyed ())
1672 esrv_del_item (op->contr, left->count);
1673 else
1674 esrv_send_item (op, left);
1675 }
1676 1513
1677 return 1; 1514 return 1;
1678} 1515}
1679 1516
1680/* Special fire code for players - this takes into 1517/* Special fire code for players - this takes into
1682 * but monsters can't. Putting that code here 1519 * but monsters can't. Putting that code here
1683 * makes the fire_bow code much cleaner. 1520 * makes the fire_bow code much cleaner.
1684 * this function should only be called if 'op' is a player, 1521 * this function should only be called if 'op' is a player,
1685 * hence the function name. 1522 * hence the function name.
1686 */ 1523 */
1687int 1524static int
1688player_fire_bow (object *op, int dir) 1525player_fire_bow (object *op, int dir)
1689{ 1526{
1690 int ret = 0, wcmod = 0; 1527 int ret;
1691 1528
1692 if (op->contr->bowtype == bow_bestarrow) 1529 if (op->contr->bowtype == bow_bestarrow)
1693 { 1530 {
1694 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);
1695 } 1532 }
1696 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)
1697 { 1534 {
1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1535 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1699 wcmod = -1;
1700
1701 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);
1702 } 1537 }
1703 else if (op->contr->bowtype == bow_threewide) 1538 else if (op->contr->bowtype == bow_threewide)
1704 { 1539 {
1705 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);
1706 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)]);
1707 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)]);
1708 } 1543 }
1709 else if (op->contr->bowtype == bow_spreadshot) 1544 else if (op->contr->bowtype == bow_spreadshot)
1710 { 1545 {
1711 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);
1712 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);
1713 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);
1714 } 1549 }
1715 else 1550 else
1716 { 1551 {
1722} 1557}
1723 1558
1724/* Fires a misc (wand/rod/horn) object in 'dir'. 1559/* Fires a misc (wand/rod/horn) object in 'dir'.
1725 * Broken apart from 'fire' to keep it more readable. 1560 * Broken apart from 'fire' to keep it more readable.
1726 */ 1561 */
1727void 1562static void
1728fire_misc_object (object *op, int dir) 1563fire_misc_object (object *op, int dir)
1729{ 1564{
1730 object *item = op->contr->ranged_ob; 1565 object *item = op->contr->ranged_ob;
1731 1566
1732 if (!item) 1567 if (!item)
1739 { 1574 {
1740 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1741 return; 1576 return;
1742 } 1577 }
1743 1578
1744 if (!op->change_weapon (item)) 1579 if (!op->apply (item))
1745 return; 1580 return;
1746 1581
1747 if (item->type == WAND) 1582 if (item->type == WAND)
1748 { 1583 {
1749 if (item->stats.food <= 0) 1584 if (item->stats.food <= 0)
1754 return; 1589 return;
1755 } 1590 }
1756 } 1591 }
1757 else if (item->type == ROD || item->type == HORN) 1592 else if (item->type == ROD || item->type == HORN)
1758 { 1593 {
1759 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))
1760 { 1599 {
1761 op->contr->play_sound (sound_find ("wand_poof")); 1600 op->contr->play_sound (sound_find ("wand_poof"));
1762 1601
1763 if (item->type == ROD) 1602 if (item->type == ROD)
1764 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));
1769 } 1608 }
1770 } 1609 }
1771 1610
1772 if (cast_spell (op, item, dir, item->inv, NULL)) 1611 if (cast_spell (op, item, dir, item->inv, NULL))
1773 { 1612 {
1774 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
1775 if (item->type == WAND) 1615 if (item->type == WAND)
1776 { 1616 {
1777 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1778 { 1618 {
1779 object *tmp;
1780
1781 if (item->arch) 1619 if (item->arch)
1782 { 1620 {
1783 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1784 item->face = item->arch->face; 1622 item->face = item->arch->face;
1785 item->set_speed (0); 1623 item->set_speed (0);
1786 } 1624 }
1787 1625
1788 if ((tmp = item->in_player ())) 1626 if (object *pl = item->visible_to ())
1789 esrv_update_item (UPD_ANIM, tmp, item); 1627 esrv_update_item (UPD_ANIM, pl, item);
1790 } 1628 }
1791 } 1629 }
1792 else if (item->type == ROD || item->type == HORN) 1630 else if (item->type == ROD || item->type == HORN)
1793 drain_rod_charge (item); 1631 drain_rod_charge (item);
1794 } 1632 }
1795} 1633}
1796 1634
1797/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1798 */ 1636 */
1799bool 1637bool
1800fire (object *op, int dir) 1638fire (object *who, int dir)
1801{ 1639{
1802 int spellcost = 0; 1640 int spellcost = 0;
1803 1641
1804 /* check for loss of invisiblity/hide */
1805 if (action_makes_visible (op))
1806 make_visible (op);
1807
1808 player *pl = op->contr; 1642 player *pl = who->contr;
1809 1643
1810 if (pl->golem) 1644 if (pl->golem)
1811 { 1645 {
1812 control_golem (op->contr->golem, dir); 1646 control_golem (who->contr->golem, dir);
1813 return false; 1647 return false;
1814 } 1648 }
1815 1649
1816 object *ob = pl->ranged_ob; 1650 object *ob = pl->ranged_ob;
1817 1651
1818 if (!ob) 1652 if (!ob)
1819 return false; 1653 return false;
1820 1654
1821 if (!op->change_weapon (ob))
1822 return false;
1823
1824 if (op->speed_left > 0.f) 1655 if (who->speed_left > 0.f)
1825 --op->speed_left; 1656 --who->speed_left;
1826 else 1657 else
1827 return false; 1658 return false;
1828 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
1829 switch (ob->type) 1667 switch (ob->type)
1830 { 1668 {
1831 case BOW: 1669 case BOW:
1832 player_fire_bow (op, dir); 1670 player_fire_bow (who, dir);
1833 break; 1671 break;
1834 1672
1835 case SPELL: 1673 case SPELL:
1836 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);
1837 break; 1675 break;
1838 1676
1839 case BUILDER: 1677 case BUILDER:
1840 apply_map_builder (op, dir); 1678 apply_map_builder (who, dir);
1841 break; 1679 break;
1842 1680
1843 case SKILL: 1681 case SKILL:
1844 do_skill (op, op, ob, dir, 0); 1682 do_skill (who, who, ob, dir, 0);
1845 break; 1683 break;
1846 1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1847 default: 1689 default:
1848 fire_misc_object (op, dir); 1690 fire_misc_object (who, dir);
1849 break; 1691 break;
1850 } 1692 }
1851 1693
1852 return true; 1694 return true;
1853} 1695}
1854 1696
1855/* find_key 1697static object *
1856 * We try to find a key for the door as passed. If we find a key
1857 * and successfully use it, we return the key, otherwise NULL
1858 * This function merges both normal and locked door, since the logic
1859 * for both is the same - just the specific key is different.
