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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 1.263 by root, Sat Apr 3 22:30:21 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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);
238
239 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
240 113
241 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
243 { 116 {
244 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248 118
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 122 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 124 skin = tmp;
255 125
256 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
257 } 127 }
258 128
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 130
261 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
262 143
263 for (object *op = ob->inv; op; op = op->below) 144 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 145 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 146 switch (op->type)
266 { 147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case SPELL:
267 case WAND: 153 case WAND:
268 case ROD: 154 case ROD:
269 case HORN: 155 case HORN:
270 case BOW: 156 case BOW:
271 case SKILL: 157 case RANGED:
272 case SKILL_TOOL: 158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
273 case WEAPON: 162 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 163 combat_ob = op;
275 apply_special (ob, op, AP_APPLY); 164 op->flag [FLAG_APPLIED] = false;
276 break; 165 break;
277 } 166 }
278 167
279 ob->update_stats (); 168 ob->update_stats (); // we unapplied stuff above
280 ns->floorbox_update ();
281 169
282 esrv_send_inventory (ob, ob); 170 ob->current_weapon = 0;
283 esrv_add_spells (this, 0); 171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
284 173
285 activate (); 174 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290 175
291 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
293} 178}
294 179
295void 180void
296player::disconnect () 181player::disconnect ()
297{ 182{
183 if (ob)
184 {
185 ob->close_container (); //TODO: client-specific
186 ob->drop_unpaid_items ();
187 }
188
298 if (ns) 189 if (ns)
299 { 190 {
300 if (active) 191 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302 193
305 ns->reset_stats (); 196 ns->reset_stats ();
306 ns->pl = 0; 197 ns->pl = 0;
307 ns = 0; 198 ns = 0;
308 } 199 }
309 200
310 if (ob) 201 // this is important for the player scheduler to get the correct refcount
311 ob->close_container (); //TODO: client-specific 202 // when ns = 0
203 observe = viewpoint = ob;
312 204
313 deactivate (); 205 deactivate ();
314} 206}
207
208//-GPL
315 209
316// the need for this function can be explained 210// the need for this function can be explained
317// by load_object not returning the object 211// by load_object not returning the object
318void 212void
319player::set_object (object *op) 213player::set_object (object *op)
320{ 214{
321 ob = op; 215 ob = observe = viewpoint = op;
322 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
323 217
218 ob->speed = 1.0f;
324 ob->speed_left = 0.5f; 219 ob->speed_left = 0.5f;
325 ob->speed = 1.0f; 220
326 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
327} 222}
223
224void
225player::set_observe (object *op)
226{
227 observe = viewpoint = op ? op : ob;
228 do_los = 1;
229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
328 239
329player::player () 240player::player ()
330{ 241{
331 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point. 243 * we deal with that below this point.
338 savebed_map = first_map_path; /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
339 250
340 gen_sp_armour = 10; 251 gen_sp_armour = 10;
341 bowtype = bow_normal; 252 bowtype = bow_normal;
342 petmode = pet_normal; 253 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers; 254 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
346 do_los = 1; 256 do_los = 1;
257
258 weapon_sp = 1.0f;
259 weapon_sp_left = 0.5f;
347} 260}
348 261
349void 262void
350player::do_destroy () 263player::do_destroy ()
351{ 264{
356 if (ob) 269 if (ob)
357 { 270 {
358 ob->destroy_inv (false); 271 ob->destroy_inv (false);
359 ob->destroy (); 272 ob->destroy ();
360 } 273 }
274
275 ob = observe = viewpoint = 0;
361} 276}
362 277
363player::~player () 278player::~player ()
364{ 279{
365 /* Clear item stack */ 280 /* Clear item stack */
366 free (stack_items); 281 free (stack_items);
282}
283
284/*
285 * get_player_archetype() return next player archetype from archetype
286 * list. Not very efficient routine, but used only creating new players.
287 * Note: there MUST be at least one player archetype!
288 */
289static archetype *
290get_player_archetype (archetype *at)
291{
292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
299
300 for (;;)
301 {
302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
367} 310}
368 311
369/* Tries to add player on the connection passed in ns. 312/* 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 313 * All we can really get in this is some settings like host and display
371 * mode. 314 * mode.
373player * 316player *
374player::create () 317player::create ()
375{ 318{
376 player *pl = new player; 319 player *pl = new player;
377 320
378 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
379 322
380 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
383 326
384 set_first_map (pl->ob); 327 set_first_map (pl->ob);
385 328
386 return pl; 329 return pl;
387}
388
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} 330}
416 331
417object * 332object *
418get_nearest_player (object *mon) 333get_nearest_player (object *mon)
419{ 334{
422 unsigned lastdist; 337 unsigned lastdist;
423 rv_vector rv; 338 rv_vector rv;
424 339
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 341 {
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)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 343 continue;
456 344
457 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
458 { 346 {
653 541
654 return firstdir; 542 return firstdir;
655} 543}
656 544
657void 545void
658give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
659{ 547{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 548 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 550
665 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
666 { 552 {
667 next = op->below; 553 next = op->below;
668 554
669 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 556 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 562 * by this player due to race restrictions
677 */ 563 */
678 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
679 { 565 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
681 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 573 {
686 op->destroy (); 574 op->destroy ();
687 continue; 575 continue;
688 } 576 }
689 } 577 }
690 578
691 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 582 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
698 { 584 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 587 {
707 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 591 break;
710 } 592 }
711 593
712 if (op->nrof > 1) 594 if (op->nrof > 1)
713 op->nrof = 1; 595 op->nrof = 1;
714 } 596 }
715 597
716 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 600
721 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 602 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 603 * merged properly.
