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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 1.239 by root, Fri Nov 6 12:27:06 2009 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 (©) 2005,2006,2007,2008,2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
157 op->x = -1; 45 op->x = -1;
158 op->y = -1; 46 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172} 47}
173 48
174void 49void
175player::activate () 50player::activate ()
176{ 51{
181 ob->remove (); 56 ob->remove ();
182 ob->map = 0; 57 ob->map = 0;
183 ob->activate_recursive (); 58 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 60 add_friendly_object (ob);
186 enter_map ();
187} 61}
188 62
189void 63void
190player::deactivate () 64player::deactivate ()
191{ 65{
198 72
199 if (ob->map) 73 if (ob->map)
200 maplevel = ob->map->path; 74 maplevel = ob->map->path;
201 75
202 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 78 ob->map = 0;
204 party = 0; 79 party = 0;
205 80
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 82
221 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
222 97
223 ns->update_look = 0; 98 ns->update_look = 0;
224 ns->look_position = 0; 99 ns->look_position = 0;
225 100
226 clear_los (ob); 101 clear_los ();
227 102
228 ns->reset_stats (); 103 ns->reset_stats ();
229 104
230 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
233 108
234 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
235 link_player_skills (ob); 110 link_skills ();
236 111
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 113
239 assign (title, ob->arch->clone.name); 114 assign (title, ob->arch->object::name);
240 115
241 /* if it's a dragon player, set the correct title here */ 116 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 117 if (is_dragon_pl (ob))
243 { 118 {
244 object *tmp, *abil = 0, *skin = 0; 119 object *tmp, *abil = 0, *skin = 0;
245 120
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) 121 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 122 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 123 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 124 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 125 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 126 skin = tmp;
255 127
256 set_dragon_name (ob, abil, skin); 128 set_dragon_name (ob, abil, skin);
257 } 129 }
258 130
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 132
261 esrv_new_player (this, ob->weight + ob->carrying); 133 esrv_new_player (this);
134
135 ob->update_stats ();
136
137 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0);
140
141 activate ();
142
143 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this);
145}
146
147void
148player::disconnect ()
149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
156 if (ns)
157 {
158 if (active)
159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
160
161 INVOKE_PLAYER (DISCONNECT, this);
162
163 ns->reset_stats ();
164 ns->pl = 0;
165 ns = 0;
166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
172 deactivate ();
173}
174
175//-GPL
176
177// the need for this function can be explained
178// by load_object not returning the object
179void
180player::set_object (object *op)
181{
182 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */
184
185 ob->speed = 1.0f;
186 ob->speed_left = 0.5f;
187
188 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
262 193
263 for (object *op = ob->inv; op; op = op->below) 194 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 195 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 196 switch (op->type)
266 { 197 {
198 case SKILL:
199 ob->flag [FLAG_APPLIED] = false;
200 break;
201
267 case WAND: 202 case WAND:
268 case ROD: 203 case ROD:
269 case HORN: 204 case HORN:
270 case BOW: 205 case BOW:
271 case SKILL: 206 ranged_ob = op;
272 case SKILL_TOOL: 207 break;
208
273 case WEAPON: 209 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 210 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 211 break;
277 } 212 }
278 213
279 ob->update_stats (); 214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
280 ns->floorbox_update (); 215 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} 216}
294 217
295void 218void
296player::disconnect () 219player::set_observe (object *op)
297{ 220{
298 if (ns) 221 observe = viewpoint = op ? op : ob;
299 { 222 do_los = 1;
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} 223}
315 224
316// the need for this function can be explained
317// by load_object not returning the object
318void 225void
319player::set_object (object *op) 226player::set_viewpoint (object *op)
320{ 227{
321 ob = op; 228 viewpoint = op ? op : (object *)observe;
322 ob->contr = this; /* this aren't yet in archetype */ 229 do_los = 1;
323
324 ob->speed_left = 0.5f;
325 ob->speed = 1.0f;
326 ob->direction = 5; /* So player faces south */
327} 230}
231
232//+GPL
328 233
329player::player () 234player::player ()
330{ 235{
331 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point. 237 * we deal with that below this point.
338 savebed_map = first_map_path; /* Init. respawn position */ 243 savebed_map = first_map_path; /* Init. respawn position */
339 244
340 gen_sp_armour = 10; 245 gen_sp_armour = 10;
341 bowtype = bow_normal; 246 bowtype = bow_normal;
342 petmode = pet_normal; 247 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers; 248 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 249 peaceful = 1; /* default peaceful */
346 do_los = 1; 250 do_los = 1;
251
252 weapon_sp = 1.0f;
253 weapon_sp_left = 0.5f;
347} 254}
348 255
349void 256void
350player::do_destroy () 257player::do_destroy ()
351{ 258{
356 if (ob) 263 if (ob)
357 { 264 {
358 ob->destroy_inv (false); 265 ob->destroy_inv (false);
359 ob->destroy (); 266 ob->destroy ();
360 } 267 }
268
269 ob = observe = viewpoint = 0;
361} 270}
362 271
363player::~player () 272player::~player ()
364{ 273{
365 /* Clear item stack */ 274 /* Clear item stack */
366 free (stack_items); 275 free (stack_items);
276}
277
278/*
279 * get_player_archetype() return next player archetype from archetype
280 * list. Not very efficient routine, but used only creating new players.
281 * Note: there MUST be at least one player archetype!
282 */
283static archetype *
284get_player_archetype (archetype *at)
285{
286 // archetypes could have been reloaded
287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
288
289 if (!nat)
290 return at;
291
292 archvec::iterator i = archetypes.find (nat);
293
294 for (;;)
295 {
296 if (++i == archetypes.end ())
297 i = archetypes.begin ();
298 else if (*i == at)
299 cleanup ("not a single player archetype found");
300
301 if ((*i)->type == PLAYER)
302 return *i;
303 }
367} 304}
368 305
369/* Tries to add player on the connection passed in ns. 306/* Tries to add player on the connection passed in ns.
370 * All we can really get in this is some settings like host and display 307 * All we can really get in this is some settings like host and display
371 * mode. 308 * mode.
384 set_first_map (pl->ob); 321 set_first_map (pl->ob);
385 322
386 return pl; 323 return pl;
387} 324}
388 325
389/*
390 * get_player_archetype() return next player archetype from archetype
391 * list. Not very efficient routine, but used only creating new players.
392 * Note: there MUST be at least one player archetype!
393 */
394archetype *
395get_player_archetype (archetype *at)
396{
397 archetype *start = at;
398
399 for (;;)
400 {
401 if (at == NULL || at->next == NULL)
402 at = first_archetype;
403 else
404 at = at->next;
405
406 if (at->clone.type == PLAYER)
407 return at;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 }
415}
416
417object * 326object *
418get_nearest_player (object *mon) 327get_nearest_player (object *mon)
419{ 328{
420 object *op = NULL; 329 object *op = NULL;
421 objectlink *ol; 330 objectlink *ol;
422 unsigned lastdist; 331 unsigned lastdist;
423 rv_vector rv; 332 rv_vector rv;
424 333
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 335 {
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)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 337 continue;
456 338
457 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
458 { 340 {
653 535
654 return firstdir; 536 return firstdir;
655} 537}
656 538
657void 539void
658give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
659{ 541{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 542 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 544
665 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
666 { 546 {
667 next = op->below; 547 next = op->below;
668 548
669 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 550 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 556 * by this player due to race restrictions
677 */ 557 */
678 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
679 { 559 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
681 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 567 {
686 op->destroy (); 568 op->destroy ();
687 continue; 569 continue;
688 } 570 }
689 } 571 }
690 572
691 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 576 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
698 { 578 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 581 {
707 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 585 break;
710 } 586 }
711 587
712 if (op->nrof > 1) 588 if (op->nrof > 1)
713 op->nrof = 1; 589 op->nrof = 1;
714 } 590 }
715 591
716 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 594
721 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 596 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 597 * merged properly.
