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Comparing deliantra/server/server/player.C (file contents):
Revision 1.133 by root, Sat May 12 22:04:20 2007 UTC vs.
Revision 1.217 by root, Sun Dec 28 08:56:44 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
123 continue; 122 continue;
124 123
125 if (*buf == '%') 124 if (*buf == '%')
126 { /* send one news */ 125 { /* send one news */
127 if (size > 0) 126 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
129 131
130 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
131 strip_endline (subject); 133 strip_endline (subject);
132 size = 0; 134 size = 0;
133 news[0] = '\0'; 135 news[0] = '\0';
157 op->x = -1; 159 op->x = -1;
158 op->y = -1; 160 op->y = -1;
159} 161}
160 162
161void 163void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 164player::activate ()
176{ 165{
177 if (active) 166 if (active)
178 return; 167 return;
179 168
181 ob->remove (); 170 ob->remove ();
182 ob->map = 0; 171 ob->map = 0;
183 ob->activate_recursive (); 172 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 174 add_friendly_object (ob);
186 enter_map ();
187} 175}
188 176
189void 177void
190player::deactivate () 178player::deactivate ()
191{ 179{
198 186
199 if (ob->map) 187 if (ob->map)
200 maplevel = ob->map->path; 188 maplevel = ob->map->path;
201 189
202 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 192 ob->map = 0;
204 party = 0; 193 party = 0;
205 194
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 196
221 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
222 211
223 ns->update_look = 0; 212 ns->update_look = 0;
224 ns->look_position = 0; 213 ns->look_position = 0;
225 214
226 clear_los (ob); 215 clear_los ();
227 216
228 ns->reset_stats (); 217 ns->reset_stats ();
229 218
230 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
233 222
234 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
235 link_player_skills (ob); 224 link_skills ();
236 225
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 227
239 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
240 229
241 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
243 { 232 {
244 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
245 234
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 238 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 240 skin = tmp;
255 241
256 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
257 } 243 }
258 244
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 246
261 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
262 307
263 for (object *op = ob->inv; op; op = op->below) 308 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 309 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 310 switch (op->type)
266 { 311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
267 case WAND: 316 case WAND:
268 case ROD: 317 case ROD:
269 case HORN: 318 case HORN:
270 case BOW: 319 case BOW:
271 case SKILL: 320 ranged_ob = op;
272 case SKILL_TOOL: 321 break;
322
273 case WEAPON: 323 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 324 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 325 break;
277 } 326 }
278 327
279 ob->update_stats (); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
280 ns->floorbox_update (); 329 ob->deactivate (); // change_weapon activates, fix this better
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293} 330}
294 331
295void 332void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op) 333player::set_observe (object *op)
320{ 334{
321 ob = op; 335 observe = op ? op : ob;
322 ob->contr = this; /* this aren't yet in archetype */ 336 do_los = 1;
323
324 ob->speed_left = 0.5f;
325 ob->speed = 1.0f;
326 ob->direction = 5; /* So player faces south */
327} 337}
328 338
329player::player () 339player::player ()
330{ 340{
331 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
338 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
339 349
340 gen_sp_armour = 10; 350 gen_sp_armour = 10;
341 bowtype = bow_normal; 351 bowtype = bow_normal;
342 petmode = pet_normal; 352 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers; 353 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
346 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
347} 359}
348 360
349void 361void
350player::do_destroy () 362player::do_destroy ()
351{ 363{
356 if (ob) 368 if (ob)
357 { 369 {
358 ob->destroy_inv (false); 370 ob->destroy_inv (false);
359 ob->destroy (); 371 ob->destroy ();
360 } 372 }
373
374 ob = observe = 0;
361} 375}
362 376
363player::~player () 377player::~player ()
364{ 378{
365 /* Clear item stack */ 379 /* Clear item stack */
392 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
393 */ 407 */
394archetype * 408archetype *
395get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
396{ 410{
397 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
398 418
399 for (;;) 419 for (;;)
400 { 420 {
401 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
402 at = first_archetype; 422 i = archetypes.begin ();
403 else 423 else if (*i == at)
404 at = at->next; 424 cleanup ("not a single player archetype found");
405 425
406 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
407 return at; 427 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 428 }
415} 429}
416 430
417object * 431object *
418get_nearest_player (object *mon) 432get_nearest_player (object *mon)
422 unsigned lastdist; 436 unsigned lastdist;
423 rv_vector rv; 437 rv_vector rv;
424 438
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 440 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 442 continue;
456 443
457 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
458 { 445 {
653 640
654 return firstdir; 641 return firstdir;
655} 642}
656 643
657void 644void
658give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
659{ 646{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 647 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 649
665 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
666 { 651 {
667 next = op->below; 652 next = op->below;
668 653
669 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 661 * by this player due to race restrictions
677 */ 662 */
678 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
679 { 664 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
681 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 672 {
686 op->destroy (); 673 op->destroy ();
687 continue; 674 continue;
688 } 675 }
689 } 676 }
712 if (op->nrof > 1) 699 if (op->nrof > 1)
713 op->nrof = 1; 700 op->nrof = 1;
714 } 701 }
715 702
716 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 705
721 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 708 * merged properly.
724 */ 709 */
725 if (need_identify (op)) 710 if (need_identify (op))
726 { 711 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 715 }
716
731 if (op->type == SPELL) 717 if (op->type == SPELL)
732 { 718 {
733 op->destroy (); 719 op->destroy ();
734 continue; 720 continue;
735 } 721 }
737 { 723 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 725 op->stats.exp = 0;
740 op->level = 1; 726 op->level = 1;
741 } 727 }
742 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
746 731
747 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
748 link_player_skills (pl); 733 pl->contr->link_skills ();
749} 734}
750 735
751void 736void
752get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
753{ 738{
854static void 839static void
855start_info (object *op) 840start_info (object *op)
856{ 841{
857 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
858 843
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 846}
864 847
865/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
870 */ 853 */
871void 854void
872player::chargen_race_done () 855player::chargen_race_done ()
873{ 856{
874 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
876 859
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl) 861 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
880 863
884 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
885 868
886 if (ob->msg) 869 if (ob->msg)
887 ob->msg = 0; 870 ob->msg = 0;
888 871
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897
898 start_info (ob); 872 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 876 ob->update_stats ();
904 877
905 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
906 * is one for this race 879 * is one for this race
907 */ 880 */
908 if (*first_map_ext_path) 881 if (*first_map_ext_path)
909 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else 883 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
925} 885}
926 886
927void 887void
937 int x = ob->x, y = ob->y; 897 int x = ob->x, y = ob->y;
938 898
939 ob->remove_statbonus (); 899 ob->remove_statbonus ();
940 ob->remove (); 900 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 901 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 902 ob->arch->copy_to (ob);
943 ob->instantiate (); 903 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 905 ob->name = ob->name_pl = name;
946 ob->x = x; 906 ob->x = x;
947 ob->y = y; 907 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 911 ob->add_statbonus ();
952 } 912 }
953 while (!allowed_class (ob)); 913 while (!allowed_class (ob));
954 914
955 update_object (ob, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
971 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
973 return; 933 return;
974 } 934 }
975 935
976 if (op->enemy == NULL) 936 if (!op->enemy)
977 { 937 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
980 return; 940 return;
981 } 941 }
982 942
983 /* Seen some crashes here. Since we don't store an
984 * op->enemy_count, it is possible that something destroys the
985 * actual enemy, and the object is recycled.