724 */ 604 */
725 if (need_identify (op)) 605 if (need_identify (op))
726 { 606 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 610 }
611
731 if (op->type == SPELL) 612 if (op->type == SPELL)
732 { 613 {
733 op->destroy (); 614 op->destroy ();
734 continue; 615 continue;
735 } 616 }
737 { 618 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 620 op->stats.exp = 0;
740 op->level = 1; 621 op->level = 1;
741 } 622 }
742 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
746 626
747 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
748 link_player_skills (pl); 628 pl->contr->link_skills ();
749} 629}
750 630
751void 631void
752get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
753{ 633{
763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764} 644}
765 645
766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int 647static int
768roll_stat (void) 648roll_stat ()
769{ 649{
770 int a[4], i, j, k; 650 int a[4], i, j, k;
771 651
772 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
854static void 734static void
855start_info (object *op) 735start_info (object *op)
856{ 736{
857 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
858 738
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 740 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} 741}
864 742
865/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
870 */ 748 */
871void 749void
872player::chargen_race_done () 750player::chargen_race_done ()
873{ 751{
874 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 753 esrv_new_player (ob->contr);
876 754
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
878 if (tl) 756 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
880 758
881 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
882 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
883 761
884 ob->contr->ns->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
885 763
886 if (ob->msg) 764 if (ob->msg)
887 ob->msg = 0; 765 ob->msg = 0;
888
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 }
897 766
898 start_info (ob); 767 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 769 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 770 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 771 ob->update_stats ();
904 772
905 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
906 * is one for this race 774 * is one for this race
907 */ 775 */
908 if (*first_map_ext_path) 776 if (*first_map_ext_path)
909 { 777 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 778 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
925} 780}
926 781
927void 782void
937 int x = ob->x, y = ob->y; 792 int x = ob->x, y = ob->y;
938 793
939 ob->remove_statbonus (); 794 ob->remove_statbonus ();
940 ob->remove (); 795 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 796 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 797 ob->arch->copy_to (ob);
943 ob->instantiate (); 798 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 800 ob->name = ob->name_pl = name;
946 ob->x = x; 801 ob->x = x;
947 ob->y = y; 802 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 805 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 806 ob->add_statbonus ();
952 } 807 }
953 while (!allowed_class (ob)); 808 while (!allowed_class (ob));
954 809
955 update_object (ob, UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
958 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
959 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
960 ob->stats.grace = 0; 815 ob->stats.grace = 0;
961} 816}
962 817
963void 818static void
964flee_player (object *op) 819flee_player (object *op)
965{ 820{
966 int dir, diff; 821 int dir, diff;
967 rv_vector rv; 822 rv_vector rv;
968 823
971 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
973 return; 828 return;
974 } 829 }
975 830
976 if (op->enemy == NULL) 831 if (!op->enemy)
977 { 832 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
980 return; 835 return;
981 } 836 }
982 837
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)) 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 { 839 {
996 op->enemy = NULL; 840 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 842 return;
1001 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1002 846
1003 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
1005 { 849 {
1006 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
1007 851
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1009 return; 853 return;
1010 } 854 }
1011 855
1012 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1013 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1022check_pick (object *op) 866check_pick (object *op)
1023{ 867{
1024 object *tmp, *next; 868 object *tmp, *next;
1025 int stop = 0; 869 int stop = 0;
1026 int wvratio; 870 int wvratio;
1027 char putstring[128];
1028 871
1029 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1031 return 1; 874 return 1;
1032 875
1033 next = op->below; 876 next = op->below;
877
878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1034 880
1035 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 882 * destroyed */
1037 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1038 { 884 {
1039 tmp = next; 885 tmp = next;
1040 next = tmp->below; 886 next = tmp->below;
1041 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1042 if (op->destroyed ()) 894 if (op->destroyed ())
1043 return 0; 895 return 0;
1044 896
1045 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1046 continue; 898 continue;
1047 899
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 901 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1052 continue; 905 continue;
1053 } 906 }
1054 907
1055 /* high not bit set? We're using the old autopickup model */ 908 /* pickup handling */
909 if (op->contr->mode & PU_DEBUG)
910 {
911 /* some debugging code to figure out item information */
912 const char *str = tmp->name
913 ? format ("item name: %s item type: %d weight/value: %d",
914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
915 : format ("item name: %s item type: %d weight/value: %d",
916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
917
918 new_draw_info (NDI_UNIQUE, 0, op, str);
919 }
920
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
925 return 1;
926
927 /* philosophy:
928 * It's easy to grab an item type from a pile, as long as it's
929 * generic. This takes no game-time. For more detailed pickups
930 * and selections, select-items should be used. This is a
931 * grab-as-you-run type mode that's really useful for arrows for
932 * example.
933 * The drawback: right now it has no frontend, so you need to
934 * stick the bits you want into a calculator in hex mode and then
935 * convert to decimal and then 'pickup <#>
936 */
937
938 /* the first two modes are exclusive: if NOTHING we return, if
939 * STOP then we stop. All the rest are applied sequentially,
940 * meaning if any test passes, the item gets picked up. */
941
942 /* if mode is set to pick nothing up, return */
943 if (op->contr->mode == PU_NOTHING)
944 return 1;
945
946 /* if mode is set to stop when encountering objects, return */
947 /* take STOP before INHIBIT since it doesn't actually pick
948 * anything up */
949 if (op->contr->mode & PU_STOP)
950 return 0;
951
952 /* useful for going into stores and not losing your settings... */
953 /* and for battles wher you don't want to get loaded down while
954 * fighting */
955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
957
958 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
961
962 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
965
966 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1057 { 970 {
1058 switch (op->contr->mode) 971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 if (op->contr->mode & PU_POTION)
983 if (tmp->type == POTION)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 /* spellbooks, skillscrolls and normal books/scrolls */
990 if (op->contr->mode & PU_SPELLBOOK)
991 if (tmp->type == SPELLBOOK)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_SKILLSCROLL)
998 if (tmp->type == SKILLSCROLL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 if (op->contr->mode & PU_READABLES)
1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* wands/staves/rods/horns */
1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1013 if (tmp->type == WAND
1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 if (op->contr->mode & PU_VALUABLES)
1032 {
1033 if (tmp->type == MONEY || tmp->type == GEM)
1059 { 1034 {
1060 case 0: 1035 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 1036 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 } 1037 }
1093 } 1038 }
1094 else 1039
1095 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1041 if (op->contr->mode & PU_JEWELS)
1042 if (tmp->type == RING
1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1098 { 1046 {
1099 /* some debugging code to figure out item information */ 1047 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; 1048 continue;
1049 }
1146 1050
1147 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1149 continue; 1056 continue;
1057 }
1150 1058
1151 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1152 /* question: don't pick up known-poisonous stuff? */ 1060 if (op->contr->mode & PU_BOW)
1061 if (tmp->type == BOW)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_ARROW)
1068 if (tmp->type == ARROW)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* all kinds of armor etc. */
1075 if (op->contr->mode & PU_ARMOUR)
1076 if (tmp->type == ARMOUR)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_HELMET)
1083 if (tmp->type == HELMET)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_SHIELD)
1090 if (tmp->type == SHIELD)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1153 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1154 if (tmp->type == FOOD) 1097 if (tmp->type == BOOTS)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_GLOVES)
1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 if (op->contr->mode & PU_CLOAK)
1111 if (tmp->type == CLOAK)
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1124
1125 /* careful: chairs and tables are weapons! */
1126 if (op->contr->mode & PU_ALLWEAPON)
1127 {
1128 if (tmp->type == WEAPON)
1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1155 { 1130 {
1156 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1157 continue; 1132 continue;
1158 } 1133 }
1134 }
1159 1135
1136 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1139 {
1163 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1164 continue; 1141 continue;
1165 } 1142 }
1166 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1167 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1168 if (tmp->type == POTION) 1147 {
1148 /* use value density to decide what else to grab */
1149 /* >=7 was >= op->contr->mode */
1150 /* >=7 is the old standard setting. Now we take the last 4 bits
1169 { 1151 */
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) 1152 wvratio = op->contr->mode & PU_RATIO;
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1153 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 { 1154 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1215 { 1158 {
1216 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1160 }
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 1161 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1356#endif 1165#endif
1166 CHK_PICK_PICKUP;
1357 continue; 1167 continue;
1358 }
1359 } 1168 }
1360 } /* the new pickup model */ 1169 } /* the new pickup model */
1361 } 1170 }
1362 1171
1363 return !stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1364} 1208}
1365 1209
1366/* 1210/*
1367 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1368 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1369 * found object is returned. 1213 * found object is returned.
