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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 1.266 by root, Tue Apr 6 23:34:57 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);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278 132
279 ob->update_stats (); 133 ob->update_stats ();
134
280 ns->floorbox_update (); 135 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
284 138
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;
143
144 ob->update_stats (); // we unapplied stuff above
285 activate (); 145 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290 146
291 INVOKE_PLAYER (CONNECT, this); 147 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this); 148 INVOKE_PLAYER (LOGIN, this);
293} 149}
294 150
295void 151void
296player::disconnect () 152player::disconnect ()
297{ 153{
154 if (ob)
155 {
156 ob->close_container (); //TODO: client-specific
157 ob->drop_unpaid_items ();
158 }
159
298 if (ns) 160 if (ns)
299 { 161 {
300 if (active) 162 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 163 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302 164
305 ns->reset_stats (); 167 ns->reset_stats ();
306 ns->pl = 0; 168 ns->pl = 0;
307 ns = 0; 169 ns = 0;
308 } 170 }
309 171
310 if (ob) 172 // this is important for the player scheduler to get the correct refcount
311 ob->close_container (); //TODO: client-specific 173 // when ns = 0
174 observe = viewpoint = ob;
312 175
313 deactivate (); 176 deactivate ();
314} 177}
178
179//-GPL
315 180
316// the need for this function can be explained 181// the need for this function can be explained
317// by load_object not returning the object 182// by load_object not returning the object
318void 183void
319player::set_object (object *op) 184player::set_object (object *op)
320{ 185{
321 ob = op; 186 ob = observe = viewpoint = op;
322 ob->contr = this; /* this aren't yet in archetype */ 187 ob->contr = this; /* this aren't yet in archetype */
323 188
189 ob->speed = 1.0f;
324 ob->speed_left = 0.5f; 190 ob->speed_left = 0.5f;
325 ob->speed = 1.0f; 191
326 ob->direction = 5; /* So player faces south */ 192 ob->direction = 5; /* So player faces south */
327} 193}
194
195void
196player::set_observe (object *op)
197{
198 observe = viewpoint = op ? op : ob;
199 do_los = 1;
200}
201
202void
203player::set_viewpoint (object *op)
204{
205 viewpoint = op ? op : (object *)observe;
206 do_los = 1;
207}
208
209//+GPL
328 210
329player::player () 211player::player ()
330{ 212{
331 /* There are some elements we want initialised to non zero value - 213 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point. 214 * we deal with that below this point.
338 savebed_map = first_map_path; /* Init. respawn position */ 220 savebed_map = first_map_path; /* Init. respawn position */
339 221
340 gen_sp_armour = 10; 222 gen_sp_armour = 10;
341 bowtype = bow_normal; 223 bowtype = bow_normal;
342 petmode = pet_normal; 224 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers; 225 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 226 peaceful = 1; /* default peaceful */
346 do_los = 1; 227 do_los = 1;
228
229 weapon_sp = 1.0f;
230 weapon_sp_left = 0.5f;
347} 231}
348 232
349void 233void
350player::do_destroy () 234player::do_destroy ()
351{ 235{
356 if (ob) 240 if (ob)
357 { 241 {
358 ob->destroy_inv (false); 242 ob->destroy_inv (false);
359 ob->destroy (); 243 ob->destroy ();
360 } 244 }
245
246 ob = observe = viewpoint = 0;
361} 247}
362 248
363player::~player () 249player::~player ()
364{ 250{
365 /* Clear item stack */ 251 /* Clear item stack */
366 free (stack_items); 252 free (stack_items);
253}
254
255/*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260static archetype *
261get_player_archetype (archetype *at)
262{
263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
367} 281}
368 282
369/* Tries to add player on the connection passed in ns. 283/* 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 284 * All we can really get in this is some settings like host and display
371 * mode. 285 * mode.
