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Comparing deliantra/server/server/player.C (file contents):
Revision 1.178 by root, Sat Jan 5 06:11:28 2008 UTC vs.
Revision 1.301 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
25
26//+GPL
27
28#include <algorithm>
29#include <functional>
23 30
24#include <global.h> 31#include <global.h>
25#include <sproto.h> 32#include <sproto.h>
26#include <sounds.h> 33#include <sounds.h>
27#include <living.h> 34#include <living.h>
28#include <object.h> 35#include <object.h>
29#include <spells.h> 36#include <spells.h>
30#include <skills.h> 37#include <skills.h>
31 38
32#include <algorithm>
33#include <functional>
34
35playervec players; 39playervec players;
36
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150 40
151/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
152static void 42static void
153set_first_map (object *op) 43set_first_map (object *op)
154{ 44{
165 55
166 players.insert (this); 56 players.insert (this);
167 ob->remove (); 57 ob->remove ();
168 ob->map = 0; 58 ob->map = 0;
169 ob->activate_recursive (); 59 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 60 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 61 add_friendly_object (ob);
172} 62}
173 63
174void 64void
175player::deactivate () 65player::deactivate ()
187 ob->remove (); 77 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 79 ob->map = 0;
190 party = 0; 80 party = 0;
191 81
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 82 players.erase (this);
195} 83}
196 84
197// connect the player with a specific client 85// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 86// also changes, rationalises, and fixes some incorrect settings
207 ob->close_container (); //TODO: client-specific 95 ob->close_container (); //TODO: client-specific
208 96
209 ns->update_look = 0; 97 ns->update_look = 0;
210 ns->look_position = 0; 98 ns->look_position = 0;
211 99
212 clear_los (this); 100 clear_los ();
213 101
214 ns->reset_stats (); 102 ns->reset_stats ();
215 103
216 /* make sure he's a player -- needed because of class change. */ 104 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 105 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 106 ob->race = ob->arch->race;
219 107
220 ob->carrying = sum_weight (ob); 108 ob->update_weight ();
221 link_player_skills (ob); 109 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 110
225 assign (title, ob->arch->object::name); 111 assign (title, ob->arch->object::name);
226 112
227 /* if it's a dragon player, set the correct title here */ 113 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 114 if (ob->is_dragon ())
229 { 115 {
230 object *tmp, *abil = 0, *skin = 0; 116 object *tmp, *abil = 0, *skin = 0;
231 117
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 119 if (tmp->type == FORCE)
239 set_dragon_name (ob, abil, skin); 125 set_dragon_name (ob, abil, skin);
240 } 126 }
241 127
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 129
244 esrv_new_player (this, ob->weight + ob->carrying); 130 esrv_new_player (this);
131
132 ob->flag [FLAG_READY_WEAPON] = false;
133 ob->flag [FLAG_READY_SKILL] = false;
134 ob->flag [FLAG_READY_RANGE] = false;
135 ob->flag [FLAG_READY_BOW] = false;
245 136
246 ob->update_stats (); 137 ob->update_stats ();
247 138
248 ns->floorbox_update (); 139 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 140 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 141 esrv_add_spells (this, 0);
251 142
252 activate (); 143 activate ();
253 144
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
260} 147}
261 148
262void 149void
278 ns->reset_stats (); 165 ns->reset_stats ();
279 ns->pl = 0; 166 ns->pl = 0;
280 ns = 0; 167 ns = 0;
281 } 168 }
282 169
283 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
284 173
285 deactivate (); 174 deactivate ();
286} 175}
176
177//-GPL
287 178
288// the need for this function can be explained 179// the need for this function can be explained
289// by load_object not returning the object 180// by load_object not returning the object
290void 181void
291player::set_object (object *op) 182player::set_object (object *op)
292{ 183{
293 ob = observe = op; 184 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
295 186
296 ob->speed = 1.0f; 187 ob->speed = 1.0f; // object still inactive, keep it that way
297 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
298 189
299 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326} 191}
327 192
328void 193void
329player::set_observe (object *op) 194player::set_observe (object *op)
330{ 195{
331 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
332 do_los = 1; 197 do_los = 1;
333} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
334 208
335player::player () 209player::player ()
336{ 210{
337 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point. 212 * we deal with that below this point.
344 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
345 219
346 gen_sp_armour = 10; 220 gen_sp_armour = 10;
347 bowtype = bow_normal; 221 bowtype = bow_normal;
348 petmode = pet_normal; 222 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 223 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
352 do_los = 1; 225 do_los = 1;
353 226
354 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
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 }
370 245
371 ob = observe = 0; 246 ob = observe = viewpoint = 0;
372} 247}
373 248
374player::~player () 249player::~player ()
375{ 250{
376 /* Clear item stack */ 251 /* Clear item stack */
377 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 }
378} 281}
379 282
380/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
381 * All we can really get in this is some settings like host and display 284 * All we can really get in this is some settings like host and display
382 * mode. 285 * mode.
384player * 287player *
385player::create () 288player::create ()
386{ 289{
387 player *pl = new player; 290 player *pl = new player;
388 291
389 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
390 293
391 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
392 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
394 297
395 set_first_map (pl->ob); 298 set_first_map (pl->ob);
396 299
397 return pl; 300 return pl;
398}
399
400/*
401 * get_player_archetype() return next player archetype from archetype
402 * list. Not very efficient routine, but used only creating new players.
403 * Note: there MUST be at least one player archetype!
404 */
405archetype *
406get_player_archetype (archetype *at)
407{
408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409
410 for (;;)
411 {
412 if (++i == archetypes.end ())
413 i = archetypes.begin ();
414 else if (*i == at)
415 cleanup ("not a single player archetype found");
416
417 if ((*i)->type == PLAYER)
418 return *i;
419 }
420} 301}
421 302
422object * 303object *
423get_nearest_player (object *mon) 304get_nearest_player (object *mon)
424{ 305{
452#endif 333#endif
453 return op; 334 return op;
454} 335}
455 336
456/* 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
457 * 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
458 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
459 * for a path to the player. The values are in the amount of direction 340 * for a path to the player. The values are in the amount of direction
460 * the deviation is 341 * the deviation is
461 */ 342 */
462#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
498 */ 379 */
499int 380int
500path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
501{ 382{
502 rv_vector rv; 383 rv_vector rv;
503 sint16 x, y;
504 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;
505 maptile *m, *lastmap;
506 385
507 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
508 387
509 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
510 return 0; 389 return 0;
511 390
512 x = mon->x; 391 mapxy pos (mon);
513 y = mon->y;
514 m = mon->map;
515 dir = rv.direction; 392 dir = rv.direction;
516 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 */
517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518 395
519 /* 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. */
520 if (diff > max) 397 if (diff > max)
521 return 0; 398 return 0;
522 399
523 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
524 { 401 {
525 lastx = x; 402 mapxy lastpos = pos;
526 lasty = y;
527 lastmap = m;
528 x = lastx + freearr_x[dir];
529 y = lasty + freearr_y[dir];
530 403
531 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
532 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
533 405
534 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
535 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
536 && (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)))
537 { 410 {
538 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
539 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
540 */ 413 */
541 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
542 if (rv.direction != dir) 415 if (rv.direction != dir)
543 { 416 {
544 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
545 * the values so it will try again. 418 * the values so it will try again.
546 */ 419 */
547 x = lastx;
548 y = lasty;
549 m = lastmap; 420 pos = lastpos;
550 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
551 } 422 }
552 else 423 else
553 { 424 {
554 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
555 * either the left or right. 426 * either the left or right.
556 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
557 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
558 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
559 * too big (3 or maybe 4 or higher) as the monster may just try 430 * too big (3 or maybe 4 or higher) as the monster may just try
560 * stepping back and forth 431 * stepping back and forth
561 */ 432 */
562 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
563 { 434 {
564 if (i == 0) 435 if (i == 0)
565 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
566 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
567 * since the direction that the creature should move in 439 * since the direction that the creature should move in
568 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
569 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
570 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
572 * 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
573 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
574 * the last direction the creature has successfully 446 * the last direction the creature has successfully
575 * moved. 447 * moved.
576 */ 448 */
577
578 x = lastx + freearr_x[absdir (lastdir + i)];
579 y = lasty + freearr_y[absdir (lastdir + i)];
580 m = lastmap; 449 pos = lastpos;
581 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
582 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
583 continue; 453 continue;
584 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
585 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
586 continue; 458 continue;
587 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
588 continue; 461 continue;
589 462
590 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
591 break; 464 break;
592 } 465 }
466
593 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
594 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
595 */ 469 */
596 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
597 return 0; 471 return 0;
472
598 diff--; 473 diff--;
599 lastdir = dir; 474 lastdir = dir;
600 max--; 475 max--;
601 if (!firstdir) 476 if (!firstdir)
602 firstdir = dir + i; 477 firstdir = dir + i;
606 { 481 {
607 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
608 diff--; 483 diff--;
609 max--; 484 max--;
610 lastdir = dir; 485 lastdir = dir;
486
611 if (!firstdir) 487 if (!firstdir)
612 firstdir = dir; 488 firstdir = dir;
613 } 489 }
614 490
615 if (diff <= 1) 491 if (diff <= 1)
616 { 492 {
617 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
618 * headed toward player for entire distance. 494 * headed toward player for entire distance.