1370 */ 1214 */
1371object * 1215static object *
1372find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1373{ 1217{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1218 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) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp);
1221
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1224 if (object *arrow = find_arrow (tmp, type))
1225 {
1226 splay (tmp);
1380 return op; 1227 return arrow;
1228 }
1381 1229
1382 return tmp; 1230 return 0;
1383} 1231}
1384 1232
1385/* 1233/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * 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 1235 * 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 1236 * 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. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */ 1238 */
1391object * 1239static object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1241{
1394 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1396 1244
1397 if (!type) 1245 if (!type)
1401 { 1249 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 { 1251 {
1404 i = 0; 1252 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1406 if (i > betterby) 1255 if (i > betterby)
1407 { 1256 {
1408 tmp = ntmp; 1257 tmp = ntmp;
1409 betterby = i; 1258 betterby = i;
1410 } 1259 }
1411 } 1260 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1262 {
1414 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1416 { 1265 {
1417 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1418 { 1267 {
1419 *better = 100; 1268 *better = 100;
1420 return arrow; 1269 return arrow;
1428 else 1277 else
1429 { 1278 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1280 {
1432 attacktype = 1 << attacknum; 1281 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1283 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 { 1284 {
1436 tmp = arrow; 1285 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1287 }
1439 } 1288 }
1289
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1291 {
1442 tmp = arrow; 1292 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1294 }
1295
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1297 {
1447 tmp = arrow; 1298 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1300 }
1450 } 1301 }
1451 } 1302 }
1452 } 1303 }
1304
1453 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1306 return find_arrow (op, type);
1455 1307
1456 *better = betterby; 1308 *better = betterby;
1457 return tmp; 1309 return tmp;
1461 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1462 * op = the shooter 1314 * op = the shooter
1463 * type = bow->race 1315 * type = bow->race
1464 * dir = fire direction 1316 * dir = fire direction
1465 */ 1317 */
1466object * 1318static object *
1467pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1320{
1469 object *tmp = NULL; 1321 object *tmp = NULL;
1470 maptile *m; 1322 maptile *m;
1471 int i, mflags, found, number; 1323 int i, mflags, found, number;
1472 sint16 x, y; 1324 sint16 x, y;
1487 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1488 { 1340 {
1489 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1346 {
1494 tmp = NULL; 1347 tmp = 0;
1495 break; 1348 break;
1496 } 1349 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1351 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1501 */ 1354 */
1502 tmp = NULL; 1355 tmp = 0;
1503 break; 1356 break;
1504 } 1357 }
1358
1505 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1362 break;
1515 }
1516 } 1363 }
1517 if (tmp == NULL) 1364
1365 if (!tmp)
1518 return find_arrow (op, type); 1366 return find_arrow (op, type);
1519 1367
1520 if (tmp->head) 1368 if (tmp->head)
1521 tmp = tmp->head; 1369 tmp = tmp->head;
1522 1370
1544 { 1392 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1393 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1394 return 0;
1547 } 1395 }
1548 1396
1549 if (player *pl = op->contr) 1397 if (op->contr)
1550 { 1398 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1399 else
1556 { 1400 {
1557 for (bow = op->inv; bow; bow = bow->below) 1401 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1402 /* 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. 1403 * don't need to switch back and forth between bows and weapons.
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1411 return 0;
1568 } 1412 }
1569 1413
1570 // optimisation: move object to top so we will find it quickly again 1414 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below) 1415 splay (bow);
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1577 } 1416 }
1578 1417
1579 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1580 { 1419 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1607 } 1446 }
1608 1447
1609 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1610 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1611 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1612 arrow->destroy (); 1452 arrow->destroy ();
1613 return 0; 1453 return 0;
1614 } 1454 }
1615 1455
1616 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1618 if (!arrow) 1458 if (!arrow)
1619 { 1459 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621 return 0; 1461 return 0;
1622 } 1462 }
1626 arrow->direction = dir; 1466 arrow->direction = dir;
1627 1467
1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam; 1469 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype; 1470 arrow->stats.grace = arrow->attacktype;
1471 arrow->custom_name = arrow->slaying;
1631 1472
1632 if (arrow->slaying) 1473#if 0
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635 if (player *pl = op->contr) 1474 if (player *pl = op->contr)
1636 { 1475 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp; 1476 float speed = pl->weapon_sp;
1640 1477
1641 /* penalize ROF for bestarrow */ 1478 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow) 1479 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f; 1480 speed *= .9f;
1644 else 1481 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1482 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646 1483
1647 op->speed_left += speed - op->speed; 1484 op->speed_left += speed - op->speed;
1485 }
1648#endif 1486#endif
1649 }
1650 1487
1651 SET_ANIMATION (arrow, arrow->direction); 1488 SET_ANIMATION (arrow, arrow->direction);
1652 1489
1653 /* update the speed */ 1490 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1491 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; 1492 + bow->stats.dam / 7.f;
1656 1493
1657 arrow->set_speed (max (arrow->speed, 2.0)); 1494 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0; 1495 arrow->speed_left = 0;
1659 1496
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661 1498
1662 if (op->type == PLAYER) 1499 if (op->type == PLAYER)
1685 1522
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1526
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1528 m->insert (arrow, sx, sy, op);
1692 1529
1693 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1531 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 1532
1704 return 1; 1533 return 1;
1705} 1534}
1706 1535
1707/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1709 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1710 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1711 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1712 * hence the function name. 1541 * hence the function name.
1713 */ 1542 */
1714int 1543static int
1715player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1716{ 1545{
1717 int ret = 0, wcmod = 0; 1546 int ret;
1718 1547
1719 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1720 { 1549 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 } 1551 }
1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 { 1553 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 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); 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1729 } 1556 }
1730 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1731 { 1558 {
1732 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);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1560 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)]); 1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735 } 1562 }
1736 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1564 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1565 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); 1566 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); 1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741 } 1568 }
1742 else 1569 else
1743 { 1570 {
1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1572 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746 } 1573 }
1747 1574
1748 return ret; 1575 return ret;
1749} 1576}
1750
1751 1577
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1754 */ 1580 */
1755void 1581static void
1756fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1757{ 1583{
1758 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1759 1585
1760 if (!item) 1586 if (!item)
1767 { 1593 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return; 1595 return;
1770 } 1596 }
1771 1597
1772 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1773 return; 1599 return;
1774 1600
1775 if (item->type == WAND) 1601 if (item->type == WAND)
1776 { 1602 {
1777 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1778 { 1604 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1605 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)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 1607
1782 return; 1608 return;
1783 } 1609 }
1784 } 1610 }
1785 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1786 { 1612 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1614
1615 // using the maximum of the rods charge allows at least one spell cast
1616 // for a rod or horn, this fixes some broken rods.