986 */
987 if (op->enemy->map == NULL)
988 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL;
991 return;
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 { 944 {
996 op->enemy = NULL; 945 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 947 return;
1001 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1002 951
1003 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1005 { 954 {
1006 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1007 956
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1009 return; 958 return;
1010 } 959 }
1011 960
1030 if (op->move_type & MOVE_FLYING) 979 if (op->move_type & MOVE_FLYING)
1031 return 1; 980 return 1;
1032 981
1033 next = op->below; 982 next = op->below;
1034 983
984 int cnt = MAX_ITEM_PER_DROP;
985#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
986
1035 /* loop while there are items on the floor that are not marked as 987 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 988 * destroyed */
1037 while (next && !next->destroyed ()) 989 while (next && !next->destroyed ())
1038 { 990 {
1039 tmp = next; 991 tmp = next;
1040 next = tmp->below; 992 next = tmp->below;
1041 993
994 if (cnt <= 0)
995 {
996 op->failmsg ("Couldn't pickup all items at once.");
997 return 0;
998 }
999
1042 if (op->destroyed ()) 1000 if (op->destroyed ())
1043 return 0; 1001 return 0;
1044 1002
1045 if (!can_pick (op, tmp)) 1003 if (!can_pick (op, tmp))
1046 continue; 1004 continue;
1047 1005
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1006 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 1007 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 1008 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 1009 CHK_PICK_PICKUP;
1010
1052 continue; 1011 continue;
1053 } 1012 }
1054 1013
1055 /* high not bit set? We're using the old autopickup model */ 1014 /* high not bit set? We're using the old autopickup model */
1056 if (!(op->contr->mode & PU_NEWMODE)) 1015 if (!(op->contr->mode & PU_NEWMODE))
1058 switch (op->contr->mode) 1017 switch (op->contr->mode)
1059 { 1018 {
1060 case 0: 1019 case 0:
1061 return 1; /* don't pick up */ 1020 return 1; /* don't pick up */
1062 case 1: 1021 case 1:
1063 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1064 return 1; 1023 return 1;
1065 case 2: 1024 case 2:
1066 pick_up (op, tmp); 1025 CHK_PICK_PICKUP;
1067 return 0; 1026 return 0;
1068 case 3: 1027 case 3:
1069 return 0; /* stop before pickup */ 1028 return 0; /* stop before pickup */
1070 case 4: 1029 case 4:
1071 pick_up (op, tmp); 1030 CHK_PICK_PICKUP;
1072 break; 1031 break;
1073 case 5: 1032 case 5:
1074 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1075 stop = 1; 1034 stop = 1;
1076 break; 1035 break;
1077 case 6: 1036 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1079 pick_up (op, tmp); 1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1039 CHK_PICK_PICKUP;
1080 break; 1040 break;
1081 1041
1082 case 7: 1042 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM) 1043 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1085 break; 1045 break;
1086 1046
1087 default: 1047 default:
1088 /* use value density */ 1048 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1050 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp); 1051 CHK_PICK_PICKUP;
1092 } 1052 }
1093 } 1053 }
1094 else 1054 else
1095 { /* old model */ 1055 { /* old model */
1096 /* NEW pickup handling */ 1056 /* NEW pickup handling */
1100 if (tmp->name != NULL) 1060 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1061 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1062 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else 1063 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1064 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1065 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 1066
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1067 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 } 1068 }
1109 1069
1110 /* philosophy: 1070 /* philosophy:
1151 /* all food and drink if desired */ 1111 /* all food and drink if desired */
1152 /* question: don't pick up known-poisonous stuff? */ 1112 /* question: don't pick up known-poisonous stuff? */
1153 if (op->contr->mode & PU_FOOD) 1113 if (op->contr->mode & PU_FOOD)
1154 if (tmp->type == FOOD) 1114 if (tmp->type == FOOD)
1155 { 1115 {
1156 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1157 continue; 1117 continue;
1158 } 1118 }
1159 1119
1160 if (op->contr->mode & PU_DRINK) 1120 if (op->contr->mode & PU_DRINK)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1121 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1162 { 1122 {
1163 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1164 continue; 1124 continue;
1165 } 1125 }
1166 1126
1167 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_POTION)
1168 if (tmp->type == POTION) 1128 if (tmp->type == POTION)
1169 { 1129 {
1170 pick_up (op, tmp); 1130 CHK_PICK_PICKUP;
1171 continue; 1131 continue;
1172 } 1132 }
1173 1133
1174 /* spellbooks, skillscrolls and normal books/scrolls */ 1134 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK) 1135 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK) 1136 if (tmp->type == SPELLBOOK)
1177 { 1137 {
1178 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1179 continue; 1139 continue;
1180 } 1140 }
1181 1141
1182 if (op->contr->mode & PU_SKILLSCROLL) 1142 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL) 1143 if (tmp->type == SKILLSCROLL)
1184 { 1144 {
1185 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1186 continue; 1146 continue;
1187 } 1147 }
1188 1148
1189 if (op->contr->mode & PU_READABLES) 1149 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL) 1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1191 { 1151 {
1192 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1193 continue; 1153 continue;
1194 } 1154 }
1195 1155
1196 /* wands/staves/rods/horns */ 1156 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE) 1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 { 1159 {
1200 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1201 continue; 1161 continue;
1202 } 1162 }
1203 1163
1204 /* pick up all magical items */ 1164 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1165 if (op->contr->mode & PU_MAGICAL)
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1166 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207 { 1167 {
1208 pick_up (op, tmp); 1168 CHK_PICK_PICKUP;
1209 continue; 1169 continue;
1210 } 1170 }
1211 1171
1212 if (op->contr->mode & PU_VALUABLES) 1172 if (op->contr->mode & PU_VALUABLES)
1213 { 1173 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1174 if (tmp->type == MONEY || tmp->type == GEM)
1215 { 1175 {
1216 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1217 continue; 1177 continue;
1218 } 1178 }
1219 } 1179 }
1220 1180
1221 /* rings & amulets - talismans seems to be typed AMULET */ 1181 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS) 1182 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET) 1183 if (tmp->type == RING || tmp->type == AMULET)
1224 { 1184 {
1225 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1226 continue; 1186 continue;
1227 } 1187 }
1228 1188
1229 /* we don't forget dragon food */ 1189 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH) 1190 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH) 1191 if (tmp->type == FLESH)
1232 { 1192 {
1233 pick_up (op, tmp); 1193 CHK_PICK_PICKUP;
1234 continue; 1194 continue;
1235 } 1195 }
1236 1196
1237 /* bows and arrows. Bows are good for selling! */ 1197 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW) 1198 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW) 1199 if (tmp->type == BOW)
1240 { 1200 {
1241 pick_up (op, tmp); 1201 CHK_PICK_PICKUP;
1242 continue; 1202 continue;
1243 } 1203 }
1244 1204
1245 if (op->contr->mode & PU_ARROW) 1205 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW) 1206 if (tmp->type == ARROW)
1247 { 1207 {
1248 pick_up (op, tmp); 1208 CHK_PICK_PICKUP;
1249 continue; 1209 continue;
1250 } 1210 }
1251 1211
1252 /* all kinds of armor etc. */ 1212 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR) 1213 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR) 1214 if (tmp->type == ARMOUR)
1255 { 1215 {
1256 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1257 continue; 1217 continue;
1258 } 1218 }
1259 1219
1260 if (op->contr->mode & PU_HELMET) 1220 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET) 1221 if (tmp->type == HELMET)
1262 { 1222 {
1263 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1264 continue; 1224 continue;
1265 } 1225 }
1266 1226
1267 if (op->contr->mode & PU_SHIELD) 1227 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD) 1228 if (tmp->type == SHIELD)
1269 { 1229 {
1270 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1271 continue; 1231 continue;
1272 } 1232 }
1273 1233
1274 if (op->contr->mode & PU_BOOTS) 1234 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS) 1235 if (tmp->type == BOOTS)
1276 { 1236 {
1277 pick_up (op, tmp); 1237 CHK_PICK_PICKUP;
1278 continue; 1238 continue;
1279 } 1239 }
1280 1240
1281 if (op->contr->mode & PU_GLOVES) 1241 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES) 1242 if (tmp->type == GLOVES)
1283 { 1243 {
1284 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1285 continue; 1245 continue;
1286 } 1246 }
1287 1247
1288 if (op->contr->mode & PU_CLOAK) 1248 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK) 1249 if (tmp->type == CLOAK)
1290 { 1250 {
1291 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1292 continue; 1252 continue;
1293 } 1253 }
1294 1254
1295 /* hoping to catch throwing daggers here */ 1255 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON) 1256 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 { 1258 {
1299 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1300 continue; 1260 continue;
1301 } 1261 }
1302 1262
1303 /* careful: chairs and tables are weapons! */ 1263 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON) 1264 if (op->contr->mode & PU_ALLWEAPON)
1305 { 1265 {
1306 if (tmp->type == WEAPON && tmp->name != NULL) 1266 if (tmp->type == WEAPON && tmp->name != NULL)
1307 { 1267 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1268 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1270 {
1311 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1312 continue; 1272 continue;
1313 } 1273 }
1314 } 1274 }
1315 1275
1316 if (tmp->type == WEAPON && tmp->name == NULL) 1276 if (tmp->type == WEAPON && tmp->name == NULL)
1317 { 1277 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1278 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1279 {
1320 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1321 continue; 1281 continue;
1322 } 1282 }
1323 } 1283 }
1324 } 1284 }
1325 1285
1326 /* misc stuff that's useful */ 1286 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY) 1287 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 { 1289 {
1330 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1331 continue; 1291 continue;
1332 } 1292 }
1333 1293
1334 /* any of the last 4 bits set means we use the ratio for value 1294 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */ 1295 * pickups */
1336 if (op->contr->mode & PU_RATIO) 1296 if (op->contr->mode & PU_RATIO)
1337 { 1297 {
1338 /* use value density to decide what else to grab */ 1298 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */ 1299 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits 1300 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */ 1301 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5; 1302 wvratio = op->contr->mode & PU_RATIO;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1303 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1344 { 1304 {
1345 pick_up (op, tmp); 1305 CHK_PICK_PICKUP;
1346#if 0 1306#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL) 1308 if (tmp->name != NULL)
1349 { 1309 {
1350 fprintf (stderr, "%s", tmp->name); 1310 fprintf (stderr, "%s", tmp->name);
1351 } 1311 }
1352 else 1312 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1313 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1314 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1315 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356#endif 1316#endif
1357 continue; 1317 continue;
1358 } 1318 }
1369 * found object is returned. 1329 * found object is returned.
1370 */ 1330 */
1371object * 1331object *
1372find_arrow (object *op, const char *type) 1332find_arrow (object *op, const char *type)
1373{ 1333{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1334 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type) 1335 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1336 return splay (tmp);
1337
1338 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1339 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1340 if (object *arrow = find_arrow (tmp, type))
1341 {
1342 splay (tmp);
1380 return op; 1343 return arrow;
1344 }
1381 1345
1382 return tmp; 1346 return 0;
1383} 1347}
1384 1348
1385/* 1349/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1350 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test 1351 * against the target. A full test is not performed, simply a basic test
1410 } 1374 }
1411 } 1375 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1376 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1377 {
1414 /* allways prefer assasination/slaying */ 1378 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1416 { 1380 {
1417 if (arrow->attacktype & AT_DEATH) 1381 if (arrow->attacktype & AT_DEATH)
1418 { 1382 {
1419 *better = 100; 1383 *better = 100;
1420 return arrow; 1384 return arrow;
1428 else 1392 else
1429 { 1393 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1394 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1395 {
1432 attacktype = 1 << attacknum; 1396 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1397 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1398 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 { 1399 {
1436 tmp = arrow; 1400 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1401 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1402 }
1439 } 1403 }
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1404 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1405 {
1442 tmp = arrow; 1406 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1412 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1413 }
1450 } 1414 }
1451 } 1415 }
1452 } 1416 }
1417
1453 if (tmp == NULL && arrow == NULL) 1418 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1419 return find_arrow (op, type);
1455 1420
1456 *better = betterby; 1421 *better = betterby;
1457 return tmp; 1422 return tmp;
1487 for (i = 0, found = 0; i < 20; i++) 1452 for (i = 0, found = 0; i < 20; i++)
1488 { 1453 {
1489 x += freearr_x[dir]; 1454 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1455 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1456 mflags = get_map_flags (m, &m, x, y, &x, &y);
1457
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1458 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1459 {
1494 tmp = NULL; 1460 tmp = 0;
1495 break; 1461 break;
1496 } 1462 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1463 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1464 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1465 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1466 * perhaps a bad assumption.