619 */ 495 */
620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
622 } 498 }
623 499
624 if (diff > max) 500 if (diff > max)
625 return 0; 501 return 0;
631 507
632 return firstdir; 508 return firstdir;
633} 509}
634 510
635void 511void
636give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
637{ 513{
638 if (pl->randomitems) 514 if (pl->randomitems)
639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640 516
641 for (object *next, *op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
642 { 518 {
643 next = op->below; 519 next = op->below;
644 520
645 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
646 * 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
647 */ 523 */
648 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
649 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
650 526
651 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
652 * by this player due to race restrictions 528 * by this player due to race restrictions
653 */ 529 */
654 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
655 { 531 {
656 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
657 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
658 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
659 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
660 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))
661 { 539 {
662 op->destroy (); 540 op->destroy ();
663 continue; 541 continue;
664 } 542 }
665 } 543 }
666 544
667 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
668 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
669 * have a good idea what to replace it with (need something like 547 * generated by multiple treasurelists specifying the same skills.
670 * a first level treasurelist for each skill.)
671 * remove duplicate skills also
672 */ 548 */
673 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
674 { 550 {
675 object *tmp;
676
677 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
678 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
679 break;
680
681 if (tmp)
682 { 553 {
683 op->destroy (); 554 op->destroy ();
684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 555 break;
685 continue;
686 } 556 }
687 557
688 if (op->nrof > 1) 558 if (op->nrof > 1)
689 op->nrof = 1; 559 op->nrof = 1;
690 } 560 }
691 561
692 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 563 op->inv->clr_flag (FLAG_STARTEQUIP);
694 564
695 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
696 * 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
697 * merged properly. 567 * merged properly.
698 */ 568 */
699 if (need_identify (op)) 569 if (op->need_identify ())
700 {
701 SET_FLAG (op, FLAG_IDENTIFIED);
702 CLEAR_FLAG (op, FLAG_CURSED);
703 CLEAR_FLAG (op, FLAG_DAMNED);
704 } 570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
705 if (op->type == SPELL) 576 if (op->type == SPELL)
706 { 577 {
707 op->destroy (); 578 op->destroy ();
708 continue; 579 continue;
709 } 580 }
710 else if (op->type == SKILL) 581 else if (op->type == SKILL)
711 { 582 {
712 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
713 op->stats.exp = 0; 584 op->stats.exp = 0;
714 op->level = 1; 585 op->level = 1;
715 } 586 }
716 /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
717 else 588 op->set_flag (FLAG_INV_LOCKED);
718 SET_FLAG (op, FLAG_INV_LOCKED);
719 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
720 590
721 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
722 link_player_skills (pl); 592 pl->contr->link_skills ();
723} 593}
724 594
725void 595void
726get_party_password (object *op, partylist *party) 596get_party_password (object *op, partylist *party)
727{ 597{
737 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:");
738} 608}
739 609
740/* 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. */
741static int 611static int
742roll_stat (void) 612roll_stat ()
743{ 613{
744 int a[4], i, j, k; 614 int a[4], i, j, k;
745 615
746 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
747 a[i] = (int) rndm (6) + 1; 617 a[i] = rndm (1, 6);
748 618
749 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if (a[i] < k) 620 if (a[i] < k)
751 k = a[i], j = i; 621 k = a[i], j = i;
752 622
842 */ 712 */
843void 713void
844player::chargen_race_done () 714player::chargen_race_done ()
845{ 715{
846 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
847 esrv_new_player (ob->contr, ob->weight + ob->carrying); 717 esrv_new_player (ob->contr);
848 718
849 treasurelist *tl = treasurelist::find ("starting_wealth"); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
850 if (tl) 720 if (tl)
851 create_treasure (tl, ob, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
852 722
853 INVOKE_PLAYER (BIRTH, ob->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
854 INVOKE_PLAYER (LOGIN, ob->contr);
855 724
856 ob->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
857 726
858 if (ob->msg) 727 if (ob->msg)
859 ob->msg = 0; 728 ob->msg = 0;
860 729
861 /* We create this now because some of the unique maps will need it
862 * to save here.
863 */
864 {
865 char buf[MAX_BUF];
866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
867 make_path_to_file (buf);
868 }
869
870 start_info (ob); 730 start_info (ob);
871 CLEAR_FLAG (ob, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
872 give_initial_items (ob, ob->randomitems); 732 give_initial_items (ob, ob->randomitems);
873 link_player_skills (ob);
874 esrv_send_inventory (ob, ob); 733 esrv_send_inventory (ob, ob);
875 ob->update_stats (); 734 ob->update_stats ();
876 735
877 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
878 * is one for this race 737 * is one for this race
879 */ 738 */
880 if (*first_map_ext_path) 739 if (*first_map_ext_path)
881 { 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
882 object *tmp;
883 char mapname[MAX_BUF];
884
885 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
886 tmp = object::create ();
887 EXIT_PATH (tmp) = mapname;
888 EXIT_X (tmp) = ob->x;
889 EXIT_Y (tmp) = ob->y;
890 ob->enter_exit (tmp); /* we don't really care if it succeeded;
891 * if the map isn't there, then stay on the
892 * default initial map */
893 tmp->destroy ();
894 }
895 else 741 else
896 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;
897} 762}
898 763
899void 764void
900player::chargen_race_next () 765player::chargen_race_next ()
901{ 766{
930 ob->stats.hp = ob->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
931 ob->stats.sp = ob->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
932 ob->stats.grace = 0; 797 ob->stats.grace = 0;
933} 798}
934 799
935void 800static void
936flee_player (object *op) 801flee_player (object *op)
937{ 802{
938 int dir, diff; 803 int dir, diff;
939 rv_vector rv; 804 rv_vector rv;
940 805
941 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
942 { 807 {
943 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
944 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
945 return; 810 return;
946 } 811 }
947 812
948 if (op->enemy == NULL) 813 if (!op->enemy)
949 { 814 {
950 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
951 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
952 return; 817 return;
953 } 818 }
954 819
955 /* 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))
956 * op->enemy_count, it is possible that something destroys the
957 * actual enemy, and the object is recycled.
958 */
959 if (op->enemy->map == NULL)
960 { 821 {
961 CLEAR_FLAG (op, FLAG_SCARED);
962 op->enemy = NULL; 822 op->enemy = NULL;
963 return; 823 op->clr_flag (FLAG_SCARED);
964 }
965
966 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
967 {
968 op->enemy = NULL;
969 CLEAR_FLAG (op, FLAG_SCARED);
970 return; 824 return;
971 } 825 }
972 826
973 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
974 828
975 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
976 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
977 { 831 {
978 int m = 1 - (RANDOM () & 2); 832 int m = 1 - rndm (2) * 2;
979 833
980 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))))
981 return; 835 return;
982 } 836 }
983 837
984 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
985 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
986 op->enemy = NULL; 840 op->enemy = NULL;
987} 841}
988 842
989/* 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.
990 * 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
994check_pick (object *op) 848check_pick (object *op)
995{ 849{
996 object *tmp, *next; 850 object *tmp, *next;
997 int stop = 0; 851 int stop = 0;
998 int wvratio; 852 int wvratio;
999 char putstring[128];
1000 853
1001 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1002 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1003 return 1; 856 return 1;
1004 857
1005 next = op->below; 858 next = op->below;
1006 859
1007 int cnt = MAX_ITEM_PER_DROP; 860 int cnt = MAX_ITEM_PER_ACTION;
1008#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 861#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1009 862
1010 /* 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
1011 * destroyed */ 864 * destroyed */
1012 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1028 881
1029 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1030 { 883 {
1031 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1032 CHK_PICK_PICKUP; 885 CHK_PICK_PICKUP;
886
1033 continue; 887 continue;
1034 } 888 }
1035 889
1036 /* 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? */
1037 if (!(op->contr->mode & PU_NEWMODE)) 950 if (op->contr->mode & PU_FOOD)
951 if (tmp->type == FOOD)
1038 { 952 {
1039 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)
1040 { 1016 {
1041 case 0:
1042 return 1; /* don't pick up */
1043 case 1:
1044 CHK_PICK_PICKUP; 1017 CHK_PICK_PICKUP;
1045 return 1; 1018 continue;
1046 case 2:
1047 CHK_PICK_PICKUP;
1048 return 0;
1049 case 3:
1050 return 0; /* stop before pickup */
1051 case 4:
1052 CHK_PICK_PICKUP;
1053 break;
1054 case 5:
1055 CHK_PICK_PICKUP;
1056 stop = 1;
1057 break;
1058 case 6:
1059 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1060 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1061 CHK_PICK_PICKUP;
1062 break;
1063
1064 case 7:
1065 if (tmp->type == MONEY || tmp->type == GEM)
1066 CHK_PICK_PICKUP;
1067 break;
1068
1069 default:
1070 /* use value density */
1071 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1072 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1073 CHK_PICK_PICKUP;
1074 } 1019 }
1075 } 1020 }
1076 else 1021
1077 { /* old model */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1078 /* NEW pickup handling */
1079 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)
1080 { 1028 {
1081 /* some debugging code to figure out item information */ 1029 CHK_PICK_PICKUP;
1082 if (tmp->name != NULL)
1083 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1084 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1085 else
1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1087 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1088
1089 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1090 }
1091
1092 /* philosophy:
1093 * It's easy to grab an item type from a pile, as long as it's
1094 * generic. This takes no game-time. For more detailed pickups
1095 * and selections, select-items should be used. This is a
1096 * grab-as-you-run type mode that's really useful for arrows for
1097 * example.