1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1788 { 1618 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1790 1620
1791 if (item->type == ROD) 1621 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)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1623 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1797 } 1627 }
1798 } 1628 }
1799 1629
1800 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1801 { 1631 {
1802 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
1803 if (item->type == WAND) 1634 if (item->type == WAND)
1804 { 1635 {
1805 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1806 { 1637 {
1807 object *tmp; 1638 object *tmp;
1808 1639
1809 if (item->arch) 1640 if (item->arch)
1810 { 1641 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1643 item->face = item->arch->face;
1813 item->set_speed (0); 1644 item->set_speed (0);
1814 } 1645 }
1815 1646
1816 if ((tmp = item->in_player ())) 1647 if (object *pl = item->visible_to ())
1817 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1649 }
1819 } 1650 }
1820 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge (item); 1652 drain_rod_charge (item);
1822 } 1653 }
1823} 1654}
1824 1655
1825/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1826 */ 1657 */
1827void 1658bool
1828fire (object *op, int dir) 1659fire (object *who, int dir)
1829{ 1660{
1830 int spellcost = 0; 1661 int spellcost = 0;
1831 1662
1663 player *pl = who->contr;
1664
1665 if (pl->golem)
1666 {
1667 control_golem (who->contr->golem, dir);
1668 return false;
1669 }
1670
1671 object *ob = pl->ranged_ob;
1672
1673 if (!ob)
1674 return false;
1675
1676 if (who->speed_left > 0.f)
1677 --who->speed_left;
1678 else
1679 return false;
1680
1681 if (!who->apply (ob))
1682 return false;
1683
1832 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1833 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
1834 make_visible (op); 1686 make_visible (who);
1835
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 1687
1849 switch (ob->type) 1688 switch (ob->type)
1850 { 1689 {
1851 case BOW: 1690 case BOW:
1852 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1853 break; 1692 break;
1854 1693
1855 case SPELL: 1694 case SPELL:
1856 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1695 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1857 break; 1696 break;
1858 1697
1859 case BUILDER: 1698 case BUILDER:
1860 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1861 break; 1700 break;
1862 1701
1863 case SKILL: 1702 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0); 1703 do_skill (who, who, ob, dir, 0);
1866 break; 1704 break;
1867 1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1868 default: 1710 default:
1869 fire_misc_object (op, dir); 1711 fire_misc_object (who, dir);
1870 break; 1712 break;
1871 } 1713 }
1872}
1873 1714
1874/* find_key 1715 return true;
1875 * We try to find a key for the door as passed. If we find a key 1716}
1876 * and successfully use it, we return the key, otherwise NULL 1717
1877 * This function merges both normal and locked door, since the logic 1718static 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) 1719find_key_ (object *pl, object *container, object *door)
1886{ 1720{
1887 object *tmp, *key; 1721 object *tmp, *key;
1888 1722
1889 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1890 if (!container->inv) 1724 if (!container->inv)
1893 /* First, lets try to find a key in the top level inventory */ 1727 /* First, lets try to find a key in the top level inventory */
1894 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1895 { 1729 {
1896 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1897 break; 1731 break;
1732
1898 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1899 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1900 */ 1735 */
1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1902 break; 1737 break;
1908 * a key, return 1743 * a key, return
1909 */ 1744 */
1910 if (!tmp) 1745 if (!tmp)
1911 { 1746 {
1912 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1913 {
1914 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1915 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1916 {
1917 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1918 return key; 1751 return key;
1919 }
1920 }
1921 1752
1922 if (!tmp) 1753 if (!tmp)
1923 return NULL; 1754 return 0;
1924 } 1755 }
1925 1756
1926 /* We get down here if we have found a key. Now if its in a container, 1757 /* 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 1758 * see if we actually want to use it
1928 */ 1759 */
1929 if (pl != container) 1760 if (pl != container)
1930 { 1761 {
1931 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1932 if (!pl->contr) 1763 if (!pl->contr)
1933 return NULL; 1764 return 0;
1765
1934 /* cases where this fails: 1766 /* cases where this fails:
1935 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1936 * are not in the players inventory. 1768 * are not in the players inventory.
1937 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1938 * containers can be used. 1770 * containers can be used.
1942 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1943 * 1775 *
1944 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1945 * all the others. 1777 * all the others.
1946 */ 1778 */
1947 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1948 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1949 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1950 { 1782 {
1951 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 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)); 1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1953 return NULL; 1785 return NULL;
1954 } 1786 }
1955 } 1787 }
1956 1788
1957 return tmp; 1789 return tmp;
1790}
1791
1792/* find_key
1793 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different.
1797 * pl is the player,
1798 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers.
1801 */
1802object *
1803find_key (object *pl, object *container, object *door)
1804{
1805 if (door->slaying && is_match_expr (door->slaying))
1806 {
1807 // for match expressions, we try to find the key by applying the match
1808 // to the op itself, which is supposed to find the "key", instead
1809 // of searching through containers ourselves.
1810
1811 return match_one (door->slaying, container, door, pl, pl);
1812 }
1813 else
1814 return find_key_ (pl, container, door);
1958} 1815}
1959 1816
1960/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1962 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1963 * 0 otherwise 1820 * 0 otherwise
1964 */ 1821 */
1965static int 1822static int
1966player_attack_door (object *op, object *door) 1823player_attack_door (object *op, object *door)
1967{ 1824{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1825 /* 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 - 1826 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1827 * otherwise, we fall through to the rest of the code.
1971 */ 1828 */
1972 object *key = find_key (op, op, door); 1829 object *key = find_key (op, op, door);
1973 1830
1974 /* IF we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
1975 if (key) 1832 if (key)
1976 { 1833 {
1977 object *container = key->env; 1834 object *container = key->env;
1978
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 1835
1981 if (action_makes_visible (op)) 1836 if (action_makes_visible (op))
1982 make_visible (op); 1837 make_visible (op);
1983 1838
1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1839 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1986 1841
1987 if (door->type == DOOR) 1842 if (door->type == DOOR)
1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1843 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1989 else if (door->type == LOCKED_DOOR) 1844 else if (door->type == LOCKED_DOOR)
1990 { 1845 {
1991 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1846 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1992 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
1993 } 1848 }
1994 1849
1995 /* Do this after we print the message */ 1850 /* Do this after we print the message */
1996 decrease_ob (key); /* Use up one of the keys */ 1851 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 1852
2001 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
2002 } 1854 }
2003 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
2004 { 1856 {
2005 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1858 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1859 return 1;
2008 } 1860 }
2009 1861
2010 return 0; 1862 return 0;
2011} 1863}
2014 * It should keep the code cleaner. 1866 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1867 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1868 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2018 */ 1870 */
2019void 1871bool
2020move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
2021{ 1873{
2022 object *tmp, *mon; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2023 int on_battleground; 1875 {
2024 maptile *m; 1876 --op->speed_left;
1877 return true;
1878 }
2025 1879
2026 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2028 1882
2029 on_battleground = op_on_battleground (op, 0, 0); 1883 if (out_of_map (op->map, nx, ny))
1884 return false;
2030 1885
2031 /* If braced, or can't move to the square, and it is not out of the 1886 /* 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 1887 * 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 1888 * 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 1889 * 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 1890 * 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 1891 * 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 1892 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1893 * move_ob uses.