1501 */ 1467 */
1502 tmp = NULL; 1468 tmp = 0;
1503 break; 1469 break;
1504 } 1470 }
1471
1505 if (mflags & P_IS_ALIVE) 1472 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1473 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1474 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1475 break;
1515 }
1516 } 1476 }
1517 if (tmp == NULL) 1477
1478 if (!tmp)
1518 return find_arrow (op, type); 1479 return find_arrow (op, type);
1519 1480
1520 if (tmp->head) 1481 if (tmp->head)
1521 tmp = tmp->head; 1482 tmp = tmp->head;
1522 1483
1544 { 1505 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1506 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1507 return 0;
1547 } 1508 }
1548 1509
1549 if (player *pl = op->contr) 1510 if (op->contr)
1550 { 1511 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1512 else
1556 { 1513 {
1557 for (bow = op->inv; bow; bow = bow->below) 1514 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1515 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1516 * don't need to switch back and forth between bows and weapons.
1571 if (bow->below) 1528 if (bow->below)
1572 { 1529 {
1573 bow->remove (); 1530 bow->remove ();
1574 op->insert (bow); 1531 op->insert (bow);
1575 } 1532 }
1576
1577 } 1533 }
1578 1534
1579 if (!bow->race || !bow->skill) 1535 if (!bow->race || !bow->skill)
1580 { 1536 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1537 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1607 } 1563 }
1608 1564
1609 /* this should not happen, but sometimes does */ 1565 /* this should not happen, but sometimes does */
1610 if (arrow->nrof == 0) 1566 if (arrow->nrof == 0)
1611 { 1567 {
1568 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1612 arrow->destroy (); 1569 arrow->destroy ();
1613 return 0; 1570 return 0;
1614 } 1571 }
1615 1572
1616 left = arrow; /* these are arrows left to the player */ 1573 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1574 arrow = arrow->split ();
1618 if (!arrow) 1575 if (!arrow)
1619 { 1576 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621 return 0; 1578 return 0;
1622 } 1579 }
1630 arrow->stats.grace = arrow->attacktype; 1587 arrow->stats.grace = arrow->attacktype;
1631 1588
1632 if (arrow->slaying) 1589 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying); 1590 arrow->spellarg = strdup (arrow->slaying);
1634 1591
1592#if 0
1635 if (player *pl = op->contr) 1593 if (player *pl = op->contr)
1636 { 1594 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp; 1595 float speed = pl->weapon_sp;
1640 1596
1641 /* penalize ROF for bestarrow */ 1597 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow) 1598 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f; 1599 speed *= .9f;
1644 else 1600 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1601 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646 1602
1647 op->speed_left += speed - op->speed; 1603 op->speed_left += speed - op->speed;
1604 }
1648#endif 1605#endif
1649 }
1650 1606
1651 SET_ANIMATION (arrow, arrow->direction); 1607 SET_ANIMATION (arrow, arrow->direction);
1652 1608
1653 /* update the speed */ 1609 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1610 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1655 + bow->stats.dam / 7.0; 1611 + bow->stats.dam / 7.f;
1656 1612
1657 arrow->set_speed (max (arrow->speed, 2.0)); 1613 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0; 1614 arrow->speed_left = 0;
1659 1615
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1616 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661 1617
1662 if (op->type == PLAYER) 1618 if (op->type == PLAYER)
1685 1641
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1642 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1643 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1644 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1645
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1646 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1647 m->insert (arrow, sx, sy, op);
1692 1648
1693 if (!arrow->destroyed ()) 1649 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1650 move_arrow (arrow);
1695
1696 if (op->type == PLAYER)
1697 {
1698 if (left->destroyed ())
1699 esrv_del_item (op->contr, left->count);
1700 else
1701 esrv_send_item (op, left);
1702 }
1703 1651
1704 return 1; 1652 return 1;
1705} 1653}
1706 1654
1707/* Special fire code for players - this takes into 1655/* Special fire code for players - this takes into
1712 * hence the function name. 1660 * hence the function name.
1713 */ 1661 */
1714int 1662int
1715player_fire_bow (object *op, int dir) 1663player_fire_bow (object *op, int dir)
1716{ 1664{
1717 int ret = 0, wcmod = 0; 1665 int ret;
1718 1666
1719 if (op->contr->bowtype == bow_bestarrow) 1667 if (op->contr->bowtype == bow_bestarrow)
1720 { 1668 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1669 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 } 1670 }
1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1671 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 { 1672 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1673 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1726 wcmod = -1;
1727
1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1674 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1729 } 1675 }
1730 else if (op->contr->bowtype == bow_threewide) 1676 else if (op->contr->bowtype == bow_threewide)
1731 { 1677 {
1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1678 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1679 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1734 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1680 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735 } 1681 }
1736 else if (op->contr->bowtype == bow_spreadshot) 1682 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1683 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1684 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1685 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1686 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741 } 1687 }
1742 else 1688 else
1743 { 1689 {
1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1691 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746 } 1692 }
1747 1693
1748 return ret; 1694 return ret;
1749} 1695}
1750
1751 1696
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1697/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1698 * Broken apart from 'fire' to keep it more readable.
1754 */ 1699 */
1755void 1700void
1774 1719
1775 if (item->type == WAND) 1720 if (item->type == WAND)
1776 { 1721 {
1777 if (item->stats.food <= 0) 1722 if (item->stats.food <= 0)
1778 { 1723 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1724 op->contr->play_sound (sound_find ("wand_poof"));
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1725 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 1726
1782 return; 1727 return;
1783 } 1728 }
1784 } 1729 }
1785 else if (item->type == ROD || item->type == HORN) 1730 else if (item->type == ROD || item->type == HORN)
1786 { 1731 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1732 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1733
1734 // using the maximum of the rods charge allows at least one spell cast
1735 // for a rod or horn, this fixes some broken rods.
1736 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1788 { 1737 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1738 op->contr->play_sound (sound_find ("wand_poof"));
1790 1739
1791 if (item->type == ROD) 1740 if (item->type == ROD)
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1742 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1797 } 1746 }
1798 } 1747 }
1799 1748
1800 if (cast_spell (op, item, dir, item->inv, NULL)) 1749 if (cast_spell (op, item, dir, item->inv, NULL))
1801 { 1750 {
1802 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1751 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1752
1803 if (item->type == WAND) 1753 if (item->type == WAND)
1804 { 1754 {
1805 if (!(--item->stats.food)) 1755 if (!(--item->stats.food))
1806 { 1756 {
1807 object *tmp; 1757 object *tmp;
1808 1758
1809 if (item->arch) 1759 if (item->arch)
1810 { 1760 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1761 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1762 item->face = item->arch->face;
1813 item->set_speed (0); 1763 item->set_speed (0);
1814 } 1764 }
1815 1765
1816 if ((tmp = item->in_player ())) 1766 if (object *pl = item->visible_to ())
1817 esrv_update_item (UPD_ANIM, tmp, item); 1767 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1768 }
1819 } 1769 }
1820 else if (item->type == ROD || item->type == HORN) 1770 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge (item); 1771 drain_rod_charge (item);
1822 } 1772 }
1823} 1773}
1824 1774
1825/* Received a fire command for the player - go and do it. 1775/* Received a fire command for the player - go and do it.
1826 */ 1776 */
1827void 1777bool
1828fire (object *op, int dir) 1778fire (object *op, int dir)
1829{ 1779{
1830 int spellcost = 0; 1780 int spellcost = 0;
1781
1782 player *pl = op->contr;
1783
1784 if (pl->golem)
1785 {
1786 control_golem (op->contr->golem, dir);
1787 return false;
1788 }
1789
1790 object *ob = pl->ranged_ob;
1791
1792 if (!ob)
1793 return false;
1794
1795 if (op->speed_left > 0.f)
1796 --op->speed_left;
1797 else
1798 return false;
1799
1800 if (!op->change_weapon (ob))
1801 return false;
1831 1802
1832 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1833 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
1834 make_visible (op); 1805 make_visible (op);
1835 1806
1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1839 {
1840 control_golem (op->contr->golem, dir);
1841 return;
1842 }
1843
1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return;
1848
1849 switch (ob->type) 1807 switch (ob->type)
1850 { 1808 {
1851 case BOW: 1809 case BOW:
1852 player_fire_bow (op, dir); 1810 player_fire_bow (op, dir);
1853 break; 1811 break;
1859 case BUILDER: 1817 case BUILDER:
1860 apply_map_builder (op, dir); 1818 apply_map_builder (op, dir);
1861 break; 1819 break;
1862 1820
1863 case SKILL: 1821 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0); 1822 do_skill (op, op, ob, dir, 0);
1866 break; 1823 break;
1867 1824
1868 default: 1825 default:
1869 fire_misc_object (op, dir); 1826 fire_misc_object (op, dir);
1870 break; 1827 break;
1871 } 1828 }
1829
1830 return true;
1872} 1831}
1873 1832
1874/* find_key 1833/* find_key
1875 * We try to find a key for the door as passed. If we find a key 1834 * We try to find a key for the door as passed. If we find a key
1876 * and successfully use it, we return the key, otherwise NULL 1835 * and successfully use it, we return the key, otherwise NULL
1963 * 0 otherwise 1922 * 0 otherwise
1964 */ 1923 */
1965static int 1924static int
1966player_attack_door (object *op, object *door) 1925player_attack_door (object *op, object *door)
1967{ 1926{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1927 /* If its a door, try to find a key. If we do destroy the door,
1969 * might as well return immediately as there is nothing more to do - 1928 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1929 * otherwise, we fall through to the rest of the code.
