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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 1.218 by root, Sun Dec 28 10:05:42 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
1022check_pick (object *op) 971check_pick (object *op)
1023{ 972{
1024 object *tmp, *next; 973 object *tmp, *next;
1025 int stop = 0; 974 int stop = 0;
1026 int wvratio; 975 int wvratio;
1027 char putstring[128];
1028 976
1029 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1031 return 1; 979 return 1;
1032 980
1033 next = op->below; 981 next = op->below;
1034 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1035 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 987 * destroyed */
1037 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1038 { 989 {
1039 tmp = next; 990 tmp = next;
1040 next = tmp->below; 991 next = tmp->below;
1041 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1042 if (op->destroyed ()) 999 if (op->destroyed ())
1043 return 0; 1000 return 0;
1044 1001
1045 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1046 continue; 1003 continue;
1047 1004
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 1006 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1052 continue; 1010 continue;
1053 } 1011 }
1054 1012
1055 /* high not bit set? We're using the old autopickup model */ 1013 /* high not bit set? We're using the old autopickup model */
1056 if (!(op->contr->mode & PU_NEWMODE)) 1014 if (!(op->contr->mode & PU_NEWMODE))
1058 switch (op->contr->mode) 1016 switch (op->contr->mode)
1059 { 1017 {
1060 case 0: 1018 case 0:
1061 return 1; /* don't pick up */ 1019 return 1; /* don't pick up */
1062 case 1: 1020 case 1:
1063 pick_up (op, tmp); 1021 CHK_PICK_PICKUP;
1064 return 1; 1022 return 1;
1065 case 2: 1023 case 2:
1066 pick_up (op, tmp); 1024 CHK_PICK_PICKUP;
1067 return 0; 1025 return 0;
1068 case 3: 1026 case 3:
1069 return 0; /* stop before pickup */ 1027 return 0; /* stop before pickup */
1070 case 4: 1028 case 4:
1071 pick_up (op, tmp); 1029 CHK_PICK_PICKUP;
1072 break; 1030 break;
1073 case 5: 1031 case 5:
1074 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1075 stop = 1; 1033 stop = 1;
1076 break; 1034 break;
1077 case 6: 1035 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1036 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1079 pick_up (op, tmp); 1037 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1038 CHK_PICK_PICKUP;
1080 break; 1039 break;
1081 1040
1082 case 7: 1041 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM) 1042 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp); 1043 CHK_PICK_PICKUP;
1085 break; 1044 break;
1086 1045
1087 default: 1046 default:
1088 /* use value density */ 1047 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1048 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1049 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1092 } 1051 }
1093 } 1052 }
1094 else 1053 else
1095 { /* old model */ 1054 { /* old model */
1096 /* NEW pickup handling */ 1055 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1056 if (op->contr->mode & PU_DEBUG)
1098 { 1057 {
1099 /* some debugging code to figure out item information */ 1058 /* some debugging code to figure out item information */
1100 if (tmp->name != NULL) 1059 const char *str = tmp->name
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1060 ? format ("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)))); 1061 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1062 : format ("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)))); 1063 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 1064
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1065 new_draw_info (NDI_UNIQUE, 0, op, str);
1108 } 1066 }
1109 1067
1110 /* philosophy: 1068 /* philosophy:
1111 * It's easy to grab an item type from a pile, as long as it's 1069 * It's easy to grab an item type from a pile, as long as it's
1112 * generic. This takes no game-time. For more detailed pickups 1070 * generic. This takes no game-time. For more detailed pickups
1151 /* all food and drink if desired */ 1109 /* all food and drink if desired */
1152 /* question: don't pick up known-poisonous stuff? */ 1110 /* question: don't pick up known-poisonous stuff? */
1153 if (op->contr->mode & PU_FOOD) 1111 if (op->contr->mode & PU_FOOD)
1154 if (tmp->type == FOOD) 1112 if (tmp->type == FOOD)
1155 { 1113 {
1156 pick_up (op, tmp); 1114 CHK_PICK_PICKUP;
1157 continue; 1115 continue;
1158 } 1116 }
1159 1117
1160 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_DRINK)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1162 { 1120 {
1163 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1164 continue; 1122 continue;
1165 } 1123 }
1166 1124
1167 if (op->contr->mode & PU_POTION) 1125 if (op->contr->mode & PU_POTION)
1168 if (tmp->type == POTION) 1126 if (tmp->type == POTION)
1169 { 1127 {
1170 pick_up (op, tmp); 1128 CHK_PICK_PICKUP;
1171 continue; 1129 continue;
1172 } 1130 }
1173 1131
1174 /* spellbooks, skillscrolls and normal books/scrolls */ 1132 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK) 1133 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK) 1134 if (tmp->type == SPELLBOOK)
1177 { 1135 {
1178 pick_up (op, tmp); 1136 CHK_PICK_PICKUP;
1179 continue; 1137 continue;
1180 } 1138 }
1181 1139
1182 if (op->contr->mode & PU_SKILLSCROLL) 1140 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL) 1141 if (tmp->type == SKILLSCROLL)
1184 { 1142 {
1185 pick_up (op, tmp); 1143 CHK_PICK_PICKUP;
1186 continue; 1144 continue;
1187 } 1145 }
1188 1146
1189 if (op->contr->mode & PU_READABLES) 1147 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL) 1148 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1191 { 1149 {
1192 pick_up (op, tmp); 1150 CHK_PICK_PICKUP;
1193 continue; 1151 continue;
1194 } 1152 }
1195 1153
1196 /* wands/staves/rods/horns */ 1154 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE) 1155 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1156 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 { 1157 {
1200 pick_up (op, tmp); 1158 CHK_PICK_PICKUP;
1201 continue; 1159 continue;
1202 } 1160 }
1203 1161
1204 /* pick up all magical items */ 1162 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1163 if (op->contr->mode & PU_MAGICAL)
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1164 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207 { 1165 {
1208 pick_up (op, tmp); 1166 CHK_PICK_PICKUP;
1209 continue; 1167 continue;
1210 } 1168 }
1211 1169
1212 if (op->contr->mode & PU_VALUABLES) 1170 if (op->contr->mode & PU_VALUABLES)
1213 { 1171 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1172 if (tmp->type == MONEY || tmp->type == GEM)
1215 { 1173 {
1216 pick_up (op, tmp); 1174 CHK_PICK_PICKUP;
1217 continue; 1175 continue;
1218 } 1176 }
1219 } 1177 }
1220 1178
1221 /* rings & amulets - talismans seems to be typed AMULET */ 1179 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS) 1180 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET) 1181 if (tmp->type == RING || tmp->type == AMULET)
1224 { 1182 {
1225 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1226 continue; 1184 continue;
1227 } 1185 }
1228 1186
1229 /* we don't forget dragon food */ 1187 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH) 1188 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH) 1189 if (tmp->type == FLESH)
1232 { 1190 {
1233 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1234 continue; 1192 continue;
1235 } 1193 }
1236 1194
1237 /* bows and arrows. Bows are good for selling! */ 1195 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW) 1196 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW) 1197 if (tmp->type == BOW)
1240 { 1198 {
1241 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1242 continue; 1200 continue;
1243 } 1201 }
1244 1202
1245 if (op->contr->mode & PU_ARROW) 1203 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW) 1204 if (tmp->type == ARROW)
1247 { 1205 {
1248 pick_up (op, tmp); 1206 CHK_PICK_PICKUP;
1249 continue; 1207 continue;
1250 } 1208 }
1251 1209
1252 /* all kinds of armor etc. */ 1210 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR) 1211 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR) 1212 if (tmp->type == ARMOUR)
1255 { 1213 {
1256 pick_up (op, tmp); 1214 CHK_PICK_PICKUP;
1257 continue; 1215 continue;
1258 } 1216 }
1259 1217
1260 if (op->contr->mode & PU_HELMET) 1218 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET) 1219 if (tmp->type == HELMET)
1262 { 1220 {
1263 pick_up (op, tmp); 1221 CHK_PICK_PICKUP;
1264 continue; 1222 continue;
1265 } 1223 }
1266 1224
1267 if (op->contr->mode & PU_SHIELD) 1225 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD) 1226 if (tmp->type == SHIELD)
1269 { 1227 {
1270 pick_up (op, tmp); 1228 CHK_PICK_PICKUP;
1271 continue; 1229 continue;
1272 } 1230 }
1273 1231
1274 if (op->contr->mode & PU_BOOTS) 1232 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS) 1233 if (tmp->type == BOOTS)
1276 { 1234 {
1277 pick_up (op, tmp); 1235 CHK_PICK_PICKUP;
1278 continue; 1236 continue;
1279 } 1237 }
1280 1238
1281 if (op->contr->mode & PU_GLOVES) 1239 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES) 1240 if (tmp->type == GLOVES)
1283 { 1241 {
1284 pick_up (op, tmp); 1242 CHK_PICK_PICKUP;
1285 continue; 1243 continue;
1286 } 1244 }
1287 1245
1288 if (op->contr->mode & PU_CLOAK) 1246 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK) 1247 if (tmp->type == CLOAK)
1290 { 1248 {
1291 pick_up (op, tmp); 1249 CHK_PICK_PICKUP;
1292 continue; 1250 continue;
1293 } 1251 }
1294 1252
1295 /* hoping to catch throwing daggers here */ 1253 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON) 1254 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1255 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 { 1256 {
1299 pick_up (op, tmp); 1257 CHK_PICK_PICKUP;
1300 continue; 1258 continue;
1301 } 1259 }
1302 1260
1303 /* careful: chairs and tables are weapons! */ 1261 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON) 1262 if (op->contr->mode & PU_ALLWEAPON)
