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Comparing deliantra/server/server/player.C (file contents):
Revision 1.141 by root, Fri May 18 15:05:09 2007 UTC vs.
Revision 1.301 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
25
26//+GPL
27
28#include <algorithm>
29#include <functional>
24 30
25#include <global.h> 31#include <global.h>
26#include <sproto.h> 32#include <sproto.h>
27#include <sounds.h> 33#include <sounds.h>
28#include <living.h> 34#include <living.h>
29#include <object.h> 35#include <object.h>
30#include <spells.h> 36#include <spells.h>
31#include <skills.h> 37#include <skills.h>
32 38
33#include <algorithm>
34#include <functional>
35
36playervec players; 39playervec players;
37
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151 40
152/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
153static void 42static void
154set_first_map (object *op) 43set_first_map (object *op)
155{ 44{
156 op->contr->maplevel = first_map_path; 45 op->contr->maplevel = first_map_path;
157 op->x = -1; 46 op->x = -1;
158 op->y = -1; 47 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172} 48}
173 49
174void 50void
175player::activate () 51player::activate ()
176{ 52{
179 55
180 players.insert (this); 56 players.insert (this);
181 ob->remove (); 57 ob->remove ();
182 ob->map = 0; 58 ob->map = 0;
183 ob->activate_recursive (); 59 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 60 ob->clr_flag (FLAG_FRIENDLY);
185 add_friendly_object (ob); 61 add_friendly_object (ob);
186 enter_map ();
187} 62}
188 63
189void 64void
190player::deactivate () 65player::deactivate ()
191{ 66{
198 73
199 if (ob->map) 74 if (ob->map)
200 maplevel = ob->map->path; 75 maplevel = ob->map->path;
201 76
202 ob->remove (); 77 ob->remove ();
78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 79 ob->map = 0;
204 party = 0; 80 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 81
208 players.erase (this); 82 players.erase (this);
209} 83}
210 84
211// connect the player with a specific client 85// connect the player with a specific client
221 ob->close_container (); //TODO: client-specific 95 ob->close_container (); //TODO: client-specific
222 96
223 ns->update_look = 0; 97 ns->update_look = 0;
224 ns->look_position = 0; 98 ns->look_position = 0;
225 99
226 clear_los (ob); 100 clear_los ();
227 101
228 ns->reset_stats (); 102 ns->reset_stats ();
229 103
230 /* make sure he's a player -- needed because of class change. */ 104 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 105 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 106 ob->race = ob->arch->race;
233 107
234 ob->carrying = sum_weight (ob); 108 ob->update_weight ();
235 link_player_skills (ob); 109 link_skills ();
236 110
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name); 111 assign (title, ob->arch->object::name);
240 112
241 /* if it's a dragon player, set the correct title here */ 113 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 114 if (ob->is_dragon ())
243 { 115 {
244 object *tmp, *abil = 0, *skin = 0; 116 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248 117
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 119 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 120 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 121 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 122 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 123 skin = tmp;
255 124
256 set_dragon_name (ob, abil, skin); 125 set_dragon_name (ob, abil, skin);
257 } 126 }
258 127
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 129
261 esrv_new_player (this, ob->weight + ob->carrying); 130 esrv_new_player (this);
262 131
263 ob->flag [FLAG_READY_WEAPON] = false; 132 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false; 133 ob->flag [FLAG_READY_SKILL] = false;
134 ob->flag [FLAG_READY_RANGE] = false;
265 ob->flag [FLAG_READY_BOW] = false; 135 ob->flag [FLAG_READY_BOW] = false;
266 136
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats (); 137 ob->update_stats ();
289 138
290 ns->floorbox_update (); 139 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob); 140 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0); 141 esrv_add_spells (this, 0);
293 142
294 activate (); 143 activate ();
295 144
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
302} 147}
303 148
304void 149void
305player::disconnect () 150player::disconnect ()
306{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
307 if (ns) 158 if (ns)
308 { 159 {
309 if (active) 160 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311 162
314 ns->reset_stats (); 165 ns->reset_stats ();
315 ns->pl = 0; 166 ns->pl = 0;
316 ns = 0; 167 ns = 0;
317 } 168 }
318 169
319 if (ob) 170 // this is important for the player scheduler to get the correct refcount
320 ob->close_container (); //TODO: client-specific 171 // when ns = 0
172 observe = viewpoint = ob;
321 173
322 deactivate (); 174 deactivate ();
323} 175}
176
177//-GPL
324 178
325// the need for this function can be explained 179// the need for this function can be explained
326// by load_object not returning the object 180// by load_object not returning the object
327void 181void
328player::set_object (object *op) 182player::set_object (object *op)
329{ 183{
330 ob = op; 184 ob = observe = viewpoint = op;
331 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
332 186
187 ob->speed = 1.0f; // object still inactive, keep it that way
333 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
334 ob->speed = 1.0f; 189
335 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
336} 191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
337 208
338player::player () 209player::player ()
339{ 210{
340 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
341 * we deal with that below this point. 212 * we deal with that below this point.
347 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
348 219
349 gen_sp_armour = 10; 220 gen_sp_armour = 10;
350 bowtype = bow_normal; 221 bowtype = bow_normal;
351 petmode = pet_normal; 222 petmode = pet_normal;
352 listening = 10;
353 usekeys = containers; 223 usekeys = containers;
354 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
355 do_los = 1; 225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
356} 229}
357 230
358void 231void
359player::do_destroy () 232player::do_destroy ()
360{ 233{
362 235
363 attachable::do_destroy (); 236 attachable::do_destroy ();
364 237
365 if (ob) 238 if (ob)
366 { 239 {
367 ob->destroy_inv (false); 240 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
241 // temporarily backed out patchset 4025 to see if THIS change causes crashes
242 //ob->contr = 0;
368 ob->destroy (); 243 ob->destroy ();
369 } 244 }
245
246 ob = observe = viewpoint = 0;
370} 247}
371 248
372player::~player () 249player::~player ()
373{ 250{
374 /* Clear item stack */ 251 /* Clear item stack */
375 free (stack_items); 252 free (stack_items);
253}
254
255/*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260static archetype *
261get_player_archetype (archetype *at)
262{
263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
376} 281}
377 282
378/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
379 * All we can really get in this is some settings like host and display 284 * All we can really get in this is some settings like host and display
380 * mode. 285 * mode.
382player * 287player *
383player::create () 288player::create ()
384{ 289{
385 player *pl = new player; 290 player *pl = new player;
386 291
387 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
388 293
389 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
392 297
393 set_first_map (pl->ob); 298 set_first_map (pl->ob);
394 299
395 return pl; 300 return pl;
396}
397
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archetype *start = at;
407
408 for (;;)
409 {
410 if (at == NULL || at->next == NULL)
411 at = first_archetype;
412 else
413 at = at->next;
414
415 if (at->clone.type == PLAYER)
416 return at;
417
418 if (at == start)
419 {
420 LOG (llevError, "No Player archetypes\n");
421 exit (-1);
422 }
423 }
424} 301}
425 302
426object * 303object *
427get_nearest_player (object *mon) 304get_nearest_player (object *mon)
428{ 305{
431 unsigned lastdist; 308 unsigned lastdist;
432 rv_vector rv; 309 rv_vector rv;
433 310
434 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
435 { 312 {
436 /* We should not find free objects on this friendly list, but it
437 * does periodically happen. Given that, lets deal with it.
438 * While unlikely, it is possible the next object on the friendly
439 * list is also free, so encapsulate this in a while loop.
440 */
441 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
442 {
443 object *tmp = ol->ob;
444
445 /* Can't do much more other than log the fact, because the object
446 * itself will have been cleared.
447 */
448 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
449 tmp->debug_desc ());
450 ol = ol->next;
451 remove_friendly_object (tmp);
452 if (!ol)
453 return op;
454 }
455
456 /* Remove special check for player from this. First, it looks to cause
457 * some crashes (ol->ob->contr not set properly?), but secondly, a more
458 * complicated method of state checking would be needed in any case -
459 * as it was, a clever player could type quit, and the function would
460 * skip them over while waiting for confirmation. Remove
461 * on_same_map check, as can_detect_enemy also does this
462 */
463 if (!can_detect_enemy (mon, ol->ob, &rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
464 continue; 314 continue;
465 315
466 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
467 { 317 {
483#endif 333#endif
484 return op; 334 return op;
485} 335}
486 336
487/* I believe this can safely go to 2, 3 is questionable, 4 will likely 337/* I believe this can safely go to 2, 3 is questionable, 4 will likely
488 * result in a monster paths backtracking. It basically determines how large a 338 * result in a monster paths backtracking. It basically determines how large a
489 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
490 * for a path to the player. The values are in the amount of direction 340 * for a path to the player. The values are in the amount of direction
491 * the deviation is 341 * the deviation is
492 */ 342 */
493#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
529 */ 379 */
530int 380int
531path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
532{ 382{
533 rv_vector rv; 383 rv_vector rv;
534 sint16 x, y;
535 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 384 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
536 maptile *m, *lastmap;
537 385
538 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
539 387
540 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
541 return 0; 389 return 0;
542 390
543 x = mon->x; 391 mapxy pos (mon);
544 y = mon->y;
545 m = mon->map;
546 dir = rv.direction; 392 dir = rv.direction;
547 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 393 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
548 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
549 395
550 /* If we can't solve it within the search distance, return now. */ 396 /* If we can't solve it within the search distance, return now. */
551 if (diff > max) 397 if (diff > max)
552 return 0; 398 return 0;
553 399
554 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
555 { 401 {
556 lastx = x; 402 mapxy lastpos = pos;
557 lasty = y;
558 lastmap = m;
559 x = lastx + freearr_x[dir];
560 y = lasty + freearr_y[dir];
561 403
562 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
563 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
564 405
565 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
566 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
567 && (m == mon->map && blocked_link (mon, m, x, y)))) 408 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
409 && blocked_link (mon, pos.m, pos.x, pos.y)))
568 { 410 {
569 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
570 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
571 */ 413 */
572 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
573 if (rv.direction != dir) 415 if (rv.direction != dir)
574 { 416 {
575 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
576 * the values so it will try again. 418 * the values so it will try again.
577 */ 419 */
578 x = lastx;
579 y = lasty;
580 m = lastmap; 420 pos = lastpos;
581 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
582 } 422 }
583 else 423 else
584 { 424 {
585 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
586 * either the left or right. 426 * either the left or right.
587 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
588 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
589 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
590 * too big (3 or maybe 4 or higher) as the monster may just try 430 * too big (3 or maybe 4 or higher) as the monster may just try
591 * stepping back and forth 431 * stepping back and forth
592 */ 432 */
593 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
594 { 434 {
595 if (i == 0) 435 if (i == 0)
596 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
597 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
598 * since the direction that the creature should move in 439 * since the direction that the creature should move in
599 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
600 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
601 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
603 * can't do that, but now finds it can move east, and 444 * can't do that, but now finds it can move east, and
604 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
605 * the last direction the creature has successfully 446 * the last direction the creature has successfully
606 * moved. 447 * moved.
607 */ 448 */
608
609 x = lastx + freearr_x[absdir (lastdir + i)];
610 y = lasty + freearr_y[absdir (lastdir + i)];
611 m = lastmap; 449 pos = lastpos;
612 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
613 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
614 continue; 453 continue;
615 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
616 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
617 continue; 458 continue;
618 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
619 continue; 461 continue;
620 462
621 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
622 break; 464 break;
623 } 465 }
466
624 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
625 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
626 */ 469 */
627 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
628 return 0; 471 return 0;
472
629 diff--; 473 diff--;
630 lastdir = dir; 474 lastdir = dir;
631 max--; 475 max--;
632 if (!firstdir) 476 if (!firstdir)
633 firstdir = dir + i; 477 firstdir = dir + i;
637 { 481 {
638 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
639 diff--; 483 diff--;
640 max--; 484 max--;
641 lastdir = dir; 485 lastdir = dir;
486
642 if (!firstdir) 487 if (!firstdir)
643 firstdir = dir; 488 firstdir = dir;
644 } 489 }
645 490
646 if (diff <= 1) 491 if (diff <= 1)
647 { 492 {
648 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
649 * headed toward player for entire distance. 494 * headed toward player for entire distance.