1971 */ 1930 */
1972 object *key = find_key (op, op, door); 1931 object *key = find_key (op, op, door);
1973 1932
1974 /* IF we found a key, do some extra work */ 1933 /* If we found a key, do some extra work */
1975 if (key) 1934 if (key)
1976 { 1935 {
1977 object *container = key->env; 1936 object *container = key->env;
1978
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 1937
1981 if (action_makes_visible (op)) 1938 if (action_makes_visible (op))
1982 make_visible (op); 1939 make_visible (op);
1983 1940
1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1941 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1986 1943
1987 if (door->type == DOOR) 1944 if (door->type == DOOR)
1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1945 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1989 else if (door->type == LOCKED_DOOR) 1946 else if (door->type == LOCKED_DOOR)
1990 { 1947 {
1991 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1948 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1992 remove_door2 (door); /* remove door without violence ;-) */ 1949 remove_door2 (door); /* remove door without violence ;-) */
1993 } 1950 }
1994 1951
1995 /* Do this after we print the message */ 1952 /* Do this after we print the message */
1996 decrease_ob (key); /* Use up one of the keys */ 1953 key->decrease (); /* Use up one of the keys */
1997 /* Need to update the weight the container the key was in */
1998 if (container != op)
1999 esrv_update_item (UPD_WEIGHT, op, container);
2000 1954
2001 return 1; /* Nothing more to do below */ 1955 return 1; /* Nothing more to do below */
2002 } 1956 }
2003 else if (door->type == LOCKED_DOOR) 1957 else if (door->type == LOCKED_DOOR)
2004 { 1958 {
2005 /* Might as well return now - no other way to open this */ 1959 /* Might as well return now - no other way to open this */
2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1960 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1961 return 1;
2008 } 1962 }
2009 1963
2010 return 0; 1964 return 0;
2011} 1965}
2014 * It should keep the code cleaner. 1968 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1969 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1970 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1971 * going to try and move (not fire weapons).
2018 */ 1972 */
2019void 1973bool
2020move_player_attack (object *op, int dir) 1974move_player_attack (object *op, int dir)
2021{ 1975{
2022 object *tmp, *mon;
2023 int on_battleground; 1976 int on_battleground;
2024 maptile *m;
2025 1977
2026 sint16 nx = freearr_x[dir] + op->x; 1978 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 1979 sint16 ny = freearr_y[dir] + op->y;
2028 1980
2029 on_battleground = op_on_battleground (op, 0, 0); 1981 on_battleground = op_on_battleground (op, 0, 0);
1982
1983 if (out_of_map (op->map, nx, ny))
1984 return false;
1985
1986 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1987 {
1988 --op->speed_left;
1989 return true;
1990 }
2030 1991
2031 /* If braced, or can't move to the square, and it is not out of the 1992 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 1993 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 1994 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 1995 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 1996 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 1997 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 1998 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1999 * move_ob uses.
2039 */ 2000 */
2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2001 maptile *m = op->map->xy_find (nx, ny);
2002
2003 /* Go through all the objects, and find ones of interest. Only stop if
2004 * we find a monster - that is something we know we want to attack.
2005 * if its a door or barrel (can roll) see if there may be monsters
2006 * on the space
2007 */
2008 object *mon;
2009 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2010 {
2011 if ((mon->flag [FLAG_ALIVE]
2012 || mon->type == LOCKED_DOOR
2013 || mon->flag [FLAG_CAN_ROLL])
2014 && mon != op)
2015 break;
2041 { 2016 }
2042 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2017
2018 if (!mon) /* This happens anytime the player tries to move */
2019 return false; /* into a wall */
2020
2021 mon = mon->head_ ();
2022
2023 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2024 if (op->contr->weapon_sp_left > 0.f)
2025 if (player_attack_door (op, mon))
2026 {
2027 --op->contr->weapon_sp_left;
2028 return true;
2043 { 2029 }
2044 m = op->map->xy_find (nx, ny); 2030
2045 if (!m) 2031 /* The following deals with possibly attacking peaceful
2046 return; /* Don't think this should happen */ 2032 * or friendly creatures. Basically, all players are considered
2033 * unaggressive. If the moving player has peaceful set, then the
2034 * object should be pushed instead of attacked. It is assumed that
2035 * if you are braced, you will not attack friends accidently,
2036 * and thus will not push them.
2037 */
2038
2039 /* If the creature is a pet, push it even if the player is not
2040 * peaceful. Our assumption is the creature is a pet if the
2041 * player owns it and it is either friendly or unagressive.
2042 */
2043 if (op->type == PLAYER
2044 && ((mon->owner && mon->owner->contr
2045 && same_party (mon->owner->contr->party, op->contr->party))
2046 || mon->owner == op)
2047 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2048 {
2049 /* If we're braced, we don't want to switch places with it */
2050 if (op->contr->braced)
2051 return false;
2052
2053 if (op->speed_left > 0.f)
2054 {
2055 --op->speed_left;
2056
2057 op->play_sound (sound_find ("push_player"));
2058 push_ob (mon, dir, op);
2059
2060 if (action_makes_visible (op))
2061 make_visible (op);
2062
2063 return true;
2047 } 2064 }
2048 else 2065 else
2049 m = op->map;
2050
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return; 2066 return false;
2067 }
2053 2068
2054 mon = 0;
2055 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space
2059 */
2060 while (tmp)
2061 {
2062 if (tmp == op)
2063 {
2064 tmp = tmp->above;
2065 continue;
2066 }
2067
2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2069 {
2070 mon = tmp;
2071 break;
2072 }
2073
2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2075 mon = tmp;
2076
2077 tmp = tmp->above;
2078 }
2079
2080 if (!mon) /* This happens anytime the player tries to move */
2081 return; /* into a wall */
2082
2083 if (mon->head)
2084 mon = mon->head;
2085
2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2087 if (player_attack_door (op, mon))
2088 return;
2089
2090 /* The following deals with possibly attacking peaceful
2091 * or frienddly creatures. Basically, all players are considered
2092 * unaggressive. If the moving player has peaceful set, then the
2093 * object should be pushed instead of attacked. It is assumed that
2094 * if you are braced, you will not attack friends accidently,
2095 * and thus will not push them.
2096 */
2097
2098 /* If the creature is a pet, push it even if the player is not
2099 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive.
2101 */
2102 if ((op->type == PLAYER)
2103#if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2107#else
2108 && mon->owner == op
2109#endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 {
2112 /* If we're braced, we don't want to switch places with it */
2113 if (op->contr->braced)
2114 return;
2115
2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2117 push_ob (mon, dir, op);
2118 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op);
2120
2121 return;
2122 }
2123
2124 /* in certain circumstances, you shouldn't attack friendly 2069 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 2070 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't 2071 * someone, but put it inside this loop so that you won't
2127 * attack them either. 2072 * attack them either.
2128 */ 2073 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 2074 if ((mon->type == PLAYER || mon->enemy != op)
2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2075 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 2076 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 2077 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 2078 && !on_battleground))
2079 {
2080 if (op->speed_left > 0.f)
2140 { 2081 {
2082 --op->speed_left;
2083
2141 if (!op->contr->braced) 2084 if (!op->contr->braced)
2142 { 2085 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2086 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 2087 push_ob (mon, dir, op);
2145 } 2088 }
2146 else 2089 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 2090 op->statusmsg ("You withhold your attack");
2148 2091
2149 if (op->contr->tmp_invis || op->hide) 2092 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2150 make_visible (op); 2093 make_visible (op);
2151 }
2152 2094
2095 return true;
2096 }
2097 }
2153 /* If the object is a boulder or other rollable object, then 2098 /* If the object is a boulder or other rollable object, then
2154 * roll it if not braced. You can't roll it if you are braced. 2099 * roll it if not braced. You can't roll it if you are braced.
2155 */ 2100 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2101 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2102 {
2103 if (op->speed_left > 0.f)
2157 { 2104 {
2105 --op->speed_left;
2106
2158 recursive_roll (mon, dir, op); 2107 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 2108 if (action_makes_visible (op))
2160 make_visible (op); 2109 make_visible (op);
2161 }
2162 2110
2111 return true;
2112 }
2113 }
2163 /* Any generic living creature. Including things like doors. 2114 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points 2115 * Way it works is like this: First, it must have some hit points
2165 * and be living. Then, it must be one of the following: 2116 * and be living. Then, it must be one of the following:
2166 * 1) Not a player, 2) A player, but of a different party. Note 2117 * 1) Not a player, 2) A player, but of a different party. Note
2167 * that party_number -1 is no party, so attacks can still happen. 2118 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2119 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2120 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2121 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2122 {
2123 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2171 { 2124 {
2172 op->contr->has_hit = 1; 2125 --op->contr->weapon_sp_left;
2173 2126
2174 skill_attack (mon, op, 0, 0, 0); 2127 skill_attack (mon, op, 0, 0, 0);
2175
2176 /* If attacking another player, that player gets automatic
2177 * hitback, and doesn't loose luck either.
2178 * Disable hitback on the battleground or if the target is
2179 * the wiz.
2180 */
2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2182 {
2183 short luck = mon->stats.luck;
2184
2185 mon->contr->has_hit = 1;
2186 skill_attack (op, mon, 0, 0, 0);
2187 mon->stats.luck = luck;
2188 }
2189 2128
2190 if (action_makes_visible (op)) 2129 if (action_makes_visible (op))
2191 make_visible (op); 2130 make_visible (op);
2192 }
2193 } /* if player should attack something */
2194}
2195 2131
2196int 2132 return true;
2133 }
2134 }
2135
2136 return false;
2137}
2138
2139bool
2197move_player (object *op, int dir) 2140move_player (object *op, int dir)
2198{ 2141{
2199 int pick; 2142 int pick;
2200 2143
2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2144 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2202 return 0; 2145 return 0;
2203 2146
2204 /* Sanity check: make sure dir is valid */ 2147 /* Sanity check: make sure dir is valid */
2205 if ((dir < 0) || (dir >= 9)) 2148 if ((dir < 0) || (dir >= 9))
2206 { 2149 {
2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2155 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2213 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2156 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2214 2157
2215 op->facing = dir; 2158 op->facing = dir;
2216 2159
2217 if (op->hide) 2160 if (op->flag [FLAG_HIDDEN])
2218 do_hidden_move (op); 2161 do_hidden_move (op);
2219 2162
2163 bool retval;
2164
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2165 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 /*nop */ ; 2166 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on) 2167 else if (op->contr->fire_on)
2223 fire (op, dir); 2168 retval = fire (op, dir);
2224 else 2169 else
2225 { 2170 {
2226 move_player_attack (op, dir); 2171 retval = move_player_attack (op, dir);
2227 pick = check_pick (op); 2172 pick = check_pick (op);
2228 } 2173 }
2229 2174
2230 /* Add special check for newcs players and fire on - this way, the 2175 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing. 2176 * server can handle repeat firing.