1098 * The drawback: right now it has no frontend, so you need to
1099 * stick the bits you want into a calculator in hex mode and then
1100 * convert to decimal and then 'pickup <#>
1101 */
1102
1103 /* the first two modes are exclusive: if NOTHING we return, if
1104 * STOP then we stop. All the rest are applied sequentially,
1105 * meaning if any test passes, the item gets picked up. */
1106
1107 /* if mode is set to pick nothing up, return */
1108
1109 if (op->contr->mode & PU_NOTHING)
1110 return 1;
1111
1112 /* if mode is set to stop when encountering objects, return */
1113 /* take STOP before INHIBIT since it doesn't actually pick
1114 * anything up */
1115
1116 if (op->contr->mode & PU_STOP)
1117 return 0;
1118
1119 /* useful for going into stores and not losing your settings... */
1120 /* and for battles wher you don't want to get loaded down while
1121 * fighting */
1122 if (op->contr->mode & PU_INHIBIT)
1123 return 1;
1124
1125 /* prevent us from turning into auto-thieves :) */
1126 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1127 continue; 1030 continue;
1031 }
1128 1032
1129 /* ignore known cursed objects */ 1033 /* we don't forget dragon food */
1130 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;
1131 continue; 1038 continue;
1039 }
1132 1040
1133 /* all food and drink if desired */ 1041 /* bows and arrows. Bows are good for selling! */
1134 /* 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
1135 if (op->contr->mode & PU_FOOD) 1078 if (op->contr->mode & PU_BOOTS)
1136 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"))
1137 { 1112 {
1138 CHK_PICK_PICKUP; 1113 CHK_PICK_PICKUP;
1139 continue; 1114 continue;
1140 } 1115 }
1116 }
1141 1117
1118 /* misc stuff that's useful */
1142 if (op->contr->mode & PU_DRINK) 1119 if (op->contr->mode & PU_KEY)
1143 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1144 { 1121 {
1145 CHK_PICK_PICKUP; 1122 CHK_PICK_PICKUP;
1146 continue; 1123 continue;
1147 } 1124 }
1148 1125
1126 /* any of the last 4 bits set means we use the ratio for value
1127 * pickups */
1149 if (op->contr->mode & PU_POTION) 1128 if (op->contr->mode & PU_RATIO)
1150 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
1151 { 1133 */
1152 CHK_PICK_PICKUP;
1153 continue;
1154 }
1155
1156 /* spellbooks, skillscrolls and normal books/scrolls */
1157 if (op->contr->mode & PU_SPELLBOOK)
1158 if (tmp->type == SPELLBOOK)
1159 {
1160 CHK_PICK_PICKUP;
1161 continue;
1162 }
1163
1164 if (op->contr->mode & PU_SKILLSCROLL)
1165 if (tmp->type == SKILLSCROLL)
1166 {
1167 CHK_PICK_PICKUP;
1168 continue;
1169 }
1170
1171 if (op->contr->mode & PU_READABLES)
1172 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1173 {
1174 CHK_PICK_PICKUP;
1175 continue;
1176 }
1177
1178 /* wands/staves/rods/horns */
1179 if (op->contr->mode & PU_MAGIC_DEVICE)
1180 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1181 {
1182 CHK_PICK_PICKUP;
1183 continue;
1184 }
1185
1186 /* pick up all magical items */
1187 if (op->contr->mode & PU_MAGICAL) 1134 wvratio = op->contr->mode & PU_RATIO;
1188 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)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_VALUABLES)
1195 { 1136 {
1196 if (tmp->type == MONEY || tmp->type == GEM) 1137#if 0
1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1139 if (tmp->name != NULL)
1197 { 1140 {
1198 CHK_PICK_PICKUP; 1141 fprintf (stderr, "%s", tmp->name);
1199 continue;
1200 } 1142 }
1201 }
1202
1203 /* rings & amulets - talismans seems to be typed AMULET */
1204 if (op->contr->mode & PU_JEWELS)
1205 if (tmp->type == RING || tmp->type == AMULET)
1206 {
1207 CHK_PICK_PICKUP;
1208 continue;
1209 }
1210
1211 /* we don't forget dragon food */
1212 if (op->contr->mode & PU_FLESH)
1213 if (tmp->type == FLESH)
1214 {
1215 CHK_PICK_PICKUP;
1216 continue;
1217 }
1218
1219 /* bows and arrows. Bows are good for selling! */
1220 if (op->contr->mode & PU_BOW)
1221 if (tmp->type == BOW)
1222 {
1223 CHK_PICK_PICKUP;
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_ARROW)
1228 if (tmp->type == ARROW)
1229 {
1230 CHK_PICK_PICKUP;
1231 continue;
1232 }
1233
1234 /* all kinds of armor etc. */
1235 if (op->contr->mode & PU_ARMOUR)
1236 if (tmp->type == ARMOUR)
1237 {
1238 CHK_PICK_PICKUP;
1239 continue;
1240 }
1241
1242 if (op->contr->mode & PU_HELMET)
1243 if (tmp->type == HELMET)
1244 {
1245 CHK_PICK_PICKUP;
1246 continue;
1247 }
1248
1249 if (op->contr->mode & PU_SHIELD)
1250 if (tmp->type == SHIELD)
1251 {
1252 CHK_PICK_PICKUP;
1253 continue;
1254 }
1255
1256 if (op->contr->mode & PU_BOOTS)
1257 if (tmp->type == BOOTS)
1258 {
1259 CHK_PICK_PICKUP;
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_GLOVES)
1264 if (tmp->type == GLOVES)
1265 {
1266 CHK_PICK_PICKUP;
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_CLOAK)
1271 if (tmp->type == CLOAK)
1272 {
1273 CHK_PICK_PICKUP;
1274 continue;
1275 }
1276
1277 /* hoping to catch throwing daggers here */
1278 if (op->contr->mode & PU_MISSILEWEAPON)
1279 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1280 {
1281 CHK_PICK_PICKUP;
1282 continue;
1283 }
1284
1285 /* careful: chairs and tables are weapons! */
1286 if (op->contr->mode & PU_ALLWEAPON)
1287 {
1288 if (tmp->type == WEAPON && tmp->name != NULL)
1289 {
1290 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1291 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1292 {
1293 CHK_PICK_PICKUP;
1294 continue;
1295 }
1296 }
1297
1298 if (tmp->type == WEAPON && tmp->name == NULL)
1299 {
1300 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306 }
1307
1308 /* misc stuff that's useful */
1309 if (op->contr->mode & PU_KEY)
1310 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1311 {
1312 CHK_PICK_PICKUP;
1313 continue;
1314 }
1315
1316 /* any of the last 4 bits set means we use the ratio for value
1317 * pickups */
1318 if (op->contr->mode & PU_RATIO)
1319 {
1320 /* use value density to decide what else to grab */
1321 /* >=7 was >= op->contr->mode */
1322 /* >=7 is the old standard setting. Now we take the last 4 bits
1323 * and multiply them by 5, giving 0..15*5== 5..75 */
1324 wvratio = (op->contr->mode & PU_RATIO) * 5;
1325 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1326 {
1327 CHK_PICK_PICKUP;
1328#if 0
1329 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1330 if (tmp->name != NULL)
1331 {
1332 fprintf (stderr, "%s", tmp->name);
1333 }
1334 else 1143 else
1335 fprintf (stderr, "%s", tmp->arch->archname); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1336 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1337 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))));
1338#endif 1147#endif
1148 CHK_PICK_PICKUP;
1339 continue; 1149 continue;
1340 }
1341 } 1150 }
1342 } /* the new pickup model */ 1151 } /* the new pickup model */
1343 } 1152 }
1344 1153
1345 return !stop; 1154 return !stop;
1346} 1155}
1347 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
1348/* 1192/*
1349 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1350 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1351 * found object is returned. 1195 * found object is returned.
1352 */ 1196 */
1353object * 1197static object *
1354find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1355{ 1199{
1356 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1357 if (tmp->type == ARROW && !strcmp (tmp->race, type)) 1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (tmp); 1202 return splay (tmp);
1359 1203
1360 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1361 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (tmp->race, type)) 1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1362 if (object *arrow = find_arrow (tmp, type)) 1206 if (object *arrow = find_arrow (tmp, type))
1363 { 1207 {
1364 splay (tmp); 1208 splay (tmp);
1365 return arrow; 1209 return arrow;
1366 } 1210 }
1372 * 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
1373 * 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
1374 * 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
1375 * 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.