1860 * pl is the player,
1861 * inv is the objects inventory to searched
1862 * door is the door we are trying to match against.
1863 * This function can be called recursively to search containers.
1864 */
1865object *
1866find_key (object *pl, object *container, object *door) 1698find_key_ (object *pl, object *container, object *door)
1867{ 1699{
1868 object *tmp, *key; 1700 object *tmp, *key;
1869 1701
1870 /* Should not happen, but sanity checking is never bad */ 1702 /* Should not happen, but sanity checking is never bad */
1871 if (!container->inv) 1703 if (!container->inv)
1874 /* 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 */
1875 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1876 { 1708 {
1877 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1878 break; 1710 break;
1711
1879 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1880 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1881 */ 1714 */
1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1883 break; 1716 break;
1884 } 1717 }
1889 * a key, return 1722 * a key, return
1890 */ 1723 */
1891 if (!tmp) 1724 if (!tmp)
1892 { 1725 {
1893 for (tmp = container->inv; tmp; tmp = tmp->below) 1726 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 {
1895 /* No reason to search empty containers */ 1727 /* No reason to search empty containers */
1896 if (tmp->type == CONTAINER && tmp->inv) 1728 if (tmp->type == CONTAINER && tmp->inv)
1897 {
1898 if ((key = find_key (pl, tmp, door))) 1729 if ((key = find_key_ (pl, tmp, door)))
1899 return key; 1730 return key;
1900 }
1901 }
1902 1731
1903 if (!tmp) 1732 if (!tmp)
1904 return NULL; 1733 return 0;
1905 } 1734 }
1906 1735
1907 /* 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,
1908 * see if we actually want to use it 1737 * see if we actually want to use it
1909 */ 1738 */
1910 if (pl != container) 1739 if (pl != container)
1911 { 1740 {
1912 /* Only let players use keys in containers */ 1741 /* Only let players use keys in containers */
1913 if (!pl->contr) 1742 if (!pl->contr)
1914 return NULL; 1743 return 0;
1744
1915 /* cases where this fails: 1745 /* cases where this fails:
1916 * If we only search the player inventory, return now since we 1746 * If we only search the player inventory, return now since we
1917 * are not in the players inventory. 1747 * are not in the players inventory.
1918 * If the container is not active, return now since only active 1748 * If the container is not active, return now since only active
1919 * containers can be used. 1749 * containers can be used.
1923 * inv must have been an container and must have been active. 1753 * inv must have been an container and must have been active.
1924 * 1754 *
1925 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1926 * all the others. 1756 * all the others.
1927 */ 1757 */
1928 if (pl->contr->usekeys == key_inventory || 1758 if (pl->contr->usekeys == key_inventory
1929 !QUERY_FLAG (container, FLAG_APPLIED) || 1759 || !container->flag [FLAG_APPLIED]
1930 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1931 { 1761 {
1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1933 "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));
1934 return NULL; 1764 return NULL;
1935 } 1765 }
1936 } 1766 }
1937 1767
1938 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);
1939} 1794}
1940 1795
1941/* moved door processing out of move_player_attack. 1796/* moved door processing out of move_player_attack.
1942 * returns 1 if player has opened the door with a key 1797 * returns 1 if player has opened the door with a key
1943 * such that the caller should not do anything more, 1798 * such that the caller should not do anything more,
1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1825 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1971 remove_door2 (door); /* remove door without violence ;-) */ 1826 remove_door2 (door); /* remove door without violence ;-) */
1972 } 1827 }
1973 1828
1974 /* Do this after we print the message */ 1829 /* Do this after we print the message */
1975 decrease_ob (key); /* Use up one of the keys */ 1830 key->decrease (); /* Use up one of the keys */
1976 /* Need to update the weight the container the key was in */
1977 if (container != op)
1978 esrv_update_item (UPD_WEIGHT, op, container);
1979 1831
1980 return 1; /* Nothing more to do below */ 1832 return 1; /* Nothing more to do below */
1981 } 1833 }
1982 else if (door->type == LOCKED_DOOR) 1834 else if (door->type == LOCKED_DOOR)
1983 { 1835 {
1996 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
1997 */ 1849 */
1998bool 1850bool
1999move_player_attack (object *op, int dir) 1851move_player_attack (object *op, int dir)
2000{ 1852{
2001 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 }
2002 1858
2003 sint16 nx = freearr_x[dir] + op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
2004 sint16 ny = freearr_y[dir] + op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
2005 1861
2006 on_battleground = op_on_battleground (op, 0, 0);
2007
2008 if (out_of_map (op->map, nx, ny)) 1862 if (out_of_map (op->map, nx, ny))
2009 return false; 1863 return false;
2010
2011 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2012 {
2013 --op->speed_left;
2014 return true;
2015 }
2016 1864
2017 /* 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
2018 * 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
2019 * 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
2020 * player. This is a pretty nasty hack, because if we could 1868 * player. This is a pretty nasty hack, because if we could
2038 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
2039 && mon != op) 1887 && mon != op)
2040 break; 1888 break;
2041 } 1889 }
2042 1890
2043 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
2044 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 }
2045 1917
2046 mon = mon->head_ (); 1918 mon = mon->head_ ();
2047 1919
2048 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))
2049 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
2067 */ 1939 */
2068 if (op->type == PLAYER 1940 if (op->type == PLAYER
2069 && ((mon->owner && mon->owner->contr 1941 && ((mon->owner && mon->owner->contr
2070 && same_party (mon->owner->contr->party, op->contr->party)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
2071 || mon->owner == op) 1943 || mon->owner == op)
2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2073 { 1945 {
2074 /* 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 */
2075 if (op->contr->braced) 1947 if (op->contr->braced)
2076 return false; 1948 return false;
2077 1949
2080 --op->speed_left; 1952 --op->speed_left;
2081 1953
2082 op->play_sound (sound_find ("push_player")); 1954 op->play_sound (sound_find ("push_player"));
2083 push_ob (mon, dir, op); 1955 push_ob (mon, dir, op);
2084 1956
2085 if (op->contr->tmp_invis || op->hide) 1957 if (action_makes_visible (op))
2086 make_visible (op); 1958 make_visible (op);
2087 1959
2088 return true; 1960 return true;
2089 } 1961 }
2090 else 1962 else
2091 return false; 1963 return false;
2092 } 1964 }
1965
1966 bool on_battleground = op_on_battleground (op, 0, 0);
2093 1967
2094 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
2095 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
2096 * 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
2097 * attack them either. 1971 * attack them either.