2238 /* Update how the player looks. Use the facing, so direction may 2183 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities 2184 * get reset to zero. This allows for full animation capabilities
2240 * for players. 2185 * for players.
2241 */ 2186 */
2242 animate_object (op, op->facing); 2187 animate_object (op, op->facing);
2243 return 0; 2188
2189 return retval;
2244} 2190}
2245 2191
2246/* This is similar to handle_player, below, but is only used by the 2192/* This is similar to handle_player, below, but is only used by the
2247 * new client/server stuff. 2193 * new client/server stuff.
2248 * This is sort of special, in that the new client/server actually uses 2194 * This is sort of special, in that the new client/server actually uses
2249 * the new speed values for commands. 2195 * the new speed values for commands.
2250 * 2196 *
2251 * Returns true if there are more actions we can do. 2197 * Returns true if there are more actions we can do. Should not do
2198 * many actions in a row, as that would be too unfair to other
2199 * players.
2252 */ 2200 */
2253int 2201bool
2254handle_newcs_player (object *op) 2202handle_newcs_player (object *op)
2255{ 2203{
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2204 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2205 {
2258 flee_player (op); 2206 if (op->speed_left > 0.f)
2259
2260 /* If player is still scared, that is his action for this tick */
2261 if (op->flag [FLAG_SCARED])
2262 { 2207 {
2263 --op->speed_left; 2208 --op->speed_left;
2209 flee_player (op);
2210
2264 return 0; 2211 return true;
2265 } 2212 }
2213 else
2214 return false;
2266 } 2215 }
2267 2216
2268 /* call this here - we also will call this in do_ericserver, but 2217 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2218 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2219 * called, so we recheck it here.
2271 */ 2220 */
2272 if (op->contr->ns->handle_command ()) 2221 if (op->contr->ns->handle_command ())
2273 return 1; 2222 return true;
2274 2223
2275 if (op->speed_left > 0.f)
2276 {
2277 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2224 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2278 {
2279 /* All move commands take 1 tick, at least for now */
2280 --op->speed_left;
2281
2282 /* Instead of all the stuff below, let move_player take care
2283 * of it. Also, some of the skill stuff is only put in
2284 * there, as well as the confusion stuff.
2285 */
2286 move_player (op, op->direction); 2225 return move_player (op, op->direction);
2287 2226
2288 return op->speed_left > 0.f;
2289 }
2290 }
2291
2292 return 0; 2227 return false;
2293} 2228}
2294 2229
2295int 2230int
2296save_life (object *op) 2231save_life (object *op)
2297{ 2232{
2299 return 0; 2234 return 0;
2300 2235
2301 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2236 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2237 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2303 { 2238 {
2304 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2239 op->play_sound (sound_find ("ob_evaporate"));
2305 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2240 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2306
2307 if (op->contr)
2308 esrv_del_item (op->contr, tmp->count);
2309 2241
2310 tmp->destroy (); 2242 tmp->destroy ();
2311 CLEAR_FLAG (op, FLAG_LIFESAVE); 2243 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 2244
2313 if (op->stats.hp < 0) 2245 if (op->stats.hp < 0)
2326 return 0; 2258 return 0;
2327} 2259}
2328 2260
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2261/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2262 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2263 * function will descend into containers. op is the object to start the search
2332 * from. 2264 * from.
2333 */ 2265 */
2266static void
2267drop_unpaid_items (object *op, object *env)
2268{
2269 while (op)
2270 {
2271 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2272
2273 if (QUERY_FLAG (op, FLAG_UNPAID))
2274 op->insert_at (env);
2275 else if (op->inv)
2276 drop_unpaid_items (op->inv, env);
2277
2278 op = next;
2279 }
2280}
2281
2334void 2282void
2335remove_unpaid_objects (object *op, object *env) 2283object::drop_unpaid_items ()
2336{ 2284{
2337 while (op) 2285 if (!flag [FLAG_REMOVED])
2338 { 2286 ::drop_unpaid_items (inv, this);
2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340
2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2342 {
2343 if (env->type == PLAYER)
2344 esrv_del_item (env->contr, op->count);
2345
2346 op->insert_at (env);
2347 }
2348 else if (op->inv)
2349 remove_unpaid_objects (op->inv, env);
2350
2351 op = next;
2352 }
2353} 2287}
2354 2288
2355/* 2289/*
2356 * Returns pointer a static string containing gravestone text 2290 * Returns pointer a static string containing gravestone text
2357 * Moved from apply.c to player.c - player.c is what 2291 * Moved from apply.c to player.c - player.c is what
2358 * actually uses this function. player.c may not be quite the 2292 * actually uses this function. player.c may not be quite the
2359 * best, a misc file for object actions is probably better, 2293 * best, a misc file for object actions is probably better,
2360 * but there isn't one in the server directory. 2294 * but there isn't one in the server directory.
2361 */ 2295 */
2362char * 2296const char *
2363gravestone_text (object *op) 2297gravestone_text (object *op)
2364{ 2298{
2365 static char buf2[MAX_BUF]; 2299 static dynbuf_text buf;
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL);
2368 2300
2369 strcpy (buf2, " R.I.P.\n\n"); 2301 buf << "---- R.I.P. ----\n\n"
2302 << op->name;
2303
2370 if (op->type == PLAYER) 2304 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2305 buf << " the " << op->contr->title;
2372 else
2373 sprintf (buf, "%s\n", &op->name);
2374 2306
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2307 buf << "\n\n";
2376 strcat (buf2, buf); 2308
2309 buf << "who was level ";
2310 buf << (sint32)op->level << "\n\n" // OO breakdown
2311 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2312
2377 if (op->type == PLAYER) 2313 if (op->type == PLAYER)
2378 sprintf (buf, "who was in level %d when killed\n", op->level); 2314 buf << "by " << op->contr->killer_name () << ".\n\n";
2379 else
2380 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2381 2315
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 if (op->type == PLAYER)
2385 { 2316 {
2386 sprintf (buf, "by %s.\n\n", op->contr->killer); 2317 static char buf2[128];
2387 strncat (buf2, " ", 21 - strlen (buf) / 2); 2318 time_t now = time (NULL);
2388 strcat (buf2, buf);
2389 }
2390
2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2319 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2392 strncat (buf2, " ", 20 - strlen (buf) / 2); 2320 buf << buf2;
2393 strcat (buf2, buf); 2321 }
2394 2322
2395 return buf2; 2323 return buf;
2396} 2324}
2397 2325
2398void 2326void
2399do_some_living (object *op) 2327do_some_living (object *op)
2400{ 2328{
2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2380 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2453 else 2381 else
2454 { 2382 {
2455 gen_grace = op->stats.maxgrace; 2383 gen_grace = op->stats.maxgrace;
2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2384 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2457 }
2458
2459 /* Regenerate Spell Points */
2460 if (!op->contr->golem && --op->last_sp < 0)
2461 {
2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2463 if (op->stats.sp < op->stats.maxsp)
2464 {
2465 op->stats.sp++;
2466 /* dms do not consume food */
2467 if (!QUERY_FLAG (op, FLAG_WIZ))
2468 {
2469 op->stats.food--;
2470 if (op->contr->digestion < 0)
2471 op->stats.food += op->contr->digestion;
2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2473 op->stats.food = last_food;
2474 }
2475 }
2476
2477 if (max_sp > 1)
2478 {
2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 } 2385 }
2500 2386
2501 /* Regenerate Grace */ 2387 /* Regenerate Grace */
2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2388 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2503 if (--op->last_grace < 0) 2389 if (--op->last_grace < 0)
2524 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2410 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2525 } 2411 }
2526 /* wearing stuff doesn't detract from grace generation. */ 2412 /* wearing stuff doesn't detract from grace generation. */
2527 } 2413 }
2528 2414
2415 if (op->stats.food > 0)
2416 {
2529 /* Regenerate Hit Points */ 2417 /* Regenerate Spell Points */
2530 if (--op->last_heal < 0) 2418 if (!op->contr->golem && --op->last_sp < 0)
2531 {
2532 if (op->stats.hp < op->stats.maxhp)
2533 { 2419 {
2534 op->stats.hp++; 2420 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2535 /* dms do not consume food */ 2421
2536 if (!QUERY_FLAG (op, FLAG_WIZ)) 2422 if (op->stats.sp < op->stats.maxsp)
2537 { 2423 {
2424 op->stats.sp++;
2425
2426 /* dms do not consume food */
2427 if (!QUERY_FLAG (op, FLAG_WIZ))
2428 {
2538 op->stats.food--; 2429 op->stats.food--;
2430
2539 if (op->contr->digestion < 0) 2431 if (op->contr->digestion < 0)
2540 op->stats.food += op->contr->digestion; 2432 op->stats.food += op->contr->digestion;
2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2433 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2542 op->stats.food = last_food; 2434 op->stats.food = last_food;
2435 }
2543 } 2436 }
2544 }
2545 2437
2546 if (max_hp > 1) 2438 if (max_sp > 1)
2547 {
2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2549 if (over_hp > 0)
2550 { 2439 {
2551 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2440 over_sp = (gen_sp + 10) / rate_sp;
2441 if (over_sp > 0)