1305 { 1263 {
1306 if (tmp->type == WEAPON && tmp->name != NULL) 1264 if (tmp->type == WEAPON && tmp->name != NULL)
1307 { 1265 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1266 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1267 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1268 {
1311 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1312 continue; 1270 continue;
1313 } 1271 }
1314 } 1272 }
1315 1273
1316 if (tmp->type == WEAPON && tmp->name == NULL) 1274 if (tmp->type == WEAPON && tmp->name == NULL)
1317 { 1275 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1276 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1277 {
1320 pick_up (op, tmp); 1278 CHK_PICK_PICKUP;
1321 continue; 1279 continue;
1322 } 1280 }
1323 } 1281 }
1324 } 1282 }
1325 1283
1326 /* misc stuff that's useful */ 1284 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY) 1285 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1286 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 { 1287 {
1330 pick_up (op, tmp); 1288 CHK_PICK_PICKUP;
1331 continue; 1289 continue;
1332 } 1290 }
1333 1291
1334 /* any of the last 4 bits set means we use the ratio for value 1292 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */ 1293 * pickups */
1336 if (op->contr->mode & PU_RATIO) 1294 if (op->contr->mode & PU_RATIO)
1337 { 1295 {
1338 /* use value density to decide what else to grab */ 1296 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */ 1297 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits 1298 /* >=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 */ 1299 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5; 1300 wvratio = op->contr->mode & PU_RATIO;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1301 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1344 { 1302 {
1345 pick_up (op, tmp); 1303 CHK_PICK_PICKUP;
1346#if 0 1304#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1305 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL) 1306 if (tmp->name != NULL)
1349 { 1307 {
1350 fprintf (stderr, "%s", tmp->name); 1308 fprintf (stderr, "%s", tmp->name);
1351 } 1309 }
1352 else 1310 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1311 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1312 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1313 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356#endif 1314#endif
1357 continue; 1315 continue;
1358 } 1316 }
1369 * found object is returned. 1327 * found object is returned.
1370 */ 1328 */
1371object * 1329object *
1372find_arrow (object *op, const char *type) 1330find_arrow (object *op, const char *type)
1373{ 1331{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1332 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) 1333 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1334 return splay (tmp);
1335
1336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1337 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1338 if (object *arrow = find_arrow (tmp, type))
1339 {
1340 splay (tmp);
1380 return op; 1341 return arrow;
1342 }
1381 1343
1382 return tmp; 1344 return 0;
1383} 1345}
1384 1346
1385/* 1347/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1348 * 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 1349 * against the target. A full test is not performed, simply a basic test
1410 } 1372 }
1411 } 1373 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1374 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1375 {
1414 /* allways prefer assasination/slaying */ 1376 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1377 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1416 { 1378 {
1417 if (arrow->attacktype & AT_DEATH) 1379 if (arrow->attacktype & AT_DEATH)
1418 { 1380 {
1419 *better = 100; 1381 *better = 100;
1420 return arrow; 1382 return arrow;
1428 else 1390 else
1429 { 1391 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1392 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1393 {
1432 attacktype = 1 << attacknum; 1394 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1395 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1396 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 { 1397 {
1436 tmp = arrow; 1398 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1399 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1400 }
1439 } 1401 }
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1402 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1403 {
1442 tmp = arrow; 1404 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1410 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1411 }
1450 } 1412 }
1451 } 1413 }
1452 } 1414 }
1415
1453 if (tmp == NULL && arrow == NULL) 1416 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1417 return find_arrow (op, type);
1455 1418
1456 *better = betterby; 1419 *better = betterby;
1457 return tmp; 1420 return tmp;
1487 for (i = 0, found = 0; i < 20; i++) 1450 for (i = 0, found = 0; i < 20; i++)
1488 { 1451 {
1489 x += freearr_x[dir]; 1452 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1453 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1454 mflags = get_map_flags (m, &m, x, y, &x, &y);
1455
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1456 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1457 {
1494 tmp = NULL; 1458 tmp = 0;
1495 break; 1459 break;
1496 } 1460 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1461 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1462 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1463 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1464 * perhaps a bad assumption.
1501 */ 1465 */
1502 tmp = NULL; 1466 tmp = 0;
1503 break; 1467 break;
1504 } 1468 }
1469
1505 if (mflags & P_IS_ALIVE) 1470 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1471 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1472 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1473 break;
1515 }
1516 } 1474 }
1517 if (tmp == NULL) 1475
1476 if (!tmp)
1518 return find_arrow (op, type); 1477 return find_arrow (op, type);
1519 1478
1520 if (tmp->head) 1479 if (tmp->head)
1521 tmp = tmp->head; 1480 tmp = tmp->head;
1522 1481
1544 { 1503 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1504 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1505 return 0;
1547 } 1506 }
1548 1507
1549 if (player *pl = op->contr) 1508 if (op->contr)
1550 { 1509 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1510 else
1556 { 1511 {
1557 for (bow = op->inv; bow; bow = bow->below) 1512 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1513 /* 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. 1514 * don't need to switch back and forth between bows and weapons.
1571 if (bow->below) 1526 if (bow->below)
1572 { 1527 {
1573 bow->remove (); 1528 bow->remove ();
1574 op->insert (bow); 1529 op->insert (bow);
1575 } 1530 }
1576
1577 } 1531 }
1578 1532
1579 if (!bow->race || !bow->skill) 1533 if (!bow->race || !bow->skill)
1580 { 1534 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1535 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1607 } 1561 }
1608 1562
1609 /* this should not happen, but sometimes does */ 1563 /* this should not happen, but sometimes does */
1610 if (arrow->nrof == 0) 1564 if (arrow->nrof == 0)
1611 { 1565 {
1566 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1612 arrow->destroy (); 1567 arrow->destroy ();
1613 return 0; 1568 return 0;
1614 } 1569 }
1615 1570
1616 left = arrow; /* these are arrows left to the player */ 1571 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1572 arrow = arrow->split ();
1618 if (!arrow) 1573 if (!arrow)
1619 { 1574 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1575 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621 return 0; 1576 return 0;
1622 } 1577 }
1630 arrow->stats.grace = arrow->attacktype; 1585 arrow->stats.grace = arrow->attacktype;
1631 1586
1632 if (arrow->slaying) 1587 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying); 1588 arrow->spellarg = strdup (arrow->slaying);
1634 1589
1590#if 0
1635 if (player *pl = op->contr) 1591 if (player *pl = op->contr)
1636 { 1592 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp; 1593 float speed = pl->weapon_sp;
1640 1594
1641 /* penalize ROF for bestarrow */ 1595 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow) 1596 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f; 1597 speed *= .9f;
1644 else 1598 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1599 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646 1600
1647 op->speed_left += speed - op->speed; 1601 op->speed_left += speed - op->speed;
1602 }
1648#endif 1603#endif
1649 }
1650 1604
1651 SET_ANIMATION (arrow, arrow->direction); 1605 SET_ANIMATION (arrow, arrow->direction);
1652 1606
1653 /* update the speed */ 1607 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1608 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; 1609 + bow->stats.dam / 7.f;
1656 1610
1657 arrow->set_speed (max (arrow->speed, 2.0)); 1611 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0; 1612 arrow->speed_left = 0;
1659 1613
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1614 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661 1615
1662 if (op->type == PLAYER) 1616 if (op->type == PLAYER)
1685 1639
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1640 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1641 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1642 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1643
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1644 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1645 m->insert (arrow, sx, sy, op);
1692 1646
1693 if (!arrow->destroyed ()) 1647 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1648 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 1649
1704 return 1; 1650 return 1;
1705} 1651}
1706 1652
1707/* Special fire code for players - this takes into 1653/* Special fire code for players - this takes into
1712 * hence the function name. 1658 * hence the function name.