1376 */ 1220 */
1377object * 1221static object *
1378find_better_arrow (object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1379{ 1223{
1380 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1381 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1382 1226
1383 if (!type) 1227 if (!type)
1384 return NULL; 1228 return NULL;
1385 1229
1386 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1387 { 1231 {
1388 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1389 { 1233 {
1390 i = 0; 1234 i = 0;
1391 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1392 if (i > betterby) 1237 if (i > betterby)
1393 { 1238 {
1394 tmp = ntmp; 1239 tmp = ntmp;
1395 betterby = i; 1240 betterby = i;
1396 } 1241 }
1397 } 1242 }
1398 else if (arrow->type == ARROW && arrow->race == type) 1243 else if (arrow->type == ARROW && arrow->race == type)
1399 { 1244 {
1400 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1401 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1246 if (target->race && arrow->slaying.contains (target->race))
1402 { 1247 {
1403 if (arrow->attacktype & AT_DEATH) 1248 if (arrow->attacktype & AT_DEATH)
1404 { 1249 {
1405 *better = 100; 1250 *better = 100;
1406 return arrow; 1251 return arrow;
1421 { 1266 {
1422 tmp = arrow; 1267 tmp = arrow;
1423 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1268 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1424 } 1269 }
1425 } 1270 }
1271
1426 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1427 { 1273 {
1428 tmp = arrow; 1274 tmp = arrow;
1429 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1430 } 1276 }
1277
1431 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1432 { 1279 {
1433 tmp = arrow; 1280 tmp = arrow;
1434 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1435 } 1282 }
1436 } 1283 }
1437 } 1284 }
1438 } 1285 }
1286
1439 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1440 return find_arrow (op, type); 1288 return find_arrow (op, type);
1441 1289
1442 *better = betterby; 1290 *better = betterby;
1443 return tmp; 1291 return tmp;
1447 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1448 * op = the shooter 1296 * op = the shooter
1449 * type = bow->race 1297 * type = bow->race
1450 * dir = fire direction 1298 * dir = fire direction
1451 */ 1299 */
1452object * 1300static object *
1453pick_arrow_target (object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1454{ 1302{
1455 object *tmp = NULL; 1303 object *tmp = NULL;
1456 maptile *m; 1304 maptile *m;
1457 int i, mflags, found, number; 1305 int i, mflags, found, number;
1458 sint16 x, y; 1306 sint16 x, y;
1470 y = op->y; 1318 y = op->y;
1471 1319
1472 /* find the first target */ 1320 /* find the first target */
1473 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1474 { 1322 {
1475 x += freearr_x[dir]; 1323 x += DIRX (dir);
1476 y += freearr_y[dir]; 1324 y += DIRY (dir);
1477 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1478 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1479 { 1328 {
1480 tmp = NULL; 1329 tmp = 0;
1481 break; 1330 break;
1482 } 1331 }
1483 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)
1484 { 1333 {
1485 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1486 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1487 */ 1336 */
1488 tmp = NULL; 1337 tmp = 0;
1489 break; 1338 break;
1490 } 1339 }
1340
1491 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1492 {
1493 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)
1494 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1495 {
1496 found++;
1497 break;
1498 }
1499 if (found)
1500 break; 1344 break;
1501 }
1502 } 1345 }
1503 if (tmp == NULL) 1346
1347 if (!tmp)
1504 return find_arrow (op, type); 1348 return find_arrow (op, type);
1505 1349
1506 if (tmp->head) 1350 if (tmp->head)
1507 tmp = tmp->head; 1351 tmp = tmp->head;
1508 1352
1509 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1510} 1354}
1511 1355
1512/* 1356/*
1513 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1514 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1515 * op is the object firing the bow. 1359 * op is the object firing the bow.
1516 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1517 * dir is the direction of fire. 1361 * dir is the direction of fire.
1518 * 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)
1548 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1549 return 0; 1393 return 0;
1550 } 1394 }
1551 1395
1552 // 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
1553 if (bow->below) 1397 splay (bow);
1554 {
1555 bow->remove ();
1556 op->insert (bow);
1557 }
1558
1559 } 1398 }
1560 1399
1561 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1562 { 1401 {
1563 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);
1570 { 1409 {
1571 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1572 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);
1573 /* 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 */
1574 else 1413 else
1575 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1576 1415
1577 return 0; 1416 return 0;
1578 } 1417 }
1579 } 1418 }
1580 1419
1589 } 1428 }
1590 1429
1591 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1592 if (arrow->nrof == 0) 1431 if (arrow->nrof == 0)
1593 { 1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1594 arrow->destroy (); 1434 arrow->destroy ();
1595 return 0; 1435 return 0;
1596 } 1436 }
1597 1437
1598 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1599 arrow = get_split_ob (arrow, 1); 1439 arrow = arrow->split ();
1600 if (!arrow) 1440 if (!arrow)
1601 { 1441 {
1602 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);
1603 return 0; 1443 return 0;
1604 } 1444 }
1608 arrow->direction = dir; 1448 arrow->direction = dir;
1609 1449
1610 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 */
1611 arrow->stats.hp = arrow->stats.dam; 1451 arrow->stats.hp = arrow->stats.dam;
1612 arrow->stats.grace = arrow->attacktype; 1452 arrow->stats.grace = arrow->attacktype;
1613 1453 arrow->custom_name = arrow->slaying;
1614 if (arrow->slaying)
1615 arrow->spellarg = strdup (arrow->slaying);
1616 1454
1617#if 0 1455#if 0
1618 if (player *pl = op->contr) 1456 if (player *pl = op->contr)
1619 { 1457 {
1620 float speed = pl->weapon_sp; 1458 float speed = pl->weapon_sp;
1630#endif 1468#endif
1631 1469
1632 SET_ANIMATION (arrow, arrow->direction); 1470 SET_ANIMATION (arrow, arrow->direction);
1633 1471
1634 /* update the speed */ 1472 /* update the speed */
1635 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1636 + bow->stats.dam / 7.f;
1637 1473
1638 arrow->set_speed (max (arrow->speed, 2.f));
1639 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 ));
1640 1479
1641 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;
1642 1481
1643 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1644 { 1483 {
1665 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);
1666 1505
1667 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1668 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1669 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1670 1510
1671 op->play_sound (sound_find ("fire_arrow")); 1511 op->play_sound (sound_find ("fire_arrow"));
1672 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1673 1513
1674 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1675 move_arrow (arrow); 1515 move_arrow (arrow);
1676
1677 if (op->type == PLAYER)
1678 {
1679 if (left->destroyed ())
1680 esrv_del_item (op->contr, left->count);
1681 else
1682 esrv_send_item (op, left);
1683 }
1684 1516
1685 return 1; 1517 return 1;
1686} 1518}
1687 1519
1688/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1690 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1691 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1692 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1693 * hence the function name. 1525 * hence the function name.
1694 */ 1526 */
1695int 1527static int
1696player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1697{ 1529{
1698 int ret = 0, wcmod = 0; 1530 int ret;
1699 1531
1700 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1701 { 1533 {
1702 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);
1703 } 1535 }
1704 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)
1705 { 1537 {
1706 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1707 wcmod = -1;
1708
1709 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);
1710 } 1540 }
1711 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1712 { 1542 {
1713 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);
1714 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)));
1715 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)));
1716 } 1546 }
1717 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1718 { 1548 {
1719 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);
1720 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);
1721 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);
1722 } 1552 }
1723 else 1553 else
1724 { 1554 {
1730} 1560}
1731 1561
1732/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1733 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1734 */ 1564 */
1735void 1565static void
1736fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
1737{ 1567{
1738 object *item = op->contr->ranged_ob; 1568 object *item = op->contr->ranged_ob;
1739 1569
1740 if (!item) 1570 if (!item)
1747 { 1577 {
1748 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1749 return; 1579 return;
1750 } 1580 }
1751 1581
1752 if (!op->change_weapon (item)) 1582 if (!op->apply (item))
1753 return; 1583 return;
1754 1584
1755 if (item->type == WAND) 1585 if (item->type == WAND)
1756 { 1586 {
1757 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1762 return; 1592 return;
1763 } 1593 }
1764 } 1594 }
1765 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
1766 { 1596 {
1767 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))
1768 { 1602 {
1769 op->contr->play_sound (sound_find ("wand_poof")); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1770 1604
1771 if (item->type == ROD) 1605 if (item->type == ROD)
1772 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));
1777 } 1611 }
1778 } 1612 }
1779 1613
1780 if (cast_spell (op, item, dir, item->inv, NULL)) 1614 if (cast_spell (op, item, dir, item->inv, NULL))
1781 { 1615 {
1782 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
1783 if (item->type == WAND) 1618 if (item->type == WAND)
1784 { 1619 {
1785 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1786 { 1621 {
1787 object *tmp;
1788
1789 if (item->arch) 1622 if (item->arch)
1790 { 1623 {
1791 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1792 item->face = item->arch->face; 1625 item->face = item->arch->face;
1793 item->set_speed (0); 1626 item->set_speed (0);
1794 } 1627 }
1795 1628
1796 if ((tmp = item->in_player ())) 1629 if (object *pl = item->visible_to ())
1797 esrv_update_item (UPD_ANIM, tmp, item); 1630 esrv_update_item (UPD_ANIM, pl, item);
1798 } 1631 }
1799 } 1632 }
1800 else if (item->type == ROD || item->type == HORN) 1633 else if (item->type == ROD || item->type == HORN)
1801 drain_rod_charge (item); 1634 drain_rod_charge (item);
1802 } 1635 }
1803} 1636}
1804 1637
1805/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1806 */ 1639 */
1807bool 1640bool
1808fire (object *op, int dir) 1641fire (object *who, int dir)
1809{ 1642{
1810 int spellcost = 0; 1643 int spellcost = 0;
1811 1644
1812 /* check for loss of invisiblity/hide */
1813 if (action_makes_visible (op))
1814 make_visible (op);
1815
1816 player *pl = op->contr; 1645 player *pl = who->contr;
1817 1646
1818 if (pl->golem) 1647 if (pl->golem)
1819 { 1648 {
1820 control_golem (op->contr->golem, dir); 1649 control_golem (who->contr->golem, dir);
1821 return false; 1650 return false;
1822 } 1651 }
1823 1652
1824 object *ob = pl->ranged_ob; 1653 object *ob = pl->ranged_ob;
1825 1654
1826 if (!ob) 1655 if (!ob)
1827 return false; 1656 return false;
1828 1657
1829 if (!op->change_weapon (ob))
1830 return false;
1831
1832 if (op->speed_left > 0.f) 1658 if (who->speed_left > 0.f)
1833 --op->speed_left; 1659 --who->speed_left;
1834 else 1660 else
1835 return false; 1661 return false;
1836 1662
1663 if (!who->apply (ob))
1664 return false;
1665
1666 /* check for loss of invisiblity/hide */
1667 if (action_makes_visible (who))
1668 make_visible (who);
1669
1837 switch (ob->type) 1670 switch (ob->type)
1838 { 1671 {
1839 case BOW: 1672 case BOW:
1840 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1841 break; 1674 break;
1842 1675
1843 case SPELL: 1676 case SPELL:
1844 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);
1845 break; 1678 break;
1846 1679
1847 case BUILDER: 1680 case BUILDER:
1848 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1849 break; 1682 break;
1850 1683
1851 case SKILL: 1684 case SKILL:
1852 do_skill (op, op, ob, dir, 0); 1685 do_skill (who, who, ob, dir, 0);
1853 break; 1686 break;
1854 1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1855 default: 1692 default:
1856 fire_misc_object (op, dir); 1693 fire_misc_object (who, dir);
1857 break; 1694 break;
1858 } 1695 }
1859 1696
1860 return true; 1697 return true;
1861} 1698}
1862 1699
1863/* find_key 1700static object *
1864 * We try to find a key for the door as passed. If we find a key
1865 * and successfully use it, we return the key, otherwise NULL
1866 * This function merges both normal and locked door, since the logic
1867 * for both is the same - just the specific key is different.