650 */ 495 */
651 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
652 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
653 } 498 }
654 499
655 if (diff > max) 500 if (diff > max)
656 return 0; 501 return 0;
662 507
663 return firstdir; 508 return firstdir;
664} 509}
665 510
666void 511void
667give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
668{ 513{
669 object *op, *next = NULL;
670
671 if (pl->randomitems != NULL) 514 if (pl->randomitems)
672 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
673 516
674 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
675 { 518 {
676 next = op->below; 519 next = op->below;
677 520
678 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
679 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
680 */ 523 */
681 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
682 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
683 526
684 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
685 * by this player due to race restrictions 528 * by this player due to race restrictions
686 */ 529 */
687 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
688 { 531 {
689 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
690 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
691 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
692 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
693 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 537 || op->type == BRACERS || op->type == GIRDLE))
538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
694 { 539 {
695 op->destroy (); 540 op->destroy ();
696 continue; 541 continue;
697 } 542 }
698 } 543 }
699 544
700 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
701 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
702 * have a good idea what to replace it with (need something like 547 * generated by multiple treasurelists specifying the same skills.
703 * a first level treasurelist for each skill.)
704 * remove duplicate skills also
705 */ 548 */
706 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
707 { 550 {
708 object *tmp;
709
710 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
711 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
712 break;
713
714 if (tmp)
715 { 553 {
716 op->destroy (); 554 op->destroy ();
717 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 555 break;
718 continue;
719 } 556 }
720 557
721 if (op->nrof > 1) 558 if (op->nrof > 1)
722 op->nrof = 1; 559 op->nrof = 1;
723 } 560 }
724 561
725 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
726 { 563 op->inv->clr_flag (FLAG_STARTEQUIP);
727 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
728 }
729 564
730 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
731 * items. Just don't identify gold or silver, or it won't be 566 * items. Just don't identify gold or silver, or it won't be
732 * merged properly. 567 * merged properly.
733 */ 568 */
734 if (need_identify (op)) 569 if (op->need_identify ())
735 {
736 SET_FLAG (op, FLAG_IDENTIFIED);
737 CLEAR_FLAG (op, FLAG_CURSED);
738 CLEAR_FLAG (op, FLAG_DAMNED);
739 } 570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
740 if (op->type == SPELL) 576 if (op->type == SPELL)
741 { 577 {
742 op->destroy (); 578 op->destroy ();
743 continue; 579 continue;
744 } 580 }
745 else if (op->type == SKILL) 581 else if (op->type == SKILL)
746 { 582 {
747 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
748 op->stats.exp = 0; 584 op->stats.exp = 0;
749 op->level = 1; 585 op->level = 1;
750 } 586 }
751 /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
752 else 588 op->set_flag (FLAG_INV_LOCKED);
753 SET_FLAG (op, FLAG_INV_LOCKED);
754 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
755 590
756 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
757 link_player_skills (pl); 592 pl->contr->link_skills ();
758} 593}
759 594
760void 595void
761get_party_password (object *op, partylist *party) 596get_party_password (object *op, partylist *party)
762{ 597{
772 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 607 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
773} 608}
774 609
775/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 610/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
776static int 611static int
777roll_stat (void) 612roll_stat ()
778{ 613{
779 int a[4], i, j, k; 614 int a[4], i, j, k;
780 615
781 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
782 a[i] = (int) rndm (6) + 1; 617 a[i] = rndm (1, 6);
783 618
784 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
785 if (a[i] < k) 620 if (a[i] < k)
786 k = a[i], j = i; 621 k = a[i], j = i;
787 622
863static void 698static void
864start_info (object *op) 699start_info (object *op)
865{ 700{
866 char buf[MAX_BUF]; 701 char buf[MAX_BUF];
867 702
868 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 703 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
869 new_draw_info (NDI_UNIQUE, 0, op, buf); 704 new_draw_info (NDI_UNIQUE, 0, op, buf);
870 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
871 //new_draw_info (NDI_UNIQUE, 0, op, " ");
872} 705}
873 706
874/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
875 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
876 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
879 */ 712 */
880void 713void
881player::chargen_race_done () 714player::chargen_race_done ()
882{ 715{
883 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
884 esrv_new_player (ob->contr, ob->weight + ob->carrying); 717 esrv_new_player (ob->contr);
885 718
886 treasurelist *tl = treasurelist::find ("starting_wealth"); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
887 if (tl) 720 if (tl)
888 create_treasure (tl, ob, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
889 722
890 INVOKE_PLAYER (BIRTH, ob->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
891 INVOKE_PLAYER (LOGIN, ob->contr);
892 724
893 ob->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
894 726
895 if (ob->msg) 727 if (ob->msg)
896 ob->msg = 0; 728 ob->msg = 0;
897 729
898 /* We create this now because some of the unique maps will need it
899 * to save here.
900 */
901 {
902 char buf[MAX_BUF];
903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
904 make_path_to_file (buf);
905 }
906
907 start_info (ob); 730 start_info (ob);
908 CLEAR_FLAG (ob, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
909 give_initial_items (ob, ob->randomitems); 732 give_initial_items (ob, ob->randomitems);
910 link_player_skills (ob);
911 esrv_send_inventory (ob, ob); 733 esrv_send_inventory (ob, ob);
912 ob->update_stats (); 734 ob->update_stats ();
913 735
914 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
915 * is one for this race 737 * is one for this race
916 */ 738 */
917 if (*first_map_ext_path) 739 if (*first_map_ext_path)
918 { 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
919 object *tmp;
920 char mapname[MAX_BUF];
921
922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
923 tmp = object::create ();
924 EXIT_PATH (tmp) = mapname;
925 EXIT_X (tmp) = ob->x;
926 EXIT_Y (tmp) = ob->y;
927 ob->enter_exit (tmp); /* we don't really care if it succeeded;
928 * if the map isn't there, then stay on the
929 * default initial map */
930 tmp->destroy ();
931 }
932 else 741 else
933 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
743}
744
745/*
746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752static int
753allowed_class (const object *op)
754{
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
934} 762}
935 763
936void 764void
937player::chargen_race_next () 765player::chargen_race_next ()
938{ 766{
946 int x = ob->x, y = ob->y; 774 int x = ob->x, y = ob->y;
947 775
948 ob->remove_statbonus (); 776 ob->remove_statbonus ();
949 ob->remove (); 777 ob->remove ();
950 ob->arch = get_player_archetype (ob->arch); 778 ob->arch = get_player_archetype (ob->arch);
951 ob->arch->clone.copy_to (ob); 779 ob->arch->copy_to (ob);
952 ob->instantiate (); 780 ob->instantiate ();
953 ob->stats = ob->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
954 ob->name = ob->name_pl = name; 782 ob->name = ob->name_pl = name;
955 ob->x = x; 783 ob->x = x;
956 ob->y = y; 784 ob->y = y;
957 SET_ANIMATION (ob, 2); /* So player faces south */ 785 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (ob, ob->map, ob, 0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (ob->contr->title, ob->arch->clone.name); 787 assign (ob->contr->title, ob->arch->object::name);
960 ob->add_statbonus (); 788 ob->add_statbonus ();
961 } 789 }
962 while (!allowed_class (ob)); 790 while (!allowed_class (ob));
963 791
964 update_object (ob, UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
967 ob->stats.hp = ob->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
968 ob->stats.sp = ob->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
969 ob->stats.grace = 0; 797 ob->stats.grace = 0;
970} 798}
971 799
972void 800static void
973flee_player (object *op) 801flee_player (object *op)
974{ 802{
975 int dir, diff; 803 int dir, diff;
976 rv_vector rv; 804 rv_vector rv;
977 805
978 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
979 { 807 {
980 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
982 return; 810 return;
983 } 811 }
984 812
985 if (op->enemy == NULL) 813 if (!op->enemy)
986 { 814 {
987 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
988 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
989 return; 817 return;
990 } 818 }
991 819
992 /* Seen some crashes here. Since we don't store an 820 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
993 * op->enemy_count, it is possible that something destroys the
994 * actual enemy, and the object is recycled.
995 */
996 if (op->enemy->map == NULL)
997 { 821 {
998 CLEAR_FLAG (op, FLAG_SCARED);
999 op->enemy = NULL; 822 op->enemy = NULL;
1000 return; 823 op->clr_flag (FLAG_SCARED);
1001 }
1002
1003 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1004 {
1005 op->enemy = NULL;
1006 CLEAR_FLAG (op, FLAG_SCARED);
1007 return; 824 return;
1008 } 825 }
1009 826
1010 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
1011 828
1012 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
1013 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
1014 { 831 {
1015 int m = 1 - (RANDOM () & 2); 832 int m = 1 - rndm (2) * 2;
1016 833
1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 834 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1018 return; 835 return;
1019 } 836 }
1020 837
1021 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1022 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1023 op->enemy = NULL; 840 op->enemy = NULL;
1024} 841}
1025 842
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 843/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * It returns 1 if the player should keep on moving, 0 if he should 844 * It returns 1 if the player should keep on moving, 0 if he should
1031check_pick (object *op) 848check_pick (object *op)
1032{ 849{
1033 object *tmp, *next; 850 object *tmp, *next;
1034 int stop = 0; 851 int stop = 0;
1035 int wvratio; 852 int wvratio;
1036 char putstring[128];
1037 853
1038 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1040 return 1; 856 return 1;
1041 857
1042 next = op->below; 858 next = op->below;
859
860 int cnt = MAX_ITEM_PER_ACTION;
861#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1043 862
1044 /* loop while there are items on the floor that are not marked as 863 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 864 * destroyed */
1046 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1047 { 866 {
1048 tmp = next; 867 tmp = next;
1049 next = tmp->below; 868 next = tmp->below;
1050 869
870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
1051 if (op->destroyed ()) 876 if (op->destroyed ())
1052 return 0; 877 return 0;
1053 878
1054 if (!can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1055 continue; 880 continue;
1056 881
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 883 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1061 continue; 887 continue;
1062 } 888 }
1063 889
1064 /* high not bit set? We're using the old autopickup model */ 890 /* pickup handling */
891 if (op->contr->mode & PU_DEBUG)
892 {
893 /* some debugging code to figure out item information */
894 const char *str = tmp->name
895 ? format ("item name: %s item type: %d weight/value: %d",
896 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
897 : format ("item name: %s item type: %d weight/value: %d",
898 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
899
900 new_draw_info (NDI_UNIQUE, 0, op, str);
901 }
902
903 if (op->contr->mode & PU_INHIBIT)
904 return 1;
905
906 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
907 return 1;
908
909 /* philosophy:
910 * It's easy to grab an item type from a pile, as long as it's
911 * generic. This takes no game-time. For more detailed pickups
912 * and selections, select-items should be used. This is a
913 * grab-as-you-run type mode that's really useful for arrows for
914 * example.