2098 */ 1972 */
2099 if ((mon->type == PLAYER || mon->enemy != op) 1973 if ((mon->type == PLAYER || mon->enemy != op)
2100 && (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])
2101 && ((op->contr->peaceful 1975 && ((op->contr->peaceful
2102 || (mon->type == PLAYER && mon->contr->peaceful)) 1976 || (mon->type == PLAYER && mon->contr->peaceful))
2103 && !on_battleground)) 1977 && !on_battleground))
2104 { 1978 {
2105 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
2112 push_ob (mon, dir, op); 1986 push_ob (mon, dir, op);
2113 } 1987 }
2114 else 1988 else
2115 op->statusmsg ("You withhold your attack"); 1989 op->statusmsg ("You withhold your attack");
2116 1990
2117 if (op->contr->tmp_invis || op->hide) 1991 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2118 make_visible (op); 1992 make_visible (op);
2119 1993
2120 return true; 1994 return true;
2121 } 1995 }
2122 } 1996 }
2123 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
2124 * 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.
2125 */ 1999 */
2126 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2127 { 2001 {
2128 if (op->speed_left > 0.f) 2002 if (op->speed_left > 0.f)
2129 { 2003 {
2130 --op->speed_left; 2004 --op->speed_left;
2131 2005
2140 * 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
2141 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
2142 * 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
2143 * 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.
2144 */ 2018 */
2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2146 ((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)))
2147 { 2021 {
2148 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])
2149 { 2023 {
2150 --op->contr->weapon_sp_left; 2024 --op->contr->weapon_sp_left;
2162} 2036}
2163 2037
2164bool 2038bool
2165move_player (object *op, int dir) 2039move_player (object *op, int dir)
2166{ 2040{
2167 int pick;
2168
2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2170 return 0; 2042 return 0;
2171 2043
2172 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2173 if ((dir < 0) || (dir >= 9)) 2045 if (dir < 0 || dir > 8)
2174 { 2046 {
2175 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2176 return 0; 2048 return 0;
2177 } 2049 }
2178 2050
2179 /* peterm: added following line */ 2051 /* peterm: added following line */
2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2181 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2182 2054
2183 op->facing = dir; 2055 op->facing = dir;
2184 2056
2185 if (op->hide) 2057 if (op->flag [FLAG_HIDDEN])
2186 do_hidden_move (op); 2058 do_hidden_move (op);
2187 2059
2188 bool retval; 2060 bool retval;
2061 int pick = 0;
2189 2062
2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2063 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2191 retval = RESULT_INT (0); 2064 retval = RESULT_INT (0);
2192 else if (op->contr->fire_on) 2065 else if (op->contr->fire_on)
2193 retval = fire (op, dir); 2066 retval = fire (op, dir);
2224 * players. 2097 * players.
2225 */ 2098 */
2226bool 2099bool
2227handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2228{ 2101{
2229 if (QUERY_FLAG (op, FLAG_SCARED)) 2102 if (op->flag [FLAG_SCARED])
2230 { 2103 {
2231 if (op->speed_left > 0.f) 2104 if (op->speed_left > 0.f)
2232 { 2105 {
2233 --op->speed_left; 2106 --op->speed_left;
2234 flee_player (op); 2107 flee_player (op);
2250 return move_player (op, op->direction); 2123 return move_player (op, op->direction);
2251 2124
2252 return false; 2125 return false;
2253} 2126}
2254 2127
2255int 2128static int
2256save_life (object *op) 2129save_life (object *op)
2257{ 2130{
2258 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2131 if (!op->flag [FLAG_LIFESAVE])
2259 return 0; 2132 return 0;
2260 2133
2261 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2263 { 2136 {
2264 op->play_sound (sound_find ("ob_evaporate")); 2137 op->play_sound (sound_find ("ob_evaporate"));
2265 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));
2266 2139
2267 if (op->contr)
2268 esrv_del_item (op->contr, tmp->count);
2269
2270 tmp->destroy (); 2140 tmp->destroy ();
2271 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2272 2142
2273 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2274 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2275 2145
2276 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2277 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2278 2148
2279 op->update_stats (); 2149 op->update_stats ();
2280 return 1; 2150 return 1;
2281 } 2151 }
2282 2152
2283 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2284 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2285 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2286 return 0; 2156 return 0;
2287} 2157}
2288 2158
2289/* 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
2290 * 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
2291 * 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
2292 * from. 2162 * from.