373player * 287player *
374player::create () 288player::create ()
375{ 289{
376 player *pl = new player; 290 player *pl = new player;
377 291
378 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
379 293
380 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
383 297
384 set_first_map (pl->ob); 298 set_first_map (pl->ob);
385 299
386 return pl; 300 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} 301}
416 302
417object * 303object *
418get_nearest_player (object *mon) 304get_nearest_player (object *mon)
419{ 305{
422 unsigned lastdist; 308 unsigned lastdist;
423 rv_vector rv; 309 rv_vector rv;
424 310
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 312 {
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)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 314 continue;
456 315
457 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
458 { 317 {
653 512
654 return firstdir; 513 return firstdir;
655} 514}
656 515
657void 516void
658give_initial_items (object *pl, treasurelist * items) 517give_initial_items (object *pl, treasurelist *items)
659{ 518{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 519 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 520 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 521
665 for (op = pl->inv; op; op = next) 522 for (object *next, *op = pl->inv; op; op = next)
666 { 523 {
667 next = op->below; 524 next = op->below;
668 525
669 /* Forces get applied per default, unless they have the 526 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 527 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 532 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 533 * by this player due to race restrictions
677 */ 534 */
678 if (pl->type == PLAYER) 535 if (pl->type == PLAYER)
679 { 536 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 537 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
538 &&
681 (op->type == ARMOUR || op->type == BOOTS || 539 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 540 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 541 || op->type == SHIELD || op->type == GLOVES
542 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 543 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 544 {
686 op->destroy (); 545 op->destroy ();
687 continue; 546 continue;
688 } 547 }
689 } 548 }
690 549
691 /* This really needs to be better - we should really give 550 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 551 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 552 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 553 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 554 if (op->type == SKILL)
698 { 555 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 556 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 557 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 558 {
707 op->destroy (); 559 op->destroy ();
560 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 561 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 562 break;
710 } 563 }
711 564
712 if (op->nrof > 1) 565 if (op->nrof > 1)
713 op->nrof = 1; 566 op->nrof = 1;
714 } 567 }
715 568
716 if (op->type == SPELLBOOK && op->inv) 569 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 570 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 571
721 /* Give starting characters identified, uncursed, and undamned 572 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 573 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 574 * merged properly.
724 */ 575 */
725 if (need_identify (op)) 576 if (need_identify (op))
726 { 577 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 578 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 579 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 580 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 581 }
582
731 if (op->type == SPELL) 583 if (op->type == SPELL)
732 { 584 {
733 op->destroy (); 585 op->destroy ();
734 continue; 586 continue;
735 } 587 }
737 { 589 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 590 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 591 op->stats.exp = 0;
740 op->level = 1; 592 op->level = 1;
741 } 593 }
742 /* lock all 'normal items by default */ 594 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 595 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 596 } /* for loop of objects in player inv */
746 597
747 /* Need to set up the skill pointers */ 598 /* Need to set up the skill pointers */
748 link_player_skills (pl); 599 pl->contr->link_skills ();
749} 600}
750 601
751void 602void
752get_party_password (object *op, partylist *party) 603get_party_password (object *op, partylist *party)
753{ 604{
763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 614 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764} 615}
765 616
766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 617/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int 618static int
768roll_stat (void) 619roll_stat ()
769{ 620{
770 int a[4], i, j, k; 621 int a[4], i, j, k;
771 622
772 for (i = 0; i < 4; i++) 623 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1; 624 a[i] = (int) rndm (6) + 1;
854static void 705static void
855start_info (object *op) 706start_info (object *op)
856{ 707{
857 char buf[MAX_BUF]; 708 char buf[MAX_BUF];
858 709
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 710 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 711 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} 712}
864 713
865/* This function takes the key that is passed, and does the 714/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 715 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 716 * The function name is for historical reasons - now we have
870 */ 719 */
871void 720void
872player::chargen_race_done () 721player::chargen_race_done ()
873{ 722{
874 /* this must before then initial items are given */ 723 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 724 esrv_new_player (ob->contr);
876 725
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 726 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
878 if (tl) 727 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 728 create_treasure (tl, ob, 0, 0, 0);
880 729