1868 * pl is the player,
1869 * inv is the objects inventory to searched
1870 * door is the door we are trying to match against.
1871 * This function can be called recursively to search containers.
1872 */
1873object *
1874find_key (object *pl, object *container, object *door) 1701find_key_ (object *pl, object *container, object *door)
1875{ 1702{
1876 object *tmp, *key; 1703 object *tmp, *key;
1877 1704
1878 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
1879 if (!container->inv) 1706 if (!container->inv)
1882 /* 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 */
1883 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1884 { 1711 {
1885 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1886 break; 1713 break;
1714
1887 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1888 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1889 */ 1717 */
1890 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1891 break; 1719 break;
1892 } 1720 }
1897 * a key, return 1725 * a key, return
1898 */ 1726 */
1899 if (!tmp) 1727 if (!tmp)
1900 { 1728 {
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1903 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
1904 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
1905 {
1906 if ((key = find_key (pl, tmp, door))) 1732 if ((key = find_key_ (pl, tmp, door)))
1907 return key; 1733 return key;
1908 }
1909 }
1910 1734
1911 if (!tmp) 1735 if (!tmp)
1912 return NULL; 1736 return 0;
1913 } 1737 }
1914 1738
1915 /* 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,
1916 * see if we actually want to use it 1740 * see if we actually want to use it
1917 */ 1741 */
1918 if (pl != container) 1742 if (pl != container)
1919 { 1743 {
1920 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
1921 if (!pl->contr) 1745 if (!pl->contr)
1922 return NULL; 1746 return 0;
1747
1923 /* cases where this fails: 1748 /* cases where this fails:
1924 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
1925 * are not in the players inventory. 1750 * are not in the players inventory.
1926 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
1927 * containers can be used. 1752 * containers can be used.
1931 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
1932 * 1757 *
1933 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1934 * all the others. 1759 * all the others.
1935 */ 1760 */
1936 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
1937 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
1938 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1939 { 1764 {
1940 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1941 "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));
1942 return NULL; 1767 return NULL;
1943 } 1768 }
1944 } 1769 }
1945 1770
1946 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);
1947} 1797}
1948 1798
1949/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1950 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1951 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1978 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1828 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1979 remove_door2 (door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
1980 } 1830 }
1981 1831
1982 /* Do this after we print the message */ 1832 /* Do this after we print the message */
1983 decrease_ob (key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
1984 /* Need to update the weight the container the key was in */
1985 if (container != op)
1986 esrv_update_item (UPD_WEIGHT, op, container);
1987 1834
1988 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
1989 } 1836 }
1990 else if (door->type == LOCKED_DOOR) 1837 else if (door->type == LOCKED_DOOR)
1991 { 1838 {
2004 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2005 */ 1852 */
2006bool 1853bool
2007move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
2008{ 1855{
2009 int on_battleground; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1857 {
1858 --op->speed_left;
1859 return true;
1860 }
2010 1861
2011 sint16 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2012 sint16 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2013
2014 on_battleground = op_on_battleground (op, 0, 0);
2015 1864
2016 if (out_of_map (op->map, nx, ny)) 1865 if (out_of_map (op->map, nx, ny))
2017 return false; 1866 return false;
2018
2019 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2020 {
2021 --op->speed_left;
2022 return true;
2023 }
2024 1867
2025 /* 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
2026 * 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
2027 * 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
2028 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2046 || mon->flag [FLAG_CAN_ROLL]) 1889 || mon->flag [FLAG_CAN_ROLL])
2047 && mon != op) 1890 && mon != op)
2048 break; 1891 break;
2049 } 1892 }
2050 1893
2051 if (!mon) /* This happens anytime the player tries to move */ 1894 /* no monster == player tries to move into a wall or so */
2052 return false; /* into a wall */ 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)
1899 {
1900 if (ob->move_block == MOVE_ALL)
1901 move_into_wall (op, ob);
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 }
2053 1920
2054 mon = mon->head_ (); 1921 mon = mon->head_ ();
2055 1922
2056 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1923 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2057 if (op->contr->weapon_sp_left > 0.f) 1924 if (op->contr->weapon_sp_left > 0.f)
2075 */ 1942 */
2076 if (op->type == PLAYER 1943 if (op->type == PLAYER
2077 && ((mon->owner && mon->owner->contr 1944 && ((mon->owner && mon->owner->contr
2078 && same_party (mon->owner->contr->party, op->contr->party)) 1945 && same_party (mon->owner->contr->party, op->contr->party))
2079 || mon->owner == op) 1946 || mon->owner == op)
2080 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2081 { 1948 {
2082 /* If we're braced, we don't want to switch places with it */ 1949 /* If we're braced, we don't want to switch places with it */
2083 if (op->contr->braced) 1950 if (op->contr->braced)
2084 return false; 1951 return false;
2085 1952
2088 --op->speed_left; 1955 --op->speed_left;
2089 1956
2090 op->play_sound (sound_find ("push_player")); 1957 op->play_sound (sound_find ("push_player"));
2091 push_ob (mon, dir, op); 1958 push_ob (mon, dir, op);
2092 1959
2093 if (op->contr->tmp_invis || op->hide) 1960 if (action_makes_visible (op))
2094 make_visible (op); 1961 make_visible (op);
2095 1962
2096 return true; 1963 return true;
2097 } 1964 }
2098 else 1965 else
2099 return false; 1966 return false;
2100 } 1967 }
1968
1969 bool on_battleground = op_on_battleground (op, 0, 0);
2101 1970
2102 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2104 * 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
2105 * attack them either. 1974 * attack them either.
2106 */ 1975 */
2107 if ((mon->type == PLAYER || mon->enemy != op) 1976 if ((mon->type == PLAYER || mon->enemy != op)
2108 && (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])
2109 && ((op->contr->peaceful 1978 && ((op->contr->peaceful
2110 || (mon->type == PLAYER && mon->contr->peaceful)) 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2111 && !on_battleground)) 1980 && !on_battleground))
2112 { 1981 {
2113 if (op->speed_left > 0.f) 1982 if (op->speed_left > 0.f)
2120 push_ob (mon, dir, op); 1989 push_ob (mon, dir, op);
2121 } 1990 }
2122 else 1991 else
2123 op->statusmsg ("You withhold your attack"); 1992 op->statusmsg ("You withhold your attack");
2124 1993
2125 if (op->contr->tmp_invis || op->hide) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2126 make_visible (op); 1995 make_visible (op);
2127 1996
2128 return true; 1997 return true;
2129 } 1998 }
2130 } 1999 }
2131 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2132 * 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.
2133 */ 2002 */
2134 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2135 { 2004 {
2136 if (op->speed_left > 0.f) 2005 if (op->speed_left > 0.f)
2137 { 2006 {
2138 --op->speed_left; 2007 --op->speed_left;
2139 2008
2148 * 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
2149 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2150 * 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
2151 * 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.
2152 */ 2021 */
2153 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2154 ((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)))
2155 { 2024 {
2156 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2157 { 2026 {
2158 --op->contr->weapon_sp_left; 2027 --op->contr->weapon_sp_left;
2170} 2039}
2171 2040
2172bool 2041bool
2173move_player (object *op, int dir) 2042move_player (object *op, int dir)
2174{ 2043{
2175 int pick;
2176
2177 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2178 return 0; 2045 return 0;
2179 2046
2180 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2181 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2182 { 2049 {
2183 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2184 return 0; 2051 return 0;
2185 } 2052 }
2186 2053
2187 /* peterm: added following line */ 2054 /* peterm: added following line */
2188 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2189 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2190 2057
2191 op->facing = dir; 2058 op->facing = dir;
2192 2059
2193 if (op->hide) 2060 if (op->flag [FLAG_HIDDEN])
2194 do_hidden_move (op); 2061 do_hidden_move (op);
2195 2062
2196 bool retval; 2063 bool retval;
2064 int pick = 0;
2197 2065
2198 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2199 retval = RESULT_INT (0); 2067 retval = RESULT_INT (0);
2200 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2201 retval = fire (op, dir); 2069 retval = fire (op, dir);
2232 * players. 2100 * players.