915 * The drawback: right now it has no frontend, so you need to
916 * stick the bits you want into a calculator in hex mode and then
917 * convert to decimal and then 'pickup <#>
918 */
919
920 /* the first two modes are exclusive: if NOTHING we return, if
921 * STOP then we stop. All the rest are applied sequentially,
922 * meaning if any test passes, the item gets picked up. */
923
924 /* if mode is set to pick nothing up, return */
925 if (op->contr->mode == PU_NOTHING)
926 return 1;
927
928 /* if mode is set to stop when encountering objects, return */
929 /* take STOP before INHIBIT since it doesn't actually pick
930 * anything up */
931 if (op->contr->mode & PU_STOP)
932 return 0;
933
934 /* useful for going into stores and not losing your settings... */
935 /* and for battles wher you don't want to get loaded down while
936 * fighting */
937 if (op->contr->mode & PU_INHIBIT)
938 return 1;
939
940 /* prevent us from turning into auto-thieves :) */
941 if (tmp->flag [FLAG_UNPAID])
942 continue;
943
944 /* ignore known cursed objects */
945 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
946 continue;
947
948 /* all food and drink if desired */
949 /* question: don't pick up known-poisonous stuff? */
1065 if (!(op->contr->mode & PU_NEWMODE)) 950 if (op->contr->mode & PU_FOOD)
951 if (tmp->type == FOOD)
1066 { 952 {
1067 switch (op->contr->mode) 953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_DRINK)
958 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 if (op->contr->mode & PU_POTION)
965 if (tmp->type == POTION)
966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
970
971 /* spellbooks, skillscrolls and normal books/scrolls */
972 if (op->contr->mode & PU_SPELLBOOK)
973 if (tmp->type == SPELLBOOK)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 if (op->contr->mode & PU_SKILLSCROLL)
980 if (tmp->type == SKILLSCROLL)
981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
986 if (op->contr->mode & PU_READABLES)
987 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
992
993 /* wands/staves/rods/horns */
994 if (op->contr->mode & PU_MAGIC_DEVICE)
995 if (tmp->type == WAND
996 || tmp->type == ROD
997 || tmp->type == HORN
998 || tmp->type == POWER_CRYSTAL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 /* pick up all magical items */
1005 if (op->contr->mode & PU_MAGICAL)
1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1007 && !tmp->flag [FLAG_KNOWN_CURSED])
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 if (op->contr->mode & PU_VALUABLES)
1014 {
1015 if (tmp->type == MONEY || tmp->type == GEM)
1068 { 1016 {
1069 case 0: 1017 CHK_PICK_PICKUP;
1070 return 1; /* don't pick up */ 1018 continue;
1071 case 1:
1072 pick_up (op, tmp);
1073 return 1;
1074 case 2:
1075 pick_up (op, tmp);
1076 return 0;
1077 case 3:
1078 return 0; /* stop before pickup */
1079 case 4:
1080 pick_up (op, tmp);
1081 break;
1082 case 5:
1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1090
1091 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp);
1094 break;
1095
1096 default:
1097 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp);
1101 } 1019 }
1102 } 1020 }
1103 else 1021
1104 { /* old model */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG) 1023 if (op->contr->mode & PU_JEWELS)
1024 if (tmp->type == RING
1025 || tmp->type == AMULET
1026 || tmp->type == GIRDLE
1027 || tmp->type == SKILL_TOOL)
1107 { 1028 {
1108 /* some debugging code to figure out item information */ 1029 CHK_PICK_PICKUP;
1109 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1118
1119 /* philosophy:
1120 * It's easy to grab an item type from a pile, as long as it's
1121 * generic. This takes no game-time. For more detailed pickups
1122 * and selections, select-items should be used. This is a
1123 * grab-as-you-run type mode that's really useful for arrows for
1124 * example.
1125 * The drawback: right now it has no frontend, so you need to
1126 * stick the bits you want into a calculator in hex mode and then
1127 * convert to decimal and then 'pickup <#>
1128 */
1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue; 1030 continue;
1031 }
1155 1032
1156 /* ignore known cursed objects */ 1033 /* we don't forget dragon food */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1034 if (op->contr->mode & PU_FLESH)
1035 if (tmp->type == FLESH)
1036 {
1037 CHK_PICK_PICKUP;
1158 continue; 1038 continue;
1039 }
1159 1040
1160 /* all food and drink if desired */ 1041 /* bows and arrows. Bows are good for selling! */
1161 /* question: don't pick up known-poisonous stuff? */ 1042 if (op->contr->mode & PU_BOW)
1043 if (tmp->type == BOW)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 if (op->contr->mode & PU_ARROW)
1050 if (tmp->type == ARROW)
1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1055
1056 /* all kinds of armor etc. */
1057 if (op->contr->mode & PU_ARMOUR)
1058 if (tmp->type == ARMOUR)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_HELMET)
1065 if (tmp->type == HELMET)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1071 if (op->contr->mode & PU_SHIELD)
1072 if (tmp->type == SHIELD)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1162 if (op->contr->mode & PU_FOOD) 1078 if (op->contr->mode & PU_BOOTS)
1163 if (tmp->type == FOOD) 1079 if (tmp->type == BOOTS)
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 if (op->contr->mode & PU_GLOVES)
1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1092 if (op->contr->mode & PU_CLOAK)
1093 if (tmp->type == CLOAK)
1094 {
1095 CHK_PICK_PICKUP;
1096 continue;
1097 }
1098
1099 /* hoping to catch throwing daggers here */
1100 if (op->contr->mode & PU_MISSILEWEAPON)
1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1102 {
1103 CHK_PICK_PICKUP;
1104 continue;
1105 }
1106
1107 /* careful: chairs and tables are weapons! */
1108 if (op->contr->mode & PU_ALLWEAPON)
1109 {
1110 if (tmp->type == WEAPON)
1111 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1164 { 1112 {
1165 pick_up (op, tmp); 1113 CHK_PICK_PICKUP;
1166 continue; 1114 continue;
1167 } 1115 }
1116 }
1168 1117
1118 /* misc stuff that's useful */
1169 if (op->contr->mode & PU_DRINK) 1119 if (op->contr->mode & PU_KEY)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1171 { 1121 {
1172 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1173 continue; 1123 continue;
1174 } 1124 }
1175 1125
1126 /* any of the last 4 bits set means we use the ratio for value
1127 * pickups */
1176 if (op->contr->mode & PU_POTION) 1128 if (op->contr->mode & PU_RATIO)
1177 if (tmp->type == POTION) 1129 {
1130 /* use value density to decide what else to grab */
1131 /* >=7 was >= op->contr->mode */
1132 /* >=7 is the old standard setting. Now we take the last 4 bits
1178 { 1133 */
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1134 wvratio = op->contr->mode & PU_RATIO;
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1135 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 { 1136 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1137#if 0
1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1139 if (tmp->name != NULL)
1224 { 1140 {
1225 pick_up (op, tmp); 1141 fprintf (stderr, "%s", tmp->name);
1226 continue;
1227 } 1142 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1355#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL)
1358 {
1359 fprintf (stderr, "%s", tmp->name);
1360 }
1361 else 1143 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1146 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1365#endif 1147#endif
1148 CHK_PICK_PICKUP;
1366 continue; 1149 continue;
1367 }
1368 } 1150 }
1369 } /* the new pickup model */ 1151 } /* the new pickup model */
1370 } 1152 }
1371 1153
1372 return !stop; 1154 return !stop;
1373} 1155}
1374 1156
1157/* routine for both players and monsters. We call this when
1158 * there is a possibility for our action distrubing our hiding
1159 * place or invisiblity spell. Artefact invisiblity causes
1160 * "noise" instead. If we arent invisible to begin with, we
1161 * return 0.
1162 */
1163static int
1164action_makes_visible (object *op)
1165{
1166 if (op->invisible && op->flag [FLAG_ALIVE])
1167 {
1168 if (op->flag [FLAG_MAKE_INVIS])
1169 {
1170 // artefact invisibility is permanent, but we still make noise
1171 // this is important for game-balance.
1172 if (op->contr)
1173 op->make_noise ();
1174
1175 return 0;
1176 }
1177
1178 if (op->contr && op->contr->tmp_invis == 0)
1179 return 0;
1180
1181 /* If monsters, they should become visible */
1182 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1183 {
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1185 return 1;
1186 }
1187 }
1188
1189 return 0;
1190}
1191
1375/* 1192/*
1376 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1377 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1378 * found object is returned. 1195 * found object is returned.
1379 */ 1196 */
1380object * 1197static object *
1381find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1382{ 1199{
1383 object *tmp = 0;
1384
1385 for (op = op->inv; op; op = op->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1202 return splay (tmp);
1203
1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1206 if (object *arrow = find_arrow (tmp, type))
1207 {
1208 splay (tmp);
1389 return op; 1209 return arrow;
1210 }
1390 1211
1391 return tmp; 1212 return 0;
1392} 1213}
1393 1214
1394/* 1215/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1216 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test 1217 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down 1218 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow. 1219 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1220 */
1400object * 1221static object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1402{ 1223{
1403 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1405 1226
1406 if (!type) 1227 if (!type)
1407 return NULL; 1228 return NULL;
1408 1229
1409 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1410 { 1231 {
1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1412 { 1233 {
1413 i = 0; 1234 i = 0;
1414 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1415 if (i > betterby) 1237 if (i > betterby)
1416 { 1238 {
1417 tmp = ntmp; 1239 tmp = ntmp;
1418 betterby = i; 1240 betterby = i;
1419 } 1241 }
1420 } 1242 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1243 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1244 {
1423 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1246 if (target->race && arrow->slaying.contains (target->race))
1425 { 1247 {
1426 if (arrow->attacktype & AT_DEATH) 1248 if (arrow->attacktype & AT_DEATH)
1427 { 1249 {
1428 *better = 100; 1250 *better = 100;
1429 return arrow; 1251 return arrow;
1437 else 1259 else
1438 { 1260 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1262 {
1441 attacktype = 1 << attacknum; 1263 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1265 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1266 {
1445 tmp = arrow; 1267 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1268 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1269 }
1448 } 1270 }
1271
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1273 {
1451 tmp = arrow; 1274 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 } 1276 }
1277
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1279 {
1456 tmp = arrow; 1280 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1282 }
1459 } 1283 }
1460 } 1284 }
1461 } 1285 }
1286
1462 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1288 return find_arrow (op, type);
1464 1289
1465 *better = betterby; 1290 *better = betterby;
1466 return tmp; 1291 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1296 * op = the shooter
1472 * type = bow->race 1297 * type = bow->race
1473 * dir = fire direction 1298 * dir = fire direction
1474 */ 1299 */
1475object * 1300static object *
1476pick_arrow_target (object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1477{ 1302{
1478 object *tmp = NULL; 1303 object *tmp = NULL;
1479 maptile *m; 1304 maptile *m;
1480 int i, mflags, found, number; 1305 int i, mflags, found, number;
1481 sint16 x, y; 1306 sint16 x, y;
1493 y = op->y; 1318 y = op->y;
1494 1319
1495 /* find the first target */ 1320 /* find the first target */
1496 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1497 { 1322 {
1498 x += freearr_x[dir]; 1323 x += DIRX (dir);
1499 y += freearr_y[dir]; 1324 y += DIRY (dir);
1500 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1501 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1502 { 1328 {
1503 tmp = NULL; 1329 tmp = 0;
1504 break; 1330 break;
1505 } 1331 }
1506 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1332 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1507 { 1333 {
1508 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1509 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1510 */ 1336 */
1511 tmp = NULL; 1337 tmp = 0;
1512 break; 1338 break;
1513 } 1339 }
1340
1514 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1515 {
1516 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1342 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1517 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1518 {
1519 found++;
1520 break;
1521 }
1522 if (found)
1523 break; 1344 break;
1524 }
1525 } 1345 }
1526 if (tmp == NULL) 1346
1347 if (!tmp)
1527 return find_arrow (op, type); 1348 return find_arrow (op, type);
1528 1349
1529 if (tmp->head) 1350 if (tmp->head)
1530 tmp = tmp->head; 1351 tmp = tmp->head;
1531 1352
1532 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1533} 1354}
1534 1355
1535/* 1356/*
1536 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1537 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1538 * op is the object firing the bow. 1359 * op is the object firing the bow.
1539 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1540 * dir is the direction of fire. 1361 * dir is the direction of fire.