724 */ 598 */
725 if (need_identify (op)) 599 if (need_identify (op))
726 { 600 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 604 }
605
731 if (op->type == SPELL) 606 if (op->type == SPELL)
732 { 607 {
733 op->destroy (); 608 op->destroy ();
734 continue; 609 continue;
735 } 610 }
737 { 612 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 614 op->stats.exp = 0;
740 op->level = 1; 615 op->level = 1;
741 } 616 }
742 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
746 620
747 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
748 link_player_skills (pl); 622 pl->contr->link_skills ();
749} 623}
750 624
751void 625void
752get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
753{ 627{
854static void 728static void
855start_info (object *op) 729start_info (object *op)
856{ 730{
857 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
858 732
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 734 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} 735}
864 736
865/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
870 */ 742 */
871void 743void
872player::chargen_race_done () 744player::chargen_race_done ()
873{ 745{
874 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 747 esrv_new_player (ob->contr);
876 748
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl) 750 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
880 752
884 ob->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
885 757
886 if (ob->msg) 758 if (ob->msg)
887 ob->msg = 0; 759 ob->msg = 0;
888 760
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); 761 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 763 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 764 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 765 ob->update_stats ();
904 766
905 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
906 * is one for this race 768 * is one for this race
907 */ 769 */
908 if (*first_map_ext_path) 770 if (*first_map_ext_path)
909 { 771 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 772 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
925} 774}
926 775
927void 776void
937 int x = ob->x, y = ob->y; 786 int x = ob->x, y = ob->y;
938 787
939 ob->remove_statbonus (); 788 ob->remove_statbonus ();
940 ob->remove (); 789 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 790 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 791 ob->arch->copy_to (ob);
943 ob->instantiate (); 792 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 794 ob->name = ob->name_pl = name;
946 ob->x = x; 795 ob->x = x;
947 ob->y = y; 796 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 799 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 800 ob->add_statbonus ();
952 } 801 }
953 while (!allowed_class (ob)); 802 while (!allowed_class (ob));
954 803
955 update_object (ob, UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
971 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
973 return; 822 return;
974 } 823 }
975 824
976 if (op->enemy == NULL) 825 if (!op->enemy)
977 { 826 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
980 return; 829 return;
981 } 830 }
982 831
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)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 { 833 {
996 op->enemy = NULL; 834 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 836 return;
1001 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1002 840
1003 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1005 { 843 {
1006 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1007 845
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1009 return; 847 return;
1010 } 848 }
1011 849
1022check_pick (object *op) 860check_pick (object *op)
1023{ 861{
1024 object *tmp, *next; 862 object *tmp, *next;
1025 int stop = 0; 863 int stop = 0;
1026 int wvratio; 864 int wvratio;
1027 char putstring[128];
1028 865
1029 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1031 return 1; 868 return 1;
1032 869
1033 next = op->below; 870 next = op->below;
1034 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1035 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 876 * destroyed */
1037 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1038 { 878 {
1039 tmp = next; 879 tmp = next;
1040 next = tmp->below; 880 next = tmp->below;
1041 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1042 if (op->destroyed ()) 888 if (op->destroyed ())
1043 return 0; 889 return 0;
1044 890
1045 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1046 continue; 892 continue;
1047 893
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 895 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1052 continue; 899 continue;
1053 } 900 }
1054 901
1055 /* high not bit set? We're using the old autopickup model */ 902 /* pickup handling */
903 if (op->contr->mode & PU_DEBUG)
904 {
905 /* some debugging code to figure out item information */
906 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d",
908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
909 : format ("item name: %s item type: %d weight/value: %d",
910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
911
912 new_draw_info (NDI_UNIQUE, 0, op, str);
913 }
914
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
919 return 1;
920
921 /* philosophy:
922 * It's easy to grab an item type from a pile, as long as it's
923 * generic. This takes no game-time. For more detailed pickups
924 * and selections, select-items should be used. This is a
925 * grab-as-you-run type mode that's really useful for arrows for
926 * example.
927 * The drawback: right now it has no frontend, so you need to
928 * stick the bits you want into a calculator in hex mode and then
929 * convert to decimal and then 'pickup <#>
930 */
931
932 /* the first two modes are exclusive: if NOTHING we return, if
933 * STOP then we stop. All the rest are applied sequentially,
934 * meaning if any test passes, the item gets picked up. */
935
936 /* if mode is set to pick nothing up, return */
937 if (op->contr->mode == PU_NOTHING)
938 return 1;
939
940 /* if mode is set to stop when encountering objects, return */
941 /* take STOP before INHIBIT since it doesn't actually pick
942 * anything up */
943 if (op->contr->mode & PU_STOP)
944 return 0;
945
946 /* useful for going into stores and not losing your settings... */
947 /* and for battles wher you don't want to get loaded down while
948 * fighting */
949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
951
952 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
955
956 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
959
960 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1057 { 964 {
1058 switch (op->contr->mode) 965 CHK_PICK_PICKUP;
966 continue;
967 }
968
969 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_POTION)
977 if (tmp->type == POTION)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* spellbooks, skillscrolls and normal books/scrolls */
984 if (op->contr->mode & PU_SPELLBOOK)
985 if (tmp->type == SPELLBOOK)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_SKILLSCROLL)
992 if (tmp->type == SKILLSCROLL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 if (op->contr->mode & PU_READABLES)
999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1004
1005 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1020
1021 if (op->contr->mode & PU_VALUABLES)
1022 {
1023 if (tmp->type == MONEY || tmp->type == GEM)
1059 { 1024 {
1060 case 0: 1025 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 1026 continue;
1062 case 1:
1063 pick_up (op, tmp);
1064 return 1;
1065 case 2:
1066 pick_up (op, tmp);
1067 return 0;
1068 case 3:
1069 return 0; /* stop before pickup */
1070 case 4:
1071 pick_up (op, tmp);
1072 break;
1073 case 5:
1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 pick_up (op, tmp);
1080 break;
1081
1082 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp);
1085 break;
1086
1087 default:
1088 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp);
1092 } 1027 }
1093 } 1028 }
1094 else 1029
1095 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1098 { 1033 {
1099 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 }
1109
1110 /* philosophy:
1111 * 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
1113 * and selections, select-items should be used. This is a
1114 * grab-as-you-run type mode that's really useful for arrows for
1115 * example.
1116 * The drawback: right now it has no frontend, so you need to
1117 * stick the bits you want into a calculator in hex mode and then
1118 * convert to decimal and then 'pickup <#>
1119 */
1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue; 1035 continue;
1036 }
1146 1037
1147 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1149 continue; 1043 continue;
1044 }
1150 1045
1151 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1152 /* question: don't pick up known-poisonous stuff? */ 1047 if (op->contr->mode & PU_BOW)
1048 if (tmp->type == BOW)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_ARROW)
1055 if (tmp->type == ARROW)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 /* all kinds of armor etc. */
1062 if (op->contr->mode & PU_ARMOUR)
1063 if (tmp->type == ARMOUR)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_HELMET)
1070 if (tmp->type == HELMET)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_SHIELD)
1077 if (tmp->type == SHIELD)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1153 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1154 if (tmp->type == FOOD) 1084 if (tmp->type == BOOTS)
1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1090 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_CLOAK)
1098 if (tmp->type == CLOAK)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1111
1112 /* careful: chairs and tables are weapons! */
1113 if (op->contr->mode & PU_ALLWEAPON)
1114 {
1115 if (tmp->type == WEAPON)
1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1155 { 1117 {
1156 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1157 continue; 1119 continue;
1158 } 1120 }
1121 }
1159 1122
1123 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1126 {
1163 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1164 continue; 1128 continue;
1165 } 1129 }
1166 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1167 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1168 if (tmp->type == POTION) 1134 {
1135 /* use value density to decide what else to grab */
1136 /* >=7 was >= op->contr->mode */
1137 /* >=7 is the old standard setting. Now we take the last 4 bits
1169 { 1138 */
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1140 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 { 1141 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1215 { 1145 {
1216 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1147 }
1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324 }
1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=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 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1346#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL)
1349 {
1350 fprintf (stderr, "%s", tmp->name);
1351 }
1352 else 1148 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356#endif 1152#endif
1153 CHK_PICK_PICKUP;
1357 continue; 1154 continue;
1358 }
1359 } 1155 }
1360 } /* the new pickup model */ 1156 } /* the new pickup model */
1361 } 1157 }
1362 1158
1363 return !stop; 1159 return !stop;
1160}
1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1364} 1195}
1365 1196
1366/* 1197/*
1367 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1368 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1369 * found object is returned. 1200 * found object is returned.