2233 */ 2101 */
2234bool 2102bool
2235handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2236{ 2104{
2237 if (QUERY_FLAG (op, FLAG_SCARED)) 2105 if (op->flag [FLAG_SCARED])
2238 { 2106 {
2239 if (op->speed_left > 0.f) 2107 if (op->speed_left > 0.f)
2240 { 2108 {
2241 --op->speed_left; 2109 --op->speed_left;
2242 flee_player (op); 2110 flee_player (op);
2258 return move_player (op, op->direction); 2126 return move_player (op, op->direction);
2259 2127
2260 return false; 2128 return false;
2261} 2129}
2262 2130
2263int 2131static int
2264save_life (object *op) 2132save_life (object *op)
2265{ 2133{
2266 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2134 if (!op->flag [FLAG_LIFESAVE])
2267 return 0; 2135 return 0;
2268 2136
2269 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2270 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2271 { 2139 {
2272 op->play_sound (sound_find ("ob_evaporate")); 2140 op->play_sound (sound_find ("ob_evaporate"));
2273 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));
2274 2142
2275 if (op->contr)
2276 esrv_del_item (op->contr, tmp->count);
2277
2278 tmp->destroy (); 2143 tmp->destroy ();
2279 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2280 2145
2281 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2282 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2283 2148
2284 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2285 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2286 2151
2287 op->update_stats (); 2152 op->update_stats ();
2288 return 1; 2153 return 1;
2289 } 2154 }
2290 2155
2291 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2292 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2293 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2294 return 0; 2159 return 0;
2295} 2160}
2296 2161
2297/* 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
2298 * 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
2299 * 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
2300 * from. 2165 * from.
2301 */ 2166 */
2302static void 2167static void
2303drop_unpaid_items (object *op, object *env) 2168drop_unpaid_items (object *op, object *env)
2304{ 2169{
2305 while (op) 2170 while (op)
2306 { 2171 {
2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2172 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2308 2173
2309 if (QUERY_FLAG (op, FLAG_UNPAID)) 2174 if (op->flag [FLAG_UNPAID])
2310 {
2311 if (env->type == PLAYER)
2312 esrv_del_item (env->contr, op->count);
2313
2314 op->insert_at (env); 2175 op->insert_at (env);
2315 }
2316 else if (op->inv) 2176 else if (op->inv)
2317 drop_unpaid_items (op->inv, env); 2177 drop_unpaid_items (op->inv, env);
2318 2178
2319 op = next; 2179 op = next;
2320 } 2180 }
2325{ 2185{
2326 if (!flag [FLAG_REMOVED]) 2186 if (!flag [FLAG_REMOVED])
2327 ::drop_unpaid_items (inv, this); 2187 ::drop_unpaid_items (inv, this);
2328} 2188}
2329 2189
2330/*
2331 * Returns pointer a static string containing gravestone text
2332 * Moved from apply.c to player.c - player.c is what
2333 * actually uses this function. player.c may not be quite the
2334 * best, a misc file for object actions is probably better,
2335 * but there isn't one in the server directory.
2336 */
2337char *
2338gravestone_text (object *op)
2339{
2340 static char buf2[MAX_BUF];
2341 char buf[MAX_BUF];
2342 time_t now = time (NULL);
2343
2344 strcpy (buf2, " R.I.P.\n\n");
2345 if (op->type == PLAYER)
2346 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2347 else
2348 sprintf (buf, "%s\n", &op->name);
2349
2350 strncat (buf2, " ", 20 - strlen (buf) / 2);
2351 strcat (buf2, buf);
2352 if (op->type == PLAYER)
2353 sprintf (buf, "who was in level %d when killed\n", op->level);
2354 else
2355 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2356
2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2358 strcat (buf2, buf);
2359 if (op->type == PLAYER)
2360 {
2361 sprintf (buf, "by %s.\n\n", op->contr->killer);
2362 strncat (buf2, " ", 21 - strlen (buf) / 2);
2363 strcat (buf2, buf);
2364 }
2365
2366 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369
2370 return buf2;
2371}
2372
2373void 2190void
2374do_some_living (object *op) 2191do_some_living (object *op)
2375{ 2192{
2376 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2377 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2378 int over_hp, over_sp, over_grace;
2379 int i;
2380 int rate_hp = 1200; 2195 int rate_hp = 1200;
2381 int rate_sp = 2500; 2196 int rate_sp = 2500;
2382 int rate_grace = 2000; 2197 int rate_grace = 2000;
2383 const int max_hp = 1; 2198 const int max_hp = 1;
2384 const int max_sp = 1; 2199 const int max_sp = 1;
2385 const int max_grace = 1; 2200 const int max_grace = 1;
2386 2201
2202#if 0
2387 if (op->contr->hidden) 2203 if (op->contr->hidden)
2388 { 2204 {
2389 op->invisible = 1000; 2205 op->invisible = 1000;
2390 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2391 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2392 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2393 */ 2209 */
2394 if (pticks & 2) 2210 if (server_tick & 2)
2395 op->invisible--; 2211 op->invisible--;
2396 } 2212 }
2213 else
2214#endif
2397 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2398 { 2216 {
2399 if (!op->invisible--) 2217 if (!op->invisible--)
2400 { 2218 {
2401 make_visible (op); 2219 make_visible (op);
2402 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.");
2436 if (--op->last_grace < 0) 2254 if (--op->last_grace < 0)
2437 { 2255 {
2438 if (op->stats.grace < op->stats.maxgrace / 2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2439 op->stats.grace++; /* no penalty in food for regaining grace */ 2257 op->stats.grace++; /* no penalty in food for regaining grace */
2440 2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2441 if (max_grace > 1) 2261 if (max_grace > 1)
2442 { 2262 {
2443 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2263 int over_grace = temp / rate_grace;
2264
2444 if (over_grace > 0) 2265 if (over_grace > 0)
2445 { 2266 {
2446 op->stats.sp += over_grace 2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2447 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2448 op->last_grace = 0; 2268 op->last_grace = 0;
2449 } 2269 }
2450 else 2270 else
2451 { 2271 op->last_grace = rate_grace / temp;
2452 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2453 }
2454 } 2272 }
2455 else 2273 else
2456 { 2274 op->last_grace = rate_grace / temp;
2457 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2275
2458 }
2459 /* wearing stuff doesn't detract from grace generation. */ 2276 /* wearing stuff doesn't detract from grace generation. */
2460 } 2277 }
2461 2278
2462 if (op->stats.food > 0) 2279 if (op->stats.food > 0)
2463 { 2280 {
2469 if (op->stats.sp < op->stats.maxsp) 2286 if (op->stats.sp < op->stats.maxsp)
2470 { 2287 {
2471 op->stats.sp++; 2288 op->stats.sp++;
2472 2289
2473 /* dms do not consume food */ 2290 /* dms do not consume food */
2474 if (!QUERY_FLAG (op, FLAG_WIZ)) 2291 if (!op->flag [FLAG_WIZ])
2475 { 2292 {
2476 op->stats.food--; 2293 op->stats.food--;
2477 2294
2478 if (op->contr->digestion < 0) 2295 if (op->contr->digestion < 0)
2479 op->stats.food += op->contr->digestion; 2296 op->stats.food += op->contr->digestion;
2482 } 2299 }
2483 } 2300 }
2484 2301
2485 if (max_sp > 1) 2302 if (max_sp > 1)
2486 { 2303 {
2487 over_sp = (gen_sp + 10) / rate_sp; 2304 int over_sp = (gen_sp + 10) / rate_sp;
2488 if (over_sp > 0) 2305 if (over_sp > 0)
2489 { 2306 {
2490 if (op->stats.sp < op->stats.maxsp) 2307 if (op->stats.sp < op->stats.maxsp)
2491 { 2308 {
2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2513 if (op->stats.hp < op->stats.maxhp) 2330 if (op->stats.hp < op->stats.maxhp)
2514 { 2331 {
2515 op->stats.hp++; 2332 op->stats.hp++;
2516 2333
2517 /* dms do not consume food */ 2334 /* dms do not consume food */
2518 if (!QUERY_FLAG (op, FLAG_WIZ)) 2335 if (!op->flag [FLAG_WIZ])
2519 { 2336 {
2520 op->stats.food--; 2337 op->stats.food--;
2521 2338
2522 if (op->contr->digestion < 0) 2339 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion; 2340 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2341 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food; 2342 op->stats.food = last_food;
2526 } 2343 }
2527 } 2344 }
2528 2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2529 if (max_hp > 1) 2348 if (max_hp > 1)
2530 { 2349 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2350 int over_hp = temp / rate_hp;
2532 2351
2533 if (over_hp > 0) 2352 if (over_hp > 0)
2534 { 2353 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2354 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2536 op->last_heal = 0; 2355 op->last_heal = 0;
2537 } 2356 }
2538 else 2357 else
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2540 } 2359 }
2541 else 2360 else
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2361 op->last_heal = rate_hp / temp;
2543 } 2362 }
2544 } 2363 }
2545 2364
2546 /* Digestion */ 2365 /* Digestion */
2547 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2550 penalty = max (0, -op->contr->digestion); 2369 penalty = max (0, -op->contr->digestion);
2551 2370
2552 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2371 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2553 2372
2554 /* dms do not consume food */ 2373 /* dms do not consume food */
2555 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2556 op->stats.food--; 2375 op->stats.food--;
2557 } 2376 }
2558 2377
2559 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2560 { 2379 {
2561 object *tmp, *flesh = 0; 2380 object *flesh = 0;
2562 2381
2563 for (tmp = op->inv; tmp; tmp = tmp->below) 2382 for_inv_removable (op, tmp)
2564 { 2383 {
2565 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)
2566 { 2388 {
2567 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2389 op->statusmsg ("You blindly grab for a bite of food. "
2568 { 2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2569 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2391 op->apply (tmp);
2570 manual_apply (op, tmp, 0); 2392
2571 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2572 break; 2394 break;
2573 } 2395 }
2574 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2575 flesh = tmp; 2397 flesh = tmp;
2576 } /* End if paid for object */ 2398 }
2577 } /* end of for loop */
2578 2399
2579 /* 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
2580 * eat flesh instead. 2401 * eat flesh instead.