1541 * wc_mod is any special modifier to give (used in special player fire modes) 1362 * wc_mod is any special modifier to give (used in special player fire modes)
1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1572 return 0; 1393 return 0;
1573 } 1394 }
1574 1395
1575 // optimisation: move object to top so we will find it quickly again 1396 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below) 1397 splay (bow);
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1582 } 1398 }
1583 1399
1584 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1585 { 1401 {
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1402 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1593 { 1409 {
1594 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1595 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1412 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1597 else 1413 else
1598 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1599 1415
1600 return 0; 1416 return 0;
1601 } 1417 }
1602 } 1418 }
1603 1419
1612 } 1428 }
1613 1429
1614 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1615 if (arrow->nrof == 0) 1431 if (arrow->nrof == 0)
1616 { 1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1617 arrow->destroy (); 1434 arrow->destroy ();
1618 return 0; 1435 return 0;
1619 } 1436 }
1620 1437
1621 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1622 arrow = get_split_ob (arrow, 1); 1439 arrow = arrow->split ();
1623 if (!arrow) 1440 if (!arrow)
1624 { 1441 {
1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1442 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 return 0; 1443 return 0;
1627 } 1444 }
1631 arrow->direction = dir; 1448 arrow->direction = dir;
1632 1449
1633 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1450 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1634 arrow->stats.hp = arrow->stats.dam; 1451 arrow->stats.hp = arrow->stats.dam;
1635 arrow->stats.grace = arrow->attacktype; 1452 arrow->stats.grace = arrow->attacktype;
1453 arrow->custom_name = arrow->slaying;
1636 1454
1637 if (arrow->slaying) 1455#if 0
1638 arrow->spellarg = strdup (arrow->slaying);
1639
1640 if (player *pl = op->contr) 1456 if (player *pl = op->contr)
1641 { 1457 {
1642 if (!pl->has_hit)
1643 {
1644 pl->has_hit = 1;
1645 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1646 }
1647#if 0
1648 float speed = pl->weapon_sp; 1458 float speed = pl->weapon_sp;
1649 1459
1650 /* penalize ROF for bestarrow */ 1460 /* penalize ROF for bestarrow */
1651 if (pl->bowtype == bow_bestarrow) 1461 if (pl->bowtype == bow_bestarrow)
1652 speed *= .9f; 1462 speed *= .9f;
1653 else 1463 else
1654 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1464 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1655 1465
1656 op->speed_left += speed - op->speed; 1466 op->speed_left += speed - op->speed;
1467 }
1657#endif 1468#endif
1658 }
1659 1469
1660 SET_ANIMATION (arrow, arrow->direction); 1470 SET_ANIMATION (arrow, arrow->direction);
1661 1471
1662 /* update the speed */ 1472 /* update the speed */
1663 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1664 + bow->stats.dam / 7.0;
1665 1473
1666 arrow->set_speed (max (arrow->speed, 2.0));
1667 arrow->speed_left = 0; 1474 arrow->speed_left = 0;
1475 arrow->set_speed (max (2.f,
1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f
1478 ));
1668 1479
1669 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1670 1481
1671 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1672 { 1483 {
1693 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1694 1505
1695 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1696 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1698 1510
1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1700 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1701 1513
1702 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1703 move_arrow (arrow); 1515 move_arrow (arrow);
1704
1705 if (op->type == PLAYER)
1706 {
1707 if (left->destroyed ())
1708 esrv_del_item (op->contr, left->count);
1709 else
1710 esrv_send_item (op, left);
1711 }
1712 1516
1713 return 1; 1517 return 1;
1714} 1518}
1715 1519
1716/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1718 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1719 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1720 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1721 * hence the function name. 1525 * hence the function name.
1722 */ 1526 */
1723int 1527static int
1724player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1725{ 1529{
1726 int ret = 0, wcmod = 0; 1530 int ret;
1727 1531
1728 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1729 { 1533 {
1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1534 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1731 } 1535 }
1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1536 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1733 { 1537 {
1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1735 wcmod = -1;
1736
1737 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1738 } 1540 }
1739 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1740 { 1542 {
1741 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1742 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
1743 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1744 } 1546 }
1745 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1746 { 1548 {
1747 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1549 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1748 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1550 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1551 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1750 } 1552 }
1751 else 1553 else
1752 { 1554 {
1758} 1560}
1759 1561
1760/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1761 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1762 */ 1564 */
1763void 1565static void
1764fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
1765{ 1567{
1766 object *item = op->contr->ranged_ob; 1568 object *item = op->contr->ranged_ob;
1767 1569
1768 if (!item) 1570 if (!item)
1775 { 1577 {
1776 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1777 return; 1579 return;
1778 } 1580 }
1779 1581
1780 if (!op->change_weapon (item)) 1582 if (!op->apply (item))
1781 return; 1583 return;
1782 1584
1783 if (item->type == WAND) 1585 if (item->type == WAND)
1784 { 1586 {
1785 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1786 { 1588 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1589 op->contr->play_sound (sound_find ("wand_poof"));
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789 1591
1790 return; 1592 return;
1791 } 1593 }
1792 } 1594 }
1793 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
1794 { 1596 {
1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1597 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1598
1599 // using the maximum of the rods charge allows at least one spell cast
1600 // for a rod or horn, this fixes some broken rods.
1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1796 { 1602 {
1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1798 1604
1799 if (item->type == ROD) 1605 if (item->type == ROD)
1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1801 else 1607 else
1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1608 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1805 } 1611 }
1806 } 1612 }
1807 1613
1808 if (cast_spell (op, item, dir, item->inv, NULL)) 1614 if (cast_spell (op, item, dir, item->inv, NULL))
1809 { 1615 {
1810 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1616 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1617
1811 if (item->type == WAND) 1618 if (item->type == WAND)
1812 { 1619 {
1813 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1814 { 1621 {
1815 object *tmp;
1816
1817 if (item->arch) 1622 if (item->arch)
1818 { 1623 {
1819 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1820 item->face = item->arch->clone.face; 1625 item->face = item->arch->face;
1821 item->set_speed (0); 1626 item->set_speed (0);
1822 } 1627 }
1823 1628
1824 if ((tmp = item->in_player ())) 1629 if (object *pl = item->visible_to ())
1825 esrv_update_item (UPD_ANIM, tmp, item); 1630 esrv_update_item (UPD_ANIM, pl, item);
1826 } 1631 }
1827 } 1632 }
1828 else if (item->type == ROD || item->type == HORN) 1633 else if (item->type == ROD || item->type == HORN)
1829 drain_rod_charge (item); 1634 drain_rod_charge (item);
1830 } 1635 }
1831} 1636}
1832 1637
1833/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1834 */ 1639 */
1835void 1640bool
1836fire (object *op, int dir) 1641fire (object *who, int dir)
1837{ 1642{
1838 int spellcost = 0; 1643 int spellcost = 0;
1839 1644
1645 player *pl = who->contr;
1646
1647 if (pl->golem)
1648 {
1649 control_golem (who->contr->golem, dir);
1650 return false;
1651 }
1652
1653 object *ob = pl->ranged_ob;
1654
1655 if (!ob)
1656 return false;
1657
1658 if (who->speed_left > 0.f)
1659 --who->speed_left;
1660 else
1661 return false;
1662
1663 if (!who->apply (ob))
1664 return false;
1665
1840 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1841 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
1842 make_visible (op); 1668 make_visible (who);
1843
1844 player *pl = op->contr;
1845
1846 if (pl->golem)
1847 {
1848 control_golem (op->contr->golem, dir);
1849 return;
1850 }
1851
1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 if (!op->change_weapon (ob))
1858 return;
1859 1669
1860 switch (ob->type) 1670 switch (ob->type)
1861 { 1671 {
1862 case BOW: 1672 case BOW:
1863 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1864 break; 1674 break;
1865 1675
1866 case SPELL: 1676 case SPELL:
1867 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1868 break; 1678 break;
1869 1679
1870 case BUILDER: 1680 case BUILDER:
1871 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1872 break; 1682 break;
1873 1683
1874 case SKILL: 1684 case SKILL:
1875 do_skill (op, op, ob, dir, 0); 1685 do_skill (who, who, ob, dir, 0);
1876 break; 1686 break;
1877 1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1878 default: 1692 default:
1879 fire_misc_object (op, dir); 1693 fire_misc_object (who, dir);
1880 break; 1694 break;
1881 } 1695 }
1882}
1883 1696
1884/* find_key 1697 return true;
1885 * We try to find a key for the door as passed. If we find a key 1698}
1886 * and successfully use it, we return the key, otherwise NULL 1699
1887 * This function merges both normal and locked door, since the logic 1700static object *
1888 * for both is the same - just the specific key is different.
1889 * pl is the player,
1890 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers.
1893 */
1894object *
1895find_key (object *pl, object *container, object *door) 1701find_key_ (object *pl, object *container, object *door)
1896{ 1702{
1897 object *tmp, *key; 1703 object *tmp, *key;
1898 1704
1899 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
1900 if (!container->inv) 1706 if (!container->inv)
1903 /* First, lets try to find a key in the top level inventory */ 1709 /* First, lets try to find a key in the top level inventory */
1904 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1905 { 1711 {
1906 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1907 break; 1713 break;
1714
1908 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1909 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1910 */ 1717 */
1911 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1912 break; 1719 break;
1913 } 1720 }
1918 * a key, return 1725 * a key, return
1919 */ 1726 */
1920 if (!tmp) 1727 if (!tmp)
1921 { 1728 {
1922 for (tmp = container->inv; tmp; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1923 {
1924 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
1925 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
1926 {
1927 if ((key = find_key (pl, tmp, door))) 1732 if ((key = find_key_ (pl, tmp, door)))
1928 return key; 1733 return key;
1929 }
1930 }
1931 1734
1932 if (!tmp) 1735 if (!tmp)
1933 return NULL; 1736 return 0;
1934 } 1737 }
1935 1738
1936 /* We get down here if we have found a key. Now if its in a container, 1739 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1740 * see if we actually want to use it
1938 */ 1741 */
1939 if (pl != container) 1742 if (pl != container)
1940 { 1743 {
1941 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
1942 if (!pl->contr) 1745 if (!pl->contr)
1943 return NULL; 1746 return 0;
1747
1944 /* cases where this fails: 1748 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1750 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
1948 * containers can be used. 1752 * containers can be used.
1952 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
1953 * 1757 *
1954 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1955 * all the others. 1759 * all the others.
1956 */ 1760 */
1957 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
1958 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
1959 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1960 { 1764 {
1961 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1766 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1963 return NULL; 1767 return NULL;
1964 } 1768 }
1965 } 1769 }
1966 1770
1967 return tmp; 1771 return tmp;
1772}
1773
1774/* find_key
1775 * We try to find a key for the door as passed. If we find a key
1776 * and successfully use it, we return the key, otherwise NULL
1777 * This function merges both normal and locked door, since the logic
1778 * for both is the same - just the specific key is different.
1779 * pl is the player,
1780 * inv is the objects inventory to searched
1781 * door is the door we are trying to match against.
1782 * This function can be called recursively to search containers.
1783 */
1784object *
1785find_key (object *pl, object *container, object *door)
1786{
1787 if (door->slaying && is_match_expr (door->slaying))
1788 {
1789 // for match expressions, we try to find the key by applying the match
1790 // to the op itself, which is supposed to find the "key", instead
1791 // of searching through containers ourselves.
1792
1793 return match_one (door->slaying, container, door, pl, pl);
1794 }
1795 else
1796 return find_key_ (pl, container, door);
1968} 1797}
1969 1798
1970/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1973 * 0 otherwise 1802 * 0 otherwise
1974 */ 1803 */
1975static int 1804static int
1976player_attack_door (object *op, object *door) 1805player_attack_door (object *op, object *door)
1977{ 1806{
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1807 /* If its a door, try to find a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1808 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
1981 */ 1810 */
1982 object *key = find_key (op, op, door); 1811 object *key = find_key (op, op, door);
1983 1812
1984 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
1985 if (key) 1814 if (key)
1986 { 1815 {
1987 object *container = key->env; 1816 object *container = key->env;
1988
1989 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 1817
1991 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
1992 make_visible (op); 1819 make_visible (op);
1993 1820
1994 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1996 1823
1997 if (door->type == DOOR) 1824 if (door->type == DOOR)
1998 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1825 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1999 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
2000 { 1827 {
2001 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1828 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2002 remove_door2 (door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
2003 } 1830 }
2004 1831
2005 /* Do this after we print the message */ 1832 /* Do this after we print the message */
2006 decrease_ob (key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
2007 /* Need to update the weight the container the key was in */
2008 if (container != op)
2009 esrv_update_item (UPD_WEIGHT, op, container);
2010 1834
2011 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
2012 } 1836 }
2013 else if (door->type == LOCKED_DOOR) 1837 else if (door->type == LOCKED_DOOR)
2014 { 1838 {
2015 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
2016 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1840 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2017 return 1; 1841 return 1;
2018 } 1842 }
2019 1843
2020 return 0; 1844 return 0;
2021} 1845}
2024 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
2025 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2026 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2027 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2028 */ 1852 */
2029void 1853bool
2030move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
2031{ 1855{
2032 object *tmp, *mon; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2033 int on_battleground; 1857 {
2034 maptile *m; 1858 --op->speed_left;
1859 return true;
1860 }
2035 1861
2036 sint16 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2037 sint16 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2038 1864
2039 on_battleground = op_on_battleground (op, 0, 0); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2040 1867
2041 /* If braced, or can't move to the square, and it is not out of the 1868 /* If braced, or can't move to the square, and it is not out of the
2042 * map, attack it. Note order of if statement is important - don't 1869 * map, attack it. Note order of if statement is important - don't
2043 * want to be calling move_ob if braced, because move_ob will move the 1870 * want to be calling move_ob if braced, because move_ob will move the
2044 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2045 * move to some space, it then means that if we are braced, we should 1872 * move to some space, it then means that if we are braced, we should
2046 * do nothing at all. As it is, if we are braced, we go through 1873 * do nothing at all. As it is, if we are braced, we go through
2047 * quite a bit of processing. However, it probably is less than what 1874 * quite a bit of processing. However, it probably is less than what
2048 * move_ob uses. 1875 * move_ob uses.