2442 {
2443 if (op->stats.sp < op->stats.maxsp)
2444 {
2445 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2446
2447 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2448 op->stats.sp--;
2449
2450 if (op->stats.sp > op->stats.maxsp)
2451 op->stats.sp = op->stats.maxsp;
2452 }
2453
2552 op->last_heal = 0; 2454 op->last_sp = 0;
2455 }
2456 else
2457 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2553 } 2458 }
2554 else 2459 else
2460 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2461 }
2462
2463 /* Regenerate Hit Points */
2464 if (--op->last_heal < 0)
2465 {
2466 if (op->stats.hp < op->stats.maxhp)
2555 { 2467 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2468 op->stats.hp++;
2469
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 {
2473 op->stats.food--;
2474
2475 if (op->contr->digestion < 0)
2476 op->stats.food += op->contr->digestion;
2477 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2478 op->stats.food = last_food;
2479 }
2557 } 2480 }
2481
2482 if (max_hp > 1)
2483 {
2484 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2485
2486 if (over_hp > 0)
2487 {
2488 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2489 op->last_heal = 0;
2490 }
2491 else
2492 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 } 2493 }
2559 else 2494 else
2560 {
2561 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2495 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2562 } 2496 }
2563 } 2497 }
2564 2498
2565 /* Digestion */ 2499 /* Digestion */
2566 if (--op->last_eat < 0) 2500 if (--op->last_eat < 0)
2567 { 2501 {
2568#ifdef COZY_SERVER 2502 int bonus = max (0, op->contr->digestion),
2569 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2503 penalty = max (0, -op->contr->digestion);
2570 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2571#else
2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2573#endif
2574 2504
2575 if (op->contr->gen_hp > 0)
2576 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2505 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2577 else
2578 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2579 2506
2580 /* dms do not consume food */ 2507 /* dms do not consume food */
2581 if (!QUERY_FLAG (op, FLAG_WIZ)) 2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2582 op->stats.food--; 2509 op->stats.food--;
2583 } 2510 }
2584 2511
2585 if (op->stats.food < 0 && op->stats.hp >= 0) 2512 if (op->stats.food < 0 && op->stats.hp >= 0)
2586 { 2513 {
2587 object *tmp, *flesh = 0; 2514 object *flesh = 0;
2588 2515
2589 for (tmp = op->inv; tmp; tmp = tmp->below) 2516 for_inv_removable (op, tmp)
2590 { 2517 {
2591 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2518 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2519 continue;
2520
2521 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2592 { 2522 {
2593 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2523 op->statusmsg ("You blindly grab for a bite of food. "
2594 { 2524 "H<To prevent you from starving, you ate some random item from your backpack.>");
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2596 manual_apply (op, tmp, 0); 2525 manual_apply (op, tmp, 0);
2526
2597 if (op->stats.food >= 0 || op->stats.hp < 0) 2527 if (op->stats.food >= 0 || op->stats.hp < 0)
2598 break; 2528 break;
2599 } 2529 }
2600 else if (tmp->type == FLESH) 2530 else if (tmp->type == FLESH)
2601 flesh = tmp; 2531 flesh = tmp;
2602 } /* End if paid for object */ 2532 }
2603 } /* end of for loop */
2604 2533
2605 /* If player is still starving, it means they don't have any food, so 2534 /* If player is still starving, it means they don't have any food, so
2606 * eat flesh instead. 2535 * eat flesh instead.
2607 */ 2536 */
2608 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2537 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2609 { 2538 {
2610 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2611 manual_apply (op, flesh, 0); 2541 manual_apply (op, flesh, 0);
2612 } 2542 }
2543
2544 // If player is still starving, alert him!
2545 if (op->stats.food < 0)
2546 op->failmsg ("You are starving! "
2547 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2548 }
2549
2550 if (op->stats.food < 0)
2613 } 2551 {
2552 op->stats.hp += op->stats.food;
2553 op->stats.food = 0;
2614 2554
2615 while (op->stats.food < 0 && op->stats.hp >= 0) 2555 if (op->stats.hp < 0)
2616 op->stats.food++, op->stats.hp--; 2556 {
2557 op->contr->killer = archetype::get ("killer_starvation");
2558 op->contr->killer->destroy ();
2559 }
2560 }
2617 2561
2562 /* killer should be set here already */
2618 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2563 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2619 kill_player (op); 2564 kill_player (op);
2620 } 2565 }
2621} 2566}
2622 2567
2626 * file. 2571 * file.
2627 */ 2572 */
2628void 2573void
2629kill_player (object *op) 2574kill_player (object *op)
2630{ 2575{
2576 int x, y;
2631 char buf[MAX_BUF]; 2577 char buf[MAX_BUF];
2632 int x, y;
2633
2634 //int i;
2635 maptile *map; /* this is for resurrection */ 2578 maptile *map; /* this is for resurrection */
2636
2637 /* int z;
2638 int num_stats_lose;
2639 int lost_a_stat;
2640 int lose_this_stat;
2641 int this_stat; */
2642 int will_kill_again; 2579 int will_kill_again;
2643 archetype *at; 2580 archetype *at;
2644 object *tmp; 2581 object *tmp;
2645 2582
2646 if (save_life (op)) 2583 if (save_life (op))
2647 return; 2584 return;
2648
2649 2585
2650 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2586 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2651 * in cities ONLY!!! It is very important that this doesn't get abused. 2587 * in cities ONLY!!! It is very important that this doesn't get abused.
2652 * Look at op_on_battleground() for more info --AndreasV 2588 * Look at op_on_battleground() for more info --AndreasV
2653 */ 2589 */
2669 { 2605 {
2670 tmp->destroy (); 2606 tmp->destroy ();
2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2607 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2672 } 2608 }
2673 2609
2674 cure_disease (op, 0); /* remove any disease */ 2610 cure_disease (op, 0, 0); /* remove any disease */
2675 op->stats.hp = op->stats.maxhp; 2611 op->stats.hp = op->stats.maxhp;
2676 if (op->stats.food <= 0) 2612 if (op->stats.food <= 0)
2677 op->stats.food = 999; 2613 op->stats.food = 999;
2678 2614
2679 /* create a bodypart-trophy to make the winner happy */ 2615 /* create a bodypart-trophy to make the winner happy */
2680 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2616 if (object *tmp = arch_to_object (archetype::find ("finger")))
2681 { 2617 {
2682 sprintf (buf, "%s's finger", &op->name); 2618 tmp->name = format ("%s's finger" , &op->name);
2683 tmp->name = buf; 2619 tmp->name_pl = format ("%s's fingers", &op->name);
2684 sprintf (buf, " This finger has been cut off %s\n"
2685 " the %s, when he was defeated at\n level %d by %s.\n",
2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2687 tmp->msg = buf; 2620 tmp->msg = format (
2621 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2622 &op->name, op->contr->title,
2623 (int)op->level,
2624 op->contr->killer_name ()
2625 );
2688 tmp->value = 0, tmp->type = 0; 2626 tmp->value = 0, tmp->type = 0;
2689 tmp->materialname = "organics"; 2627 tmp->materialname = "organics";
2690 tmp->insert_at (op, tmp); 2628 tmp->insert_at (op, tmp);
2691 } 2629 }
2692 2630
2698 2636
2699 INVOKE_PLAYER (DEATH, op->contr); 2637 INVOKE_PLAYER (DEATH, op->contr);
2700 2638
2701 command_kill_pets (op, 0); 2639 command_kill_pets (op, 0);
2702 2640
2703 if (op->stats.food < 0) 2641 op->contr->play_sound (sound_find ("player_dies"));
2704 {
2705 sprintf (buf, "%s starved to death.", &op->name);
2706 strcpy (op->contr->killer, "starvation");
2707 }
2708 else
2709 sprintf (buf, "%s died.", &op->name);
2710
2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2712 2642
2713 /* save the map location for corpse, gravestone */ 2643 /* save the map location for corpse, gravestone */
2714 x = op->x; 2644 x = op->x;
2715 y = op->y; 2645 y = op->y;
2716 map = op->map; 2646 map = op->map;
2744 2674
2745 lost_a_stat = 0; 2675 lost_a_stat = 0;
2746 2676
2747 for (z = 0; z < num_stats_lose; z++) 2677 for (z = 0; z < num_stats_lose; z++)
2748 { 2678 {
2749 i = RANDOM () % NUM_STATS; 2679 i = rndm (NUM_STATS);
2750 2680
2751 if (settings.stat_loss_on_death) 2681 if (settings.stat_loss_on_death)
2752 { 2682 {
2753 /* Pick a random stat and take a point off it. Tell the player 2683 /* Pick a random stat and take a point off it. Tell the player
2754 * what he lost. 2684 * what he lost.
2823 lost_a_stat = 1; 2753 lost_a_stat = 1;
2824 } 2754 }
2825 } 2755 }
2826 } 2756 }
2827 } 2757 }
2758
2828 /* If no stat lost, tell the player. */ 2759 /* If no stat lost, tell the player. */
2829 if (!lost_a_stat) 2760 if (!lost_a_stat)
2830 { 2761 {
2831 /* determine_god() seems to not work sometimes... why is this? 2762 /* determine_god() seems to not work sometimes... why is this?
2832 Should I be using something else? GD */ 2763 Should I be using something else? GD */
2836 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2767 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2837 else 2768 else
2838 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2769 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2839 } 2770 }
2840#else 2771#else
2841 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2772 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2842#endif 2773#endif
2843 2774
2844 /* Put a gravestone up where the character 'almost' died. List the 2775 /* Put a gravestone up where the character 'almost' died. List the
2845 * exp loss on the stone. 2776 * exp loss on the stone.