2293 */ 2163 */
2294static void 2164static void
2295drop_unpaid_items (object *op, object *env) 2165drop_unpaid_items (object *op, object *env)
2296{ 2166{
2297 while (op) 2167 while (op)
2298 { 2168 {
2299 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' */
2300 2170
2301 if (QUERY_FLAG (op, FLAG_UNPAID)) 2171 if (op->flag [FLAG_UNPAID])
2302 {
2303 if (env->type == PLAYER)
2304 esrv_del_item (env->contr, op->count);
2305
2306 op->insert_at (env); 2172 op->insert_at (env);
2307 }
2308 else if (op->inv) 2173 else if (op->inv)
2309 drop_unpaid_items (op->inv, env); 2174 drop_unpaid_items (op->inv, env);
2310 2175
2311 op = next; 2176 op = next;
2312 } 2177 }
2317{ 2182{
2318 if (!flag [FLAG_REMOVED]) 2183 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this); 2184 ::drop_unpaid_items (inv, this);
2320} 2185}
2321 2186
2322/*
2323 * Returns pointer a static string containing gravestone text
2324 * Moved from apply.c to player.c - player.c is what
2325 * actually uses this function. player.c may not be quite the
2326 * best, a misc file for object actions is probably better,
2327 * but there isn't one in the server directory.
2328 */
2329char *
2330gravestone_text (object *op)
2331{
2332 static char buf2[MAX_BUF];
2333 char buf[MAX_BUF];
2334 time_t now = time (NULL);
2335
2336 strcpy (buf2, " R.I.P.\n\n");
2337 if (op->type == PLAYER)
2338 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2339 else
2340 sprintf (buf, "%s\n", &op->name);
2341
2342 strncat (buf2, " ", 20 - strlen (buf) / 2);
2343 strcat (buf2, buf);
2344 if (op->type == PLAYER)
2345 sprintf (buf, "who was in level %d when killed\n", op->level);
2346 else
2347 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2348
2349 strncat (buf2, " ", 20 - strlen (buf) / 2);
2350 strcat (buf2, buf);
2351 if (op->type == PLAYER)
2352 {
2353 sprintf (buf, "by %s.\n\n", op->contr->killer);
2354 strncat (buf2, " ", 21 - strlen (buf) / 2);
2355 strcat (buf2, buf);
2356 }
2357
2358 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2360 strcat (buf2, buf);
2361
2362 return buf2;
2363}
2364
2365void 2187void
2366do_some_living (object *op) 2188do_some_living (object *op)
2367{ 2189{
2368 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2369 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2370 int over_hp, over_sp, over_grace;
2371 int i;
2372 int rate_hp = 1200; 2192 int rate_hp = 1200;
2373 int rate_sp = 2500; 2193 int rate_sp = 2500;
2374 int rate_grace = 2000; 2194 int rate_grace = 2000;
2375 const int max_hp = 1; 2195 const int max_hp = 1;
2376 const int max_sp = 1; 2196 const int max_sp = 1;
2377 const int max_grace = 1; 2197 const int max_grace = 1;
2378 2198
2199#if 0
2379 if (op->contr->hidden) 2200 if (op->contr->hidden)
2380 { 2201 {
2381 op->invisible = 1000; 2202 op->invisible = 1000;
2382 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2383 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2384 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2385 */ 2206 */
2386 if (pticks & 2) 2207 if (server_tick & 2)
2387 op->invisible--; 2208 op->invisible--;
2388 } 2209 }
2210 else
2211#endif
2389 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2390 { 2213 {
2391 if (!op->invisible--) 2214 if (!op->invisible--)
2392 { 2215 {
2393 make_visible (op); 2216 make_visible (op);
2394 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.");
2428 if (--op->last_grace < 0) 2251 if (--op->last_grace < 0)
2429 { 2252 {
2430 if (op->stats.grace < op->stats.maxgrace / 2) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2431 op->stats.grace++; /* no penalty in food for regaining grace */ 2254 op->stats.grace++; /* no penalty in food for regaining grace */
2432 2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2433 if (max_grace > 1) 2258 if (max_grace > 1)
2434 { 2259 {
2435 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2260 int over_grace = temp / rate_grace;
2261
2436 if (over_grace > 0) 2262 if (over_grace > 0)
2437 { 2263 {
2438 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;
2439 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2440 op->last_grace = 0; 2265 op->last_grace = 0;
2441 } 2266 }
2442 else 2267 else
2443 { 2268 op->last_grace = rate_grace / temp;
2444 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2445 }
2446 } 2269 }
2447 else 2270 else
2448 { 2271 op->last_grace = rate_grace / temp;
2449 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2272
2450 }
2451 /* wearing stuff doesn't detract from grace generation. */ 2273 /* wearing stuff doesn't detract from grace generation. */
2452 } 2274 }
2453 2275
2454 if (op->stats.food > 0) 2276 if (op->stats.food > 0)
2455 { 2277 {
2461 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2462 { 2284 {
2463 op->stats.sp++; 2285 op->stats.sp++;
2464 2286
2465 /* dms do not consume food */ 2287 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ)) 2288 if (!op->flag [FLAG_WIZ])
2467 { 2289 {
2468 op->stats.food--; 2290 op->stats.food--;
2469 2291
2470 if (op->contr->digestion < 0) 2292 if (op->contr->digestion < 0)
2471 op->stats.food += op->contr->digestion; 2293 op->stats.food += op->contr->digestion;
2474 } 2296 }
2475 } 2297 }
2476 2298
2477 if (max_sp > 1) 2299 if (max_sp > 1)
2478 { 2300 {
2479 over_sp = (gen_sp + 10) / rate_sp; 2301 int over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0) 2302 if (over_sp > 0)
2481 { 2303 {
2482 if (op->stats.sp < op->stats.maxsp) 2304 if (op->stats.sp < op->stats.maxsp)
2483 { 2305 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505 if (op->stats.hp < op->stats.maxhp) 2327 if (op->stats.hp < op->stats.maxhp)
2506 { 2328 {
2507 op->stats.hp++; 2329 op->stats.hp++;
2508 2330
2509 /* dms do not consume food */ 2331 /* dms do not consume food */
2510 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!op->flag [FLAG_WIZ])
2511 { 2333 {
2512 op->stats.food--; 2334 op->stats.food--;
2513 2335
2514 if (op->contr->digestion < 0) 2336 if (op->contr->digestion < 0)
2515 op->stats.food += op->contr->digestion; 2337 op->stats.food += op->contr->digestion;
2516 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))
2517 op->stats.food = last_food; 2339 op->stats.food = last_food;
2518 } 2340 }
2519 } 2341 }
2520 2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2521 if (max_hp > 1) 2345 if (max_hp > 1)
2522 { 2346 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2347 int over_hp = temp / rate_hp;
2524 2348
2525 if (over_hp > 0) 2349 if (over_hp > 0)
2526 { 2350 {