2039 */ 1894 */
2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1895 maptile *m = op->map->xy_find (nx, ny);
1896
1897 /* Go through all the objects, and find ones of interest. Only stop if
1898 * we find a monster - that is something we know we want to attack.
1899 * if its a door or barrel (can roll) see if there may be monsters
1900 * on the space
1901 */
1902 object *mon;
1903 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1904 {
1905 if ((mon->flag [FLAG_ALIVE]
1906 || mon->type == LOCKED_DOOR
1907 || mon->flag [FLAG_CAN_ROLL])
1908 && mon != op)
1909 break;
2041 { 1910 }
2042 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1911
1912 if (!mon) /* This happens anytime the player tries to move */
1913 return false; /* into a wall */
1914
1915 mon = mon->head_ ();
1916
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
1919 if (player_attack_door (op, mon))
1920 {
1921 --op->contr->weapon_sp_left;
1922 return true;
2043 { 1923 }
2044 m = op->map->xy_find (nx, ny); 1924
2045 if (!m) 1925 /* The following deals with possibly attacking peaceful
2046 return; /* Don't think this should happen */ 1926 * or friendly creatures. Basically, all players are considered
1927 * unaggressive. If the moving player has peaceful set, then the
1928 * object should be pushed instead of attacked. It is assumed that
1929 * if you are braced, you will not attack friends accidently,
1930 * and thus will not push them.
1931 */
1932
1933 /* If the creature is a pet, push it even if the player is not
1934 * peaceful. Our assumption is the creature is a pet if the
1935 * player owns it and it is either friendly or unagressive.
1936 */
1937 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op)
1941 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1942 {
1943 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced)
1945 return false;
1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
2047 } 1958 }
2048 else 1959 else
2049 m = op->map;
2050
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return; 1960 return false;
1961 }
2053 1962
2054 mon = 0; 1963 bool on_battleground = op_on_battleground (op, 0, 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 1964
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 1965 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2127 * attack them either. 1968 * attack them either.
2128 */ 1969 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1971 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 1972 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
2140 { 1977 {
1978 --op->speed_left;
1979
2141 if (!op->contr->braced) 1980 if (!op->contr->braced)
2142 { 1981 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2145 } 1984 }
2146 else 1985 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2148 1987
2149 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2150 make_visible (op); 1989 make_visible (op);
2151 }
2152 1990
1991 return true;
1992 }
1993 }
2153 /* If the object is a boulder or other rollable object, then 1994 /* 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. 1995 * roll it if not braced. You can't roll it if you are braced.
2155 */ 1996 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2157 { 2000 {
2001 --op->speed_left;
2002
2158 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2160 make_visible (op); 2005 make_visible (op);
2161 }
2162 2006
2007 return true;
2008 }
2009 }
2163 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points 2011 * 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: 2012 * 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 2013 * 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. 2014 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2015 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 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))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2018 {
2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2171 { 2020 {
2172 op->contr->has_hit = 1; 2021 --op->contr->weapon_sp_left;
2173 2022
2174 skill_attack (mon, op, 0, 0, 0); 2023 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 2024
2190 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2191 make_visible (op); 2026 make_visible (op);
2192 }
2193 } /* if player should attack something */
2194}
2195 2027
2196int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2197move_player (object *op, int dir) 2036move_player (object *op, int dir)
2198{ 2037{
2199 int pick;
2200
2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2202 return 0; 2039 return 0;
2203 2040
2204 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2205 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2206 { 2043 {
2207 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2208 return 0; 2045 return 0;
2209 } 2046 }
2210 2047
2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2213 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2214 2051
2215 op->facing = dir; 2052 op->facing = dir;
2216 2053
2217 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2218 do_hidden_move (op); 2055 do_hidden_move (op);
2219 2056
2057 bool retval;
2058 int pick = 0;
2059
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 /*nop */ ; 2061 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2223 fire (op, dir); 2063 retval = fire (op, dir);
2224 else 2064 else
2225 { 2065 {
2226 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2227 pick = check_pick (op); 2067 pick = check_pick (op);
2228 } 2068 }
2229 2069
2230 /* Add special check for newcs players and fire on - this way, the 2070 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing. 2071 * server can handle repeat firing.
2238 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2240 * for players. 2080 * for players.
2241 */ 2081 */
2242 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2243 return 0; 2083
2084 return retval;
2244} 2085}
2245 2086
2246/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2247 * new client/server stuff. 2088 * new client/server stuff.
2248 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2249 * the new speed values for commands. 2090 * the new speed values for commands.
2250 * 2091 *
2251 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2252 */ 2095 */
2253int 2096bool
2254handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2255{ 2098{
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2100 {
2258 flee_player (op); 2101 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 { 2102 {
2263 --op->speed_left; 2103 --op->speed_left;
2104 flee_player (op);
2105
2264 return 0; 2106 return true;
2265 } 2107 }
2108 else
2109 return false;
2266 } 2110 }
2267 2111
2268 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2114 * called, so we recheck it here.
2271 */ 2115 */
2272 if (op->contr->ns->handle_command ()) 2116 if (op->contr->ns->handle_command ())
2273 return 1; 2117 return true;
2274 2118
2275 if (op->speed_left > 0.f)
2276 {
2277 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2119 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); 2120 return move_player (op, op->direction);
2287 2121
2288 return op->speed_left > 0.f;
2289 }
2290 }
2291
2292 return 0; 2122 return false;
2293} 2123}
2294 2124
2295int 2125static int
2296save_life (object *op) 2126save_life (object *op)
2297{ 2127{
2298 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2299 return 0; 2129 return 0;
2300 2130
2301 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2303 { 2133 {
2304 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 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)); 2135 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 2136
2310 tmp->destroy (); 2137 tmp->destroy ();
2311 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 2139
2313 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2314 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2315 2142
2316 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2317 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2318 2145
2319 op->update_stats (); 2146 op->update_stats ();
2320 return 1; 2147 return 1;
2321 } 2148 }
2322 2149
2326 return 0; 2153 return 0;
2327} 2154}
2328 2155
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* 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 2157 * 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 2158 * function will descend into containers. op is the object to start the search
2332 * from. 2159 * from.
2333 */ 2160 */
2161static void
2162drop_unpaid_items (object *op, object *env)
2163{
2164 while (op)
2165 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167
2168 if (QUERY_FLAG (op, FLAG_UNPAID))
2169 op->insert_at (env);
2170 else if (op->inv)
2171 drop_unpaid_items (op->inv, env);
2172
2173 op = next;
2174 }
2175}
2176
2334void 2177void
2335remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2336{ 2179{
2337 while (op) 2180 if (!flag [FLAG_REMOVED])
2338 { 2181 ::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}
2354
2355/*
2356 * Returns pointer a static string containing gravestone text
2357 * Moved from apply.c to player.c - player.c is what
2358 * actually uses this function. player.c may not be quite the
2359 * best, a misc file for object actions is probably better,
2360 * but there isn't one in the server directory.