2846 */ 2777 */
2847 tmp = arch_to_object (archetype::find ("gravestone")); 2778 tmp = arch_to_object (archetype::find ("gravestone"));
2848 sprintf (buf, "%s's gravestone", &op->name); 2779 tmp->name = format ("%s's gravestone", &op->name);
2849 tmp->name = buf; 2780 tmp->name_pl = format ("%s's gravestones", &op->name);
2850 sprintf (buf, "%s's gravestones", &op->name); 2781 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2851 tmp->name_pl = buf; 2782 &op->name, op->contr->title, op->contr->killer_name ());
2852 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);
2853 tmp->msg = buf;
2854 tmp->x = op->x, tmp->y = op->y; 2783 tmp->x = op->x, tmp->y = op->y;
2855 insert_ob_in_map (tmp, op->map, NULL, 0); 2784 insert_ob_in_map (tmp, op->map, NULL, 0);
2856 2785
2857 /**************************************/ 2786 /**************************************/
2858 /* */ 2787 /* */
2879 { 2808 {
2880 tmp->destroy (); 2809 tmp->destroy ();
2881 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2882 } 2811 }
2883 2812
2884 cure_disease (op, 0); /* remove any disease */ 2813 cure_disease (op, 0, 0); /* remove any disease */
2814
2815 // remove all spell effects that are active
2816 // to avoid long-term effects such as word-of-recall
2817 for (object *item = op->inv; item; )
2818 {
2819 object *next = item->below;
2820
2821 if (item->type == SPELL_EFFECT && item->active)
2822 item->destroy ();
2823
2824 item = next;
2825 }
2885 2826
2886 /*add_exp(op, (op->stats.exp * -0.20)); */ 2827 /*add_exp(op, (op->stats.exp * -0.20)); */
2887 apply_death_exp_penalty (op); 2828 apply_death_exp_penalty (op);
2829
2888 if (op->stats.food < 100) 2830 if (op->stats.food < 100)
2889 op->stats.food = 900; 2831 op->stats.food = 900;
2832
2890 op->stats.hp = op->stats.maxhp; 2833 op->stats.hp = op->stats.maxhp;
2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2893 2836
2894 /* 2837 /*
2895 * Check to see if the player has any unpaid items. If so, remove them 2838 * Check to see if the player has any unpaid items. If so, remove them
2896 * and put them back in the map. 2839 * and put them back in the map.
2897 */ 2840 */
2898 remove_unpaid_objects (op->inv, op); 2841 op->drop_unpaid_items ();
2899 2842
2900 /****************************************/ 2843 /****************************************/
2901 /* */ 2844 /* */
2902 /* Move player to his current respawn- */ 2845 /* Move player to his current respawn- */
2903 /* position (usually last savebed) */ 2846 /* position (usually last savebed) */
2932 if (will_kill_again & (1 << at)) 2875 if (will_kill_again & (1 << at))
2933 force->resist[at] = 100; 2876 force->resist[at] = 100;
2934 2877
2935 insert_ob_in_ob (force, op); 2878 insert_ob_in_ob (force, op);
2936 op->update_stats (); 2879 op->update_stats ();
2937
2938 } 2880 }
2939 2881
2940 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2882 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2941} 2883}
2942 2884
2962 2904
2963 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2905 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2964 { 2906 {
2965 if (tmp->nrof > 1) 2907 if (tmp->nrof > 1)
2966 { 2908 {
2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2909 tmp->decrease (rndm (1, tmp->nrof - 1));
2968 tmp2->destroy ();
2969 insert_ob_in_map (tmp, op->map, NULL, 0); 2910 insert_ob_in_map (tmp, op->map, NULL, 0);
2970 } 2911 }
2971 else 2912 else
2972 tmp->destroy (); 2913 tmp->destroy ();
2973 } 2914 }
2984void 2925void
2985fix_weight (void) 2926fix_weight (void)
2986{ 2927{
2987 for_all_players (pl) 2928 for_all_players (pl)
2988 { 2929 {
2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2930 sint32 old = pl->ob->carrying;
2990 2931
2991 if (old == sum) 2932 pl->ob->update_weight ();
2992 continue; 2933
2934 if (old != pl->ob->carrying)
2935 {
2993 pl->ob->update_stats (); 2936 pl->ob->update_stats ();
2994 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2937 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2938 }
2995 } 2939 }
2996} 2940}
2997 2941
2998void 2942void
2999fix_luck (void) 2943fix_luck (void)
3041} 2985}
3042 2986
3043void 2987void
3044make_visible (object *op) 2988make_visible (object *op)
3045{ 2989{
3046 op->hide = 0; 2990 op->flag [FLAG_HIDDEN] = 0;
3047 op->invisible = 0; 2991 op->invisible = 0;
2992
3048 if (op->type == PLAYER) 2993 if (op->type == PLAYER)
3049 { 2994 {
3050 op->contr->tmp_invis = 0; 2995 op->contr->tmp_invis = 0;
3051 op->contr->invis_race = 0; 2996 op->contr->invis_race = 0;
3052 } 2997 }
3055} 3000}
3056 3001
3057int 3002int
3058is_true_undead (object *op) 3003is_true_undead (object *op)
3059{ 3004{
3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3005 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3061 return 1; 3006 return 1;
3062 3007
3063 return 0; 3008 return 0;
3064} 3009}
3065 3010
3066/* look at the surrounding terrain to determine 3011/* look at the surrounding terrain to determine
3067 * the hideability of this object. Positive levels 3012 * the hideability of this object. Positive levels
3068 * indicate greater hideability. 3013 * indicate greater hideability.
3069 */ 3014 */
3070
3071int 3015int
3072hideability (object *ob) 3016hideability (object *ob)
3073{ 3017{
3074 int i, level = 0, mflag; 3018 int i, level = 0, mflag;
3075 sint16 x, y; 3019 sint16 x, y;
3076 3020
3077 if (!ob || !ob->map) 3021 if (!ob || !ob->map)
3078 return 0; 3022 return 0;
3079 3023
3080 /* so, on normal lighted maps, its hard to hide */ 3024 /* so, on normal lighted maps, its hard to hide */
3081 level = ob->map->darkness - 2; 3025 level = ob->map->darklevel () - 2;
3082 3026
3083 /* this also picks up whether the object is glowing. 3027 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 3028 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 3029 * as bad as carrying a light on a pitch dark map */
3086 if (has_carried_lights (ob)) 3030 if (has_carried_lights (ob))
3087 level = -(10 + (2 * ob->map->darkness)); 3031 level = -(10 + (2 * ob->map->darklevel ()));
3088 3032
3089 /* scan through all nearby squares for terrain to hide in */ 3033 /* scan through all nearby squares for terrain to hide in */
3090 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3034 for (i = 0, x = ob->x, y = ob->y;
3035 i <= SIZEOFFREE1;
3036 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3091 { 3037 {
3092 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3038 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3093 if (mflag & P_OUT_OF_MAP) 3039 if (mflag & P_OUT_OF_MAP)
3094 {
3095 continue; 3040 continue;
3096 } 3041
3097 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3042 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3098 level += 2; 3043 level += 2;
3099 else /* open terrain! */ 3044 else /* open terrain! */
3100 level -= 1; 3045 level -= 1;
3101 } 3046 }
3109/* For Hidden creatures - a chance of becoming 'unhidden' 3054/* For Hidden creatures - a chance of becoming 'unhidden'
3110 * every time they move - as we subtract off 'invisibility' 3055 * every time they move - as we subtract off 'invisibility'
3111 * AND, for players, if they move into a ridiculously unhideable 3056 * AND, for players, if they move into a ridiculously unhideable
3112 * spot (surrounded by clear terrain in broad daylight). -b.t. 3057 * spot (surrounded by clear terrain in broad daylight). -b.t.
3113 */ 3058 */
3114
3115void 3059void
3116do_hidden_move (object *op) 3060do_hidden_move (object *op)
3117{ 3061{
3118 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3062 int hide = 0;
3119 object *skop;
3120 3063
3121 if (!op || !op->map) 3064 if (!op || !op->map)
3122 return; 3065 return;
3123 3066
3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3067 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3068 int num = random_roll (0, 19, op, PREFER_LOW);
3125 3069
3126 /* its *extremely* hard to run and sneak/hide at the same time! */ 3070 /* its *extremely* hard to run and sneak/hide at the same time! */
3127 if (op->type == PLAYER && op->contr->run_on) 3071 if (op->type == PLAYER && op->contr->run_on)
3128 if (!skop || num >= skop->level) 3072 if (!skop || num >= skop->level)
3129 { 3073 {
3139 num -= hide; 3083 num -= hide;
3140 3084
3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3085 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3142 { 3086 {
3143 make_visible (op); 3087 make_visible (op);
3088
3144 if (op->type == PLAYER) 3089 if (op->type == PLAYER)
3145 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3090 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3146 } 3091 }
3147 else if (op->type == PLAYER && skop) 3092 else if (op->type == PLAYER && skop)
3148 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3093 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3201 * object op. This function works fine for monsters, 3146 * object op. This function works fine for monsters,
3202 * but we dont worry if the object isnt the top one in 3147 * but we dont worry if the object isnt the top one in
3203 * a pile (say a coin under a table would return "viewable" 3148 * a pile (say a coin under a table would return "viewable"
3204 * by this routine). Another question, should we be 3149 * by this routine). Another question, should we be
3205 * concerned with the direction the player is looking 3150 * concerned with the direction the player is looking
3206 * in? Realistically, most of use cant see stuff behind 3151 * in? Realistically, most of us can't see stuff behind
3207 * our backs...on the other hand, does the "facing" direction 3152 * our backs...on the other hand, does the "facing" direction
3208 * imply the way your head, or body is facing? Its possible 3153 * imply the way your head, or body is facing? It's possible
3209 * for them to differ. Sigh, this fctn could get a bit more complex. 3154 * for them to differ. Sigh, this fctn could get a bit more complex.
3210 * -b.t. 3155 * -b.t.
3211 * This function is now map tiling safe. 3156 * This function is now map tiling safe.