2581 */ 2402 */
2582 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2583 { 2404 {
2584 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.>");
2585 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2586 } 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.>");
2587 } 2414 }
2588 2415
2589 if (op->stats.food < 0) 2416 if (op->stats.food < 0)
2590 { 2417 {
2591 op->stats.hp += op->stats.food; 2418 op->stats.hp += op->stats.food;
2592 op->stats.food = 0; 2419 op->stats.food = 0;
2420
2421 if (op->stats.hp < 0)
2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2593 } 2425 }
2426 }
2594 2427
2428 /* killer should be set here already */
2595 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2596 kill_player (op); 2430 kill_player (op);
2597 } 2431 }
2598} 2432}
2599 2433
2600/* 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.
2604 */ 2438 */
2605void 2439void
2606kill_player (object *op) 2440kill_player (object *op)
2607{ 2441{
2608 int x, y; 2442 int x, y;
2609 char buf[MAX_BUF];
2610 maptile *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2611 int will_kill_again; 2444 int will_kill_again;
2612 archetype *at; 2445 archetype *at;
2613 object *tmp; 2446 object *tmp;
2614 2447
2615 if (save_life (op)) 2448 if (save_life (op))
2616 return; 2449 return;
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 }
2617 2486
2618 /* 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
2619 * 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.
2620 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2621 */ 2490 */
2622 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2623 { 2492 {
2624 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";
2625 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2626
2627 /* restore player */
2628 at = archetype::find ("poisoning");
2629 if (object *tmp = present_arch_in_ob (at, op))
2630 {
2631 tmp->destroy ();
2632 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2633 }
2634
2635 at = archetype::find ("confusion");
2636 if (object *tmp = present_arch_in_ob (at, op))
2637 {
2638 tmp->destroy ();
2639 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2640 }
2641
2642 cure_disease (op, 0, 0); /* remove any disease */
2643 op->stats.hp = op->stats.maxhp;
2644 if (op->stats.food <= 0)
2645 op->stats.food = 999;
2646 2494
2647 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2648 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2649 { 2497
2650 tmp->name = format ("%s's finger" , &op->name); 2498 tmp->name = format ("%s's finger" , &op->name);
2651 tmp->name_pl = format ("%s's fingers", &op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2652 tmp->msg = format ( 2500 tmp->msg = format (
2653 "This finger has been cut off of %s the %s, when he was defeated at 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",
2654 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2502 &op->name, op->contr->title,
2503 (int)op->level,
2504 op->contr->killer_name ()
2655 ); 2505 );
2656 tmp->value = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2657 tmp->materialname = "organics"; 2507 tmp->material = name_to_material (shstr_organic);
2658 tmp->insert_at (op, tmp); 2508 tmp->insert_at (op, tmp);
2659 }
2660 2509
2661 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2662 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2663 op->contr->braced = 0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2664 return; 2515 return;
2665 } 2516 }
2666 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2667 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2668 2522
2669 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2670
2671 if (op->stats.food < 0)
2672 strcpy (op->contr->killer, "starvation");
2673 2524
2674 op->contr->play_sound (sound_find ("player_dies")); 2525 op->contr->play_sound (sound_find ("player_dies"));
2675 2526
2676 /* save the map location for corpse, gravestone */ 2527 /* save the map location for corpse, gravestone */
2677 x = op->x; 2528 x = op->x;
2707 2558
2708 lost_a_stat = 0; 2559 lost_a_stat = 0;
2709 2560
2710 for (z = 0; z < num_stats_lose; z++) 2561 for (z = 0; z < num_stats_lose; z++)
2711 { 2562 {
2712 i = RANDOM () % NUM_STATS; 2563 i = rndm (NUM_STATS);
2713 2564
2714 if (settings.stat_loss_on_death) 2565 if (settings.stat_loss_on_death)
2715 { 2566 {
2716 /* 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
2717 * what he lost. 2568 * what he lost.
2724 lost_a_stat = 1; 2575 lost_a_stat = 1;
2725 } 2576 }
2726 else 2577 else
2727 { 2578 {
2728 /* deplete a stat */ 2579 /* deplete a stat */
2729 archetype *deparch = archetype::find ("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2730 object *dep; 2581 object *dep;
2731 2582
2732 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2733 if (!dep) 2584 if (!dep)
2734 { 2585 {
2735 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2736 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2737 } 2588 }
2738 lose_this_stat = 1; 2589 lose_this_stat = 1;
2739 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2740 { 2591 {
2752 2603
2753 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2754 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2755 { 2606 {
2756 lose_this_stat = 0; 2607 lose_this_stat = 0;
2757 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2758 retain the stat. */ 2609 retain the stat. */
2759 } 2610 }
2760 else 2611 else
2761 { 2612 {
2762 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)
2768 } 2619 }
2769 } 2620 }
2770 2621
2771 if (lose_this_stat) 2622 if (lose_this_stat)
2772 { 2623 {
2773 this_stat = get_attr_value (&(dep->stats), i); 2624 this_stat = get_attr_value (&dep->stats, i);
2774 /* We could try to do something clever like find another 2625 /* We could try to do something clever like find another
2775 * stat to reduce if this fails. But chances are, if 2626 * stat to reduce if this fails. But chances are, if
2776 * stats have been depleted to -50, all are pretty low 2627 * stats have been depleted to -50, all are pretty low
2777 * 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
2778 * difference. 2629 * difference.
2779 */ 2630 */
2780 if (this_stat >= -50) 2631 if (this_stat >= -50)
2781 { 2632 {
2782 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2783 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2784 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2785 op->update_stats (); 2636 op->update_stats ();
2786 lost_a_stat = 1; 2637 lost_a_stat = 1;
2787 } 2638 }
2788 } 2639 }
2789 } 2640 }
2790 } 2641 }
2642
2791 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
2792 if (!lost_a_stat) 2644 if (!lost_a_stat)
2793 { 2645 {
2794 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
2795 Should I be using something else? GD */ 2647 Should I be using something else? GD */
2796 const char *god = determine_god (op); 2648 shstr_tmp god = determine_god (op);
2797 2649
2798 if (god && (strcmp (god, "none"))) 2650 if (god != shstr_none)
2799 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";
2800 else 2652 else
2801 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";
2802 } 2654 }
2803#else 2655#else
2804 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.";
2805#endif 2657#endif
2806 2658
2807 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2808 * exp loss on the stone. 2660 * exp loss on the stone.
2809 */ 2661 */
2810 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2811 sprintf (buf, "%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2812 tmp->name = buf; 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2813 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",
2814 tmp->name_pl = buf; 2666 &op->name, op->contr->title, op->contr->killer_name ());
2815 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);
2816 tmp->msg = buf;
2817 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2818 insert_ob_in_map (tmp, op->map, NULL, 0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2819 2669
2820 /**************************************/ 2670 /**************************************/
2821 /* */ 2671 /* */
2822 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2823 /* if we died cause of food, give us */
2824 /* food, and reset HP's... */
2825 /* */ 2673 /* */
2826 /**************************************/ 2674 /**************************************/
2827 2675
2828 /* remove any poisoning and confusion the character may be suffering. */
2829 /* restore player */
2830 at = archetype::find ("poisoning");
2831 tmp = present_arch_in_ob (at, op);
2832
2833 if (tmp)
2834 {
2835 tmp->destroy ();
2836 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2837 }
2838
2839 at = archetype::find ("confusion");
2840 tmp = present_arch_in_ob (at, op);
2841 if (tmp)
2842 {
2843 tmp->destroy ();
2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2845 }
2846
2847 cure_disease (op, 0, 0); /* remove any disease */
2848
2849 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2850 apply_death_exp_penalty (op); 2677 apply_death_exp_penalty (op);
2851 if (op->stats.food < 100)
2852 op->stats.food = 900;
2853 op->stats.hp = op->stats.maxhp;
2854 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2855 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2856 2678
2857 /* 2679 /*
2858 * 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
2859 * and put them back in the map. 2681 * and put them back in the map.
2860 */ 2682 */
2884 if (will_kill_again) 2706 if (will_kill_again)
2885 { 2707 {
2886 object *force; 2708 object *force;
2887 int at; 2709 int at;
2888 2710
2889 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2890 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2891 force->speed = 0.1f;
2892 force->speed_left = -5.f; 2713 force->speed_left = -5.f;
2893 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2894 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
2895 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2896 force->resist[at] = 100; 2719 force->resist[at] = 100;
2897 2720
2898 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
2899 op->update_stats (); 2722 op->update_stats ();
2900
2901 } 2723 }
2902 2724
2903 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2904} 2726}
2905 2727
2906void 2728static void
2907loot_object (object *op) 2729loot_object (object *op)
2908{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2909 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2910 2732
2911 op->close_container (); /* close open sack first */ 2733 op->close_container (); /* close open sack first */
2912 2734
2913 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2914 { 2736 {
2921 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2922 2744
2923 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
2924 loot_object (tmp); /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
2925 2747
2926 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))))
2927 { 2749 {
2928 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
2929 { 2751 {
2930 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2931 tmp2->destroy ();
2932 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2933 } 2754 }
2934 else 2755 else
2935 tmp->destroy (); 2756 tmp->destroy ();
2936 } 2757 }
2943 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
2944 * 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
2945 * was changed. 2766 * was changed.