2361 */
2362char *
2363gravestone_text (object *op)
2364{
2365 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL);
2368
2369 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else
2373 sprintf (buf, "%s\n", &op->name);
2374
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 if (op->type == PLAYER)
2378 sprintf (buf, "who was in level %d when killed\n", op->level);
2379 else
2380 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2381
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 if (op->type == PLAYER)
2385 {
2386 sprintf (buf, "by %s.\n\n", op->contr->killer);
2387 strncat (buf2, " ", 21 - strlen (buf) / 2);
2388 strcat (buf2, buf);
2389 }
2390
2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2393 strcat (buf2, buf);
2394
2395 return buf2;
2396} 2182}
2397 2183
2398void 2184void
2399do_some_living (object *op) 2185do_some_living (object *op)
2400{ 2186{
2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2453 else 2239 else
2454 { 2240 {
2455 gen_grace = op->stats.maxgrace; 2241 gen_grace = op->stats.maxgrace;
2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2242 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 } 2243 }
2500 2244
2501 /* Regenerate Grace */ 2245 /* Regenerate Grace */
2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2246 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2503 if (--op->last_grace < 0) 2247 if (--op->last_grace < 0)
2524 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2268 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2525 } 2269 }
2526 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2527 } 2271 }
2528 2272
2273 if (op->stats.food > 0)
2274 {
2529 /* Regenerate Hit Points */ 2275 /* Regenerate Spell Points */
2530 if (--op->last_heal < 0) 2276 if (!op->contr->golem && --op->last_sp < 0)
2531 {
2532 if (op->stats.hp < op->stats.maxhp)
2533 { 2277 {
2534 op->stats.hp++; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2535 /* dms do not consume food */ 2279
2536 if (!QUERY_FLAG (op, FLAG_WIZ)) 2280 if (op->stats.sp < op->stats.maxsp)
2537 { 2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ))
2286 {
2538 op->stats.food--; 2287 op->stats.food--;
2288
2539 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2540 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2542 op->stats.food = last_food; 2292 op->stats.food = last_food;
2293 }
2543 } 2294 }
2544 }
2545 2295
2546 if (max_hp > 1) 2296 if (max_sp > 1)
2547 {
2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2549 if (over_hp > 0)
2550 { 2297 {
2551 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2298 over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2552 op->last_heal = 0; 2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2553 } 2316 }
2554 else 2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320
2321 /* Regenerate Hit Points */
2322 if (--op->last_heal < 0)
2323 {
2324 if (op->stats.hp < op->stats.maxhp)
2555 { 2325 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2326 op->stats.hp++;
2327
2328 /* dms do not consume food */
2329 if (!QUERY_FLAG (op, FLAG_WIZ))
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2557 } 2338 }
2339
2340 if (max_hp > 1)
2341 {
2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2343
2344 if (over_hp > 0)
2345 {
2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2347 op->last_heal = 0;
2348 }
2349 else
2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 } 2351 }
2559 else 2352 else
2560 {
2561 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2353 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2562 } 2354 }
2563 } 2355 }
2564 2356
2565 /* Digestion */ 2357 /* Digestion */
2566 if (--op->last_eat < 0) 2358 if (--op->last_eat < 0)
2567 { 2359 {
2568#ifdef COZY_SERVER 2360 int bonus = max (0, op->contr->digestion),
2569 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2361 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 2362
2575 if (op->contr->gen_hp > 0)
2576 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2363 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 2364
2580 /* dms do not consume food */ 2365 /* dms do not consume food */
2581 if (!QUERY_FLAG (op, FLAG_WIZ)) 2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2582 op->stats.food--; 2367 op->stats.food--;
2583 } 2368 }
2584 2369
2585 if (op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2586 { 2371 {
2587 object *tmp, *flesh = 0; 2372 object *flesh = 0;
2588 2373
2589 for (tmp = op->inv; tmp; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2590 { 2375 {
2591 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2376 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2377 continue;
2378
2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2592 { 2380 {
2593 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 op->statusmsg ("You blindly grab for a bite of food. "
2594 { 2382 "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."); 2383 op->apply (tmp);
2596 manual_apply (op, tmp, 0); 2384
2597 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2598 break; 2386 break;
2599 } 2387 }
2600 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2601 flesh = tmp; 2389 flesh = tmp;
2602 } /* End if paid for object */ 2390 }
2603 } /* end of for loop */
2604 2391
2605 /* If player is still starving, it means they don't have any food, so 2392 /* If player is still starving, it means they don't have any food, so
2606 * eat flesh instead. 2393 * eat flesh instead.
2607 */ 2394 */
2608 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2609 { 2396 {
2610 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2397 op->statusmsg ("You blindly grab for a bite of food. "
2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2611 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2612 } 2400 }
2401
2402 // If player is still starving, alert him!
2403 if (op->stats.food < 0)
2404 op->failmsg ("You are starving! "
2405 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2406 }
2407
2408 if (op->stats.food < 0)
2613 } 2409 {
2410 op->stats.hp += op->stats.food;
2411 op->stats.food = 0;
2614 2412
2615 while (op->stats.food < 0 && op->stats.hp >= 0) 2413 if (op->stats.hp < 0)
2616 op->stats.food++, op->stats.hp--; 2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2417 }
2418 }
2617 2419
2420 /* killer should be set here already */
2618 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2619 kill_player (op); 2422 kill_player (op);
2620 } 2423 }
2621} 2424}
2622 2425
2626 * file. 2429 * file.
2627 */ 2430 */
2628void 2431void
2629kill_player (object *op) 2432kill_player (object *op)
2630{ 2433{
2631 char buf[MAX_BUF];
2632 int x, y; 2434 int x, y;
2633
2634 //int i;
2635 maptile *map; /* this is for resurrection */ 2435 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; 2436 int will_kill_again;
2643 archetype *at; 2437 archetype *at;
2644 object *tmp; 2438 object *tmp;
2645 2439
2646 if (save_life (op)) 2440 if (save_life (op))
2647 return; 2441 return;
2648 2442
2443 dynbuf_text deathtab;
2444
2445 /* restore player */
2446 at = archetype::find (shstr_poisoning);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your body feels cleansed...\r";
2451 }
2452
2453 at = archetype::find (shstr_confusion);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your mind feels clearer...\r";
2458 }
2459
2460 cure_disease (op, 0, 0); /* remove any disease */
2461
2462 max_it (op->stats.hp , op->stats.maxhp);
2463 max_it (op->stats.sp , op->stats.maxsp);
2464 max_it (op->stats.grace, op->stats.maxgrace);
2465 max_it (op->stats.food , 200);
2466
2467 // remove all spell effects that are active
2468 // to avoid long-term effects such as word-of-recall
2469 for (object *item = op->inv; item; )
2470 {
2471 object *next = item->below;
2472
2473 if (item->type == SPELL_EFFECT && item->active)
2474 item->destroy ();
2475
2476 item = next;
2477 }
2649 2478
2650 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2479 /* 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. 2480 * in cities ONLY!!! It is very important that this doesn't get abused.