881 INVOKE_PLAYER (BIRTH, ob->contr); 730 INVOKE_PLAYER (BIRTH, ob->contr);
882 INVOKE_PLAYER (LOGIN, ob->contr); 731 INVOKE_PLAYER (LOGIN, ob->contr);
883 732
884 ob->contr->ns->state = ST_PLAYING; 733 ob->contr->ns->state = ST_PLAYING;
885 734
886 if (ob->msg) 735 if (ob->msg)
887 ob->msg = 0; 736 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 }
897 737
898 start_info (ob); 738 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 739 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 740 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob); 741 esrv_send_inventory (ob, ob);
903 ob->update_stats (); 742 ob->update_stats ();
904 743
905 /* This moves the player to a different start map, if there 744 /* This moves the player to a different start map, if there
906 * is one for this race 745 * is one for this race
907 */ 746 */
908 if (*first_map_ext_path) 747 if (*first_map_ext_path)
909 { 748 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 749 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 750 LOG (llevDebug, "first_map_ext_path not set\n");
925} 751}
926 752
927void 753void
937 int x = ob->x, y = ob->y; 763 int x = ob->x, y = ob->y;
938 764
939 ob->remove_statbonus (); 765 ob->remove_statbonus ();
940 ob->remove (); 766 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 767 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 768 ob->arch->copy_to (ob);
943 ob->instantiate (); 769 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 770 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 771 ob->name = ob->name_pl = name;
946 ob->x = x; 772 ob->x = x;
947 ob->y = y; 773 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 774 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 775 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 776 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 777 ob->add_statbonus ();
952 } 778 }
953 while (!allowed_class (ob)); 779 while (!allowed_class (ob));
954 780
955 update_object (ob, UP_OBJ_FACE); 781 update_object (ob, UP_OBJ_FACE);
958 ob->stats.hp = ob->stats.maxhp; 784 ob->stats.hp = ob->stats.maxhp;
959 ob->stats.sp = ob->stats.maxsp; 785 ob->stats.sp = ob->stats.maxsp;
960 ob->stats.grace = 0; 786 ob->stats.grace = 0;
961} 787}
962 788
963void 789static void
964flee_player (object *op) 790flee_player (object *op)
965{ 791{
966 int dir, diff; 792 int dir, diff;
967 rv_vector rv; 793 rv_vector rv;
968 794
971 LOG (llevDebug, "Fleeing player is dead.\n"); 797 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED); 798 CLEAR_FLAG (op, FLAG_SCARED);
973 return; 799 return;
974 } 800 }
975 801
976 if (op->enemy == NULL) 802 if (!op->enemy)
977 { 803 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n"); 804 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED); 805 CLEAR_FLAG (op, FLAG_SCARED);
980 return; 806 return;
981 } 807 }
982 808
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)) 809 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 { 810 {
996 op->enemy = NULL; 811 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED); 812 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 813 return;
1001 get_rangevector (op, op->enemy, &rv, 0); 816 get_rangevector (op, op->enemy, &rv, 0);
1002 817
1003 dir = absdir (4 + rv.direction); 818 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++) 819 for (diff = 0; diff < 3; diff++)
1005 { 820 {
1006 int m = 1 - (RANDOM () & 2); 821 int m = 1 - rndm (2) * 2;
1007 822
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 823 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1009 return; 824 return;
1010 } 825 }
1011 826
1012 /* Cornered, get rid of scared */ 827 /* Cornered, get rid of scared */
1013 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1022check_pick (object *op) 837check_pick (object *op)
1023{ 838{
1024 object *tmp, *next; 839 object *tmp, *next;
1025 int stop = 0; 840 int stop = 0;
1026 int wvratio; 841 int wvratio;
1027 char putstring[128];
1028 842
1029 /* if you're flying, you cna't pick up anything */ 843 /* if you're flying, you can't pick up anything */
1030 if (op->move_type & MOVE_FLYING) 844 if (op->move_type & MOVE_FLYING)
1031 return 1; 845 return 1;
1032 846
1033 next = op->below; 847 next = op->below;
848
849 int cnt = MAX_ITEM_PER_ACTION;
850#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1034 851
1035 /* loop while there are items on the floor that are not marked as 852 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 853 * destroyed */
1037 while (next && !next->destroyed ()) 854 while (next && !next->destroyed ())
1038 { 855 {
1039 tmp = next; 856 tmp = next;
1040 next = tmp->below; 857 next = tmp->below;
1041 858
859 if (cnt <= 0)
860 {
861 op->failmsg ("Couldn't pickup all items at once.");
862 return 0;
863 }
864
1042 if (op->destroyed ()) 865 if (op->destroyed ())
1043 return 0; 866 return 0;
1044 867
1045 if (!can_pick (op, tmp)) 868 if (!can_pick (op, tmp))
1046 continue; 869 continue;
1047 870
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 871 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 872 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 873 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 874 CHK_PICK_PICKUP;
875
1052 continue; 876 continue;
1053 } 877 }
1054 878
1055 /* high not bit set? We're using the old autopickup model */ 879 /* pickup handling */
880 if (op->contr->mode & PU_DEBUG)
881 {
882 /* some debugging code to figure out item information */
883 const char *str = tmp->name
884 ? format ("item name: %s item type: %d weight/value: %d",
885 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
886 : format ("item name: %s item type: %d weight/value: %d",
887 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
888
889 new_draw_info (NDI_UNIQUE, 0, op, str);
890 }
891
892 if (op->contr->mode & PU_INHIBIT)
893 return 1;
894
895 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
896 return 1;
897
898 /* philosophy:
899 * It's easy to grab an item type from a pile, as long as it's
900 * generic. This takes no game-time. For more detailed pickups
901 * and selections, select-items should be used. This is a
902 * grab-as-you-run type mode that's really useful for arrows for
903 * example.