2527 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;
2528 op->last_heal = 0; 2352 op->last_heal = 0;
2529 } 2353 }
2530 else 2354 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2532 } 2356 }
2533 else 2357 else
2534 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2535 } 2359 }
2536 } 2360 }
2537 2361
2538 /* Digestion */ 2362 /* Digestion */
2539 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2542 penalty = max (0, -op->contr->digestion); 2366 penalty = max (0, -op->contr->digestion);
2543 2367
2544 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);
2545 2369
2546 /* dms do not consume food */ 2370 /* dms do not consume food */
2547 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2548 op->stats.food--; 2372 op->stats.food--;
2549 } 2373 }
2550 2374
2551 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2552 { 2376 {
2553 object *tmp, *flesh = 0; 2377 object *flesh = 0;
2554 2378
2555 for (tmp = op->inv; tmp; tmp = tmp->below) 2379 for_inv_removable (op, tmp)
2556 { 2380 {
2557 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)
2558 { 2385 {
2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2386 op->statusmsg ("You blindly grab for a bite of food. "
2560 { 2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2561 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2388 op->apply (tmp);
2562 manual_apply (op, tmp, 0); 2389
2563 if (op->stats.food >= 0 || op->stats.hp < 0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2564 break; 2391 break;
2565 } 2392 }
2566 else if (tmp->type == FLESH) 2393 else if (tmp->type == FLESH)
2567 flesh = tmp; 2394 flesh = tmp;
2568 } /* End if paid for object */ 2395 }
2569 } /* end of for loop */
2570 2396
2571 /* 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
2572 * eat flesh instead. 2398 * eat flesh instead.
2573 */ 2399 */
2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2575 { 2401 {
2576 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.>");
2577 manual_apply (op, flesh, 0); 2404 op->apply (flesh);
2578 } 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.>");
2579 } 2411 }
2580 2412
2581 if (op->stats.food < 0) 2413 if (op->stats.food < 0)
2582 { 2414 {
2583 op->stats.hp += op->stats.food; 2415 op->stats.hp += op->stats.food;
2584 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 ();
2585 } 2422 }
2423 }
2586 2424
2425 /* killer should be set here already */
2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2588 kill_player (op); 2427 kill_player (op);
2589 } 2428 }
2590} 2429}
2591 2430
2592/* 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.
2596 */ 2435 */
2597void 2436void
2598kill_player (object *op) 2437kill_player (object *op)
2599{ 2438{
2600 int x, y; 2439 int x, y;
2601 char buf[MAX_BUF];
2602 maptile *map; /* this is for resurrection */ 2440 maptile *map; /* this is for resurrection */
2603 int will_kill_again; 2441 int will_kill_again;
2604 archetype *at; 2442 archetype *at;
2605 object *tmp; 2443 object *tmp;
2606 2444
2607 if (save_life (op)) 2445 if (save_life (op))
2608 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 }
2609 2483
2610 /* 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
2611 * 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.
2612 * Look at op_on_battleground() for more info --AndreasV 2486 * Look at op_on_battleground() for more info --AndreasV
2613 */ 2487 */
2614 if (op_on_battleground (op, &x, &y)) 2488 if (op_on_battleground (op, &x, &y))
2615 { 2489 {
2616 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";
2617 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2618
2619 /* restore player */
2620 at = archetype::find ("poisoning");
2621 if (object *tmp = present_arch_in_ob (at, op))
2622 {
2623 tmp->destroy ();
2624 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2625 }
2626
2627 at = archetype::find ("confusion");
2628 if (object *tmp = present_arch_in_ob (at, op))
2629 {
2630 tmp->destroy ();
2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2632 }
2633
2634 cure_disease (op, 0, 0); /* remove any disease */
2635 op->stats.hp = op->stats.maxhp;
2636 if (op->stats.food <= 0)
2637 op->stats.food = 999;
2638 2491
2639 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2640 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2641 { 2494
2642 tmp->name = format ("%s's finger" , &op->name); 2495 tmp->name = format ("%s's finger" , &op->name);
2643 tmp->name_pl = format ("%s's fingers", &op->name); 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2644 tmp->msg = format ( 2497 tmp->msg = format (
2645 "This finger has been cut off of %s the %s, when he was defeated at 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",
2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2499 &op->name, op->contr->title,
2500 (int)op->level,
2501 op->contr->killer_name ()
2647 ); 2502 );
2648 tmp->value = 0, tmp->type = 0; 2503 tmp->value = 0, tmp->type = 0;
2649 tmp->materialname = "organics"; 2504 tmp->material = name_to_material (shstr_organic);
2650 tmp->insert_at (op, tmp); 2505 tmp->insert_at (op, tmp);
2651 }
2652 2506
2653 /* teleport defeated player to new destination */ 2507 /* teleport defeated player to new destination */
2654 transfer_ob (op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2655 op->contr->braced = 0; 2509 op->contr->braced = 0;
2510
2511 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2656 return; 2512 return;
2657 } 2513 }
2658 2514
2515 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2516 deathtab << "T<YOU HAVE DIED>\n\n";
2517
2659 INVOKE_PLAYER (DEATH, op->contr); 2518 INVOKE_PLAYER (DEATH, op->contr);
2660 2519
2661 command_kill_pets (op, 0); 2520 command_kill_pets (op, 0);
2662
2663 if (op->stats.food < 0)
2664 strcpy (op->contr->killer, "starvation");
2665 2521
2666 op->contr->play_sound (sound_find ("player_dies")); 2522 op->contr->play_sound (sound_find ("player_dies"));
2667 2523
2668 /* save the map location for corpse, gravestone */ 2524 /* save the map location for corpse, gravestone */
2669 x = op->x; 2525 x = op->x;
2699 2555
2700 lost_a_stat = 0; 2556 lost_a_stat = 0;
2701 2557
2702 for (z = 0; z < num_stats_lose; z++) 2558 for (z = 0; z < num_stats_lose; z++)
2703 { 2559 {
2704 i = RANDOM () % NUM_STATS; 2560 i = rndm (NUM_STATS);
2705 2561
2706 if (settings.stat_loss_on_death) 2562 if (settings.stat_loss_on_death)
2707 { 2563 {
2708 /* 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
2709 * what he lost. 2565 * what he lost.