2049 */ 1876 */
2050 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1877 maptile *m = op->map->xy_find (nx, ny);
1878
1879 /* Go through all the objects, and find ones of interest. Only stop if
1880 * we find a monster - that is something we know we want to attack.
1881 * if its a door or barrel (can roll) see if there may be monsters
1882 * on the space
1883 */
1884 object *mon;
1885 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1886 {
1887 if ((mon->flag [FLAG_ALIVE]
1888 || mon->type == LOCKED_DOOR
1889 || mon->flag [FLAG_CAN_ROLL])
1890 && mon != op)
1891 break;
2051 { 1892 }
2052 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1893
1894 /* no monster == player tries to move into a wall or so */
1895 if (!mon)
1896 {
1897 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1898 if (op->move_type & ob->move_block)
2053 { 1899 {
2054 m = op->map->xy_find (nx, ny); 1900 if (ob->move_block == MOVE_ALL)
2055 if (!m) 1901 move_into_wall (op, ob);
2056 return; /* Don't think this should happen */ 1902 else
1903 {
1904 if (op->contr->ns->bumpmsg)
1905 {
1906 op->play_sound (sound_find ("blocked_move"));
1907
1908 op->statusmsg (ob->invisible
1909 ? "Something blocks you."
1910 : format ("Something blocks you from entering the %s.", query_name (ob))
1911 );
1912 }
1913 }
1914
1915 break;
1916 }
1917
1918 return false;
1919 }
1920
1921 mon = mon->head_ ();
1922
1923 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1924 if (op->contr->weapon_sp_left > 0.f)
1925 if (player_attack_door (op, mon))
1926 {
1927 --op->contr->weapon_sp_left;
1928 return true;
1929 }
1930
1931 /* The following deals with possibly attacking peaceful
1932 * or friendly creatures. Basically, all players are considered
1933 * unaggressive. If the moving player has peaceful set, then the
1934 * object should be pushed instead of attacked. It is assumed that
1935 * if you are braced, you will not attack friends accidently,
1936 * and thus will not push them.
1937 */
1938
1939 /* If the creature is a pet, push it even if the player is not
1940 * peaceful. Our assumption is the creature is a pet if the
1941 * player owns it and it is either friendly or unagressive.
1942 */
1943 if (op->type == PLAYER
1944 && ((mon->owner && mon->owner->contr
1945 && same_party (mon->owner->contr->party, op->contr->party))
1946 || mon->owner == op)
1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1948 {
1949 /* If we're braced, we don't want to switch places with it */
1950 if (op->contr->braced)
1951 return false;
1952
1953 if (op->speed_left > 0.f)
1954 {
1955 --op->speed_left;
1956
1957 op->play_sound (sound_find ("push_player"));
1958 push_ob (mon, dir, op);
1959
1960 if (action_makes_visible (op))
1961 make_visible (op);
1962
1963 return true;
2057 } 1964 }
2058 else 1965 else
2059 m = op->map;
2060
2061 if (!(tmp = m->at (nx, ny).bot))
2062 return; 1966 return false;
1967 }
2063 1968
2064 mon = 0; 1969 bool on_battleground = op_on_battleground (op, 0, 0);
2065 /* Go through all the objects, and find ones of interest. Only stop if
2066 * we find a monster - that is something we know we want to attack.
2067 * if its a door or barrel (can roll) see if there may be monsters
2068 * on the space
2069 */
2070 while (tmp)
2071 {
2072 if (tmp == op)
2073 {
2074 tmp = tmp->above;
2075 continue;
2076 }
2077 1970
2078 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2079 {
2080 mon = tmp;
2081 break;
2082 }
2083
2084 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2085 mon = tmp;
2086
2087 tmp = tmp->above;
2088 }
2089
2090 if (!mon) /* This happens anytime the player tries to move */
2091 return; /* into a wall */
2092
2093 if (mon->head)
2094 mon = mon->head;
2095
2096 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2097 if (player_attack_door (op, mon))
2098 return;
2099
2100 /* The following deals with possibly attacking peaceful
2101 * or frienddly creatures. Basically, all players are considered
2102 * unaggressive. If the moving player has peaceful set, then the
2103 * object should be pushed instead of attacked. It is assumed that
2104 * if you are braced, you will not attack friends accidently,
2105 * and thus will not push them.
2106 */
2107
2108 /* If the creature is a pet, push it even if the player is not
2109 * peaceful. Our assumption is the creature is a pet if the
2110 * player owns it and it is either friendly or unagressive.
2111 */
2112 if (op->type == PLAYER
2113 && ((mon->owner && mon->owner->contr
2114 && same_party (mon->owner->contr->party, op->contr->party))
2115 || mon->owner == op)
2116 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2117 {
2118 /* If we're braced, we don't want to switch places with it */
2119 if (op->contr->braced)
2120 return;
2121
2122 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2123 push_ob (mon, dir, op);
2124 if (op->contr->tmp_invis || op->hide)
2125 make_visible (op);
2126
2127 return;
2128 }
2129
2130 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2131 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2132 * someone, but put it inside this loop so that you won't 1973 * someone, but put it inside this loop so that you won't
2133 * attack them either. 1974 * attack them either.
2134 */ 1975 */
2135 if ((mon->type == PLAYER || mon->enemy != op) 1976 if ((mon->type == PLAYER || mon->enemy != op)
2136 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1977 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2137 && ((op->contr->peaceful 1978 && ((op->contr->peaceful
2138 || (mon->type == PLAYER && mon->contr->peaceful)) 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2139 && !on_battleground)) 1980 && !on_battleground))
1981 {
1982 if (op->speed_left > 0.f)
2140 { 1983 {
1984 --op->speed_left;
1985
2141 if (!op->contr->braced) 1986 if (!op->contr->braced)
2142 { 1987 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1988 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 1989 push_ob (mon, dir, op);
2145 } 1990 }
2146 else 1991 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 1992 op->statusmsg ("You withhold your attack");
2148 1993
2149 if (op->contr->tmp_invis || op->hide) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2150 make_visible (op); 1995 make_visible (op);
2151 }
2152 1996
1997 return true;
1998 }
1999 }
2153 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2154 * roll it if not braced. You can't roll it if you are braced. 2001 * roll it if not braced. You can't roll it if you are braced.
2155 */ 2002 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2004 {
2005 if (op->speed_left > 0.f)
2157 { 2006 {
2007 --op->speed_left;
2008
2158 recursive_roll (mon, dir, op); 2009 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2160 make_visible (op); 2011 make_visible (op);
2161 }
2162 2012
2013 return true;
2014 }
2015 }
2163 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points 2017 * Way it works is like this: First, it must have some hit points
2165 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2166 * 1) Not a player, 2) A player, but of a different party. Note 2019 * 1) Not a player, 2) A player, but of a different party. Note
2167 * that party_number -1 is no party, so attacks can still happen. 2020 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2021 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2023 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2171 { 2024 {
2172 if (!op->contr->has_hit) 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2173 { 2026 {
2174 op->contr->has_hit = 1; 2027 --op->contr->weapon_sp_left;
2175 op->speed_left += op->contr->weapon_sp - op->speed;
2176 }
2177 2028
2178 skill_attack (mon, op, 0, 0, 0); 2029 skill_attack (mon, op, 0, 0, 0);
2179
2180 /* If attacking another player, that player gets automatic
2181 * hitback, and doesn't loose luck either.
2182 * Disable hitback on the battleground or if the target is
2183 * the wiz.
2184 */
2185 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2186 {
2187 short luck = mon->stats.luck;
2188
2189 mon->contr->has_hit = 1;
2190 skill_attack (op, mon, 0, 0, 0);
2191 mon->stats.luck = luck;
2192 }
2193 2030
2194 if (action_makes_visible (op)) 2031 if (action_makes_visible (op))
2195 make_visible (op); 2032 make_visible (op);
2196 }
2197 } /* if player should attack something */
2198}
2199 2033
2200int 2034 return true;
2035 }
2036 }
2037
2038 return false;
2039}
2040
2041bool
2201move_player (object *op, int dir) 2042move_player (object *op, int dir)
2202{ 2043{
2203 int pick;
2204
2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2206 return 0; 2045 return 0;
2207 2046
2208 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2209 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2210 { 2049 {
2211 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2212 return 0; 2051 return 0;
2213 } 2052 }
2214 2053
2215 /* peterm: added following line */ 2054 /* peterm: added following line */
2216 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2217 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2218 2057
2219 op->facing = dir; 2058 op->facing = dir;
2220 2059
2221 if (op->hide) 2060 if (op->flag [FLAG_HIDDEN])
2222 do_hidden_move (op); 2061 do_hidden_move (op);
2223 2062
2063 bool retval;
2064 int pick = 0;
2065
2224 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2225 /*nop */ ; 2067 retval = RESULT_INT (0);
2226 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2227 fire (op, dir); 2069 retval = fire (op, dir);
2228 else 2070 else
2229 { 2071 {
2230 move_player_attack (op, dir); 2072 retval = move_player_attack (op, dir);
2231 pick = check_pick (op); 2073 pick = check_pick (op);
2232 } 2074 }
2233 2075
2234 /* Add special check for newcs players and fire on - this way, the 2076 /* Add special check for newcs players and fire on - this way, the
2235 * server can handle repeat firing. 2077 * server can handle repeat firing.
2242 /* Update how the player looks. Use the facing, so direction may 2084 /* Update how the player looks. Use the facing, so direction may
2243 * get reset to zero. This allows for full animation capabilities 2085 * get reset to zero. This allows for full animation capabilities
2244 * for players. 2086 * for players.
2245 */ 2087 */
2246 animate_object (op, op->facing); 2088 animate_object (op, op->facing);
2247 return 0; 2089
2090 return retval;
2248} 2091}
2249 2092
2250/* This is similar to handle_player, below, but is only used by the 2093/* This is similar to handle_player, below, but is only used by the
2251 * new client/server stuff. 2094 * new client/server stuff.
2252 * This is sort of special, in that the new client/server actually uses 2095 * This is sort of special, in that the new client/server actually uses
2253 * the new speed values for commands. 2096 * the new speed values for commands.
2254 * 2097 *
2255 * Returns true if there are more actions we can do. 2098 * Returns true if there are more actions we can do. Should not do
2099 * many actions in a row, as that would be too unfair to other
2100 * players.
2256 */ 2101 */
2257int 2102bool
2258handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2259{ 2104{
2260 if (QUERY_FLAG (op, FLAG_SCARED))
2261 {
2262 flee_player (op);
2263
2264 /* If player is still scared, that is his action for this tick */
2265 if (op->flag [FLAG_SCARED]) 2105 if (op->flag [FLAG_SCARED])
2106 {
2107 if (op->speed_left > 0.f)
2266 { 2108 {
2267 --op->speed_left; 2109 --op->speed_left;
2110 flee_player (op);
2111
2268 return 0; 2112 return true;
2269 } 2113 }
2114 else
2115 return false;
2270 } 2116 }
2271 2117
2272 /* call this here - we also will call this in do_ericserver, but 2118 /* call this here - we also will call this in do_ericserver, but
2273 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2274 * called, so we recheck it here. 2120 * called, so we recheck it here.