1713 */ 1659 */
1714int 1660int
1715player_fire_bow (object *op, int dir) 1661player_fire_bow (object *op, int dir)
1716{ 1662{
1717 int ret = 0, wcmod = 0; 1663 int ret;
1718 1664
1719 if (op->contr->bowtype == bow_bestarrow) 1665 if (op->contr->bowtype == bow_bestarrow)
1720 { 1666 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1667 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 } 1668 }
1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1669 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 { 1670 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1671 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); 1672 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1729 } 1673 }
1730 else if (op->contr->bowtype == bow_threewide) 1674 else if (op->contr->bowtype == bow_threewide)
1731 { 1675 {
1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1676 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)]); 1677 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)]); 1678 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735 } 1679 }
1736 else if (op->contr->bowtype == bow_spreadshot) 1680 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1681 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1682 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); 1683 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); 1684 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741 } 1685 }
1742 else 1686 else
1743 { 1687 {
1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1689 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746 } 1690 }
1747 1691
1748 return ret; 1692 return ret;
1749} 1693}
1750
1751 1694
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1695/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1696 * Broken apart from 'fire' to keep it more readable.
1754 */ 1697 */
1755void 1698void
1774 1717
1775 if (item->type == WAND) 1718 if (item->type == WAND)
1776 { 1719 {
1777 if (item->stats.food <= 0) 1720 if (item->stats.food <= 0)
1778 { 1721 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1722 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)); 1723 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 1724
1782 return; 1725 return;
1783 } 1726 }
1784 } 1727 }
1785 else if (item->type == ROD || item->type == HORN) 1728 else if (item->type == ROD || item->type == HORN)
1786 { 1729 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1730 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1731
1732 // using the maximum of the rods charge allows at least one spell cast
1733 // for a rod or horn, this fixes some broken rods.
1734 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1788 { 1735 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1736 op->contr->play_sound (sound_find ("wand_poof"));
1790 1737
1791 if (item->type == ROD) 1738 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)); 1739 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1740 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1797 } 1744 }
1798 } 1745 }
1799 1746
1800 if (cast_spell (op, item, dir, item->inv, NULL)) 1747 if (cast_spell (op, item, dir, item->inv, NULL))
1801 { 1748 {
1802 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1749 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1750
1803 if (item->type == WAND) 1751 if (item->type == WAND)
1804 { 1752 {
1805 if (!(--item->stats.food)) 1753 if (!(--item->stats.food))
1806 { 1754 {
1807 object *tmp; 1755 object *tmp;
1808 1756
1809 if (item->arch) 1757 if (item->arch)
1810 { 1758 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1759 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1760 item->face = item->arch->face;
1813 item->set_speed (0); 1761 item->set_speed (0);
1814 } 1762 }
1815 1763
1816 if ((tmp = item->in_player ())) 1764 if (object *pl = item->visible_to ())
1817 esrv_update_item (UPD_ANIM, tmp, item); 1765 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1766 }
1819 } 1767 }
1820 else if (item->type == ROD || item->type == HORN) 1768 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge (item); 1769 drain_rod_charge (item);
1822 } 1770 }
1823} 1771}
1824 1772
1825/* Received a fire command for the player - go and do it. 1773/* Received a fire command for the player - go and do it.
1826 */ 1774 */
1827void 1775bool
1828fire (object *op, int dir) 1776fire (object *op, int dir)
1829{ 1777{
1830 int spellcost = 0; 1778 int spellcost = 0;
1779
1780 player *pl = op->contr;
1781
1782 if (pl->golem)
1783 {
1784 control_golem (op->contr->golem, dir);
1785 return false;
1786 }
1787
1788 object *ob = pl->ranged_ob;
1789
1790 if (!ob)
1791 return false;
1792
1793 if (op->speed_left > 0.f)
1794 --op->speed_left;
1795 else
1796 return false;
1797
1798 if (!op->change_weapon (ob))
1799 return false;
1831 1800
1832 /* check for loss of invisiblity/hide */ 1801 /* check for loss of invisiblity/hide */
1833 if (action_makes_visible (op)) 1802 if (action_makes_visible (op))
1834 make_visible (op); 1803 make_visible (op);
1835 1804
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) 1805 switch (ob->type)
1850 { 1806 {
1851 case BOW: 1807 case BOW:
1852 player_fire_bow (op, dir); 1808 player_fire_bow (op, dir);
1853 break; 1809 break;
1859 case BUILDER: 1815 case BUILDER:
1860 apply_map_builder (op, dir); 1816 apply_map_builder (op, dir);
1861 break; 1817 break;
1862 1818
1863 case SKILL: 1819 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0); 1820 do_skill (op, op, ob, dir, 0);
1866 break; 1821 break;
1867 1822
1868 default: 1823 default:
1869 fire_misc_object (op, dir); 1824 fire_misc_object (op, dir);
1870 break; 1825 break;
1871 } 1826 }
1827
1828 return true;
1872} 1829}
1873 1830
1874/* find_key 1831/* find_key
1875 * We try to find a key for the door as passed. If we find a key 1832 * 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 1833 * and successfully use it, we return the key, otherwise NULL
1963 * 0 otherwise 1920 * 0 otherwise
1964 */ 1921 */
1965static int 1922static int
1966player_attack_door (object *op, object *door) 1923player_attack_door (object *op, object *door)
1967{ 1924{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1925 /* 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 - 1926 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1927 * otherwise, we fall through to the rest of the code.
1971 */ 1928 */
1972 object *key = find_key (op, op, door); 1929 object *key = find_key (op, op, door);
1973 1930
1974 /* IF we found a key, do some extra work */ 1931 /* If we found a key, do some extra work */
1975 if (key) 1932 if (key)
1976 { 1933 {
1977 object *container = key->env; 1934 object *container = key->env;
1978
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 1935
1981 if (action_makes_visible (op)) 1936 if (action_makes_visible (op))
1982 make_visible (op); 1937 make_visible (op);
1983 1938
1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1939 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1986 1941
1987 if (door->type == DOOR) 1942 if (door->type == DOOR)
1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1943 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1989 else if (door->type == LOCKED_DOOR) 1944 else if (door->type == LOCKED_DOOR)
1990 { 1945 {
1991 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1946 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1992 remove_door2 (door); /* remove door without violence ;-) */ 1947 remove_door2 (door); /* remove door without violence ;-) */
1993 } 1948 }
1994 1949
1995 /* Do this after we print the message */ 1950 /* Do this after we print the message */
1996 decrease_ob (key); /* Use up one of the keys */ 1951 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 1952
2001 return 1; /* Nothing more to do below */ 1953 return 1; /* Nothing more to do below */
2002 } 1954 }
2003 else if (door->type == LOCKED_DOOR) 1955 else if (door->type == LOCKED_DOOR)
2004 { 1956 {
2005 /* Might as well return now - no other way to open this */ 1957 /* Might as well return now - no other way to open this */
2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1958 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1959 return 1;
2008 } 1960 }
2009 1961
2010 return 0; 1962 return 0;
2011} 1963}
2014 * It should keep the code cleaner. 1966 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1967 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1968 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1969 * going to try and move (not fire weapons).
2018 */ 1970 */
2019void 1971bool
2020move_player_attack (object *op, int dir) 1972move_player_attack (object *op, int dir)
2021{ 1973{
2022 object *tmp, *mon;
2023 int on_battleground; 1974 int on_battleground;
2024 maptile *m;
2025 1975
2026 sint16 nx = freearr_x[dir] + op->x; 1976 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 1977 sint16 ny = freearr_y[dir] + op->y;
2028 1978
2029 on_battleground = op_on_battleground (op, 0, 0); 1979 on_battleground = op_on_battleground (op, 0, 0);
1980
1981 if (out_of_map (op->map, nx, ny))
1982 return false;
1983
1984 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1985 {
1986 --op->speed_left;
1987 return true;
1988 }
2030 1989
2031 /* If braced, or can't move to the square, and it is not out of the 1990 /* 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 1991 * 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 1992 * 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 1993 * 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 1994 * 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 1995 * 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 1996 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1997 * move_ob uses.