2716 lost_a_stat = 1; 2572 lost_a_stat = 1;
2717 } 2573 }
2718 else 2574 else
2719 { 2575 {
2720 /* deplete a stat */ 2576 /* deplete a stat */
2721 archetype *deparch = archetype::find ("depletion"); 2577 archetype *deparch = archetype::find (shstr_depletion);
2722 object *dep; 2578 object *dep;
2723 2579
2724 dep = present_arch_in_ob (deparch, op); 2580 dep = present_arch_in_ob (deparch, op);
2725 if (!dep) 2581 if (!dep)
2726 { 2582 {
2727 dep = arch_to_object (deparch); 2583 dep = deparch->instance ();
2728 insert_ob_in_ob (dep, op); 2584 insert_ob_in_ob (dep, op);
2729 } 2585 }
2730 lose_this_stat = 1; 2586 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) 2587 if (settings.balanced_stat_loss)
2732 { 2588 {
2744 2600
2745 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2746 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2747 { 2603 {
2748 lose_this_stat = 0; 2604 lose_this_stat = 0;
2749 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2750 retain the stat. */ 2606 retain the stat. */
2751 } 2607 }
2752 else 2608 else
2753 { 2609 {
2754 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)
2760 } 2616 }
2761 } 2617 }
2762 2618
2763 if (lose_this_stat) 2619 if (lose_this_stat)
2764 { 2620 {
2765 this_stat = get_attr_value (&(dep->stats), i); 2621 this_stat = get_attr_value (&dep->stats, i);
2766 /* We could try to do something clever like find another 2622 /* We could try to do something clever like find another
2767 * stat to reduce if this fails. But chances are, if 2623 * stat to reduce if this fails. But chances are, if
2768 * stats have been depleted to -50, all are pretty low 2624 * stats have been depleted to -50, all are pretty low
2769 * 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
2770 * difference. 2626 * difference.
2771 */ 2627 */
2772 if (this_stat >= -50) 2628 if (this_stat >= -50)
2773 { 2629 {
2774 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2775 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2777 op->update_stats (); 2633 op->update_stats ();
2778 lost_a_stat = 1; 2634 lost_a_stat = 1;
2779 } 2635 }
2780 } 2636 }
2781 } 2637 }
2782 } 2638 }
2639
2783 /* If no stat lost, tell the player. */ 2640 /* If no stat lost, tell the player. */
2784 if (!lost_a_stat) 2641 if (!lost_a_stat)
2785 { 2642 {
2786 /* determine_god() seems to not work sometimes... why is this? 2643 /* determine_god() seems to not work sometimes... why is this?
2787 Should I be using something else? GD */ 2644 Should I be using something else? GD */
2788 const char *god = determine_god (op); 2645 shstr_tmp god = determine_god (op);
2789 2646
2790 if (god && (strcmp (god, "none"))) 2647 if (god != shstr_none)
2791 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";
2792 else 2649 else
2793 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";
2794 } 2651 }
2795#else 2652#else
2796 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.";
2797#endif 2654#endif
2798 2655
2799 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2800 * exp loss on the stone. 2657 * exp loss on the stone.
2801 */ 2658 */
2802 tmp = arch_to_object (archetype::find ("gravestone")); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2803 sprintf (buf, "%s's gravestone", &op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2804 tmp->name = buf; 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
2805 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",
2806 tmp->name_pl = buf; 2663 &op->name, op->contr->title, op->contr->killer_name ());
2807 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);
2808 tmp->msg = buf;
2809 tmp->x = op->x, tmp->y = op->y; 2664 tmp->x = op->x, tmp->y = op->y;
2810 insert_ob_in_map (tmp, op->map, NULL, 0); 2665 insert_ob_in_map (tmp, op->map, NULL, 0);
2811 2666
2812 /**************************************/ 2667 /**************************************/
2813 /* */ 2668 /* */
2814 /* Subtract the experience points, */ 2669 /* Subtract the experience points, */
2815 /* if we died cause of food, give us */
2816 /* food, and reset HP's... */
2817 /* */ 2670 /* */
2818 /**************************************/ 2671 /**************************************/
2819 2672
2820 /* remove any poisoning and confusion the character may be suffering. */
2821 /* restore player */
2822 at = archetype::find ("poisoning");
2823 tmp = present_arch_in_ob (at, op);
2824
2825 if (tmp)
2826 {
2827 tmp->destroy ();
2828 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2829 }
2830
2831 at = archetype::find ("confusion");
2832 tmp = present_arch_in_ob (at, op);
2833 if (tmp)
2834 {
2835 tmp->destroy ();
2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2837 }
2838
2839 cure_disease (op, 0, 0); /* remove any disease */
2840
2841 /*add_exp(op, (op->stats.exp * -0.20)); */ 2673 /*add_exp(op, (op->stats.exp * -0.20)); */
2842 apply_death_exp_penalty (op); 2674 apply_death_exp_penalty (op);
2843 if (op->stats.food < 100)
2844 op->stats.food = 900;
2845 op->stats.hp = op->stats.maxhp;
2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2848 2675
2849 /* 2676 /*
2850 * 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
2851 * and put them back in the map. 2678 * and put them back in the map.