1370 */ 1201 */
1371object * 1202object *
1372find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1373{ 1204{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1205 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) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp);
1208
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1211 if (object *arrow = find_arrow (tmp, type))
1212 {
1213 splay (tmp);
1380 return op; 1214 return arrow;
1215 }
1381 1216
1382 return tmp; 1217 return 0;
1383} 1218}
1384 1219
1385/* 1220/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * 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 1222 * against the target. A full test is not performed, simply a basic test
1388 * of resistances. The archer is making a quick guess at what he sees down 1223 * of resistances. The archer is making a quick guess at what he sees down
1389 * the hall. Failing that it does it's best to pick the highest plus arrow. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */ 1225 */
1391object * 1226object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1228{
1394 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1396 1231
1397 if (!type) 1232 if (!type)
1401 { 1236 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 { 1238 {
1404 i = 0; 1239 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1406 if (i > betterby) 1242 if (i > betterby)
1407 { 1243 {
1408 tmp = ntmp; 1244 tmp = ntmp;
1409 betterby = i; 1245 betterby = i;
1410 } 1246 }
1411 } 1247 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1249 {
1414 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1416 { 1252 {
1417 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1418 { 1254 {
1419 *better = 100; 1255 *better = 100;
1420 return arrow; 1256 return arrow;
1428 else 1264 else
1429 { 1265 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1267 {
1432 attacktype = 1 << attacknum; 1268 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1270 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 { 1271 {
1436 tmp = arrow; 1272 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1274 }
1439 } 1275 }
1276
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1278 {
1442 tmp = arrow; 1279 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1281 }
1282
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1284 {
1447 tmp = arrow; 1285 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1287 }
1450 } 1288 }
1451 } 1289 }
1452 } 1290 }
1291
1453 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1293 return find_arrow (op, type);
1455 1294
1456 *better = betterby; 1295 *better = betterby;
1457 return tmp; 1296 return tmp;
1462 * op = the shooter 1301 * op = the shooter
1463 * type = bow->race 1302 * type = bow->race
1464 * dir = fire direction 1303 * dir = fire direction
1465 */ 1304 */
1466object * 1305object *
1467pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1307{
1469 object *tmp = NULL; 1308 object *tmp = NULL;
1470 maptile *m; 1309 maptile *m;
1471 int i, mflags, found, number; 1310 int i, mflags, found, number;
1472 sint16 x, y; 1311 sint16 x, y;
1487 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1488 { 1327 {
1489 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1333 {
1494 tmp = NULL; 1334 tmp = 0;
1495 break; 1335 break;
1496 } 1336 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1337 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1338 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1501 */ 1341 */
1502 tmp = NULL; 1342 tmp = 0;
1503 break; 1343 break;
1504 } 1344 }
1345
1505 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1349 break;
1515 }
1516 } 1350 }
1517 if (tmp == NULL) 1351
1352 if (!tmp)
1518 return find_arrow (op, type); 1353 return find_arrow (op, type);
1519 1354
1520 if (tmp->head) 1355 if (tmp->head)
1521 tmp = tmp->head; 1356 tmp = tmp->head;
1522 1357
1544 { 1379 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1380 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1381 return 0;
1547 } 1382 }
1548 1383
1549 if (player *pl = op->contr) 1384 if (op->contr)
1550 { 1385 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1386 else
1556 { 1387 {
1557 for (bow = op->inv; bow; bow = bow->below) 1388 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1389 /* 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. 1390 * don't need to switch back and forth between bows and weapons.
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1398 return 0;
1568 } 1399 }
1569 1400
1570 // optimisation: move object to top so we will find it quickly again 1401 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below) 1402 splay (bow);
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1577 } 1403 }
1578 1404
1579 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1580 { 1406 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1607 } 1433 }
1608 1434
1609 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1610 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1611 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1612 arrow->destroy (); 1439 arrow->destroy ();
1613 return 0; 1440 return 0;
1614 } 1441 }
1615 1442
1616 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1618 if (!arrow) 1445 if (!arrow)
1619 { 1446 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1447 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621 return 0; 1448 return 0;
1622 } 1449 }
1626 arrow->direction = dir; 1453 arrow->direction = dir;
1627 1454
1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1458 arrow->custom_name = arrow->slaying;
1631 1459
1632 if (arrow->slaying) 1460#if 0
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635 if (player *pl = op->contr) 1461 if (player *pl = op->contr)
1636 { 1462 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp; 1463 float speed = pl->weapon_sp;
1640 1464
1641 /* penalize ROF for bestarrow */ 1465 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow) 1466 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f; 1467 speed *= .9f;
1644 else 1468 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1469 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646 1470
1647 op->speed_left += speed - op->speed; 1471 op->speed_left += speed - op->speed;
1472 }
1648#endif 1473#endif
1649 }
1650 1474
1651 SET_ANIMATION (arrow, arrow->direction); 1475 SET_ANIMATION (arrow, arrow->direction);
1652 1476
1653 /* update the speed */ 1477 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1478 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; 1479 + bow->stats.dam / 7.f;
1656 1480
1657 arrow->set_speed (max (arrow->speed, 2.0)); 1481 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0; 1482 arrow->speed_left = 0;
1659 1483
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1484 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661 1485
1662 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1685 1509
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1513
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1515 m->insert (arrow, sx, sy, op);
1692 1516
1693 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1518 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 1519
1704 return 1; 1520 return 1;
1705} 1521}
1706 1522
1707/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1712 * hence the function name. 1528 * hence the function name.
1713 */ 1529 */
1714int 1530int
1715player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1716{ 1532{
1717 int ret = 0, wcmod = 0; 1533 int ret;
1718 1534
1719 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1720 { 1536 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 } 1538 }
1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1539 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 { 1540 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 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); 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1729 } 1543 }
1730 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1731 { 1545 {
1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1547 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)]); 1548 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735 } 1549 }
1736 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1551 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1552 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); 1553 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); 1554 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741 } 1555 }
1742 else 1556 else
1743 { 1557 {
1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746 } 1560 }
1747 1561
1748 return ret; 1562 return ret;
1749} 1563}
1750
1751 1564
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1754 */ 1567 */
1755void 1568void
1774 1587
1775 if (item->type == WAND) 1588 if (item->type == WAND)
1776 { 1589 {
1777 if (item->stats.food <= 0) 1590 if (item->stats.food <= 0)
1778 { 1591 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1592 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)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 1594
1782 return; 1595 return;
1783 } 1596 }
1784 } 1597 }
1785 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1786 { 1599 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1600 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1601
1602 // using the maximum of the rods charge allows at least one spell cast
1603 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1788 { 1605 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1790 1607
1791 if (item->type == ROD) 1608 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)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1610 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1797 } 1614 }
1798 } 1615 }
1799 1616
1800 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1801 { 1618 {
1802 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1619 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1620
1803 if (item->type == WAND) 1621 if (item->type == WAND)
1804 { 1622 {
1805 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
1806 { 1624 {
1807 object *tmp; 1625 object *tmp;
1808 1626
1809 if (item->arch) 1627 if (item->arch)
1810 { 1628 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
1813 item->set_speed (0); 1631 item->set_speed (0);
1814 } 1632 }
1815 1633
1816 if ((tmp = item->in_player ())) 1634 if (object *pl = item->visible_to ())
1817 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1636 }
1819 } 1637 }
1820 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge (item); 1639 drain_rod_charge (item);
1822 } 1640 }
1823} 1641}
1824 1642
1825/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
1826 */ 1644 */
1827void 1645bool
1828fire (object *op, int dir) 1646fire (object *op, int dir)
1829{ 1647{
1830 int spellcost = 0; 1648 int spellcost = 0;
1649
1650 player *pl = op->contr;
1651
1652 if (pl->golem)
1653 {
1654 control_golem (op->contr->golem, dir);
1655 return false;
1656 }
1657
1658 object *ob = pl->ranged_ob;
1659
1660 if (!ob)
1661 return false;
1662
1663 if (op->speed_left > 0.f)
1664 --op->speed_left;
1665 else
1666 return false;
1667
1668 if (!op->change_weapon (ob))
1669 return false;
1831 1670
1832 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
1833 if (action_makes_visible (op)) 1672 if (action_makes_visible (op))
1834 make_visible (op); 1673 make_visible (op);
1835 1674
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) 1675 switch (ob->type)
1850 { 1676 {
1851 case BOW: 1677 case BOW:
1852 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1853 break; 1679 break;
1854 1680
1855 case SPELL: 1681 case SPELL:
1856 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1857 break; 1683 break;
1858 1684
1859 case BUILDER: 1685 case BUILDER:
1860 apply_map_builder (op, dir); 1686 apply_map_builder (op, dir);
1861 break; 1687 break;
1862 1688
1863 case SKILL: 1689 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0); 1690 do_skill (op, op, ob, dir, 0);
1866 break; 1691 break;
1867 1692
1868 default: 1693 default:
1869 fire_misc_object (op, dir); 1694 fire_misc_object (op, dir);
1870 break; 1695 break;
1871 } 1696 }
1872}
1873 1697
1874/* find_key 1698 return true;
1875 * We try to find a key for the door as passed. If we find a key 1699}
1876 * and successfully use it, we return the key, otherwise NULL 1700
1877 * This function merges both normal and locked door, since the logic 1701static object *
1878 * for both is the same - just the specific key is different.
1879 * pl is the player,
1880 * inv is the objects inventory to searched
1881 * door is the door we are trying to match against.
1882 * This function can be called recursively to search containers.
1883 */
1884object *
1885find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1886{ 1703{
1887 object *tmp, *key; 1704 object *tmp, *key;
1888 1705
1889 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1890 if (!container->inv) 1707 if (!container->inv)
1893 /* First, lets try to find a key in the top level inventory */ 1710 /* First, lets try to find a key in the top level inventory */
1894 for (tmp = container->inv; tmp; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1895 { 1712 {
1896 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1897 break; 1714 break;
1715
1898 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1899 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1900 */ 1718 */
1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1902 break; 1720 break;
1908 * a key, return 1726 * a key, return
1909 */ 1727 */
1910 if (!tmp) 1728 if (!tmp)
1911 { 1729 {
1912 for (tmp = container->inv; tmp; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1913 {
1914 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1915 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1916 {
1917 if ((key = find_key (pl, tmp, door))) 1733 if ((key = find_key_ (pl, tmp, door)))
1918 return key; 1734 return key;
1919 }
1920 }
1921 1735
1922 if (!tmp) 1736 if (!tmp)
1923 return NULL; 1737 return 0;
1924 } 1738 }
1925 1739
1926 /* We get down here if we have found a key. Now if its in a container, 1740 /* We get down here if we have found a key. Now if its in a container,
1927 * see if we actually want to use it 1741 * see if we actually want to use it
1928 */ 1742 */
1929 if (pl != container) 1743 if (pl != container)
1930 { 1744 {
1931 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1932 if (!pl->contr) 1746 if (!pl->contr)
1933 return NULL; 1747 return 0;
1748
1934 /* cases where this fails: 1749 /* cases where this fails:
1935 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1936 * are not in the players inventory. 1751 * are not in the players inventory.