2275 */ 2121 */
2276 if (op->contr->ns->handle_command ()) 2122 if (op->contr->ns->handle_command ())
2277 return 1; 2123 return true;
2278 2124
2279 if (op->speed_left > 0.f)
2280 {
2281 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2125 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2282 {
2283 /* All move commands take 1 tick, at least for now */
2284 --op->speed_left;
2285
2286 /* Instead of all the stuff below, let move_player take care
2287 * of it. Also, some of the skill stuff is only put in
2288 * there, as well as the confusion stuff.
2289 */
2290 move_player (op, op->direction); 2126 return move_player (op, op->direction);
2291 2127
2292 return op->speed_left > 0.f;
2293 }
2294 }
2295
2296 return 0; 2128 return false;
2297} 2129}
2298 2130
2299int 2131static int
2300save_life (object *op) 2132save_life (object *op)
2301{ 2133{
2302 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2134 if (!op->flag [FLAG_LIFESAVE])
2303 return 0; 2135 return 0;
2304 2136
2305 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2307 { 2139 {
2308 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2140 op->play_sound (sound_find ("ob_evaporate"));
2309 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2141 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 2142
2311 if (op->contr)
2312 esrv_del_item (op->contr, tmp->count);
2313
2314 tmp->destroy (); 2143 tmp->destroy ();
2315 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2316 2145
2317 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2318 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2319 2148
2320 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2321 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2322 2151
2323 op->update_stats (); 2152 op->update_stats ();
2324 return 1; 2153 return 1;
2325 } 2154 }
2326 2155
2327 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2328 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2329 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2330 return 0; 2159 return 0;
2331} 2160}
2332 2161
2333/* This goes throws the inventory and removes unpaid objects, and puts them 2162/* This goes throws the inventory and removes unpaid objects, and puts them
2334 * back in the map (location and map determined by values of env). This 2163 * back in the map (location and map determined by values of env). This
2335 * function will descend into containers. op is the object to start the search 2164 * function will descend into containers. op is the object to start the search
2336 * from. 2165 * from.
2337 */ 2166 */
2167static void
2168drop_unpaid_items (object *op, object *env)
2169{
2170 while (op)
2171 {
2172 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2173
2174 if (op->flag [FLAG_UNPAID])
2175 op->insert_at (env);
2176 else if (op->inv)
2177 drop_unpaid_items (op->inv, env);
2178
2179 op = next;
2180 }
2181}
2182
2338void 2183void
2339remove_unpaid_objects (object *op, object *env) 2184object::drop_unpaid_items ()
2340{ 2185{
2341 while (op) 2186 if (!flag [FLAG_REMOVED])
2342 { 2187 ::drop_unpaid_items (inv, this);
2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2344
2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2346 {
2347 if (env->type == PLAYER)
2348 esrv_del_item (env->contr, op->count);
2349
2350 op->insert_at (env);
2351 }
2352 else if (op->inv)
2353 remove_unpaid_objects (op->inv, env);
2354
2355 op = next;
2356 }
2357}
2358
2359/*
2360 * Returns pointer a static string containing gravestone text
2361 * Moved from apply.c to player.c - player.c is what
2362 * actually uses this function. player.c may not be quite the
2363 * best, a misc file for object actions is probably better,
2364 * but there isn't one in the server directory.
2365 */
2366char *
2367gravestone_text (object *op)
2368{
2369 static char buf2[MAX_BUF];
2370 char buf[MAX_BUF];
2371 time_t now = time (NULL);
2372
2373 strcpy (buf2, " R.I.P.\n\n");
2374 if (op->type == PLAYER)
2375 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2376 else
2377 sprintf (buf, "%s\n", &op->name);
2378
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 if (op->type == PLAYER)
2382 sprintf (buf, "who was in level %d when killed\n", op->level);
2383 else
2384 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2385
2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2387 strcat (buf2, buf);
2388 if (op->type == PLAYER)
2389 {
2390 sprintf (buf, "by %s.\n\n", op->contr->killer);
2391 strncat (buf2, " ", 21 - strlen (buf) / 2);
2392 strcat (buf2, buf);
2393 }
2394
2395 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2397 strcat (buf2, buf);
2398
2399 return buf2;
2400} 2188}
2401 2189
2402void 2190void
2403do_some_living (object *op) 2191do_some_living (object *op)
2404{ 2192{
2405 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2406 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2407 int over_hp, over_sp, over_grace;
2408 int i;
2409 int rate_hp = 1200; 2195 int rate_hp = 1200;
2410 int rate_sp = 2500; 2196 int rate_sp = 2500;
2411 int rate_grace = 2000; 2197 int rate_grace = 2000;
2412 const int max_hp = 1; 2198 const int max_hp = 1;
2413 const int max_sp = 1; 2199 const int max_sp = 1;
2414 const int max_grace = 1; 2200 const int max_grace = 1;
2415 2201
2202#if 0
2416 if (op->contr->hidden) 2203 if (op->contr->hidden)
2417 { 2204 {
2418 op->invisible = 1000; 2205 op->invisible = 1000;
2419 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2420 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2422 */ 2209 */
2423 if (pticks & 2) 2210 if (server_tick & 2)
2424 op->invisible--; 2211 op->invisible--;
2425 } 2212 }
2213 else
2214#endif
2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2427 { 2216 {
2428 if (!op->invisible--) 2217 if (!op->invisible--)
2429 { 2218 {
2430 make_visible (op); 2219 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2458 { 2247 {
2459 gen_grace = op->stats.maxgrace; 2248 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461 } 2250 }
2462 2251
2463 /* Regenerate Spell Points */ 2252 /* Regenerate Grace */
2464 if (!op->contr->golem && --op->last_sp < 0) 2253 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2254 if (--op->last_grace < 0)
2465 { 2255 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2467 if (op->stats.sp < op->stats.maxsp) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2257 op->stats.grace++; /* no penalty in food for regaining grace */
2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2261 if (max_grace > 1)
2468 { 2262 {
2469 op->stats.sp++; 2263 int over_grace = temp / rate_grace;
2470 /* dms do not consume food */ 2264
2471 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (over_grace > 0)
2472 { 2266 {
2473 op->stats.food--; 2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2474 if (op->contr->digestion < 0) 2268 op->last_grace = 0;
2475 op->stats.food += op->contr->digestion;
2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food = last_food;
2478 } 2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2479 } 2272 }
2273 else
2274 op->last_grace = rate_grace / temp;
2480 2275
2481 if (max_sp > 1) 2276 /* wearing stuff doesn't detract from grace generation. */
2277 }
2278
2279 if (op->stats.food > 0)
2280 {
2281 /* Regenerate Spell Points */
2282 if (!op->contr->golem && --op->last_sp < 0)
2482 { 2283 {
2483 over_sp = (gen_sp + 10) / rate_sp; 2284 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2484 if (over_sp > 0) 2285
2286 if (op->stats.sp < op->stats.maxsp)
2485 { 2287 {
2486 if (op->stats.sp < op->stats.maxsp) 2288 op->stats.sp++;
2289
2290 /* dms do not consume food */
2291 if (!op->flag [FLAG_WIZ])
2487 { 2292 {
2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2491 op->stats.sp--; 2293 op->stats.food--;
2492 2294
2493 if (op->stats.sp > op->stats.maxsp) 2295 if (op->contr->digestion < 0)
2296 op->stats.food += op->contr->digestion;
2297 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.sp = op->stats.maxsp; 2298 op->stats.food = last_food;
2495 } 2299 }
2300 }
2301
2302 if (max_sp > 1)
2303 {
2304 int over_sp = (gen_sp + 10) / rate_sp;
2305 if (over_sp > 0)
2306 {
2307 if (op->stats.sp < op->stats.maxsp)
2308 {
2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2310
2311 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2312 op->stats.sp--;
2313
2314 if (op->stats.sp > op->stats.maxsp)
2315 op->stats.sp = op->stats.maxsp;
2316 }
2317
2496 op->last_sp = 0; 2318 op->last_sp = 0;
2319 }
2320 else
2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 } 2322 }
2498 else 2323 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2324 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 } 2325 }
2501 else
2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2503 }
2504 2326
2505 /* Regenerate Grace */ 2327 /* Regenerate Hit Points */
2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2507 if (--op->last_grace < 0) 2328 if (--op->last_heal < 0)
2508 {
2509 if (op->stats.grace < op->stats.maxgrace / 2)
2510 op->stats.grace++; /* no penalty in food for regaining grace */
2511
2512 if (max_grace > 1)
2513 { 2329 {
2514 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2330 if (op->stats.hp < op->stats.maxhp)
2515 if (over_grace > 0)
2516 { 2331 {
2517 op->stats.sp += over_grace 2332 op->stats.hp++;
2518 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2333
2334 /* dms do not consume food */
2335 if (!op->flag [FLAG_WIZ])
2336 {
2337 op->stats.food--;
2338
2339 if (op->contr->digestion < 0)
2340 op->stats.food += op->contr->digestion;
2341 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2342 op->stats.food = last_food;
2343 }
2344 }
2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2348 if (max_hp > 1)
2349 {
2350 int over_hp = temp / rate_hp;
2351
2352 if (over_hp > 0)
2353 {
2354 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2519 op->last_grace = 0; 2355 op->last_heal = 0;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2520 } 2359 }
2521 else 2360 else
2522 {
2523 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2524 }
2525 }
2526 else
2527 {
2528 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529 }
2530 /* wearing stuff doesn't detract from grace generation. */
2531 }
2532
2533 /* Regenerate Hit Points */
2534 if (--op->last_heal < 0)
2535 {
2536 if (op->stats.hp < op->stats.maxhp)
2537 {
2538 op->stats.hp++;
2539 /* dms do not consume food */
2540 if (!QUERY_FLAG (op, FLAG_WIZ))
2541 {
2542 op->stats.food--;
2543 if (op->contr->digestion < 0)
2544 op->stats.food += op->contr->digestion;
2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2546 op->stats.food = last_food;
2547 }
2548 }
2549
2550 if (max_hp > 1)
2551 {
2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2553 if (over_hp > 0)
2554 {
2555 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2556 op->last_heal = 0; 2361 op->last_heal = rate_hp / temp;
2557 }
2558 else
2559 {
2560 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2561 }
2562 }
2563 else
2564 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 } 2362 }
2567 } 2363 }
2568 2364
2569 /* Digestion */ 2365 /* Digestion */
2570 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2571 { 2367 {
2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2368 int bonus = max (0, op->contr->digestion),
2369 penalty = max (0, -op->contr->digestion);
2573 2370
2574 if (op->contr->gen_hp > 0)
2575 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2371 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2576 else
2577 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2578 2372
2579 /* dms do not consume food */ 2373 /* dms do not consume food */
2580 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2581 op->stats.food--; 2375 op->stats.food--;
2582 } 2376 }
2583 2377
2584 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2585 { 2379 {
2586 object *tmp, *flesh = 0; 2380 object *flesh = 0;
2587 2381
2588 for (tmp = op->inv; tmp; tmp = tmp->below) 2382 for_inv_removable (op, tmp)
2589 { 2383 {
2590 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2384 if (tmp->flag [FLAG_UNPAID])
2385 continue;
2386
2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2591 { 2388 {
2592 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2389 op->statusmsg ("You blindly grab for a bite of food. "
2593 { 2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2391 op->apply (tmp);
2595 manual_apply (op, tmp, 0); 2392
2596 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2597 break; 2394 break;
2598 } 2395 }
2599 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2600 flesh = tmp; 2397 flesh = tmp;
2601 } /* End if paid for object */ 2398 }
2602 } /* end of for loop */
2603 2399
2604 /* If player is still starving, it means they don't have any food, so 2400 /* If player is still starving, it means they don't have any food, so
2605 * eat flesh instead. 2401 * eat flesh instead.