2039 */ 1998 */
2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1999 maptile *m = op->map->xy_find (nx, ny);
2000
2001 /* Go through all the objects, and find ones of interest. Only stop if
2002 * we find a monster - that is something we know we want to attack.
2003 * if its a door or barrel (can roll) see if there may be monsters
2004 * on the space
2005 */
2006 object *mon;
2007 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2008 {
2009 if ((mon->flag [FLAG_ALIVE]
2010 || mon->type == LOCKED_DOOR
2011 || mon->flag [FLAG_CAN_ROLL])
2012 && mon != op)
2013 break;
2041 { 2014 }
2042 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2015
2016 if (!mon) /* This happens anytime the player tries to move */
2017 return false; /* into a wall */
2018
2019 mon = mon->head_ ();
2020
2021 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2022 if (op->contr->weapon_sp_left > 0.f)
2023 if (player_attack_door (op, mon))
2024 {
2025 --op->contr->weapon_sp_left;
2026 return true;
2043 { 2027 }
2044 m = op->map->xy_find (nx, ny); 2028
2045 if (!m) 2029 /* The following deals with possibly attacking peaceful
2046 return; /* Don't think this should happen */ 2030 * or friendly creatures. Basically, all players are considered
2031 * unaggressive. If the moving player has peaceful set, then the
2032 * object should be pushed instead of attacked. It is assumed that
2033 * if you are braced, you will not attack friends accidently,
2034 * and thus will not push them.
2035 */
2036
2037 /* If the creature is a pet, push it even if the player is not
2038 * peaceful. Our assumption is the creature is a pet if the
2039 * player owns it and it is either friendly or unagressive.
2040 */
2041 if (op->type == PLAYER
2042 && ((mon->owner && mon->owner->contr
2043 && same_party (mon->owner->contr->party, op->contr->party))
2044 || mon->owner == op)
2045 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2046 {
2047 /* If we're braced, we don't want to switch places with it */
2048 if (op->contr->braced)
2049 return false;
2050
2051 if (op->speed_left > 0.f)
2052 {
2053 --op->speed_left;
2054
2055 op->play_sound (sound_find ("push_player"));
2056 push_ob (mon, dir, op);
2057
2058 if (action_makes_visible (op))
2059 make_visible (op);
2060
2061 return true;
2047 } 2062 }
2048 else 2063 else
2049 m = op->map;
2050
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return; 2064 return false;
2065 }
2053 2066
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 2067 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 2068 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't 2069 * someone, but put it inside this loop so that you won't
2127 * attack them either. 2070 * attack them either.
2128 */ 2071 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 2072 if ((mon->type == PLAYER || mon->enemy != op)
2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2073 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 2074 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 2075 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 2076 && !on_battleground))
2077 {
2078 if (op->speed_left > 0.f)
2140 { 2079 {
2080 --op->speed_left;
2081
2141 if (!op->contr->braced) 2082 if (!op->contr->braced)
2142 { 2083 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2084 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 2085 push_ob (mon, dir, op);
2145 } 2086 }
2146 else 2087 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 2088 op->statusmsg ("You withhold your attack");
2148 2089
2149 if (op->contr->tmp_invis || op->hide) 2090 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2150 make_visible (op); 2091 make_visible (op);
2151 }
2152 2092
2093 return true;
2094 }
2095 }
2153 /* If the object is a boulder or other rollable object, then 2096 /* 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. 2097 * roll it if not braced. You can't roll it if you are braced.
2155 */ 2098 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2099 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2100 {
2101 if (op->speed_left > 0.f)
2157 { 2102 {
2103 --op->speed_left;
2104
2158 recursive_roll (mon, dir, op); 2105 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 2106 if (action_makes_visible (op))
2160 make_visible (op); 2107 make_visible (op);
2161 }
2162 2108
2109 return true;
2110 }
2111 }
2163 /* Any generic living creature. Including things like doors. 2112 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points 2113 * 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: 2114 * 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 2115 * 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. 2116 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2117 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2118 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))) 2119 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2120 {
2121 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2171 { 2122 {
2172 op->contr->has_hit = 1; 2123 --op->contr->weapon_sp_left;
2173 2124
2174 skill_attack (mon, op, 0, 0, 0); 2125 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 2126
2190 if (action_makes_visible (op)) 2127 if (action_makes_visible (op))
2191 make_visible (op); 2128 make_visible (op);
2192 }
2193 } /* if player should attack something */
2194}
2195 2129
2196int 2130 return true;
2131 }
2132 }
2133
2134 return false;
2135}
2136
2137bool
2197move_player (object *op, int dir) 2138move_player (object *op, int dir)
2198{ 2139{
2199 int pick; 2140 int pick;
2200 2141
2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2142 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2202 return 0; 2143 return 0;
2203 2144
2204 /* Sanity check: make sure dir is valid */ 2145 /* Sanity check: make sure dir is valid */
2205 if ((dir < 0) || (dir >= 9)) 2146 if ((dir < 0) || (dir >= 9))
2206 { 2147 {
2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2153 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2213 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2154 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2214 2155
2215 op->facing = dir; 2156 op->facing = dir;
2216 2157
2217 if (op->hide) 2158 if (op->flag [FLAG_HIDDEN])
2218 do_hidden_move (op); 2159 do_hidden_move (op);
2219 2160
2161 bool retval;
2162
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2163 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 /*nop */ ; 2164 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on) 2165 else if (op->contr->fire_on)
2223 fire (op, dir); 2166 retval = fire (op, dir);
2224 else 2167 else
2225 { 2168 {
2226 move_player_attack (op, dir); 2169 retval = move_player_attack (op, dir);
2227 pick = check_pick (op); 2170 pick = check_pick (op);
2228 } 2171 }
2229 2172
2230 /* Add special check for newcs players and fire on - this way, the 2173 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing. 2174 * server can handle repeat firing.
2238 /* Update how the player looks. Use the facing, so direction may 2181 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities 2182 * get reset to zero. This allows for full animation capabilities
2240 * for players. 2183 * for players.
2241 */ 2184 */
2242 animate_object (op, op->facing); 2185 animate_object (op, op->facing);
2243 return 0; 2186
2187 return retval;
2244} 2188}
2245 2189
2246/* This is similar to handle_player, below, but is only used by the 2190/* This is similar to handle_player, below, but is only used by the
2247 * new client/server stuff. 2191 * new client/server stuff.
2248 * This is sort of special, in that the new client/server actually uses 2192 * This is sort of special, in that the new client/server actually uses
2249 * the new speed values for commands. 2193 * the new speed values for commands.
2250 * 2194 *
2251 * Returns true if there are more actions we can do. 2195 * Returns true if there are more actions we can do. Should not do
2196 * many actions in a row, as that would be too unfair to other
2197 * players.
2252 */ 2198 */
2253int 2199bool
2254handle_newcs_player (object *op) 2200handle_newcs_player (object *op)
2255{ 2201{
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2202 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2203 {
2258 flee_player (op); 2204 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 { 2205 {
2263 --op->speed_left; 2206 --op->speed_left;
2207 flee_player (op);
2208
2264 return 0; 2209 return true;
2265 } 2210 }
2211 else
2212 return false;
2266 } 2213 }
2267 2214
2268 /* call this here - we also will call this in do_ericserver, but 2215 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2216 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2217 * called, so we recheck it here.
2271 */ 2218 */
2272 if (op->contr->ns->handle_command ()) 2219 if (op->contr->ns->handle_command ())
2273 return 1; 2220 return true;
2274 2221
2275 if (op->speed_left > 0.f)
2276 {
2277 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2222 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); 2223 return move_player (op, op->direction);
2287 2224
2288 return op->speed_left > 0.f;
2289 }
2290 }
2291
2292 return 0; 2225 return false;
2293} 2226}
2294 2227
2295int 2228int
2296save_life (object *op) 2229save_life (object *op)
2297{ 2230{
2299 return 0; 2232 return 0;
2300 2233
2301 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2234 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2235 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2303 { 2236 {
2304 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2237 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)); 2238 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 2239
2310 tmp->destroy (); 2240 tmp->destroy ();
2311 CLEAR_FLAG (op, FLAG_LIFESAVE); 2241 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 2242
2313 if (op->stats.hp < 0) 2243 if (op->stats.hp < 0)
2326 return 0; 2256 return 0;
2327} 2257}
2328 2258
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2259/* 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 2260 * 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 2261 * function will descend into containers. op is the object to start the search
2332 * from. 2262 * from.