1937 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1938 * containers can be used. 1753 * containers can be used.
1942 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1943 * 1758 *
1944 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1945 * all the others. 1760 * all the others.
1946 */ 1761 */
1947 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1948 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1949 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1950 { 1765 {
1951 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1952 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1953 return NULL; 1768 return NULL;
1954 } 1769 }
1955 } 1770 }
1956 1771
1957 return tmp; 1772 return tmp;
1773}
1774
1775/* find_key
1776 * We try to find a key for the door as passed. If we find a key
1777 * and successfully use it, we return the key, otherwise NULL
1778 * This function merges both normal and locked door, since the logic
1779 * for both is the same - just the specific key is different.
1780 * pl is the player,
1781 * inv is the objects inventory to searched
1782 * door is the door we are trying to match against.
1783 * This function can be called recursively to search containers.
1784 */
1785object *
1786find_key (object *pl, object *container, object *door)
1787{
1788 if (door->slaying && is_match_expr (door->slaying))
1789 {
1790 // for match expressions, we try to find the key by applying the match
1791 // to the op itself, which is supposed to find the "key", instead
1792 // of searching through containers ourselves.
1793
1794 return match_one (door->slaying, container, door, pl, pl);
1795 }
1796 else
1797 return find_key_ (pl, container, door);
1958} 1798}
1959 1799
1960/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1962 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1963 * 0 otherwise 1803 * 0 otherwise
1964 */ 1804 */
1965static int 1805static int
1966player_attack_door (object *op, object *door) 1806player_attack_door (object *op, object *door)
1967{ 1807{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1808 /* 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 - 1809 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
1971 */ 1811 */
1972 object *key = find_key (op, op, door); 1812 object *key = find_key (op, op, door);
1973 1813
1974 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
1975 if (key) 1815 if (key)
1976 { 1816 {
1977 object *container = key->env; 1817 object *container = key->env;
1978
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 1818
1981 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
1982 make_visible (op); 1820 make_visible (op);
1983 1821
1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1986 1824
1987 if (door->type == DOOR) 1825 if (door->type == DOOR)
1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1826 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1989 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
1990 { 1828 {
1991 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1829 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1992 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
1993 } 1831 }
1994 1832
1995 /* Do this after we print the message */ 1833 /* Do this after we print the message */
1996 decrease_ob (key); /* Use up one of the keys */ 1834 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 1835
2001 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
2002 } 1837 }
2003 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
2004 { 1839 {
2005 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1841 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1842 return 1;
2008 } 1843 }
2009 1844
2010 return 0; 1845 return 0;
2011} 1846}
2014 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2018 */ 1853 */
2019void 1854bool
2020move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2021{ 1856{
2022 object *tmp, *mon; 1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2023 int on_battleground; 1863 int on_battleground;
2024 maptile *m;
2025 1864
2026 sint16 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2028 1867
2029 on_battleground = op_on_battleground (op, 0, 0); 1868 on_battleground = op_on_battleground (op, 0, 0);
1869
1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2030 1872
2031 /* If braced, or can't move to the square, and it is not out of the 1873 /* 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 1874 * 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 1875 * 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 1876 * 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 1877 * 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 1878 * 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 1879 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1880 * move_ob uses.
2039 */ 1881 */
2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1882 maptile *m = op->map->xy_find (nx, ny);
1883
1884 /* Go through all the objects, and find ones of interest. Only stop if
1885 * we find a monster - that is something we know we want to attack.
1886 * if its a door or barrel (can roll) see if there may be monsters
1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2041 { 1897 }
2042 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
2043 { 1910 }
2044 m = op->map->xy_find (nx, ny); 1911
2045 if (!m) 1912 /* The following deals with possibly attacking peaceful
2046 return; /* Don't think this should happen */ 1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
2047 } 1945 }
2048 else 1946 else
2049 m = op->map;
2050
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return; 1947 return false;
1948 }
2053 1949
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 1950 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 1951 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't 1952 * someone, but put it inside this loop so that you won't
2127 * attack them either. 1953 * attack them either.
2128 */ 1954 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 1955 if ((mon->type == PLAYER || mon->enemy != op)
2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 1957 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 1958 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 1959 && !on_battleground))
1960 {
1961 if (op->speed_left > 0.f)
2140 { 1962 {
1963 --op->speed_left;
1964
2141 if (!op->contr->braced) 1965 if (!op->contr->braced)
2142 { 1966 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1967 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2145 } 1969 }
2146 else 1970 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
2148 1972
2149 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2150 make_visible (op); 1974 make_visible (op);
2151 }
2152 1975
1976 return true;
1977 }
1978 }
2153 /* If the object is a boulder or other rollable object, then 1979 /* 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. 1980 * roll it if not braced. You can't roll it if you are braced.
2155 */ 1981 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1983 {
1984 if (op->speed_left > 0.f)
2157 { 1985 {
1986 --op->speed_left;
1987
2158 recursive_roll (mon, dir, op); 1988 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2160 make_visible (op); 1990 make_visible (op);
2161 }
2162 1991
1992 return true;
1993 }
1994 }
2163 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points 1996 * 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: 1997 * 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 1998 * 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. 1999 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2000 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2001 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))) 2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2003 {
2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2171 { 2005 {
2172 op->contr->has_hit = 1; 2006 --op->contr->weapon_sp_left;
2173 2007
2174 skill_attack (mon, op, 0, 0, 0); 2008 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 2009
2190 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2191 make_visible (op); 2011 make_visible (op);
2192 }
2193 } /* if player should attack something */
2194}
2195 2012
2196int 2013 return true;
2014 }
2015 }
2016
2017 return false;
2018}
2019
2020bool
2197move_player (object *op, int dir) 2021move_player (object *op, int dir)
2198{ 2022{
2199 int pick; 2023 int pick;
2200 2024
2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2202 return 0; 2026 return 0;
2203 2027
2204 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2205 if ((dir < 0) || (dir >= 9)) 2029 if ((dir < 0) || (dir >= 9))
2206 { 2030 {
2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2213 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2214 2038
2215 op->facing = dir; 2039 op->facing = dir;
2216 2040
2217 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2218 do_hidden_move (op); 2042 do_hidden_move (op);
2219 2043
2044 bool retval;
2045
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2046 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 /*nop */ ; 2047 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on) 2048 else if (op->contr->fire_on)
2223 fire (op, dir); 2049 retval = fire (op, dir);
2224 else 2050 else
2225 { 2051 {
2226 move_player_attack (op, dir); 2052 retval = move_player_attack (op, dir);
2227 pick = check_pick (op); 2053 pick = check_pick (op);
2228 } 2054 }
2229 2055
2230 /* Add special check for newcs players and fire on - this way, the 2056 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing. 2057 * server can handle repeat firing.
2238 /* Update how the player looks. Use the facing, so direction may 2064 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities 2065 * get reset to zero. This allows for full animation capabilities
2240 * for players. 2066 * for players.
2241 */ 2067 */
2242 animate_object (op, op->facing); 2068 animate_object (op, op->facing);
2243 return 0; 2069
2070 return retval;
2244} 2071}
2245 2072
2246/* This is similar to handle_player, below, but is only used by the 2073/* This is similar to handle_player, below, but is only used by the
2247 * new client/server stuff. 2074 * new client/server stuff.
2248 * This is sort of special, in that the new client/server actually uses 2075 * This is sort of special, in that the new client/server actually uses
2249 * the new speed values for commands. 2076 * the new speed values for commands.
2250 * 2077 *
2251 * Returns true if there are more actions we can do. 2078 * Returns true if there are more actions we can do. Should not do
2079 * many actions in a row, as that would be too unfair to other
2080 * players.
2252 */ 2081 */
2253int 2082bool
2254handle_newcs_player (object *op) 2083handle_newcs_player (object *op)
2255{ 2084{
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2085 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2086 {
2258 flee_player (op); 2087 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 { 2088 {
2263 --op->speed_left; 2089 --op->speed_left;
2090 flee_player (op);
2091
2264 return 0; 2092 return true;
2265 } 2093 }
2094 else
2095 return false;
2266 } 2096 }
2267 2097
2268 /* call this here - we also will call this in do_ericserver, but 2098 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2099 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2100 * called, so we recheck it here.