2606 */ 2402 */
2607 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2608 { 2404 {
2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2405 op->statusmsg ("You blindly grab for a bite of food. "
2406 "H<To prevent you from starving, you ate some random item from your backpack.>");
2610 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2611 } 2408 }
2409
2410 // If player is still starving, alert him!
2411 if (op->stats.food < 0)
2412 op->failmsg ("You are starving! "
2413 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2414 }
2415
2416 if (op->stats.food < 0)
2612 } 2417 {
2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2613 2420
2614 while (op->stats.food < 0 && op->stats.hp >= 0) 2421 if (op->stats.hp < 0)
2615 op->stats.food++, op->stats.hp--; 2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2616 2427
2428 /* killer should be set here already */
2617 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2618 kill_player (op); 2430 kill_player (op);
2619 } 2431 }
2620} 2432}
2621 2433
2622/* If the player should die (lack of hp, food, etc), we call this. 2434/* If the player should die (lack of hp, food, etc), we call this.
2625 * file. 2437 * file.
2626 */ 2438 */
2627void 2439void
2628kill_player (object *op) 2440kill_player (object *op)
2629{ 2441{
2630 char buf[MAX_BUF];
2631 int x, y; 2442 int x, y;
2632
2633 //int i;
2634 maptile *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2635
2636 /* int z;
2637 int num_stats_lose;
2638 int lost_a_stat;
2639 int lose_this_stat;
2640 int this_stat; */
2641 int will_kill_again; 2444 int will_kill_again;
2642 archetype *at; 2445 archetype *at;
2643 object *tmp; 2446 object *tmp;
2644 2447
2645 if (save_life (op)) 2448 if (save_life (op))
2646 return; 2449 return;
2647 2450
2451 dynbuf_text deathtab;
2452
2453 /* restore player */
2454 at = archetype::find (shstr_poisoning);
2455 if (object *tmp = present_arch_in_ob (at, op))
2456 {
2457 tmp->destroy ();
2458 deathtab << "Your body feels cleansed...\r";
2459 }
2460
2461 at = archetype::find (shstr_confusion);
2462 if (object *tmp = present_arch_in_ob (at, op))
2463 {
2464 tmp->destroy ();
2465 deathtab << "Your mind feels clearer...\r";
2466 }
2467
2468 cure_disease (op, 0, 0); /* remove any disease */
2469
2470 max_it (op->stats.hp , op->stats.maxhp);
2471 max_it (op->stats.sp , op->stats.maxsp);
2472 max_it (op->stats.grace, op->stats.maxgrace);
2473 max_it (op->stats.food , 200);
2474
2475 // remove all spell effects that are active
2476 // to avoid long-term effects such as word-of-recall
2477 for (object *item = op->inv; item; )
2478 {
2479 object *next = item->below;
2480
2481 if (item->type == SPELL_EFFECT && item->active)
2482 item->destroy ();
2483
2484 item = next;
2485 }
2648 2486
2649 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2487 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2650 * in cities ONLY!!! It is very important that this doesn't get abused. 2488 * in cities ONLY!!! It is very important that this doesn't get abused.
2651 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2652 */ 2490 */
2653 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2654 { 2492 {
2655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2493 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2657
2658 /* restore player */
2659 at = archetype::find ("poisoning");
2660 if (object *tmp = present_arch_in_ob (at, op))
2661 {
2662 tmp->destroy ();
2663 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2664 }
2665
2666 at = archetype::find ("confusion");
2667 if (object *tmp = present_arch_in_ob (at, op))
2668 {
2669 tmp->destroy ();
2670 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2671 }
2672
2673 cure_disease (op, 0); /* remove any disease */
2674 op->stats.hp = op->stats.maxhp;
2675 if (op->stats.food <= 0)
2676 op->stats.food = 999;
2677 2494
2678 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2679 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2680 { 2497
2681 sprintf (buf, "%s's finger", &op->name); 2498 tmp->name = format ("%s's finger" , &op->name);
2682 tmp->name = buf; 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2683 sprintf (buf, " This finger has been cut off %s\n" 2500 tmp->msg = format (
2684 " the %s, when he was defeated at\n level %d by %s.\n", 2501 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2685 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2502 &op->name, op->contr->title,
2686 tmp->msg = buf; 2503 (int)op->level,
2504 op->contr->killer_name ()
2505 );
2687 tmp->value = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2688 tmp->materialname = "organics"; 2507 tmp->material = name_to_material (shstr_organic);
2689 tmp->insert_at (op, tmp); 2508 tmp->insert_at (op, tmp);
2690 }
2691 2509
2692 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2693 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2694 op->contr->braced = 0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2695 return; 2515 return;
2696 } 2516 }
2697 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2698 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2699 2522
2700 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2701 2524
2702 if (op->stats.food < 0) 2525 op->contr->play_sound (sound_find ("player_dies"));
2703 {
2704 sprintf (buf, "%s starved to death.", &op->name);
2705 strcpy (op->contr->killer, "starvation");
2706 }
2707 else
2708 sprintf (buf, "%s died.", &op->name);
2709
2710 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2711 2526
2712 /* save the map location for corpse, gravestone */ 2527 /* save the map location for corpse, gravestone */
2713 x = op->x; 2528 x = op->x;
2714 y = op->y; 2529 y = op->y;
2715 map = op->map; 2530 map = op->map;
2743 2558
2744 lost_a_stat = 0; 2559 lost_a_stat = 0;
2745 2560
2746 for (z = 0; z < num_stats_lose; z++) 2561 for (z = 0; z < num_stats_lose; z++)
2747 { 2562 {
2748 i = RANDOM () % NUM_STATS; 2563 i = rndm (NUM_STATS);
2749 2564
2750 if (settings.stat_loss_on_death) 2565 if (settings.stat_loss_on_death)
2751 { 2566 {
2752 /* Pick a random stat and take a point off it. Tell the player 2567 /* Pick a random stat and take a point off it. Tell the player
2753 * what he lost. 2568 * what he lost.
2760 lost_a_stat = 1; 2575 lost_a_stat = 1;
2761 } 2576 }
2762 else 2577 else
2763 { 2578 {
2764 /* deplete a stat */ 2579 /* deplete a stat */
2765 archetype *deparch = archetype::find ("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2766 object *dep; 2581 object *dep;
2767 2582
2768 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2769 if (!dep) 2584 if (!dep)
2770 { 2585 {
2771 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2772 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2773 } 2588 }
2774 lose_this_stat = 1; 2589 lose_this_stat = 1;
2775 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2776 { 2591 {
2788 2603
2789 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2790 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2791 { 2606 {
2792 lose_this_stat = 0; 2607 lose_this_stat = 0;
2793 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2794 retain the stat. */ 2609 retain the stat. */
2795 } 2610 }
2796 else 2611 else
2797 { 2612 {
2798 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2804 } 2619 }
2805 } 2620 }
2806 2621
2807 if (lose_this_stat) 2622 if (lose_this_stat)
2808 { 2623 {
2809 this_stat = get_attr_value (&(dep->stats), i); 2624 this_stat = get_attr_value (&dep->stats, i);
2810 /* We could try to do something clever like find another 2625 /* We could try to do something clever like find another
2811 * stat to reduce if this fails. But chances are, if 2626 * stat to reduce if this fails. But chances are, if
2812 * stats have been depleted to -50, all are pretty low 2627 * stats have been depleted to -50, all are pretty low
2813 * and should be roughly the same, so it shouldn't make a 2628 * and should be roughly the same, so it shouldn't make a
2814 * difference. 2629 * difference.
2815 */ 2630 */
2816 if (this_stat >= -50) 2631 if (this_stat >= -50)
2817 { 2632 {
2818 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2819 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2820 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2821 op->update_stats (); 2636 op->update_stats ();
2822 lost_a_stat = 1; 2637 lost_a_stat = 1;
2823 } 2638 }
2824 } 2639 }
2825 } 2640 }
2826 } 2641 }
2642
2827 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
2828 if (!lost_a_stat) 2644 if (!lost_a_stat)
2829 { 2645 {
2830 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
2831 Should I be using something else? GD */ 2647 Should I be using something else? GD */
2832 const char *god = determine_god (op); 2648 shstr_tmp god = determine_god (op);
2833 2649
2834 if (god && (strcmp (god, "none"))) 2650 if (god != shstr_none)
2835 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2651 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2836 else 2652 else
2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2653 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2838 } 2654 }
2839#else 2655#else
2840 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2656 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2841#endif 2657#endif
2842 2658
2843 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2844 * exp loss on the stone. 2660 * exp loss on the stone.
2845 */ 2661 */
2846 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2847 sprintf (buf, "%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2848 tmp->name = buf; 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2849 sprintf (buf, "%s's gravestones", &op->name); 2665 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2850 tmp->name_pl = buf; 2666 &op->name, op->contr->title, op->contr->killer_name ());
2851 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);
2852 tmp->msg = buf;
2853 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2854 insert_ob_in_map (tmp, op->map, NULL, 0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2855 2669
2856 /**************************************/ 2670 /**************************************/
2857 /* */ 2671 /* */
2858 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2859 /* if we died cause of food, give us */
2860 /* food, and reset HP's... */
2861 /* */ 2673 /* */
2862 /**************************************/ 2674 /**************************************/
2863 2675
2864 /* remove any poisoning and confusion the character may be suffering. */
2865 /* restore player */
2866 at = archetype::find ("poisoning");
2867 tmp = present_arch_in_ob (at, op);
2868
2869 if (tmp)
2870 {
2871 tmp->destroy ();
2872 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2873 }
2874
2875 at = archetype::find ("confusion");
2876 tmp = present_arch_in_ob (at, op);
2877 if (tmp)
2878 {
2879 tmp->destroy ();
2880 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2881 }
2882
2883 cure_disease (op, 0); /* remove any disease */
2884
2885 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2886 apply_death_exp_penalty (op); 2677 apply_death_exp_penalty (op);
2887 if (op->stats.food < 100)
2888 op->stats.food = 900;
2889 op->stats.hp = op->stats.maxhp;
2890 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2891 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2892 2678
2893 /* 2679 /*
2894 * Check to see if the player has any unpaid items. If so, remove them 2680 * Check to see if the player has any unpaid items. If so, remove them
2895 * and put them back in the map. 2681 * and put them back in the map.
2896 */ 2682 */
2897 remove_unpaid_objects (op->inv, op); 2683 op->drop_unpaid_items ();
2898 2684
2899 /****************************************/ 2685 /****************************************/
2900 /* */ 2686 /* */
2901 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
2902 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
2920 if (will_kill_again) 2706 if (will_kill_again)
2921 { 2707 {
2922 object *force; 2708 object *force;
2923 int at; 2709 int at;
2924 2710
2925 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2926 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2927 force->speed = 0.1f;
2928 force->speed_left = -5.f; 2713 force->speed_left = -5.f;
2929 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2930 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
2931 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2932 force->resist[at] = 100; 2719 force->resist[at] = 100;
2933 2720
2934 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
2935 op->update_stats (); 2722 op->update_stats ();
2936
2937 } 2723 }
2938 2724
2939 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2940} 2726}
2941 2727
2942void 2728static void
2943loot_object (object *op) 2729loot_object (object *op)
2944{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2945 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2946 2732
2947 op->close_container (); /* close open sack first */ 2733 op->close_container (); /* close open sack first */
2948 2734
2949 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2950 { 2736 {
2957 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2958 2744
2959 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
2960 loot_object (tmp); /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
2961 2747
2962 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2963 { 2749 {
2964 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
2965 { 2751 {
2966 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2967 tmp2->destroy ();
2968 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2969 } 2754 }
2970 else 2755 else
2971 tmp->destroy (); 2756 tmp->destroy ();
2972 } 2757 }
2979 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
2980 * what needs to be fixed. Refresh windows and fix speed if anything 2765 * what needs to be fixed. Refresh windows and fix speed if anything
2981 * was changed. 2766 * was changed.