2333 */ 2263 */
2264static void
2265drop_unpaid_items (object *op, object *env)
2266{
2267 while (op)
2268 {
2269 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2270
2271 if (QUERY_FLAG (op, FLAG_UNPAID))
2272 op->insert_at (env);
2273 else if (op->inv)
2274 drop_unpaid_items (op->inv, env);
2275
2276 op = next;
2277 }
2278}
2279
2334void 2280void
2335remove_unpaid_objects (object *op, object *env) 2281object::drop_unpaid_items ()
2336{ 2282{
2337 while (op) 2283 if (!flag [FLAG_REMOVED])
2338 { 2284 ::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} 2285}
2354 2286
2355/* 2287/*
2356 * Returns pointer a static string containing gravestone text 2288 * Returns pointer a static string containing gravestone text
2357 * Moved from apply.c to player.c - player.c is what 2289 * Moved from apply.c to player.c - player.c is what
2358 * actually uses this function. player.c may not be quite the 2290 * actually uses this function. player.c may not be quite the
2359 * best, a misc file for object actions is probably better, 2291 * best, a misc file for object actions is probably better,
2360 * but there isn't one in the server directory. 2292 * but there isn't one in the server directory.
2361 */ 2293 */
2362char * 2294const char *
2363gravestone_text (object *op) 2295gravestone_text (object *op)
2364{ 2296{
2365 static char buf2[MAX_BUF]; 2297 static dynbuf_text buf;
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL);
2368 2298
2369 strcpy (buf2, " R.I.P.\n\n"); 2299 buf << "---- R.I.P. ----\n\n"
2300 << op->name;
2301
2370 if (op->type == PLAYER) 2302 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2303 buf << " the " << op->contr->title;
2372 else
2373 sprintf (buf, "%s\n", &op->name);
2374 2304
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2305 buf << "\n\n";
2376 strcat (buf2, buf); 2306
2307 buf << "who was level ";
2308 buf << (sint32)op->level << "\n\n" // OO breakdown
2309 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2310
2377 if (op->type == PLAYER) 2311 if (op->type == PLAYER)
2378 sprintf (buf, "who was in level %d when killed\n", op->level); 2312 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 2313
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 if (op->type == PLAYER)
2385 { 2314 {
2386 sprintf (buf, "by %s.\n\n", op->contr->killer); 2315 static char buf2[128];
2387 strncat (buf2, " ", 21 - strlen (buf) / 2); 2316 time_t now = time (NULL);
2388 strcat (buf2, buf);
2389 }
2390
2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2317 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2392 strncat (buf2, " ", 20 - strlen (buf) / 2); 2318 buf << buf2;
2393 strcat (buf2, buf); 2319 }
2394 2320
2395 return buf2; 2321 return buf;
2396} 2322}
2397 2323
2398void 2324void
2399do_some_living (object *op) 2325do_some_living (object *op)
2400{ 2326{
2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2378 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2453 else 2379 else
2454 { 2380 {
2455 gen_grace = op->stats.maxgrace; 2381 gen_grace = op->stats.maxgrace;
2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2382 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 } 2383 }
2500 2384
2501 /* Regenerate Grace */ 2385 /* Regenerate Grace */
2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2386 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2503 if (--op->last_grace < 0) 2387 if (--op->last_grace < 0)
2524 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2408 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2525 } 2409 }
2526 /* wearing stuff doesn't detract from grace generation. */ 2410 /* wearing stuff doesn't detract from grace generation. */
2527 } 2411 }
2528 2412
2413 if (op->stats.food > 0)
2414 {
2529 /* Regenerate Hit Points */ 2415 /* Regenerate Spell Points */
2530 if (--op->last_heal < 0) 2416 if (!op->contr->golem && --op->last_sp < 0)
2531 {
2532 if (op->stats.hp < op->stats.maxhp)
2533 { 2417 {
2534 op->stats.hp++; 2418 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2535 /* dms do not consume food */ 2419
2536 if (!QUERY_FLAG (op, FLAG_WIZ)) 2420 if (op->stats.sp < op->stats.maxsp)
2537 { 2421 {
2422 op->stats.sp++;
2423
2424 /* dms do not consume food */
2425 if (!QUERY_FLAG (op, FLAG_WIZ))
2426 {
2538 op->stats.food--; 2427 op->stats.food--;
2428
2539 if (op->contr->digestion < 0) 2429 if (op->contr->digestion < 0)
2540 op->stats.food += op->contr->digestion; 2430 op->stats.food += op->contr->digestion;
2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2431 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2542 op->stats.food = last_food; 2432 op->stats.food = last_food;
2433 }
2543 } 2434 }
2544 }
2545 2435
2546 if (max_hp > 1) 2436 if (max_sp > 1)
2547 {
2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2549 if (over_hp > 0)
2550 { 2437 {
2551 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2438 over_sp = (gen_sp + 10) / rate_sp;
2439 if (over_sp > 0)
2440 {
2441 if (op->stats.sp < op->stats.maxsp)
2442 {
2443 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2444
2445 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2446 op->stats.sp--;
2447
2448 if (op->stats.sp > op->stats.maxsp)
2449 op->stats.sp = op->stats.maxsp;
2450 }
2451
2552 op->last_heal = 0; 2452 op->last_sp = 0;
2453 }
2454 else
2455 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2553 } 2456 }
2554 else 2457 else
2458 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2459 }
2460
2461 /* Regenerate Hit Points */
2462 if (--op->last_heal < 0)
2463 {
2464 if (op->stats.hp < op->stats.maxhp)
2555 { 2465 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2466 op->stats.hp++;
2467
2468 /* dms do not consume food */
2469 if (!QUERY_FLAG (op, FLAG_WIZ))
2470 {
2471 op->stats.food--;
2472
2473 if (op->contr->digestion < 0)
2474 op->stats.food += op->contr->digestion;
2475 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food = last_food;
2477 }
2557 } 2478 }
2479
2480 if (max_hp > 1)
2481 {
2482 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2483
2484 if (over_hp > 0)
2485 {
2486 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2487 op->last_heal = 0;
2488 }
2489 else
2490 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 } 2491 }
2559 else 2492 else
2560 {
2561 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2493 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2562 } 2494 }
2563 } 2495 }
2564 2496
2565 /* Digestion */ 2497 /* Digestion */
2566 if (--op->last_eat < 0) 2498 if (--op->last_eat < 0)
2567 { 2499 {
2568#ifdef COZY_SERVER 2500 int bonus = max (0, op->contr->digestion),
2569 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2501 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 2502
2575 if (op->contr->gen_hp > 0)
2576 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2503 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 2504
2580 /* dms do not consume food */ 2505 /* dms do not consume food */
2581 if (!QUERY_FLAG (op, FLAG_WIZ)) 2506 if (!QUERY_FLAG (op, FLAG_WIZ))
2582 op->stats.food--; 2507 op->stats.food--;
2583 } 2508 }
2584 2509
2585 if (op->stats.food < 0 && op->stats.hp >= 0) 2510 if (op->stats.food < 0 && op->stats.hp >= 0)
2586 { 2511 {
2587 object *tmp, *flesh = 0; 2512 object *flesh = 0;
2588 2513
2589 for (tmp = op->inv; tmp; tmp = tmp->below) 2514 for_inv_removable (op, tmp)
2590 { 2515 {
2591 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2516 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2517 continue;
2518
2519 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2592 { 2520 {
2593 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2521 op->statusmsg ("You blindly grab for a bite of food. "
2594 { 2522 "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); 2523 manual_apply (op, tmp, 0);
2524
2597 if (op->stats.food >= 0 || op->stats.hp < 0) 2525 if (op->stats.food >= 0 || op->stats.hp < 0)
2598 break; 2526 break;
2599 } 2527 }
2600 else if (tmp->type == FLESH) 2528 else if (tmp->type == FLESH)
2601 flesh = tmp; 2529 flesh = tmp;
2602 } /* End if paid for object */ 2530 }
2603 } /* end of for loop */
2604 2531
2605 /* If player is still starving, it means they don't have any food, so 2532 /* If player is still starving, it means they don't have any food, so
2606 * eat flesh instead. 2533 * eat flesh instead.