3212 */ 3157 */
3213
3214int 3158int
3215player_can_view (object *pl, object *op) 3159player_can_view (object *pl, object *op)
3216{ 3160{
3217 rv_vector rv; 3161 rv_vector rv;
3218 int dx, dy; 3162 int dx, dy;
3230 3174
3231 get_rangevector (pl, op, &rv, 0x1); 3175 get_rangevector (pl, op, &rv, 0x1);
3232 3176
3233 /* starting with the 'head' part, lets loop 3177 /* starting with the 'head' part, lets loop
3234 * through the object and find if it has any 3178 * through the object and find if it has any
3235 * part that is in the los array but isnt on 3179 * part that is in the los array but isn't on
3236 * a blocked los square. 3180 * a blocked los square.
3237 * we use the archetype to figure out offsets. 3181 * we use the archetype to figure out offsets.
3238 */ 3182 */
3239 while (op) 3183 while (op)
3240 { 3184 {
3241 dx = rv.distance_x + op->arch->clone.x; 3185 dx = rv.distance_x + op->arch->x;
3242 dy = rv.distance_y + op->arch->clone.y; 3186 dy = rv.distance_y + op->arch->y;
3243 3187
3244 /* only the viewable area the player sees is updated by LOS 3188 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3245 * code, so we need to restrict ourselves to that range of values
3246 * for any meaningful values.
3247 */
3248 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3249 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3250 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3251 return 1; 3189 return 1;
3190
3252 op = op->more; 3191 op = op->more;
3253 } 3192 }
3193
3254 return 0; 3194 return 0;
3255} 3195}
3256 3196
3257/* routine for both players and monsters. We call this when 3197/* routine for both players and monsters. We call this when
3258 * there is a possibility for our action distrubing our hiding 3198 * there is a possibility for our action distrubing our hiding
3259 * place or invisiblity spell. Artefact invisiblity is not 3199 * place or invisiblity spell. Artefact invisiblity causes
3260 * effected by this. If we arent invisible to begin with, we 3200 * "noise" instead. If we arent invisible to begin with, we
3261 * return 0. 3201 * return 0.
3262 */ 3202 */
3263int 3203int
3264action_makes_visible (object *op) 3204action_makes_visible (object *op)
3265{ 3205{
3266
3267 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3206 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3268 { 3207 {
3269 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3208 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3209 {
3210 // artefact invisibility is permanent, but we still make noise
3211 // this is important for game-balance.
3212 if (op->contr)
3213 op->make_noise ();
3214
3270 return 0; 3215 return 0;
3216 }
3271 3217
3272 if (op->contr && op->contr->tmp_invis == 0) 3218 if (op->contr && op->contr->tmp_invis == 0)
3273 return 0; 3219 return 0;
3274 3220
3275 /* If monsters, they should become visible */ 3221 /* If monsters, they should become visible */
3276 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3222 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3277 { 3223 {
3278 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3224 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3279 return 1; 3225 return 1;
3280 } 3226 }
3281 } 3227 }
3228
3282 return 0; 3229 return 0;
3283} 3230}
3284 3231
3285/* op_on_battleground - checks if the given object op (usually 3232/* op_on_battleground - checks if the given object op (usually
3286 * a player) is standing on a valid battleground-tile, 3233 * a player) is standing on a valid battleground-tile,
3291 * Default is to do the same as before, so only people wanting to have different points need worry about this 3238 * Default is to do the same as before, so only people wanting to have different points need worry about this
3292 */ 3239 */
3293int 3240int
3294op_on_battleground (object *op, int *x, int *y) 3241op_on_battleground (object *op, int *x, int *y)
3295{ 3242{
3296 object *tmp;
3297
3298 /* A battleground-tile needs the following attributes to be valid: 3243 /* A battleground-tile needs the following attributes to be valid:
3299 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3244 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3300 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3245 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3301 * and the exit-coordinates sp/hp must both be > 0. 3246 * and the exit-coordinates sp/hp must both be > 0.
3302 * => The intention here is to prevent abuse of the battleground- 3247 * => The intention here is to prevent abuse of the battleground-
3303 * feature (like pickable or hidden battleground tiles). */ 3248 * feature (like pickable or hidden battleground tiles). */
3304 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3249 for (object *tmp = op->below; tmp; tmp = tmp->below)
3305 { 3250 {
3306 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3251 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3307 { 3252 {
3308 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3253 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3309 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3254 && tmp->type == BATTLEGROUND
3255 && tmp->name == shstr_battleground
3256 && EXIT_X (tmp) && EXIT_Y (tmp))
3310 { 3257 {
3311 /*before we assign the exit, check if this is a teambattle */ 3258 /* before we assign the exit, check if this is a teambattle */
3312 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3259 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3313 { 3260 {
3314 object *invtmp;
3315
3316 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3261 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3317 { 3262 {
3318 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3263 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3319 { 3264 {
3320 if (x != NULL && y != NULL) 3265 if (x && y)
3321 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3266 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3267
3322 return 1; 3268 return 1;
3323 } 3269 }
3324 } 3270 }
3325 } 3271 }
3272
3326 if (x != NULL && y != NULL) 3273 if (x && y)
3327 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3274 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3275
3328 return 1; 3276 return 1;
3329 } 3277 }
3330 } 3278 }
3331 } 3279 }
3280
3332 /* If we got here, did not find a battleground */ 3281 /* If we got here, did not find a battleground */
3333 return 0; 3282 return 0;
3334} 3283}
3335 3284
3336/* 3285/*
3352 char buf[MAX_BUF]; /* tmp. string buffer */ 3301 char buf[MAX_BUF]; /* tmp. string buffer */
3353 int i = 0, j = 0; 3302 int i = 0, j = 0;
3354 3303
3355 /* get the appropriate treasurelist */ 3304 /* get the appropriate treasurelist */
3356 if (atnr == ATNR_FIRE) 3305 if (atnr == ATNR_FIRE)
3357 trlist = treasurelist::find ("dragon_ability_fire"); 3306 trlist = treasurelist::find (shstr_dragon_ability_fire);
3358 else if (atnr == ATNR_COLD) 3307 else if (atnr == ATNR_COLD)
3359 trlist = treasurelist::find ("dragon_ability_cold"); 3308 trlist = treasurelist::find (shstr_dragon_ability_cold);
3360 else if (atnr == ATNR_ELECTRICITY) 3309 else if (atnr == ATNR_ELECTRICITY)
3361 trlist = treasurelist::find ("dragon_ability_elec"); 3310 trlist = treasurelist::find (shstr_dragon_ability_elec);
3362 else if (atnr == ATNR_POISON) 3311 else if (atnr == ATNR_POISON)
3363 trlist = treasurelist::find ("dragon_ability_poison"); 3312 trlist = treasurelist::find (shstr_dragon_ability_poison);
3364 3313
3365 if (trlist == NULL || who->type != PLAYER) 3314 if (trlist == NULL || who->type != PLAYER)
3366 return; 3315 return;
3367 3316
3368 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3317 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3372 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3321 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3373 return; 3322 return;
3374 } 3323 }
3375 3324
3376 /* everything seems okay - now bring on the gift: */ 3325 /* everything seems okay - now bring on the gift: */
3377 item = &(tr->item->clone); 3326 item = tr->item;
3378 3327
3379 if (item->type == SPELL) 3328 if (item->type == SPELL)
3380 { 3329 {
3381 if (check_spell_known (who, item->name)) 3330 if (check_spell_known (who, item->name))
3382 return; 3331 return;
3441 { 3390 {
3442 /* forces in the treasurelist can alter the player's stats */ 3391 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3392 object *skin;
3444 3393
3445 /* first get the dragon skin force */ 3394 /* first get the dragon skin force */
3446 shstr_cmp dragon_skin_force ("dragon_skin_force");
3447 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3395 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3448 ; 3396 ;
3449 3397
3450 if (!skin) 3398 if (!skin)
3451 return; 3399 return;
3452 3400
3487 else 3435 else
3488 { 3436 {
3489 /* generate misc. treasure */ 3437 /* generate misc. treasure */
3490 tmp = arch_to_object (tr->item); 3438 tmp = arch_to_object (tr->item);
3491 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3439 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3492 tmp = insert_ob_in_ob (tmp, who); 3440 who->insert (tmp);
3493 if (who->type == PLAYER)
3494 esrv_send_item (who, tmp);
3495 } 3441 }
3496} 3442}
3497 3443
3498/** 3444/**
3499 * Unready an object for a player. This function does nothing if the object was 3445 * Unready an object for a player. This function does nothing if the object was
3511 if (pl->ranged_ob == ob) 3457 if (pl->ranged_ob == ob)
3512 pl->ranged_ob = 0; 3458 pl->ranged_ob = 0;
3513} 3459}
3514 3460
3515sint8 3461sint8
3516player::visibility_at (maptile *map, int x, int y) const 3462player::darkness_at (maptile *map, int x, int y) const
3517{ 3463{
3518 if (!ns) 3464 if (!ns)
3519 return 0; 3465 return LOS_BLOCKED;
3520 3466
3521 int dx, dy; 3467 int dx, dy;
3522 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3468 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3523 return 0; 3469 return LOS_BLOCKED;
3524 3470
3525 x += dx - ns->current_x + ns->mapx / 2; 3471 x += dx - ns->current_x;
3526 y += dy - ns->current_y + ns->mapy / 2; 3472 y += dy - ns->current_y;
3527 3473
3528 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3529 return 0;
3530
3531 return 100 - blocked_los [x][y]; 3474 return blocked_los (x, y);
3532} 3475}
3476
3477void
3478player::infobox (const char *title, const char *msg, int color)
3479{
3480 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3481}
3482
3483void
3484player::statusmsg (const char *msg, int color)
3485{
3486 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3487}
3488
3489void
3490player::failmsg (const char *msg, int color)
3491{
3492 play_sound (sound_find ("generic_failure"));
3493 statusmsg (msg, color);
3494}
3495

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