2946 */ 2767 */
2947void 2768void
2948fix_weight (void) 2769fix_weight ()
2949{ 2770{
2950 for_all_players (pl) 2771 for_all_players (pl)
2951 { 2772 {
2952 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2773 weight_t old = pl->ob->carrying;
2953 2774
2954 if (old == sum) 2775 pl->ob->update_weight ();
2955 continue; 2776
2777 if (old != pl->ob->carrying)
2778 {
2956 pl->ob->update_stats (); 2779 pl->ob->update_stats ();
2957 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 }
2958 } 2782 }
2959} 2783}
2960 2784
2961void 2785void
2962fix_luck (void) 2786fix_luck ()
2963{ 2787{
2964 for_all_players (pl) 2788 for_all_players (pl)
2965 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
2966 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
2967} 2791}
3004} 2828}
3005 2829
3006void 2830void
3007make_visible (object *op) 2831make_visible (object *op)
3008{ 2832{
3009 op->hide = 0; 2833 op->flag [FLAG_HIDDEN] = 0;
3010 op->invisible = 0; 2834 op->invisible = 0;
3011 2835
3012 if (op->type == PLAYER) 2836 if (op->type == PLAYER)
3013 { 2837 {
3014 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3019} 2843}
3020 2844
3021int 2845int
3022is_true_undead (object *op) 2846is_true_undead (object *op)
3023{ 2847{
3024 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2848 if (op->arch->flag [FLAG_UNDEAD])
3025 return 1; 2849 return 1;
3026 2850
3027 return 0; 2851 return 0;
3028} 2852}
3029 2853
3039 2863
3040 if (!ob || !ob->map) 2864 if (!ob || !ob->map)
3041 return 0; 2865 return 0;
3042 2866
3043 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3044 level = ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3045 2869
3046 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3047 * 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
3048 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3049 if (has_carried_lights (ob)) 2873 if (ob->has_carried_lights ())
3050 level = -(10 + (2 * ob->map->darkness)); 2874 level = -(10 + (2 * ob->map->darklevel ()));
3051 2875
3052 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3053 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))
3054 { 2880 {
3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3056 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
3057 {
3058 continue; 2883 continue;
3059 } 2884
3060 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3061 level += 2; 2886 level += 2;
3062 else /* open terrain! */ 2887 else /* open terrain! */
3063 level -= 1; 2888 level -= 1;
3064 } 2889 }
3075 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3076 */ 2901 */
3077void 2902void
3078do_hidden_move (object *op) 2903do_hidden_move (object *op)
3079{ 2904{
3080 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2905 int hide = 0;
3081 object *skop;
3082 2906
3083 if (!op || !op->map) 2907 if (!op || !op->map)
3084 return; 2908 return;
3085 2909
3086 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);
3087 2912
3088 /* 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! */
3089 if (op->type == PLAYER && op->contr->run_on) 2914 if (op->type == PLAYER && op->contr->run_on)
3090 if (!skop || num >= skop->level) 2915 if (!skop || num >= skop->level)
3091 { 2916 {
3101 num -= hide; 2926 num -= hide;
3102 2927
3103 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3104 { 2929 {
3105 make_visible (op); 2930 make_visible (op);
2931
3106 if (op->type == PLAYER) 2932 if (op->type == PLAYER)
3107 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!");
3108 } 2934 }
3109 else if (op->type == PLAYER && skop) 2935 else if (op->type == PLAYER && skop)
3110 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);
3125 2951
3126 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3127 player = 1; 2953 player = 1;
3128 2954
3129 else 2955 else
3130 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3131 2957
3132 /* search adjacent squares */ 2958 /* search adjacent squares */
3133 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3134 { 2960 {
3135 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3136 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3137 m = who->map; 2963 m = who->map;
3138 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3139 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3140 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3141 */ 2967 */
3144 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)))
3145 continue; 2971 continue;
3146 2972
3147 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)
3148 { 2974 {
3149 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])
3150 return 1; 2976 return 1;
3151 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3152 {
3153 /*don't let a hidden DM prevent you from hiding */
3154 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3155 return 1; 2978 return 1;
3156 }
3157 } 2979 }
3158 } 2980 }
3159 return 0; 2981 return 0;
3160} 2982}
3161 2983
3162/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3163 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3164 * 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
3165 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3166 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3167 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3168 * in? Realistically, most of us can't see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3169 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3170 * imply the way your head, or body is facing? It's possible 2992 * imply the way your head, or body is facing? It's possible
3171 * 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.
3172 * -b.t. 2994 * -b.t.
3173 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3174 */ 2996 */
3175int 2997int
3176player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3177{ 2999{
3191 3013
3192 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3193 3015
3194 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3195 * through the object and find if it has any 3017 * through the object and find if it has any
3196 * part that is in the los array but isn't on 3018 * part that is in the los array but isn't on
3197 * a blocked los square. 3019 * a blocked los square.
3198 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3199 */ 3021 */
3200 while (op) 3022 while (op)
3201 { 3023 {
3202 dx = rv.distance_x + op->arch->x; 3024 dx = rv.distance_x + op->arch->x;
3203 dy = rv.distance_y + op->arch->y; 3025 dy = rv.distance_y + op->arch->y;
3204 3026
3205 /* only the viewable area the player sees is updated by LOS 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3206 * code, so we need to restrict ourselves to that range of values
3207 * for any meaningful values.
3208 */
3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3212 return 1; 3028 return 1;
3213 3029
3214 op = op->more; 3030 op = op->more;
3215 }
3216
3217 return 0;
3218}
3219
3220/* routine for both players and monsters. We call this when
3221 * there is a possibility for our action distrubing our hiding
3222 * place or invisiblity spell. Artefact invisiblity is not
3223 * effected by this. If we arent invisible to begin with, we
3224 * return 0.
3225 */
3226int
3227action_makes_visible (object *op)
3228{
3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3230 {
3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3232 return 0;
3233
3234 if (op->contr && op->contr->tmp_invis == 0)
3235 return 0;
3236
3237 /* If monsters, they should become visible */
3238 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3239 {
3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3241 return 1;
3242 }
3243 } 3031 }
3244 3032
3245 return 0; 3033 return 0;
3246} 3034}
3247 3035
3262 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3263 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3264 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3265 for (object *tmp = op->below; tmp; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3266 { 3054 {
3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3268 { 3056 {
3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3057 if (tmp->flag [FLAG_NO_PICK]
3270 && tmp->type == BATTLEGROUND 3058 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground 3059 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp)) 3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3273 { 3061 {
3274 /* before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3275 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))
3276 {
3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3278 { 3066 {
3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3280 {
3281 if (x && y) 3067 if (x && y)
3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283 3069
3284 return 1; 3070 return 1;
3285 }
3286 } 3071 }
3287 }
3288 3072
3289 if (x && y) 3073 if (x && y)
3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 3075
3292 return 1; 3076 return 1;
3430 else 3214 else
3431 j = 1; 3215 j = 1;
3432 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3433 } 3217 }
3434 } 3218 }
3219
3435 strcat (buf, "."); 3220 strcat (buf, ".");
3436 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3437 } 3222 }
3438 3223
3439 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3440 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3441 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3442 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3443 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3444 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3445 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3446 3231
3447 /* print message if there is one */ 3232 /* print message if there is one */
3448 if (item->msg != NULL) 3233 if (item->msg != NULL)
3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3450 } 3235 }
3451 else 3236 else
3452 { 3237 {
3453 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3454 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3455 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));
3456 tmp = insert_ob_in_ob (tmp, who); 3241 who->insert (tmp);
3457 if (who->type == PLAYER)
3458 esrv_send_item (who, tmp);
3459 } 3242 }
3460} 3243}
3461 3244
3462/** 3245//-GPL
3463 * Unready an object for a player. This function does nothing if the object was
3464 * not readied.
3465 */
3466void
3467player_unready_range_ob (player *pl, object *ob)
3468{
3469 if (pl->ob->current_weapon == ob)
3470 pl->ob->current_weapon = 0;
3471
3472 if (pl->combat_ob == ob)
3473 pl->combat_ob = 0;
3474
3475 if (pl->ranged_ob == ob)
3476 pl->ranged_ob = 0;
3477}
3478 3246
3479sint8 3247sint8
3480player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3481{ 3249{
3482 if (!ns) 3250 if (!ns)
3483 return 0; 3251 return LOS_BLOCKED;
3484 3252
3485 int dx, dy; 3253 int dx, dy;
3486 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3487 return 0; 3255 return LOS_BLOCKED;
3488 3256
3489 x += dx - ns->current_x + ns->mapx / 2; 3257 x += dx - ns->current_x;
3490 y += dy - ns->current_y + ns->mapy / 2; 3258 y += dy - ns->current_y;
3491 3259
3492 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3493 return 0;
3494
3495 return 100 - blocked_los [x][y]; 3260 return blocked_los (x, y);
3496} 3261}
3497 3262
3498void 3263void
3499player::infobox (const char *title, const char *msg, int color) 3264player::infobox (const char *title, const char *msg, int color)
3500{ 3265{
3512{ 3277{
3513 play_sound (sound_find ("generic_failure")); 3278 play_sound (sound_find ("generic_failure"));
3514 statusmsg (msg, color); 3279 statusmsg (msg, color);
3515} 3280}
3516 3281
3282void
3283object::failmsgf (const char *format, ...)
3284{
3285 if (!contr)
3286 return;
3287
3288 va_list ap;
3289 va_start (ap, format);
3290 contr->failmsg (vformat (format, ap));
3291 va_end (ap);
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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