2271 */ 2101 */
2272 if (op->contr->ns->handle_command ()) 2102 if (op->contr->ns->handle_command ())
2273 return 1; 2103 return true;
2274 2104
2275 if (op->speed_left > 0.f)
2276 {
2277 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2105 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); 2106 return move_player (op, op->direction);
2287 2107
2288 return op->speed_left > 0.f;
2289 }
2290 }
2291
2292 return 0; 2108 return false;
2293} 2109}
2294 2110
2295int 2111int
2296save_life (object *op) 2112save_life (object *op)
2297{ 2113{
2299 return 0; 2115 return 0;
2300 2116
2301 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2117 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2118 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2303 { 2119 {
2304 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2120 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)); 2121 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 2122
2310 tmp->destroy (); 2123 tmp->destroy ();
2311 CLEAR_FLAG (op, FLAG_LIFESAVE); 2124 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 2125
2313 if (op->stats.hp < 0) 2126 if (op->stats.hp < 0)
2326 return 0; 2139 return 0;
2327} 2140}
2328 2141
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2142/* 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 2143 * 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 2144 * function will descend into containers. op is the object to start the search
2332 * from. 2145 * from.
2333 */ 2146 */
2147static void
2148drop_unpaid_items (object *op, object *env)
2149{
2150 while (op)
2151 {
2152 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2153
2154 if (QUERY_FLAG (op, FLAG_UNPAID))
2155 op->insert_at (env);
2156 else if (op->inv)
2157 drop_unpaid_items (op->inv, env);
2158
2159 op = next;
2160 }
2161}
2162
2334void 2163void
2335remove_unpaid_objects (object *op, object *env) 2164object::drop_unpaid_items ()
2336{ 2165{
2337 while (op) 2166 if (!flag [FLAG_REMOVED])
2338 { 2167 ::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} 2168}
2354 2169
2355/* 2170/*
2356 * Returns pointer a static string containing gravestone text 2171 * Returns pointer a static string containing gravestone text
2357 * Moved from apply.c to player.c - player.c is what 2172 * Moved from apply.c to player.c - player.c is what
2358 * actually uses this function. player.c may not be quite the 2173 * actually uses this function. player.c may not be quite the
2359 * best, a misc file for object actions is probably better, 2174 * best, a misc file for object actions is probably better,
2360 * but there isn't one in the server directory. 2175 * but there isn't one in the server directory.
2361 */ 2176 */
2362char * 2177const char *
2363gravestone_text (object *op) 2178gravestone_text (object *op)
2364{ 2179{
2365 static char buf2[MAX_BUF]; 2180 static dynbuf_text buf;
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL);
2368 2181
2369 strcpy (buf2, " R.I.P.\n\n"); 2182 buf << "---- R.I.P. ----\n\n"
2183 << op->name;
2184
2370 if (op->type == PLAYER) 2185 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2186 buf << " the " << op->contr->title;
2372 else
2373 sprintf (buf, "%s\n", &op->name);
2374 2187
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2188 buf << "\n\n";
2376 strcat (buf2, buf); 2189
2190 buf << "who was level ";
2191 buf << (sint32)op->level << "\n\n" // OO breakdown
2192 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2193
2377 if (op->type == PLAYER) 2194 if (op->type == PLAYER)
2378 sprintf (buf, "who was in level %d when killed\n", op->level); 2195 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 2196
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 if (op->type == PLAYER)
2385 { 2197 {
2386 sprintf (buf, "by %s.\n\n", op->contr->killer); 2198 static char buf2[128];
2387 strncat (buf2, " ", 21 - strlen (buf) / 2); 2199 time_t now = time (NULL);
2388 strcat (buf2, buf);
2389 }
2390
2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2200 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2392 strncat (buf2, " ", 20 - strlen (buf) / 2); 2201 buf << buf2;
2393 strcat (buf2, buf); 2202 }
2394 2203
2395 return buf2; 2204 return buf;
2396} 2205}
2397 2206
2398void 2207void
2399do_some_living (object *op) 2208do_some_living (object *op)
2400{ 2209{
2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2261 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2453 else 2262 else
2454 { 2263 {
2455 gen_grace = op->stats.maxgrace; 2264 gen_grace = op->stats.maxgrace;
2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2265 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 } 2266 }
2500 2267
2501 /* Regenerate Grace */ 2268 /* Regenerate Grace */
2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2269 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2503 if (--op->last_grace < 0) 2270 if (--op->last_grace < 0)
2524 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2291 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2525 } 2292 }
2526 /* wearing stuff doesn't detract from grace generation. */ 2293 /* wearing stuff doesn't detract from grace generation. */
2527 } 2294 }
2528 2295
2296 if (op->stats.food > 0)
2297 {
2529 /* Regenerate Hit Points */ 2298 /* Regenerate Spell Points */
2530 if (--op->last_heal < 0) 2299 if (!op->contr->golem && --op->last_sp < 0)
2531 {
2532 if (op->stats.hp < op->stats.maxhp)
2533 { 2300 {
2534 op->stats.hp++; 2301 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2535 /* dms do not consume food */ 2302
2536 if (!QUERY_FLAG (op, FLAG_WIZ)) 2303 if (op->stats.sp < op->stats.maxsp)
2537 { 2304 {
2305 op->stats.sp++;
2306
2307 /* dms do not consume food */
2308 if (!QUERY_FLAG (op, FLAG_WIZ))
2309 {
2538 op->stats.food--; 2310 op->stats.food--;
2311
2539 if (op->contr->digestion < 0) 2312 if (op->contr->digestion < 0)
2540 op->stats.food += op->contr->digestion; 2313 op->stats.food += op->contr->digestion;
2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2314 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2542 op->stats.food = last_food; 2315 op->stats.food = last_food;
2316 }
2543 } 2317 }
2544 }
2545 2318
2546 if (max_hp > 1) 2319 if (max_sp > 1)
2547 {
2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2549 if (over_hp > 0)
2550 { 2320 {
2551 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2321 over_sp = (gen_sp + 10) / rate_sp;
2322 if (over_sp > 0)
2323 {
2324 if (op->stats.sp < op->stats.maxsp)
2325 {
2326 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2327
2328 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2329 op->stats.sp--;
2330
2331 if (op->stats.sp > op->stats.maxsp)
2332 op->stats.sp = op->stats.maxsp;
2333 }
2334
2552 op->last_heal = 0; 2335 op->last_sp = 0;
2336 }
2337 else
2338 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2553 } 2339 }
2554 else 2340 else
2341 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2342 }
2343
2344 /* Regenerate Hit Points */
2345 if (--op->last_heal < 0)
2346 {
2347 if (op->stats.hp < op->stats.maxhp)
2555 { 2348 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2349 op->stats.hp++;
2350
2351 /* dms do not consume food */
2352 if (!QUERY_FLAG (op, FLAG_WIZ))
2353 {
2354 op->stats.food--;
2355
2356 if (op->contr->digestion < 0)
2357 op->stats.food += op->contr->digestion;
2358 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2359 op->stats.food = last_food;
2360 }
2557 } 2361 }
2362
2363 if (max_hp > 1)
2364 {
2365 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2366
2367 if (over_hp > 0)
2368 {
2369 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2370 op->last_heal = 0;
2371 }
2372 else
2373 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 } 2374 }
2559 else 2375 else
2560 {
2561 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2376 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2562 } 2377 }
2563 } 2378 }
2564 2379
2565 /* Digestion */ 2380 /* Digestion */
2566 if (--op->last_eat < 0) 2381 if (--op->last_eat < 0)
2567 { 2382 {
2568#ifdef COZY_SERVER 2383 int bonus = max (0, op->contr->digestion),
2569 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2384 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 2385
2575 if (op->contr->gen_hp > 0)
2576 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2386 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 2387
2580 /* dms do not consume food */ 2388 /* dms do not consume food */
2581 if (!QUERY_FLAG (op, FLAG_WIZ)) 2389 if (!QUERY_FLAG (op, FLAG_WIZ))
2582 op->stats.food--; 2390 op->stats.food--;
2583 } 2391 }
2584 2392
2585 if (op->stats.food < 0 && op->stats.hp >= 0) 2393 if (op->stats.food < 0 && op->stats.hp >= 0)
2586 { 2394 {
2587 object *tmp, *flesh = 0; 2395 object *flesh = 0;
2588 2396
2589 for (tmp = op->inv; tmp; tmp = tmp->below) 2397 for_inv_removable (op, tmp)
2590 { 2398 {
2591 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2399 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2400 continue;
2401
2402 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2592 { 2403 {
2593 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2404 op->statusmsg ("You blindly grab for a bite of food. "
2594 { 2405 "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); 2406 manual_apply (op, tmp, 0);
2407
2597 if (op->stats.food >= 0 || op->stats.hp < 0) 2408 if (op->stats.food >= 0 || op->stats.hp < 0)
2598 break; 2409 break;
2599 } 2410 }
2600 else if (tmp->type == FLESH) 2411 else if (tmp->type == FLESH)
2601 flesh = tmp; 2412 flesh = tmp;
2602 } /* End if paid for object */ 2413 }
2603 } /* end of for loop */
2604 2414
2605 /* If player is still starving, it means they don't have any food, so 2415 /* If player is still starving, it means they don't have any food, so
2606 * eat flesh instead. 2416 * eat flesh instead.