2607 */ 2534 */
2608 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2535 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2609 { 2536 {
2610 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2537 op->statusmsg ("You blindly grab for a bite of food. "
2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2611 manual_apply (op, flesh, 0); 2539 manual_apply (op, flesh, 0);
2612 } 2540 }
2541
2542 // If player is still starving, alert him!
2543 if (op->stats.food < 0)
2544 op->failmsg ("You are starving! "
2545 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2546 }
2547
2548 if (op->stats.food < 0)
2613 } 2549 {
2550 op->stats.hp += op->stats.food;
2551 op->stats.food = 0;
2614 2552
2615 while (op->stats.food < 0 && op->stats.hp >= 0) 2553 if (op->stats.hp < 0)
2616 op->stats.food++, op->stats.hp--; 2554 {
2555 op->contr->killer = archetype::get ("killer_starvation");
2556 op->contr->killer->destroy ();
2557 }
2558 }
2617 2559
2560 /* killer should be set here already */
2618 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2561 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2619 kill_player (op); 2562 kill_player (op);
2620 } 2563 }
2621} 2564}
2622 2565
2626 * file. 2569 * file.
2627 */ 2570 */
2628void 2571void
2629kill_player (object *op) 2572kill_player (object *op)
2630{ 2573{
2574 int x, y;
2631 char buf[MAX_BUF]; 2575 char buf[MAX_BUF];
2632 int x, y;
2633
2634 //int i;
2635 maptile *map; /* this is for resurrection */ 2576 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; 2577 int will_kill_again;
2643 archetype *at; 2578 archetype *at;
2644 object *tmp; 2579 object *tmp;
2645 2580
2646 if (save_life (op)) 2581 if (save_life (op))
2647 return; 2582 return;
2648
2649 2583
2650 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2584 /* 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. 2585 * in cities ONLY!!! It is very important that this doesn't get abused.
2652 * Look at op_on_battleground() for more info --AndreasV 2586 * Look at op_on_battleground() for more info --AndreasV
2653 */ 2587 */
2669 { 2603 {
2670 tmp->destroy (); 2604 tmp->destroy ();
2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2605 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2672 } 2606 }
2673 2607
2674 cure_disease (op, 0); /* remove any disease */ 2608 cure_disease (op, 0, 0); /* remove any disease */
2675 op->stats.hp = op->stats.maxhp; 2609 op->stats.hp = op->stats.maxhp;
2676 if (op->stats.food <= 0) 2610 if (op->stats.food <= 0)
2677 op->stats.food = 999; 2611 op->stats.food = 999;
2678 2612
2679 /* create a bodypart-trophy to make the winner happy */ 2613 /* create a bodypart-trophy to make the winner happy */
2680 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2614 if (object *tmp = arch_to_object (archetype::find ("finger")))
2681 { 2615 {
2682 sprintf (buf, "%s's finger", &op->name); 2616 tmp->name = format ("%s's finger" , &op->name);
2683 tmp->name = buf; 2617 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; 2618 tmp->msg = format (
2619 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2620 &op->name, op->contr->title,
2621 (int)op->level,
2622 op->contr->killer_name ()
2623 );
2688 tmp->value = 0, tmp->type = 0; 2624 tmp->value = 0, tmp->type = 0;
2689 tmp->materialname = "organics"; 2625 tmp->materialname = "organics";
2690 tmp->insert_at (op, tmp); 2626 tmp->insert_at (op, tmp);
2691 } 2627 }
2692 2628
2698 2634
2699 INVOKE_PLAYER (DEATH, op->contr); 2635 INVOKE_PLAYER (DEATH, op->contr);
2700 2636
2701 command_kill_pets (op, 0); 2637 command_kill_pets (op, 0);
2702 2638
2703 if (op->stats.food < 0) 2639 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 2640
2713 /* save the map location for corpse, gravestone */ 2641 /* save the map location for corpse, gravestone */
2714 x = op->x; 2642 x = op->x;
2715 y = op->y; 2643 y = op->y;
2716 map = op->map; 2644 map = op->map;
2744 2672
2745 lost_a_stat = 0; 2673 lost_a_stat = 0;
2746 2674
2747 for (z = 0; z < num_stats_lose; z++) 2675 for (z = 0; z < num_stats_lose; z++)
2748 { 2676 {
2749 i = RANDOM () % NUM_STATS; 2677 i = rndm (NUM_STATS);
2750 2678
2751 if (settings.stat_loss_on_death) 2679 if (settings.stat_loss_on_death)
2752 { 2680 {
2753 /* Pick a random stat and take a point off it. Tell the player 2681 /* Pick a random stat and take a point off it. Tell the player
2754 * what he lost. 2682 * what he lost.
2823 lost_a_stat = 1; 2751 lost_a_stat = 1;
2824 } 2752 }
2825 } 2753 }
2826 } 2754 }
2827 } 2755 }
2756
2828 /* If no stat lost, tell the player. */ 2757 /* If no stat lost, tell the player. */
2829 if (!lost_a_stat) 2758 if (!lost_a_stat)
2830 { 2759 {
2831 /* determine_god() seems to not work sometimes... why is this? 2760 /* determine_god() seems to not work sometimes... why is this?
2832 Should I be using something else? GD */ 2761 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); 2765 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2837 else 2766 else
2838 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2767 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2839 } 2768 }
2840#else 2769#else
2841 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2770 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2842#endif 2771#endif
2843 2772
2844 /* Put a gravestone up where the character 'almost' died. List the 2773 /* Put a gravestone up where the character 'almost' died. List the
2845 * exp loss on the stone. 2774 * exp loss on the stone.
2846 */ 2775 */
2847 tmp = arch_to_object (archetype::find ("gravestone")); 2776 tmp = arch_to_object (archetype::find ("gravestone"));
2848 sprintf (buf, "%s's gravestone", &op->name); 2777 tmp->name = format ("%s's gravestone", &op->name);
2849 tmp->name = buf; 2778 tmp->name_pl = format ("%s's gravestones", &op->name);
2850 sprintf (buf, "%s's gravestones", &op->name); 2779 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2851 tmp->name_pl = buf; 2780 &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; 2781 tmp->x = op->x, tmp->y = op->y;
2855 insert_ob_in_map (tmp, op->map, NULL, 0); 2782 insert_ob_in_map (tmp, op->map, NULL, 0);
2856 2783
2857 /**************************************/ 2784 /**************************************/
2858 /* */ 2785 /* */
2879 { 2806 {
2880 tmp->destroy (); 2807 tmp->destroy ();
2881 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2808 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2882 } 2809 }
2883 2810
2884 cure_disease (op, 0); /* remove any disease */ 2811 cure_disease (op, 0, 0); /* remove any disease */
2812
2813 // remove all spell effects that are active
2814 // to avoid long-term effects such as word-of-recall
2815 for (object *item = op->inv; item; )
2816 {
2817 object *next = item->below;
2818
2819 if (item->type == SPELL_EFFECT && item->active)
2820 item->destroy ();
2821
2822 item = next;
2823 }
2885 2824
2886 /*add_exp(op, (op->stats.exp * -0.20)); */ 2825 /*add_exp(op, (op->stats.exp * -0.20)); */
2887 apply_death_exp_penalty (op); 2826 apply_death_exp_penalty (op);
2827
2888 if (op->stats.food < 100) 2828 if (op->stats.food < 100)
2889 op->stats.food = 900; 2829 op->stats.food = 900;
2830
2890 op->stats.hp = op->stats.maxhp; 2831 op->stats.hp = op->stats.maxhp;
2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2832 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2833 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2893 2834
2894 /* 2835 /*
2895 * Check to see if the player has any unpaid items. If so, remove them 2836 * Check to see if the player has any unpaid items. If so, remove them
2896 * and put them back in the map. 2837 * and put them back in the map.