2852 */ 2679 */
2876 if (will_kill_again) 2703 if (will_kill_again)
2877 { 2704 {
2878 object *force; 2705 object *force;
2879 int at; 2706 int at;
2880 2707
2881 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed = 0.1f;
2884 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2885 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2886 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2887 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2716 force->resist[at] = 100;
2889 2717
2890 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2891 op->update_stats (); 2719 op->update_stats ();
2892
2893 } 2720 }
2894 2721
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2722 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2896} 2723}
2897 2724
2898void 2725static void
2899loot_object (object *op) 2726loot_object (object *op)
2900{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2901 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2902 2729
2903 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2904 2731
2905 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2906 { 2733 {
2913 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2914 2741
2915 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
2916 loot_object (tmp); /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
2917 2744
2918 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))))
2919 { 2746 {
2920 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
2921 { 2748 {
2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
2923 tmp2->destroy ();
2924 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2925 } 2751 }
2926 else 2752 else
2927 tmp->destroy (); 2753 tmp->destroy ();
2928 } 2754 }
2935 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
2936 * 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
2937 * was changed. 2763 * was changed.
2938 */ 2764 */
2939void 2765void
2940fix_weight (void) 2766fix_weight ()
2941{ 2767{
2942 for_all_players (pl) 2768 for_all_players (pl)
2943 { 2769 {
2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2770 weight_t old = pl->ob->carrying;
2945 2771
2946 if (old == sum) 2772 pl->ob->update_weight ();
2947 continue; 2773
2774 if (old != pl->ob->carrying)
2775 {
2948 pl->ob->update_stats (); 2776 pl->ob->update_stats ();
2949 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 }
2950 } 2779 }
2951} 2780}
2952 2781
2953void 2782void
2954fix_luck (void) 2783fix_luck ()
2955{ 2784{
2956 for_all_players (pl) 2785 for_all_players (pl)
2957 if (!pl->ob->contr->ns->state) 2786 if (!pl->ob->contr->ns->state)
2958 pl->ob->change_luck (0); 2787 pl->ob->change_luck (0);
2959} 2788}
2996} 2825}
2997 2826
2998void 2827void
2999make_visible (object *op) 2828make_visible (object *op)
3000{ 2829{
3001 op->hide = 0; 2830 op->flag [FLAG_HIDDEN] = 0;
3002 op->invisible = 0; 2831 op->invisible = 0;
3003 2832
3004 if (op->type == PLAYER) 2833 if (op->type == PLAYER)
3005 { 2834 {
3006 op->contr->tmp_invis = 0; 2835 op->contr->tmp_invis = 0;
3011} 2840}
3012 2841
3013int 2842int
3014is_true_undead (object *op) 2843is_true_undead (object *op)
3015{ 2844{
3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2845 if (op->arch->flag [FLAG_UNDEAD])
3017 return 1; 2846 return 1;
3018 2847
3019 return 0; 2848 return 0;
3020} 2849}
3021 2850
3031 2860
3032 if (!ob || !ob->map) 2861 if (!ob || !ob->map)
3033 return 0; 2862 return 0;
3034 2863
3035 /* so, on normal lighted maps, its hard to hide */ 2864 /* so, on normal lighted maps, its hard to hide */
3036 level = ob->map->darkness - 2; 2865 level = ob->map->darklevel () - 2;
3037 2866
3038 /* this also picks up whether the object is glowing. 2867 /* this also picks up whether the object is glowing.
3039 * 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
3040 * as bad as carrying a light on a pitch dark map */ 2869 * as bad as carrying a light on a pitch dark map */
3041 if (has_carried_lights (ob)) 2870 if (ob->has_carried_lights ())
3042 level = -(10 + (2 * ob->map->darkness)); 2871 level = -(10 + (2 * ob->map->darklevel ()));
3043 2872
3044 /* scan through all nearby squares for terrain to hide in */ 2873 /* scan through all nearby squares for terrain to hide in */
3045 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])
3046 { 2877 {
3047 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2878 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3048 if (mflag & P_OUT_OF_MAP) 2879 if (mflag & P_OUT_OF_MAP)
3049 {
3050 continue; 2880 continue;
3051 } 2881
3052 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2882 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3053 level += 2; 2883 level += 2;
3054 else /* open terrain! */ 2884 else /* open terrain! */
3055 level -= 1; 2885 level -= 1;
3056 } 2886 }
3067 * spot (surrounded by clear terrain in broad daylight). -b.t. 2897 * spot (surrounded by clear terrain in broad daylight). -b.t.
3068 */ 2898 */
3069void 2899void
3070do_hidden_move (object *op) 2900do_hidden_move (object *op)
3071{ 2901{
3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2902 int hide = 0;
3073 object *skop;
3074 2903
3075 if (!op || !op->map) 2904 if (!op || !op->map)
3076 return; 2905 return;
3077 2906
3078 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);
3079 2909
3080 /* 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! */
3081 if (op->type == PLAYER && op->contr->run_on) 2911 if (op->type == PLAYER && op->contr->run_on)
3082 if (!skop || num >= skop->level) 2912 if (!skop || num >= skop->level)
3083 { 2913 {
3093 num -= hide; 2923 num -= hide;
3094 2924
3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2925 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3096 { 2926 {
3097 make_visible (op); 2927 make_visible (op);
2928
3098 if (op->type == PLAYER) 2929 if (op->type == PLAYER)
3099 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!");
3100 } 2931 }
3101 else if (op->type == PLAYER && skop) 2932 else if (op->type == PLAYER && skop)
3102 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);
3117 2948
3118 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
3119 player = 1; 2950 player = 1;
3120 2951
3121 else 2952 else
3122 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
3123 2954
3124 /* search adjacent squares */ 2955 /* search adjacent squares */
3125 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
3126 { 2957 {
3127 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
3136 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)))
3137 continue; 2968 continue;
3138 2969
3139 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)
3140 { 2971 {
3141 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])
3142 return 1; 2973 return 1;
3143 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
3144 {
3145 /*don't let a hidden DM prevent you from hiding */
3146 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3147 return 1; 2975 return 1;
3148 }
3149 } 2976 }
3150 } 2977 }
3151 return 0; 2978 return 0;
3152} 2979}
3153 2980
3154/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
3155 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
3156 * 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
3157 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
3158 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
3159 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
3160 * in? Realistically, most of us can't see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
3161 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
3162 * 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
3163 * 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.