2607 */ 2417 */
2608 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2418 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2609 { 2419 {
2610 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2420 op->statusmsg ("You blindly grab for a bite of food. "
2421 "H<To prevent you from starving, you ate some random item from your backpack.>");
2611 manual_apply (op, flesh, 0); 2422 manual_apply (op, flesh, 0);
2612 } 2423 }
2424
2425 // If player is still starving, alert him!
2426 if (op->stats.food < 0)
2427 op->failmsg ("You are starving! "
2428 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2429 }
2430
2431 if (op->stats.food < 0)
2613 } 2432 {
2433 op->stats.hp += op->stats.food;
2434 op->stats.food = 0;
2614 2435
2615 while (op->stats.food < 0 && op->stats.hp >= 0) 2436 if (op->stats.hp < 0)
2616 op->stats.food++, op->stats.hp--; 2437 {
2438 op->contr->killer = archetype::get ("killer_starvation");
2439 op->contr->killer->destroy ();
2440 }
2441 }
2617 2442
2443 /* killer should be set here already */
2618 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2444 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2619 kill_player (op); 2445 kill_player (op);
2620 } 2446 }
2621} 2447}
2622 2448
2626 * file. 2452 * file.
2627 */ 2453 */
2628void 2454void
2629kill_player (object *op) 2455kill_player (object *op)
2630{ 2456{
2631 char buf[MAX_BUF];
2632 int x, y; 2457 int x, y;
2633
2634 //int i;
2635 maptile *map; /* this is for resurrection */ 2458 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; 2459 int will_kill_again;
2643 archetype *at; 2460 archetype *at;
2644 object *tmp; 2461 object *tmp;
2645 2462
2646 if (save_life (op)) 2463 if (save_life (op))
2647 return; 2464 return;
2648 2465
2466 dynbuf_text deathtab;
2467
2468 /* restore player */
2469 at = archetype::find ("poisoning");
2470 if (object *tmp = present_arch_in_ob (at, op))
2471 {
2472 tmp->destroy ();
2473 deathtab << "Your body feels cleansed...\r";
2474 }
2475
2476 at = archetype::find ("confusion");
2477 if (object *tmp = present_arch_in_ob (at, op))
2478 {
2479 tmp->destroy ();
2480 deathtab << "Your mind feels clearer...\r";
2481 }
2482
2483 cure_disease (op, 0, 0); /* remove any disease */
2484
2485 max_it (op->stats.hp , op->stats.maxhp);
2486 max_it (op->stats.sp , op->stats.maxsp);
2487 max_it (op->stats.grace, op->stats.maxgrace);
2488
2489 if (op->stats.food <= 0)
2490 op->stats.food = 999;
2491
2492 // remove all spell effects that are active
2493 // to avoid long-term effects such as word-of-recall
2494 for (object *item = op->inv; item; )
2495 {
2496 object *next = item->below;
2497
2498 if (item->type == SPELL_EFFECT && item->active)
2499 item->destroy ();
2500
2501 item = next;
2502 }
2649 2503
2650 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2504 /* 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. 2505 * in cities ONLY!!! It is very important that this doesn't get abused.
2652 * Look at op_on_battleground() for more info --AndreasV 2506 * Look at op_on_battleground() for more info --AndreasV
2653 */ 2507 */
2654 if (op_on_battleground (op, &x, &y)) 2508 if (op_on_battleground (op, &x, &y))
2655 { 2509 {
2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2510 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2658
2659 /* restore player */
2660 at = archetype::find ("poisoning");
2661 if (object *tmp = present_arch_in_ob (at, op))
2662 {
2663 tmp->destroy ();
2664 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2665 }
2666
2667 at = archetype::find ("confusion");
2668 if (object *tmp = present_arch_in_ob (at, op))
2669 {
2670 tmp->destroy ();
2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2672 }
2673
2674 cure_disease (op, 0); /* remove any disease */
2675 op->stats.hp = op->stats.maxhp;
2676 if (op->stats.food <= 0)
2677 op->stats.food = 999;
2678 2511
2679 /* create a bodypart-trophy to make the winner happy */ 2512 /* create a bodypart-trophy to make the winner happy */
2680 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2513 if (object *tmp = arch_to_object (archetype::find ("finger")))
2681 { 2514 {
2682 sprintf (buf, "%s's finger", &op->name); 2515 tmp->name = format ("%s's finger" , &op->name);
2683 tmp->name = buf; 2516 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; 2517 tmp->msg = format (
2518 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2519 &op->name, op->contr->title,
2520 (int)op->level,
2521 op->contr->killer_name ()
2522 );
2688 tmp->value = 0, tmp->type = 0; 2523 tmp->value = 0, tmp->type = 0;
2689 tmp->materialname = "organics"; 2524 tmp->materialname = "organics";
2690 tmp->insert_at (op, tmp); 2525 tmp->insert_at (op, tmp);
2691 } 2526 }
2692 2527
2693 /* teleport defeated player to new destination */ 2528 /* teleport defeated player to new destination */
2694 transfer_ob (op, x, y, 0, NULL); 2529 transfer_ob (op, x, y, 0, NULL);
2695 op->contr->braced = 0; 2530 op->contr->braced = 0;
2531
2532 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2696 return; 2533 return;
2697 } 2534 }
2698 2535
2536 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2537 deathtab << "T<YOU HAVE DIED>\n\n";
2538
2699 INVOKE_PLAYER (DEATH, op->contr); 2539 INVOKE_PLAYER (DEATH, op->contr);
2700 2540
2701 command_kill_pets (op, 0); 2541 command_kill_pets (op, 0);
2702 2542
2703 if (op->stats.food < 0) 2543 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 2544
2713 /* save the map location for corpse, gravestone */ 2545 /* save the map location for corpse, gravestone */
2714 x = op->x; 2546 x = op->x;
2715 y = op->y; 2547 y = op->y;
2716 map = op->map; 2548 map = op->map;
2744 2576
2745 lost_a_stat = 0; 2577 lost_a_stat = 0;
2746 2578
2747 for (z = 0; z < num_stats_lose; z++) 2579 for (z = 0; z < num_stats_lose; z++)
2748 { 2580 {
2749 i = RANDOM () % NUM_STATS; 2581 i = rndm (NUM_STATS);
2750 2582
2751 if (settings.stat_loss_on_death) 2583 if (settings.stat_loss_on_death)
2752 { 2584 {
2753 /* Pick a random stat and take a point off it. Tell the player 2585 /* Pick a random stat and take a point off it. Tell the player
2754 * what he lost. 2586 * what he lost.
2805 } 2637 }
2806 } 2638 }
2807 2639
2808 if (lose_this_stat) 2640 if (lose_this_stat)
2809 { 2641 {
2810 this_stat = get_attr_value (&(dep->stats), i); 2642 this_stat = get_attr_value (&dep->stats, i);
2811 /* We could try to do something clever like find another 2643 /* We could try to do something clever like find another
2812 * stat to reduce if this fails. But chances are, if 2644 * stat to reduce if this fails. But chances are, if
2813 * stats have been depleted to -50, all are pretty low 2645 * stats have been depleted to -50, all are pretty low
2814 * and should be roughly the same, so it shouldn't make a 2646 * and should be roughly the same, so it shouldn't make a
2815 * difference. 2647 * difference.
2823 lost_a_stat = 1; 2655 lost_a_stat = 1;
2824 } 2656 }
2825 } 2657 }
2826 } 2658 }
2827 } 2659 }
2660
2828 /* If no stat lost, tell the player. */ 2661 /* If no stat lost, tell the player. */
2829 if (!lost_a_stat) 2662 if (!lost_a_stat)
2830 { 2663 {
2831 /* determine_god() seems to not work sometimes... why is this? 2664 /* determine_god() seems to not work sometimes... why is this?
2832 Should I be using something else? GD */ 2665 Should I be using something else? GD */
2833 const char *god = determine_god (op); 2666 shstr_tmp god = determine_god (op);
2834 2667
2835 if (god && (strcmp (god, "none"))) 2668 if (god != shstr_none)
2836 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2669 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2837 else 2670 else
2838 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2671 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2839 } 2672 }
2840#else 2673#else
2841 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2674 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2842#endif 2675#endif
2843 2676
2844 /* Put a gravestone up where the character 'almost' died. List the 2677 /* Put a gravestone up where the character 'almost' died. List the
2845 * exp loss on the stone. 2678 * exp loss on the stone.