2897 */ 2838 */
2898 remove_unpaid_objects (op->inv, op); 2839 op->drop_unpaid_items ();
2899 2840
2900 /****************************************/ 2841 /****************************************/
2901 /* */ 2842 /* */
2902 /* Move player to his current respawn- */ 2843 /* Move player to his current respawn- */
2903 /* position (usually last savebed) */ 2844 /* position (usually last savebed) */
2932 if (will_kill_again & (1 << at)) 2873 if (will_kill_again & (1 << at))
2933 force->resist[at] = 100; 2874 force->resist[at] = 100;
2934 2875
2935 insert_ob_in_ob (force, op); 2876 insert_ob_in_ob (force, op);
2936 op->update_stats (); 2877 op->update_stats ();
2937
2938 } 2878 }
2939 2879
2940 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2880 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2941} 2881}
2942 2882
2962 2902
2963 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2903 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2964 { 2904 {
2965 if (tmp->nrof > 1) 2905 if (tmp->nrof > 1)
2966 { 2906 {
2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2907 tmp->decrease (rndm (1, tmp->nrof - 1));
2968 tmp2->destroy ();
2969 insert_ob_in_map (tmp, op->map, NULL, 0); 2908 insert_ob_in_map (tmp, op->map, NULL, 0);
2970 } 2909 }
2971 else 2910 else
2972 tmp->destroy (); 2911 tmp->destroy ();
2973 } 2912 }
2984void 2923void
2985fix_weight (void) 2924fix_weight (void)
2986{ 2925{
2987 for_all_players (pl) 2926 for_all_players (pl)
2988 { 2927 {
2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2928 sint32 old = pl->ob->carrying;
2990 2929
2991 if (old == sum) 2930 pl->ob->update_weight ();
2992 continue; 2931
2932 if (old != pl->ob->carrying)
2933 {
2993 pl->ob->update_stats (); 2934 pl->ob->update_stats ();
2994 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2935 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2936 }
2995 } 2937 }
2996} 2938}
2997 2939
2998void 2940void
2999fix_luck (void) 2941fix_luck (void)
3041} 2983}
3042 2984
3043void 2985void
3044make_visible (object *op) 2986make_visible (object *op)
3045{ 2987{
3046 op->hide = 0; 2988 op->flag [FLAG_HIDDEN] = 0;
3047 op->invisible = 0; 2989 op->invisible = 0;
2990
3048 if (op->type == PLAYER) 2991 if (op->type == PLAYER)
3049 { 2992 {
3050 op->contr->tmp_invis = 0; 2993 op->contr->tmp_invis = 0;
3051 op->contr->invis_race = 0; 2994 op->contr->invis_race = 0;
3052 } 2995 }
3055} 2998}
3056 2999
3057int 3000int
3058is_true_undead (object *op) 3001is_true_undead (object *op)
3059{ 3002{
3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3003 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3061 return 1; 3004 return 1;
3062 3005
3063 return 0; 3006 return 0;
3064} 3007}
3065 3008
3066/* look at the surrounding terrain to determine 3009/* look at the surrounding terrain to determine
3067 * the hideability of this object. Positive levels 3010 * the hideability of this object. Positive levels
3068 * indicate greater hideability. 3011 * indicate greater hideability.
3069 */ 3012 */
3070
3071int 3013int
3072hideability (object *ob) 3014hideability (object *ob)
3073{ 3015{
3074 int i, level = 0, mflag; 3016 int i, level = 0, mflag;
3075 sint16 x, y; 3017 sint16 x, y;
3076 3018
3077 if (!ob || !ob->map) 3019 if (!ob || !ob->map)
3078 return 0; 3020 return 0;
3079 3021
3080 /* so, on normal lighted maps, its hard to hide */ 3022 /* so, on normal lighted maps, its hard to hide */
3081 level = ob->map->darkness - 2; 3023 level = ob->map->darklevel () - 2;
3082 3024
3083 /* this also picks up whether the object is glowing. 3025 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 3026 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 3027 * as bad as carrying a light on a pitch dark map */
3086 if (has_carried_lights (ob)) 3028 if (has_carried_lights (ob))
3087 level = -(10 + (2 * ob->map->darkness)); 3029 level = -(10 + (2 * ob->map->darklevel ()));
3088 3030
3089 /* scan through all nearby squares for terrain to hide in */ 3031 /* 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]) 3032 for (i = 0, x = ob->x, y = ob->y;
3033 i <= SIZEOFFREE1;
3034 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3091 { 3035 {
3092 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3036 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3093 if (mflag & P_OUT_OF_MAP) 3037 if (mflag & P_OUT_OF_MAP)
3094 {
3095 continue; 3038 continue;
3096 } 3039
3097 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3040 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3098 level += 2; 3041 level += 2;
3099 else /* open terrain! */ 3042 else /* open terrain! */
3100 level -= 1; 3043 level -= 1;
3101 } 3044 }
3109/* For Hidden creatures - a chance of becoming 'unhidden' 3052/* For Hidden creatures - a chance of becoming 'unhidden'
3110 * every time they move - as we subtract off 'invisibility' 3053 * every time they move - as we subtract off 'invisibility'
3111 * AND, for players, if they move into a ridiculously unhideable 3054 * AND, for players, if they move into a ridiculously unhideable
3112 * spot (surrounded by clear terrain in broad daylight). -b.t. 3055 * spot (surrounded by clear terrain in broad daylight). -b.t.
3113 */ 3056 */
3114
3115void 3057void
3116do_hidden_move (object *op) 3058do_hidden_move (object *op)
3117{ 3059{
3118 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3060 int hide = 0;
3119 object *skop;
3120 3061
3121 if (!op || !op->map) 3062 if (!op || !op->map)
3122 return; 3063 return;
3123 3064
3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3065 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3066 int num = random_roll (0, 19, op, PREFER_LOW);
3125 3067
3126 /* its *extremely* hard to run and sneak/hide at the same time! */ 3068 /* its *extremely* hard to run and sneak/hide at the same time! */
3127 if (op->type == PLAYER && op->contr->run_on) 3069 if (op->type == PLAYER && op->contr->run_on)
3128 if (!skop || num >= skop->level) 3070 if (!skop || num >= skop->level)
3129 { 3071 {
3139 num -= hide; 3081 num -= hide;
3140 3082
3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3083 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3142 { 3084 {
3143 make_visible (op); 3085 make_visible (op);
3086
3144 if (op->type == PLAYER) 3087 if (op->type == PLAYER)
3145 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3088 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3146 } 3089 }
3147 else if (op->type == PLAYER && skop) 3090 else if (op->type == PLAYER && skop)
3148 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3091 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3201 * object op. This function works fine for monsters, 3144 * object op. This function works fine for monsters,
3202 * but we dont worry if the object isnt the top one in 3145 * but we dont worry if the object isnt the top one in
3203 * a pile (say a coin under a table would return "viewable" 3146 * a pile (say a coin under a table would return "viewable"
3204 * by this routine). Another question, should we be 3147 * by this routine). Another question, should we be
3205 * concerned with the direction the player is looking 3148 * concerned with the direction the player is looking
3206 * in? Realistically, most of use cant see stuff behind 3149 * in? Realistically, most of us can't see stuff behind
3207 * our backs...on the other hand, does the "facing" direction 3150 * our backs...on the other hand, does the "facing" direction
3208 * imply the way your head, or body is facing? Its possible 3151 * 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. 3152 * for them to differ. Sigh, this fctn could get a bit more complex.
3210 * -b.t. 3153 * -b.t.
3211 * This function is now map tiling safe. 3154 * This function is now map tiling safe.
3212 */ 3155 */
3213
3214int 3156int
3215player_can_view (object *pl, object *op) 3157player_can_view (object *pl, object *op)
3216{ 3158{
3217 rv_vector rv; 3159 rv_vector rv;
3218 int dx, dy; 3160 int dx, dy;
3230 3172
3231 get_rangevector (pl, op, &rv, 0x1); 3173 get_rangevector (pl, op, &rv, 0x1);
3232 3174
3233 /* starting with the 'head' part, lets loop 3175 /* starting with the 'head' part, lets loop
3234 * through the object and find if it has any 3176 * through the object and find if it has any
3235 * part that is in the los array but isnt on 3177 * part that is in the los array but isn't on
3236 * a blocked los square. 3178 * a blocked los square.
3237 * we use the archetype to figure out offsets. 3179 * we use the archetype to figure out offsets.