2652 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2653 */ 2482 */
2654 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2655 { 2484 {
2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2485 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 2486
2679 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2680 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2681 { 2489
2682 sprintf (buf, "%s's finger", &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2683 tmp->name = buf; 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2684 sprintf (buf, " This finger has been cut off %s\n" 2492 tmp->msg = format (
2685 " the %s, when he was defeated at\n level %d by %s.\n", 2493 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2494 &op->name, op->contr->title,
2687 tmp->msg = buf; 2495 (int)op->level,
2496 op->contr->killer_name ()
2497 );
2688 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2689 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2690 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2691 }
2692 2501
2693 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2694 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2695 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2696 return; 2507 return;
2697 } 2508 }
2698 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2699 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2700 2514
2701 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2702 2516
2703 if (op->stats.food < 0) 2517 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 2518
2713 /* save the map location for corpse, gravestone */ 2519 /* save the map location for corpse, gravestone */
2714 x = op->x; 2520 x = op->x;
2715 y = op->y; 2521 y = op->y;
2716 map = op->map; 2522 map = op->map;
2744 2550
2745 lost_a_stat = 0; 2551 lost_a_stat = 0;
2746 2552
2747 for (z = 0; z < num_stats_lose; z++) 2553 for (z = 0; z < num_stats_lose; z++)
2748 { 2554 {
2749 i = RANDOM () % NUM_STATS; 2555 i = rndm (NUM_STATS);
2750 2556
2751 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
2752 { 2558 {
2753 /* Pick a random stat and take a point off it. Tell the player 2559 /* Pick a random stat and take a point off it. Tell the player
2754 * what he lost. 2560 * what he lost.
2761 lost_a_stat = 1; 2567 lost_a_stat = 1;
2762 } 2568 }
2763 else 2569 else
2764 { 2570 {
2765 /* deplete a stat */ 2571 /* deplete a stat */
2766 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2767 object *dep; 2573 object *dep;
2768 2574
2769 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2770 if (!dep) 2576 if (!dep)
2771 { 2577 {
2772 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2773 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2774 } 2580 }
2775 lose_this_stat = 1; 2581 lose_this_stat = 1;
2776 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2777 { 2583 {
2805 } 2611 }
2806 } 2612 }
2807 2613
2808 if (lose_this_stat) 2614 if (lose_this_stat)
2809 { 2615 {
2810 this_stat = get_attr_value (&(dep->stats), i); 2616 this_stat = get_attr_value (&dep->stats, i);
2811 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2812 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2813 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2814 * and should be roughly the same, so it shouldn't make a 2620 * and should be roughly the same, so it shouldn't make a
2815 * difference. 2621 * difference.
2823 lost_a_stat = 1; 2629 lost_a_stat = 1;
2824 } 2630 }
2825 } 2631 }
2826 } 2632 }
2827 } 2633 }
2634
2828 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2829 if (!lost_a_stat) 2636 if (!lost_a_stat)
2830 { 2637 {
2831 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2832 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2833 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
2834 2641
2835 if (god && (strcmp (god, "none"))) 2642 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); 2643 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2837 else 2644 else
2838 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2645 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2839 } 2646 }
2840#else 2647#else
2841 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2648 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2842#endif 2649#endif
2843 2650
2844 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2845 * exp loss on the stone. 2652 * exp loss on the stone.
2846 */ 2653 */
2847 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2848 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2849 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2850 sprintf (buf, "%s's gravestones", &op->name); 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2851 tmp->name_pl = buf; 2658 &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; 2659 tmp->x = op->x, tmp->y = op->y;
2855 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2856 2661
2857 /**************************************/ 2662 /**************************************/
2858 /* */ 2663 /* */
2859 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2860 /* if we died cause of food, give us */
2861 /* food, and reset HP's... */
2862 /* */ 2665 /* */
2863 /**************************************/ 2666 /**************************************/
2864 2667
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)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2887 apply_death_exp_penalty (op); 2669 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 2670
2894 /* 2671 /*
2895 * Check to see if the player has any unpaid items. If so, remove them 2672 * Check to see if the player has any unpaid items. If so, remove them
2896 * and put them back in the map. 2673 * and put them back in the map.
2897 */ 2674 */
2898 remove_unpaid_objects (op->inv, op); 2675 op->drop_unpaid_items ();
2899 2676
2900 /****************************************/ 2677 /****************************************/
2901 /* */ 2678 /* */
2902 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
2903 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
2932 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
2933 force->resist[at] = 100; 2710 force->resist[at] = 100;
2934 2711
2935 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
2936 op->update_stats (); 2713 op->update_stats ();
2937
2938 } 2714 }
2939 2715
2940 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2941} 2717}
2942 2718
2943void 2719static void
2944loot_object (object *op) 2720loot_object (object *op)
2945{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2946 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2947 2723
2948 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2962 2738
2963 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2739 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2964 { 2740 {
2965 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
2966 { 2742 {
2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
2968 tmp2->destroy ();
2969 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
2970 } 2745 }
2971 else 2746 else
2972 tmp->destroy (); 2747 tmp->destroy ();
2973 } 2748 }
2980 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 2756 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 2757 * was changed.
2983 */ 2758 */
2984void 2759void
2985fix_weight (void) 2760fix_weight ()
2986{ 2761{
2987 for_all_players (pl) 2762 for_all_players (pl)
2988 { 2763 {
2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
2990 2765
2991 if (old == sum) 2766 pl->ob->update_weight ();
2992 continue; 2767
2768 if (old != pl->ob->carrying)
2769 {
2993 pl->ob->update_stats (); 2770 pl->ob->update_stats ();
2994 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2771 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2772 }
2995 } 2773 }
2996} 2774}
2997 2775
2998void 2776void
2999fix_luck (void) 2777fix_luck ()
3000{ 2778{
3001 for_all_players (pl) 2779 for_all_players (pl)
3002 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
3003 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
3004} 2782}
3041} 2819}
3042 2820
3043void 2821void
3044make_visible (object *op) 2822make_visible (object *op)
3045{ 2823{
3046 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3047 op->invisible = 0; 2825 op->invisible = 0;
2826
3048 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3049 { 2828 {
3050 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3051 op->contr->invis_race = 0; 2830 op->contr->invis_race = 0;
3052 } 2831 }
3055} 2834}
3056 2835
3057int 2836int
3058is_true_undead (object *op) 2837is_true_undead (object *op)
3059{ 2838{
3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3061 return 1; 2840 return 1;
3062 2841
3063 return 0; 2842 return 0;
3064} 2843}
3065 2844
3066/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3067 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3068 * indicate greater hideability. 2847 * indicate greater hideability.