2846 */ 2679 */
2847 tmp = arch_to_object (archetype::find ("gravestone")); 2680 tmp = arch_to_object (archetype::find ("gravestone"));
2848 sprintf (buf, "%s's gravestone", &op->name); 2681 tmp->name = format ("%s's gravestone", &op->name);
2849 tmp->name = buf; 2682 tmp->name_pl = format ("%s's gravestones", &op->name);
2850 sprintf (buf, "%s's gravestones", &op->name); 2683 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2851 tmp->name_pl = buf; 2684 &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; 2685 tmp->x = op->x, tmp->y = op->y;
2855 insert_ob_in_map (tmp, op->map, NULL, 0); 2686 insert_ob_in_map (tmp, op->map, NULL, 0);
2856 2687
2857 /**************************************/ 2688 /**************************************/
2858 /* */ 2689 /* */
2859 /* Subtract the experience points, */ 2690 /* Subtract the experience points, */
2860 /* if we died cause of food, give us */
2861 /* food, and reset HP's... */
2862 /* */ 2691 /* */
2863 /**************************************/ 2692 /**************************************/
2864 2693
2865 /* remove any poisoning and confusion the character may be suffering. */
2866 /* restore player */
2867 at = archetype::find ("poisoning");
2868 tmp = present_arch_in_ob (at, op);
2869
2870 if (tmp)
2871 {
2872 tmp->destroy ();
2873 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2874 }
2875
2876 at = archetype::find ("confusion");
2877 tmp = present_arch_in_ob (at, op);
2878 if (tmp)
2879 {
2880 tmp->destroy ();
2881 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2882 }
2883
2884 cure_disease (op, 0); /* remove any disease */
2885
2886 /*add_exp(op, (op->stats.exp * -0.20)); */ 2694 /*add_exp(op, (op->stats.exp * -0.20)); */
2887 apply_death_exp_penalty (op); 2695 apply_death_exp_penalty (op);
2888 if (op->stats.food < 100)
2889 op->stats.food = 900;
2890 op->stats.hp = op->stats.maxhp;
2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2893 2696
2894 /* 2697 /*
2895 * Check to see if the player has any unpaid items. If so, remove them 2698 * Check to see if the player has any unpaid items. If so, remove them
2896 * and put them back in the map. 2699 * and put them back in the map.
2897 */ 2700 */
2898 remove_unpaid_objects (op->inv, op); 2701 op->drop_unpaid_items ();
2899 2702
2900 /****************************************/ 2703 /****************************************/
2901 /* */ 2704 /* */
2902 /* Move player to his current respawn- */ 2705 /* Move player to his current respawn- */
2903 /* position (usually last savebed) */ 2706 /* position (usually last savebed) */
2932 if (will_kill_again & (1 << at)) 2735 if (will_kill_again & (1 << at))
2933 force->resist[at] = 100; 2736 force->resist[at] = 100;
2934 2737
2935 insert_ob_in_ob (force, op); 2738 insert_ob_in_ob (force, op);
2936 op->update_stats (); 2739 op->update_stats ();
2937
2938 } 2740 }
2939 2741
2940 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2742 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2941} 2743}
2942 2744
2943void 2745void
2944loot_object (object *op) 2746loot_object (object *op)
2945{ /* Grab and destroy some treasure */ 2747{ /* Grab and destroy some treasure */
2962 2764
2963 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2765 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2964 { 2766 {
2965 if (tmp->nrof > 1) 2767 if (tmp->nrof > 1)
2966 { 2768 {
2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2769 tmp->decrease (rndm (1, tmp->nrof - 1));
2968 tmp2->destroy ();
2969 insert_ob_in_map (tmp, op->map, NULL, 0); 2770 insert_ob_in_map (tmp, op->map, NULL, 0);
2970 } 2771 }
2971 else 2772 else
2972 tmp->destroy (); 2773 tmp->destroy ();
2973 } 2774 }
2984void 2785void
2985fix_weight (void) 2786fix_weight (void)
2986{ 2787{
2987 for_all_players (pl) 2788 for_all_players (pl)
2988 { 2789 {
2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2790 sint32 old = pl->ob->carrying;
2990 2791
2991 if (old == sum) 2792 pl->ob->update_weight ();
2992 continue; 2793
2794 if (old != pl->ob->carrying)
2795 {
2993 pl->ob->update_stats (); 2796 pl->ob->update_stats ();
2994 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2797 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2798 }
2995 } 2799 }
2996} 2800}
2997 2801
2998void 2802void
2999fix_luck (void) 2803fix_luck (void)
3041} 2845}
3042 2846
3043void 2847void
3044make_visible (object *op) 2848make_visible (object *op)
3045{ 2849{
3046 op->hide = 0; 2850 op->flag [FLAG_HIDDEN] = 0;
3047 op->invisible = 0; 2851 op->invisible = 0;
2852
3048 if (op->type == PLAYER) 2853 if (op->type == PLAYER)
3049 { 2854 {
3050 op->contr->tmp_invis = 0; 2855 op->contr->tmp_invis = 0;
3051 op->contr->invis_race = 0; 2856 op->contr->invis_race = 0;
3052 } 2857 }
3055} 2860}
3056 2861
3057int 2862int
3058is_true_undead (object *op) 2863is_true_undead (object *op)
3059{ 2864{
3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2865 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3061 return 1; 2866 return 1;
3062 2867
3063 return 0; 2868 return 0;
3064} 2869}
3065 2870
3066/* look at the surrounding terrain to determine 2871/* look at the surrounding terrain to determine
3067 * the hideability of this object. Positive levels 2872 * the hideability of this object. Positive levels
3068 * indicate greater hideability. 2873 * indicate greater hideability.
3069 */ 2874 */
3070
3071int 2875int
3072hideability (object *ob) 2876hideability (object *ob)
3073{ 2877{
3074 int i, level = 0, mflag; 2878 int i, level = 0, mflag;
3075 sint16 x, y; 2879 sint16 x, y;
3076 2880
3077 if (!ob || !ob->map) 2881 if (!ob || !ob->map)
3078 return 0; 2882 return 0;
3079 2883
3080 /* so, on normal lighted maps, its hard to hide */ 2884 /* so, on normal lighted maps, its hard to hide */
3081 level = ob->map->darkness - 2; 2885 level = ob->map->darklevel () - 2;
3082 2886
3083 /* this also picks up whether the object is glowing. 2887 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 2888 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 2889 * as bad as carrying a light on a pitch dark map */
3086 if (has_carried_lights (ob)) 2890 if (ob->has_carried_lights ())
3087 level = -(10 + (2 * ob->map->darkness)); 2891 level = -(10 + (2 * ob->map->darklevel ()));
3088 2892
3089 /* scan through all nearby squares for terrain to hide in */ 2893 /* 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]) 2894 for (i = 0, x = ob->x, y = ob->y;
2895 i <= SIZEOFFREE1;
2896 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3091 { 2897 {
3092 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2898 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3093 if (mflag & P_OUT_OF_MAP) 2899 if (mflag & P_OUT_OF_MAP)
3094 {
3095 continue; 2900 continue;
3096 } 2901
3097 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2902 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3098 level += 2; 2903 level += 2;
3099 else /* open terrain! */ 2904 else /* open terrain! */
3100 level -= 1; 2905 level -= 1;
3101 } 2906 }
3109/* For Hidden creatures - a chance of becoming 'unhidden' 2914/* For Hidden creatures - a chance of becoming 'unhidden'
3110 * every time they move - as we subtract off 'invisibility' 2915 * every time they move - as we subtract off 'invisibility'
3111 * AND, for players, if they move into a ridiculously unhideable 2916 * AND, for players, if they move into a ridiculously unhideable
3112 * spot (surrounded by clear terrain in broad daylight). -b.t. 2917 * spot (surrounded by clear terrain in broad daylight). -b.t.
3113 */ 2918 */
3114
3115void 2919void
3116do_hidden_move (object *op) 2920do_hidden_move (object *op)
3117{ 2921{
3118 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2922 int hide = 0;
3119 object *skop;
3120 2923
3121 if (!op || !op->map) 2924 if (!op || !op->map)
3122 return; 2925 return;
3123 2926
3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2927 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2928 int num = random_roll (0, 19, op, PREFER_LOW);
3125 2929
3126 /* its *extremely* hard to run and sneak/hide at the same time! */ 2930 /* its *extremely* hard to run and sneak/hide at the same time! */
3127 if (op->type == PLAYER && op->contr->run_on) 2931 if (op->type == PLAYER && op->contr->run_on)
3128 if (!skop || num >= skop->level) 2932 if (!skop || num >= skop->level)
3129 { 2933 {
3139 num -= hide; 2943 num -= hide;
3140 2944
3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2945 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3142 { 2946 {
3143 make_visible (op); 2947 make_visible (op);
2948
3144 if (op->type == PLAYER) 2949 if (op->type == PLAYER)
3145 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2950 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3146 } 2951 }
3147 else if (op->type == PLAYER && skop) 2952 else if (op->type == PLAYER && skop)
3148 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2953 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3201 * object op. This function works fine for monsters, 3006 * object op. This function works fine for monsters,
3202 * but we dont worry if the object isnt the top one in 3007 * but we dont worry if the object isnt the top one in
3203 * a pile (say a coin under a table would return "viewable" 3008 * a pile (say a coin under a table would return "viewable"
3204 * by this routine). Another question, should we be 3009 * by this routine). Another question, should we be
3205 * concerned with the direction the player is looking 3010 * concerned with the direction the player is looking
3206 * in? Realistically, most of use cant see stuff behind 3011 * in? Realistically, most of us can't see stuff behind
3207 * our backs...on the other hand, does the "facing" direction 3012 * our backs...on the other hand, does the "facing" direction
3208 * imply the way your head, or body is facing? Its possible 3013 * 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. 3014 * for them to differ. Sigh, this fctn could get a bit more complex.