3238 */ 3180 */
3239 while (op) 3181 while (op)
3240 { 3182 {
3241 dx = rv.distance_x + op->arch->clone.x; 3183 dx = rv.distance_x + op->arch->x;
3242 dy = rv.distance_y + op->arch->clone.y; 3184 dy = rv.distance_y + op->arch->y;
3243 3185
3244 /* only the viewable area the player sees is updated by LOS 3186 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; 3187 return 1;
3188
3252 op = op->more; 3189 op = op->more;
3253 } 3190 }
3191
3254 return 0; 3192 return 0;
3255} 3193}
3256 3194
3257/* routine for both players and monsters. We call this when 3195/* routine for both players and monsters. We call this when
3258 * there is a possibility for our action distrubing our hiding 3196 * there is a possibility for our action distrubing our hiding
3259 * place or invisiblity spell. Artefact invisiblity is not 3197 * place or invisiblity spell. Artefact invisiblity causes
3260 * effected by this. If we arent invisible to begin with, we 3198 * "noise" instead. If we arent invisible to begin with, we
3261 * return 0. 3199 * return 0.
3262 */ 3200 */
3263int 3201int
3264action_makes_visible (object *op) 3202action_makes_visible (object *op)
3265{ 3203{
3266
3267 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3204 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3268 { 3205 {
3269 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3206 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3207 {
3208 // artefact invisibility is permanent, but we still make noise
3209 // this is important for game-balance.
3210 if (op->contr)
3211 op->make_noise ();
3212
3270 return 0; 3213 return 0;
3214 }
3271 3215
3272 if (op->contr && op->contr->tmp_invis == 0) 3216 if (op->contr && op->contr->tmp_invis == 0)
3273 return 0; 3217 return 0;
3274 3218
3275 /* If monsters, they should become visible */ 3219 /* If monsters, they should become visible */
3276 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3220 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3277 { 3221 {
3278 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3222 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3279 return 1; 3223 return 1;
3280 } 3224 }
3281 } 3225 }
3226
3282 return 0; 3227 return 0;
3283} 3228}
3284 3229
3285/* op_on_battleground - checks if the given object op (usually 3230/* op_on_battleground - checks if the given object op (usually
3286 * a player) is standing on a valid battleground-tile, 3231 * 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 3236 * Default is to do the same as before, so only people wanting to have different points need worry about this
3292 */ 3237 */
3293int 3238int
3294op_on_battleground (object *op, int *x, int *y) 3239op_on_battleground (object *op, int *x, int *y)
3295{ 3240{
3296 object *tmp;
3297
3298 /* A battleground-tile needs the following attributes to be valid: 3241 /* 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), 3242 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3300 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3243 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3301 * and the exit-coordinates sp/hp must both be > 0. 3244 * and the exit-coordinates sp/hp must both be > 0.
3302 * => The intention here is to prevent abuse of the battleground- 3245 * => The intention here is to prevent abuse of the battleground-
3303 * feature (like pickable or hidden battleground tiles). */ 3246 * feature (like pickable or hidden battleground tiles). */
3304 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3247 for (object *tmp = op->below; tmp; tmp = tmp->below)
3305 { 3248 {
3306 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3249 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3307 { 3250 {
3308 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3251 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3309 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3252 && tmp->type == BATTLEGROUND
3253 && tmp->name == shstr_battleground
3254 && EXIT_X (tmp) && EXIT_Y (tmp))
3310 { 3255 {
3311 /*before we assign the exit, check if this is a teambattle */ 3256 /* before we assign the exit, check if this is a teambattle */
3312 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3257 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3313 { 3258 {
3314 object *invtmp;
3315
3316 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3259 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3317 { 3260 {
3318 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3261 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3319 { 3262 {
3320 if (x != NULL && y != NULL) 3263 if (x && y)
3321 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3264 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3265
3322 return 1; 3266 return 1;
3323 } 3267 }
3324 } 3268 }
3325 } 3269 }
3270
3326 if (x != NULL && y != NULL) 3271 if (x && y)
3327 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3272 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3273
3328 return 1; 3274 return 1;
3329 } 3275 }
3330 } 3276 }
3331 } 3277 }
3278
3332 /* If we got here, did not find a battleground */ 3279 /* If we got here, did not find a battleground */
3333 return 0; 3280 return 0;
3334} 3281}
3335 3282
3336/* 3283/*
3352 char buf[MAX_BUF]; /* tmp. string buffer */ 3299 char buf[MAX_BUF]; /* tmp. string buffer */
3353 int i = 0, j = 0; 3300 int i = 0, j = 0;
3354 3301
3355 /* get the appropriate treasurelist */ 3302 /* get the appropriate treasurelist */
3356 if (atnr == ATNR_FIRE) 3303 if (atnr == ATNR_FIRE)
3357 trlist = treasurelist::find ("dragon_ability_fire"); 3304 trlist = treasurelist::find (shstr_dragon_ability_fire);
3358 else if (atnr == ATNR_COLD) 3305 else if (atnr == ATNR_COLD)
3359 trlist = treasurelist::find ("dragon_ability_cold"); 3306 trlist = treasurelist::find (shstr_dragon_ability_cold);
3360 else if (atnr == ATNR_ELECTRICITY) 3307 else if (atnr == ATNR_ELECTRICITY)
3361 trlist = treasurelist::find ("dragon_ability_elec"); 3308 trlist = treasurelist::find (shstr_dragon_ability_elec);
3362 else if (atnr == ATNR_POISON) 3309 else if (atnr == ATNR_POISON)
3363 trlist = treasurelist::find ("dragon_ability_poison"); 3310 trlist = treasurelist::find (shstr_dragon_ability_poison);
3364 3311
3365 if (trlist == NULL || who->type != PLAYER) 3312 if (trlist == NULL || who->type != PLAYER)
3366 return; 3313 return;
3367 3314
3368 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3315 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]); */ 3319 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3373 return; 3320 return;
3374 } 3321 }
3375 3322
3376 /* everything seems okay - now bring on the gift: */ 3323 /* everything seems okay - now bring on the gift: */
3377 item = &(tr->item->clone); 3324 item = tr->item;
3378 3325
3379 if (item->type == SPELL) 3326 if (item->type == SPELL)
3380 { 3327 {
3381 if (check_spell_known (who, item->name)) 3328 if (check_spell_known (who, item->name))
3382 return; 3329 return;
3441 { 3388 {
3442 /* forces in the treasurelist can alter the player's stats */ 3389 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3390 object *skin;
3444 3391
3445 /* first get the dragon skin force */ 3392 /* 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) 3393 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3448 ; 3394 ;
3449 3395
3450 if (!skin) 3396 if (!skin)
3451 return; 3397 return;
3452 3398
3487 else 3433 else
3488 { 3434 {
3489 /* generate misc. treasure */ 3435 /* generate misc. treasure */
3490 tmp = arch_to_object (tr->item); 3436 tmp = arch_to_object (tr->item);
3491 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3437 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); 3438 who->insert (tmp);
3493 if (who->type == PLAYER)
3494 esrv_send_item (who, tmp);
3495 } 3439 }
3496} 3440}
3497 3441
3498/** 3442/**
3499 * Unready an object for a player. This function does nothing if the object was 3443 * Unready an object for a player. This function does nothing if the object was
3511 if (pl->ranged_ob == ob) 3455 if (pl->ranged_ob == ob)
3512 pl->ranged_ob = 0; 3456 pl->ranged_ob = 0;
3513} 3457}
3514 3458
3515sint8 3459sint8
3516player::visibility_at (maptile *map, int x, int y) const 3460player::darkness_at (maptile *map, int x, int y) const
3517{ 3461{
3518 if (!ns) 3462 if (!ns)
3519 return 0; 3463 return LOS_BLOCKED;
3520 3464
3521 int dx, dy; 3465 int dx, dy;
3522 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3466 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3523 return 0; 3467 return LOS_BLOCKED;
3524 3468
3525 x += dx - ns->current_x + ns->mapx / 2; 3469 x += dx - ns->current_x;
3526 y += dy - ns->current_y + ns->mapy / 2; 3470 y += dy - ns->current_y;
3527 3471
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]; 3472 return blocked_los (x, y);
3532} 3473}
3474
3475void
3476player::infobox (const char *title, const char *msg, int color)
3477{
3478 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3479}
3480
3481void
3482player::statusmsg (const char *msg, int color)
3483{
3484 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3485}
3486
3487void
3488player::failmsg (const char *msg, int color)
3489{
3490 play_sound (sound_find ("generic_failure"));
3491 statusmsg (msg, color);
3492}
3493

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