3069 */ 2848 */
3070
3071int 2849int
3072hideability (object *ob) 2850hideability (object *ob)
3073{ 2851{
3074 int i, level = 0, mflag; 2852 int i, level = 0, mflag;
3075 sint16 x, y; 2853 sint16 x, y;
3076 2854
3077 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3078 return 0; 2856 return 0;
3079 2857
3080 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3081 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3082 2860
3083 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 2862 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3086 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3087 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3088 2866
3089 /* scan through all nearby squares for terrain to hide in */ 2867 /* 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]) 2868 for (i = 0, x = ob->x, y = ob->y;
2869 i <= SIZEOFFREE1;
2870 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3091 { 2871 {
3092 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3093 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3094 {
3095 continue; 2874 continue;
3096 } 2875
3097 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3098 level += 2; 2877 level += 2;
3099 else /* open terrain! */ 2878 else /* open terrain! */
3100 level -= 1; 2879 level -= 1;
3101 } 2880 }
3109/* For Hidden creatures - a chance of becoming 'unhidden' 2888/* For Hidden creatures - a chance of becoming 'unhidden'
3110 * every time they move - as we subtract off 'invisibility' 2889 * every time they move - as we subtract off 'invisibility'
3111 * AND, for players, if they move into a ridiculously unhideable 2890 * AND, for players, if they move into a ridiculously unhideable
3112 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3113 */ 2892 */
3114
3115void 2893void
3116do_hidden_move (object *op) 2894do_hidden_move (object *op)
3117{ 2895{
3118 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3119 object *skop;
3120 2897
3121 if (!op || !op->map) 2898 if (!op || !op->map)
3122 return; 2899 return;
3123 2900
3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2901 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2902 int num = random_roll (0, 19, op, PREFER_LOW);
3125 2903
3126 /* its *extremely* hard to run and sneak/hide at the same time! */ 2904 /* its *extremely* hard to run and sneak/hide at the same time! */
3127 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3128 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3129 { 2907 {
3139 num -= hide; 2917 num -= hide;
3140 2918
3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3142 { 2920 {
3143 make_visible (op); 2921 make_visible (op);
2922
3144 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3145 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2924 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3146 } 2925 }
3147 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3148 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2927 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3201 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3202 * but we dont worry if the object isnt the top one in 2981 * but we dont worry if the object isnt the top one in
3203 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3204 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3205 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3206 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3207 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3208 * imply the way your head, or body is facing? Its possible 2987 * 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. 2988 * for them to differ. Sigh, this fctn could get a bit more complex.
3210 * -b.t. 2989 * -b.t.
3211 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3212 */ 2991 */
3213
3214int 2992int
3215player_can_view (object *pl, object *op) 2993player_can_view (object *pl, object *op)
3216{ 2994{
3217 rv_vector rv; 2995 rv_vector rv;
3218 int dx, dy; 2996 int dx, dy;
3230 3008
3231 get_rangevector (pl, op, &rv, 0x1); 3009 get_rangevector (pl, op, &rv, 0x1);
3232 3010
3233 /* starting with the 'head' part, lets loop 3011 /* starting with the 'head' part, lets loop
3234 * through the object and find if it has any 3012 * through the object and find if it has any
3235 * part that is in the los array but isnt on 3013 * part that is in the los array but isn't on
3236 * a blocked los square. 3014 * a blocked los square.
3237 * we use the archetype to figure out offsets. 3015 * we use the archetype to figure out offsets.
3238 */ 3016 */
3239 while (op) 3017 while (op)
3240 { 3018 {
3241 dx = rv.distance_x + op->arch->clone.x; 3019 dx = rv.distance_x + op->arch->x;
3242 dy = rv.distance_y + op->arch->clone.y; 3020 dy = rv.distance_y + op->arch->y;
3243 3021
3244 /* only the viewable area the player sees is updated by LOS 3022 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; 3023 return 1;
3024
3252 op = op->more; 3025 op = op->more;
3253 } 3026 }
3254 return 0;
3255}
3256 3027
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; 3028 return 0;
3283} 3029}
3284 3030
3285/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3286 * a player) is standing on a valid battleground-tile, 3032 * 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 3037 * Default is to do the same as before, so only people wanting to have different points need worry about this
3292 */ 3038 */
3293int 3039int
3294op_on_battleground (object *op, int *x, int *y) 3040op_on_battleground (object *op, int *x, int *y)
3295{ 3041{
3296 object *tmp;
3297
3298 /* A battleground-tile needs the following attributes to be valid: 3042 /* 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), 3043 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3300 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3301 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3302 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3303 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3304 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3305 { 3049 {
3306 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3307 { 3051 {
3308 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3309 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3053 && tmp->type == BATTLEGROUND
3054 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3310 { 3056 {
3311 /*before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3312 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3058 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3313 {
3314 object *invtmp;
3315
3316 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3317 { 3061 {
3318 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3319 {
3320 if (x != NULL && y != NULL) 3062 if (x && y)
3321 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3322 return 1; 3065 return 1;
3323 }
3324 } 3066 }
3325 } 3067
3326 if (x != NULL && y != NULL) 3068 if (x && y)
3327 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3328 return 1; 3071 return 1;
3329 } 3072 }
3330 } 3073 }
3331 } 3074 }
3075
3332 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3333 return 0; 3077 return 0;
3334} 3078}
3335 3079
3336/* 3080/*
3352 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3353 int i = 0, j = 0; 3097 int i = 0, j = 0;
3354 3098
3355 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3356 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3357 trlist = treasurelist::find ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3358 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3359 trlist = treasurelist::find ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3360 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3361 trlist = treasurelist::find ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3362 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3363 trlist = treasurelist::find ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3364 3108
3365 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3366 return; 3110 return;
3367 3111
3368 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3112 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]); */ 3116 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3373 return; 3117 return;
3374 } 3118 }
3375 3119
3376 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3377 item = &(tr->item->clone); 3121 item = tr->item;
3378 3122
3379 if (item->type == SPELL) 3123 if (item->type == SPELL)
3380 { 3124 {
3381 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3382 return; 3126 return;
3441 { 3185 {
3442 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3187 object *skin;
3444 3188
3445 /* first get the dragon skin force */ 3189 /* 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) 3190 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3448 ; 3191 ;
3449 3192
3450 if (!skin) 3193 if (!skin)
3451 return; 3194 return;
3452 3195
3485 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3486 } 3229 }
3487 else 3230 else
3488 { 3231 {
3489 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3490 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3491 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 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); 3235 who->insert (tmp);
3493 if (who->type == PLAYER)
3494 esrv_send_item (who, tmp);
3495 } 3236 }
3496} 3237}
3497 3238
3498/** 3239//-GPL
3499 * Unready an object for a player. This function does nothing if the object was
3500 * not readied.
3501 */
3502void
3503player_unready_range_ob (player *pl, object *ob)
3504{
3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3507
3508 if (pl->combat_ob == ob)
3509 pl->combat_ob = 0;
3510
3511 if (pl->ranged_ob == ob)
3512 pl->ranged_ob = 0;
3513}
3514 3240
3515sint8 3241sint8
3516player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3517{ 3243{
3518 if (!ns) 3244 if (!ns)
3519 return 0; 3245 return LOS_BLOCKED;
3520 3246
3521 int dx, dy; 3247 int dx, dy;
3522 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3523 return 0; 3249 return LOS_BLOCKED;
3524 3250
3525 x += dx - ns->current_x + ns->mapx / 2; 3251 x += dx - ns->current_x;
3526 y += dy - ns->current_y + ns->mapy / 2; 3252 y += dy - ns->current_y;
3527 3253
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]; 3254 return blocked_los (x, y);
3532} 3255}
3256
3257void
3258player::infobox (const char *title, const char *msg, int color)
3259{
3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275

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