3164 * -b.t. 2991 * -b.t.
3165 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
3166 */ 2993 */
3167int 2994int
3168player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
3169{ 2996{
3183 3010
3184 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
3185 3012
3186 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
3187 * through the object and find if it has any 3014 * through the object and find if it has any
3188 * part that is in the los array but isn't on 3015 * part that is in the los array but isn't on
3189 * a blocked los square. 3016 * a blocked los square.
3190 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3191 */ 3018 */
3192 while (op) 3019 while (op)
3193 { 3020 {
3194 dx = rv.distance_x + op->arch->x; 3021 dx = rv.distance_x + op->arch->x;
3195 dy = rv.distance_y + op->arch->y; 3022 dy = rv.distance_y + op->arch->y;
3196 3023
3197 /* only the viewable area the player sees is updated by LOS 3024 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3198 * code, so we need to restrict ourselves to that range of values
3199 * for any meaningful values.
3200 */
3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3203 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3204 return 1; 3025 return 1;
3205 3026
3206 op = op->more; 3027 op = op->more;
3207 }
3208
3209 return 0;
3210}
3211
3212/* routine for both players and monsters. We call this when
3213 * there is a possibility for our action distrubing our hiding
3214 * place or invisiblity spell. Artefact invisiblity is not
3215 * effected by this. If we arent invisible to begin with, we
3216 * return 0.
3217 */
3218int
3219action_makes_visible (object *op)
3220{
3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3222 {
3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3224 return 0;
3225
3226 if (op->contr && op->contr->tmp_invis == 0)
3227 return 0;
3228
3229 /* If monsters, they should become visible */
3230 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3231 {
3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3233 return 1;
3234 }
3235 } 3028 }
3236 3029
3237 return 0; 3030 return 0;
3238} 3031}
3239 3032
3254 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3255 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3256 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3257 for (object *tmp = op->below; tmp; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3258 { 3051 {
3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3260 { 3053 {
3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3054 if (tmp->flag [FLAG_NO_PICK]
3262 && tmp->type == BATTLEGROUND 3055 && tmp->type == BATTLEGROUND
3263 && tmp->name == shstr_battleground 3056 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp)) 3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3265 { 3058 {
3266 /* before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3267 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))
3268 {
3269 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)
3270 { 3063 {
3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3272 {
3273 if (x && y) 3064 if (x && y)
3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275 3066
3276 return 1; 3067 return 1;
3277 }
3278 } 3068 }
3279 }
3280 3069
3281 if (x && y) 3070 if (x && y)
3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283 3072
3284 return 1; 3073 return 1;
3422 else 3211 else
3423 j = 1; 3212 j = 1;
3424 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3425 } 3214 }
3426 } 3215 }
3216
3427 strcat (buf, "."); 3217 strcat (buf, ".");
3428 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3429 } 3219 }
3430 3220
3431 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3432 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3433 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3434 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3435 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3436 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3437 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3438 3228
3439 /* print message if there is one */ 3229 /* print message if there is one */
3440 if (item->msg != NULL) 3230 if (item->msg != NULL)
3441 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3442 } 3232 }
3443 else 3233 else
3444 { 3234 {
3445 /* generate misc. treasure */ 3235 /* generate misc. treasure */
3446 tmp = arch_to_object (tr->item); 3236 tmp = tr->item->instance ();
3447 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));
3448 tmp = insert_ob_in_ob (tmp, who); 3238 who->insert (tmp);
3449 if (who->type == PLAYER)
3450 esrv_send_item (who, tmp);
3451 } 3239 }
3452} 3240}
3453 3241
3454/** 3242//-GPL
3455 * Unready an object for a player. This function does nothing if the object was
3456 * not readied.
3457 */
3458void
3459player_unready_range_ob (player *pl, object *ob)
3460{
3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3463
3464 if (pl->combat_ob == ob)
3465 pl->combat_ob = 0;
3466
3467 if (pl->ranged_ob == ob)
3468 pl->ranged_ob = 0;
3469}
3470 3243
3471sint8 3244sint8
3472player::visibility_at (maptile *map, int x, int y) const 3245player::darkness_at (maptile *map, int x, int y) const
3473{ 3246{
3474 if (!ns) 3247 if (!ns)
3475 return 0; 3248 return LOS_BLOCKED;
3476 3249
3477 int dx, dy; 3250 int dx, dy;
3478 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3251 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3479 return 0; 3252 return LOS_BLOCKED;
3480 3253
3481 x += dx - ns->current_x + ns->mapx / 2; 3254 x += dx - ns->current_x;
3482 y += dy - ns->current_y + ns->mapy / 2; 3255 y += dy - ns->current_y;
3483 3256
3484 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3485 return 0;
3486
3487 return 100 - blocked_los [x][y]; 3257 return blocked_los (x, y);
3488} 3258}
3489 3259
3490void 3260void
3491player::infobox (const char *title, const char *msg, int color) 3261player::infobox (const char *title, const char *msg, int color)
3492{ 3262{
3504{ 3274{
3505 play_sound (sound_find ("generic_failure")); 3275 play_sound (sound_find ("generic_failure"));
3506 statusmsg (msg, color); 3276 statusmsg (msg, color);
3507} 3277}
3508 3278
3279void
3280object::failmsgf (const char *format, ...)
3281{
3282 if (!contr)
3283 return;
3284
3285 va_list ap;
3286 va_start (ap, format);
3287 contr->failmsg (vformat (format, ap));
3288 va_end (ap);
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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