3210 * -b.t. 3015 * -b.t.
3211 * This function is now map tiling safe. 3016 * This function is now map tiling safe.
3212 */ 3017 */
3213
3214int 3018int
3215player_can_view (object *pl, object *op) 3019player_can_view (object *pl, object *op)
3216{ 3020{
3217 rv_vector rv; 3021 rv_vector rv;
3218 int dx, dy; 3022 int dx, dy;
3230 3034
3231 get_rangevector (pl, op, &rv, 0x1); 3035 get_rangevector (pl, op, &rv, 0x1);
3232 3036
3233 /* starting with the 'head' part, lets loop 3037 /* starting with the 'head' part, lets loop
3234 * through the object and find if it has any 3038 * through the object and find if it has any
3235 * part that is in the los array but isnt on 3039 * part that is in the los array but isn't on
3236 * a blocked los square. 3040 * a blocked los square.
3237 * we use the archetype to figure out offsets. 3041 * we use the archetype to figure out offsets.
3238 */ 3042 */
3239 while (op) 3043 while (op)
3240 { 3044 {
3241 dx = rv.distance_x + op->arch->clone.x; 3045 dx = rv.distance_x + op->arch->x;
3242 dy = rv.distance_y + op->arch->clone.y; 3046 dy = rv.distance_y + op->arch->y;
3243 3047
3244 /* only the viewable area the player sees is updated by LOS 3048 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; 3049 return 1;
3050
3252 op = op->more; 3051 op = op->more;
3253 } 3052 }
3254 return 0;
3255}
3256 3053
3257/* routine for both players and monsters. We call this when
3258 * there is a possibility for our action distrubing our hiding
3259 * place or invisiblity spell. Artefact invisiblity is not
3260 * effected by this. If we arent invisible to begin with, we
3261 * return 0.
3262 */
3263int
3264action_makes_visible (object *op)
3265{
3266
3267 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3268 {
3269 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3270 return 0;
3271
3272 if (op->contr && op->contr->tmp_invis == 0)
3273 return 0;
3274
3275 /* If monsters, they should become visible */
3276 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3277 {
3278 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3279 return 1;
3280 }
3281 }
3282 return 0; 3054 return 0;
3283} 3055}
3284 3056
3285/* op_on_battleground - checks if the given object op (usually 3057/* op_on_battleground - checks if the given object op (usually
3286 * a player) is standing on a valid battleground-tile, 3058 * 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 3063 * Default is to do the same as before, so only people wanting to have different points need worry about this
3292 */ 3064 */
3293int 3065int
3294op_on_battleground (object *op, int *x, int *y) 3066op_on_battleground (object *op, int *x, int *y)
3295{ 3067{
3296 object *tmp;
3297
3298 /* A battleground-tile needs the following attributes to be valid: 3068 /* 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), 3069 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3300 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3070 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3301 * and the exit-coordinates sp/hp must both be > 0. 3071 * and the exit-coordinates sp/hp must both be > 0.
3302 * => The intention here is to prevent abuse of the battleground- 3072 * => The intention here is to prevent abuse of the battleground-
3303 * feature (like pickable or hidden battleground tiles). */ 3073 * feature (like pickable or hidden battleground tiles). */
3304 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3074 for (object *tmp = op->below; tmp; tmp = tmp->below)
3305 { 3075 {
3306 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3076 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3307 { 3077 {
3308 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3078 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3309 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3079 && tmp->type == BATTLEGROUND
3080 && tmp->name == shstr_battleground
3081 && EXIT_X (tmp) && EXIT_Y (tmp))
3310 { 3082 {
3311 /*before we assign the exit, check if this is a teambattle */ 3083 /* before we assign the exit, check if this is a teambattle */
3312 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3084 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3313 { 3085 {
3314 object *invtmp;
3315
3316 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3086 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3317 { 3087 {
3318 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3088 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3319 { 3089 {
3320 if (x != NULL && y != NULL) 3090 if (x && y)
3321 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3091 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3092
3322 return 1; 3093 return 1;
3323 } 3094 }
3324 } 3095 }
3325 } 3096 }
3097
3326 if (x != NULL && y != NULL) 3098 if (x && y)
3327 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3099 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3100
3328 return 1; 3101 return 1;
3329 } 3102 }
3330 } 3103 }
3331 } 3104 }
3105
3332 /* If we got here, did not find a battleground */ 3106 /* If we got here, did not find a battleground */
3333 return 0; 3107 return 0;
3334} 3108}
3335 3109
3336/* 3110/*
3352 char buf[MAX_BUF]; /* tmp. string buffer */ 3126 char buf[MAX_BUF]; /* tmp. string buffer */
3353 int i = 0, j = 0; 3127 int i = 0, j = 0;
3354 3128
3355 /* get the appropriate treasurelist */ 3129 /* get the appropriate treasurelist */
3356 if (atnr == ATNR_FIRE) 3130 if (atnr == ATNR_FIRE)
3357 trlist = treasurelist::find ("dragon_ability_fire"); 3131 trlist = treasurelist::find (shstr_dragon_ability_fire);
3358 else if (atnr == ATNR_COLD) 3132 else if (atnr == ATNR_COLD)
3359 trlist = treasurelist::find ("dragon_ability_cold"); 3133 trlist = treasurelist::find (shstr_dragon_ability_cold);
3360 else if (atnr == ATNR_ELECTRICITY) 3134 else if (atnr == ATNR_ELECTRICITY)
3361 trlist = treasurelist::find ("dragon_ability_elec"); 3135 trlist = treasurelist::find (shstr_dragon_ability_elec);
3362 else if (atnr == ATNR_POISON) 3136 else if (atnr == ATNR_POISON)
3363 trlist = treasurelist::find ("dragon_ability_poison"); 3137 trlist = treasurelist::find (shstr_dragon_ability_poison);
3364 3138
3365 if (trlist == NULL || who->type != PLAYER) 3139 if (trlist == NULL || who->type != PLAYER)
3366 return; 3140 return;
3367 3141
3368 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3142 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]); */ 3146 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3373 return; 3147 return;
3374 } 3148 }
3375 3149
3376 /* everything seems okay - now bring on the gift: */ 3150 /* everything seems okay - now bring on the gift: */
3377 item = &(tr->item->clone); 3151 item = tr->item;
3378 3152
3379 if (item->type == SPELL) 3153 if (item->type == SPELL)
3380 { 3154 {
3381 if (check_spell_known (who, item->name)) 3155 if (check_spell_known (who, item->name))
3382 return; 3156 return;
3441 { 3215 {
3442 /* forces in the treasurelist can alter the player's stats */ 3216 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3217 object *skin;
3444 3218
3445 /* first get the dragon skin force */ 3219 /* 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) 3220 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3448 ; 3221 ;
3449 3222
3450 if (!skin) 3223 if (!skin)
3451 return; 3224 return;
3452 3225
3487 else 3260 else
3488 { 3261 {
3489 /* generate misc. treasure */ 3262 /* generate misc. treasure */
3490 tmp = arch_to_object (tr->item); 3263 tmp = arch_to_object (tr->item);
3491 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3264 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); 3265 who->insert (tmp);
3493 if (who->type == PLAYER)
3494 esrv_send_item (who, tmp);
3495 } 3266 }
3496} 3267}
3497 3268
3498/** 3269/**
3499 * Unready an object for a player. This function does nothing if the object was 3270 * Unready an object for a player. This function does nothing if the object was
3510 3281
3511 if (pl->ranged_ob == ob) 3282 if (pl->ranged_ob == ob)
3512 pl->ranged_ob = 0; 3283 pl->ranged_ob = 0;
3513} 3284}
3514 3285
3286//-GPL
3287
3515sint8 3288sint8
3516player::visibility_at (maptile *map, int x, int y) const 3289player::darkness_at (maptile *map, int x, int y) const
3517{ 3290{
3518 if (!ns) 3291 if (!ns)
3519 return 0; 3292 return LOS_BLOCKED;
3520 3293
3521 int dx, dy; 3294 int dx, dy;
3522 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3295 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3523 return 0; 3296 return LOS_BLOCKED;
3524 3297
3525 x += dx - ns->current_x + ns->mapx / 2; 3298 x += dx - ns->current_x;
3526 y += dy - ns->current_y + ns->mapy / 2; 3299 y += dy - ns->current_y;
3527 3300
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]; 3301 return blocked_los (x, y);
3532} 3302}
3303
3304void
3305player::infobox (const char *title, const char *msg, int color)
3306{
3307 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3308}
3309
3310void
3311player::statusmsg (const char *msg, int color)
3312{
3313 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3314}
3315
3316void
3317player::failmsg (const char *msg, int color)
3318{
3319 play_sound (sound_find ("generic_failure"));
3320 statusmsg (msg, color);
3321}
3322

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