2982 */ 2767 */
2983void 2768void
2984fix_weight (void) 2769fix_weight ()
2985{ 2770{
2986 for_all_players (pl) 2771 for_all_players (pl)
2987 { 2772 {
2988 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2773 weight_t old = pl->ob->carrying;
2989 2774
2990 if (old == sum) 2775 pl->ob->update_weight ();
2991 continue; 2776
2777 if (old != pl->ob->carrying)
2778 {
2992 pl->ob->update_stats (); 2779 pl->ob->update_stats ();
2993 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2780 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2781 }
2994 } 2782 }
2995} 2783}
2996 2784
2997void 2785void
2998fix_luck (void) 2786fix_luck ()
2999{ 2787{
3000 for_all_players (pl) 2788 for_all_players (pl)
3001 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
3002 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
3003} 2791}
3040} 2828}
3041 2829
3042void 2830void
3043make_visible (object *op) 2831make_visible (object *op)
3044{ 2832{
3045 op->hide = 0; 2833 op->flag [FLAG_HIDDEN] = 0;
3046 op->invisible = 0; 2834 op->invisible = 0;
2835
3047 if (op->type == PLAYER) 2836 if (op->type == PLAYER)
3048 { 2837 {
3049 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3050 op->contr->invis_race = 0; 2839 op->contr->invis_race = 0;
3051 } 2840 }
3054} 2843}
3055 2844
3056int 2845int
3057is_true_undead (object *op) 2846is_true_undead (object *op)
3058{ 2847{
3059 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2848 if (op->arch->flag [FLAG_UNDEAD])
3060 return 1; 2849 return 1;
3061 2850
3062 return 0; 2851 return 0;
3063} 2852}
3064 2853
3065/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3066 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3067 * indicate greater hideability. 2856 * indicate greater hideability.
3068 */ 2857 */
3069
3070int 2858int
3071hideability (object *ob) 2859hideability (object *ob)
3072{ 2860{
3073 int i, level = 0, mflag; 2861 int i, level = 0, mflag;
3074 sint16 x, y; 2862 sint16 x, y;
3075 2863
3076 if (!ob || !ob->map) 2864 if (!ob || !ob->map)
3077 return 0; 2865 return 0;
3078 2866
3079 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3080 level = ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3081 2869
3082 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3083 * If you carry a light on a non-dark map, its not 2871 * If you carry a light on a non-dark map, its not
3084 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3085 if (has_carried_lights (ob)) 2873 if (ob->has_carried_lights ())
3086 level = -(10 + (2 * ob->map->darkness)); 2874 level = -(10 + (2 * ob->map->darklevel ()));
3087 2875
3088 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3089 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2877 for (i = 0, x = ob->x, y = ob->y;
2878 i <= SIZEOFFREE1;
2879 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
3090 { 2880 {
3091 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3092 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
3093 {
3094 continue; 2883 continue;
3095 } 2884
3096 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 2886 level += 2;
3098 else /* open terrain! */ 2887 else /* open terrain! */
3099 level -= 1; 2888 level -= 1;
3100 } 2889 }
3108/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 2901 */
3113
3114void 2902void
3115do_hidden_move (object *op) 2903do_hidden_move (object *op)
3116{ 2904{
3117 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2905 int hide = 0;
3118 object *skop;
3119 2906
3120 if (!op || !op->map) 2907 if (!op || !op->map)
3121 return; 2908 return;
3122 2909
3123 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2910 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2911 int num = random_roll (0, 19, op, PREFER_LOW);
3124 2912
3125 /* its *extremely* hard to run and sneak/hide at the same time! */ 2913 /* its *extremely* hard to run and sneak/hide at the same time! */
3126 if (op->type == PLAYER && op->contr->run_on) 2914 if (op->type == PLAYER && op->contr->run_on)
3127 if (!skop || num >= skop->level) 2915 if (!skop || num >= skop->level)
3128 { 2916 {
3138 num -= hide; 2926 num -= hide;
3139 2927
3140 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3141 { 2929 {
3142 make_visible (op); 2930 make_visible (op);
2931
3143 if (op->type == PLAYER) 2932 if (op->type == PLAYER)
3144 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2933 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3145 } 2934 }
3146 else if (op->type == PLAYER && skop) 2935 else if (op->type == PLAYER && skop)
3147 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2936 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3162 2951
3163 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3164 player = 1; 2953 player = 1;
3165 2954
3166 else 2955 else
3167 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3168 2957
3169 /* search adjacent squares */ 2958 /* search adjacent squares */
3170 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3171 { 2960 {
3172 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3173 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3174 m = who->map; 2963 m = who->map;
3175 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3176 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3177 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3178 */ 2967 */
3181 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2970 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3182 continue; 2971 continue;
3183 2972
3184 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2973 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3185 { 2974 {
3186 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2975 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3187 return 1; 2976 return 1;
3188 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3189 {
3190 /*don't let a hidden DM prevent you from hiding */
3191 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1; 2978 return 1;
3193 }
3194 } 2979 }
3195 } 2980 }
3196 return 0; 2981 return 0;
3197} 2982}
3198 2983
3199/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 2986 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 2992 * imply the way your head, or body is facing? It's possible
3208 * for them to differ. Sigh, this fctn could get a bit more complex. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 2994 * -b.t.
3210 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3211 */ 2996 */
3212
3213int 2997int
3214player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3215{ 2999{
3216 rv_vector rv; 3000 rv_vector rv;
3217 int dx, dy; 3001 int dx, dy;
3229 3013
3230 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3231 3015
3232 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3233 * through the object and find if it has any 3017 * through the object and find if it has any
3234 * part that is in the los array but isnt on 3018 * part that is in the los array but isn't on
3235 * a blocked los square. 3019 * a blocked los square.
3236 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3237 */ 3021 */
3238 while (op) 3022 while (op)
3239 { 3023 {
3240 dx = rv.distance_x + op->arch->clone.x; 3024 dx = rv.distance_x + op->arch->x;
3241 dy = rv.distance_y + op->arch->clone.y; 3025 dy = rv.distance_y + op->arch->y;
3242 3026
3243 /* only the viewable area the player sees is updated by LOS 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3244 * code, so we need to restrict ourselves to that range of values
3245 * for any meaningful values.
3246 */
3247 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3248 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3249 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3250 return 1; 3028 return 1;
3029
3251 op = op->more; 3030 op = op->more;
3252 } 3031 }
3253 return 0;
3254}
3255 3032
3256/* routine for both players and monsters. We call this when
3257 * there is a possibility for our action distrubing our hiding
3258 * place or invisiblity spell. Artefact invisiblity is not
3259 * effected by this. If we arent invisible to begin with, we
3260 * return 0.
3261 */
3262int
3263action_makes_visible (object *op)
3264{
3265
3266 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3267 {
3268 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3269 return 0;
3270
3271 if (op->contr && op->contr->tmp_invis == 0)
3272 return 0;
3273
3274 /* If monsters, they should become visible */
3275 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3276 {
3277 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3278 return 1;
3279 }
3280 }
3281 return 0; 3033 return 0;
3282} 3034}
3283 3035
3284/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3285 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3290 * Default is to do the same as before, so only people wanting to have different points need worry about this 3042 * Default is to do the same as before, so only people wanting to have different points need worry about this
3291 */ 3043 */
3292int 3044int
3293op_on_battleground (object *op, int *x, int *y) 3045op_on_battleground (object *op, int *x, int *y)
3294{ 3046{
3295 object *tmp;
3296
3297 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3298 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3048 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3299 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3300 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3301 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3302 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3303 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3304 { 3054 {
3305 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3306 { 3056 {
3307 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3057 if (tmp->flag [FLAG_NO_PICK]
3308 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3058 && tmp->type == BATTLEGROUND
3059 && tmp->name == shstr_battleground
3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3309 { 3061 {
3310 /*before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3311 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3312 {
3313 object *invtmp;
3314
3315 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3316 { 3066 {
3317 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3318 {
3319 if (x != NULL && y != NULL) 3067 if (x && y)
3320 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3321 return 1; 3070 return 1;
3322 }
3323 } 3071 }
3324 } 3072
3325 if (x != NULL && y != NULL) 3073 if (x && y)
3326 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3327 return 1; 3076 return 1;
3328 } 3077 }
3329 } 3078 }
3330 } 3079 }
3080
3331 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3332 return 0; 3082 return 0;
3333} 3083}
3334 3084
3335/* 3085/*
3351 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3352 int i = 0, j = 0; 3102 int i = 0, j = 0;
3353 3103
3354 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3355 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3356 trlist = treasurelist::find ("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3357 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3358 trlist = treasurelist::find ("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3359 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3360 trlist = treasurelist::find ("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3361 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3362 trlist = treasurelist::find ("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3363 3113
3364 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3365 return; 3115 return;
3366 3116
3367 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3117 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3371 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3121 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3372 return; 3122 return;
3373 } 3123 }
3374 3124
3375 /* everything seems okay - now bring on the gift: */ 3125 /* everything seems okay - now bring on the gift: */
3376 item = &(tr->item->clone); 3126 item = tr->item;
3377 3127
3378 if (item->type == SPELL) 3128 if (item->type == SPELL)
3379 { 3129 {
3380 if (check_spell_known (who, item->name)) 3130 if (check_spell_known (who, item->name))
3381 return; 3131 return;
3440 { 3190 {
3441 /* forces in the treasurelist can alter the player's stats */ 3191 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3192 object *skin;
3443 3193
3444 /* first get the dragon skin force */ 3194 /* first get the dragon skin force */
3445 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3195 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3447 ; 3196 ;
3448 3197
3449 if (!skin) 3198 if (!skin)
3450 return; 3199 return;
3451 3200
3465 else 3214 else
3466 j = 1; 3215 j = 1;
3467 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3468 } 3217 }
3469 } 3218 }
3219
3470 strcat (buf, "."); 3220 strcat (buf, ".");
3471 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3472 } 3222 }
3473 3223
3474 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3475 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3476 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3477 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3478 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3479 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3480 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3481 3231
3482 /* print message if there is one */ 3232 /* print message if there is one */
3483 if (item->msg != NULL) 3233 if (item->msg != NULL)
3484 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3485 } 3235 }
3486 else 3236 else
3487 { 3237 {
3488 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3489 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3490 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3240 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3491 tmp = insert_ob_in_ob (tmp, who); 3241 who->insert (tmp);
3492 if (who->type == PLAYER)
3493 esrv_send_item (who, tmp);
3494 } 3242 }
3495} 3243}
3496 3244
3497/** 3245//-GPL
3498 * Unready an object for a player. This function does nothing if the object was
3499 * not readied.
3500 */
3501void
3502player_unready_range_ob (player *pl, object *ob)
3503{
3504 if (pl->ob->current_weapon == ob)
3505 pl->ob->current_weapon = 0;
3506
3507 if (pl->combat_ob == ob)
3508 pl->combat_ob = 0;
3509
3510 if (pl->ranged_ob == ob)
3511 pl->ranged_ob = 0;
3512}
3513 3246
3514sint8 3247sint8
3515player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3516{ 3249{
3517 if (!ns) 3250 if (!ns)
3518 return 0; 3251 return LOS_BLOCKED;
3519 3252
3520 int dx, dy; 3253 int dx, dy;
3521 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3255 return LOS_BLOCKED;
3256
3257 x += dx - ns->current_x;
3258 y += dy - ns->current_y;
3259
3260 return blocked_los (x, y);
3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281
3282void
3283object::failmsgf (const char *format, ...)
3284{
3285 if (!contr)
3522 return 0; 3286 return;
3523 3287
3524 x += dx - ns->current_x + ns->mapx / 2; 3288 va_list ap;
3525 y += dy - ns->current_y + ns->mapy / 2; 3289 va_start (ap, format);
3526 3290 contr->failmsg (vformat (format, ap));
3527 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3291 va_end (ap);
3528 return 0;
3529
3530 return 100 - blocked_los [x][y];
3531} 3292}
3293
3294void
3295player::failmsgf (const char *format, ...)
3296{
3297 va_list ap;
3298 va_start (ap, format);
3299 failmsg (vformat (format, ap));
3300 va_end (ap);
3301}
3302

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