904 * The drawback: right now it has no frontend, so you need to
905 * stick the bits you want into a calculator in hex mode and then
906 * convert to decimal and then 'pickup <#>
907 */
908
909 /* the first two modes are exclusive: if NOTHING we return, if
910 * STOP then we stop. All the rest are applied sequentially,
911 * meaning if any test passes, the item gets picked up. */
912
913 /* if mode is set to pick nothing up, return */
914 if (op->contr->mode == PU_NOTHING)
915 return 1;
916
917 /* if mode is set to stop when encountering objects, return */
918 /* take STOP before INHIBIT since it doesn't actually pick
919 * anything up */
920 if (op->contr->mode & PU_STOP)
921 return 0;
922
923 /* useful for going into stores and not losing your settings... */
924 /* and for battles wher you don't want to get loaded down while
925 * fighting */
926 if (op->contr->mode & PU_INHIBIT)
927 return 1;
928
929 /* prevent us from turning into auto-thieves :) */
930 if (QUERY_FLAG (tmp, FLAG_UNPAID))
931 continue;
932
933 /* ignore known cursed objects */
934 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
935 continue;
936
937 /* all food and drink if desired */
938 /* question: don't pick up known-poisonous stuff? */
1056 if (!(op->contr->mode & PU_NEWMODE)) 939 if (op->contr->mode & PU_FOOD)
940 if (tmp->type == FOOD)
1057 { 941 {
1058 switch (op->contr->mode) 942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 if (op->contr->mode & PU_DRINK)
947 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
948 {
949 CHK_PICK_PICKUP;
950 continue;
951 }
952
953 if (op->contr->mode & PU_POTION)
954 if (tmp->type == POTION)
955 {
956 CHK_PICK_PICKUP;
957 continue;
958 }
959
960 /* spellbooks, skillscrolls and normal books/scrolls */
961 if (op->contr->mode & PU_SPELLBOOK)
962 if (tmp->type == SPELLBOOK)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 if (op->contr->mode & PU_SKILLSCROLL)
969 if (tmp->type == SKILLSCROLL)
970 {
971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_READABLES)
976 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 /* wands/staves/rods/horns */
983 if (op->contr->mode & PU_MAGIC_DEVICE)
984 if (tmp->type == WAND
985 || tmp->type == ROD
986 || tmp->type == HORN
987 || tmp->type == POWER_CRYSTAL)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
992
993 /* pick up all magical items */
994 if (op->contr->mode & PU_MAGICAL)
995 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
996 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 if (op->contr->mode & PU_VALUABLES)
1003 {
1004 if (tmp->type == MONEY || tmp->type == GEM)
1059 { 1005 {
1060 case 0: 1006 CHK_PICK_PICKUP;
1061 return 1; /* don't pick up */ 1007 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 } 1008 }
1093 } 1009 }
1094 else 1010
1095 { /* old model */ 1011 /* rings & amulets - talismans seems to be typed AMULET */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG) 1012 if (op->contr->mode & PU_JEWELS)
1013 if (tmp->type == RING
1014 || tmp->type == AMULET
1015 || tmp->type == GIRDLE
1016 || tmp->type == SKILL_TOOL)
1098 { 1017 {
1099 /* some debugging code to figure out item information */ 1018 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; 1019 continue;
1020 }
1146 1021
1147 /* ignore known cursed objects */ 1022 /* we don't forget dragon food */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1023 if (op->contr->mode & PU_FLESH)
1024 if (tmp->type == FLESH)
1025 {
1026 CHK_PICK_PICKUP;
1149 continue; 1027 continue;
1028 }
1150 1029
1151 /* all food and drink if desired */ 1030 /* bows and arrows. Bows are good for selling! */
1152 /* question: don't pick up known-poisonous stuff? */ 1031 if (op->contr->mode & PU_BOW)
1032 if (tmp->type == BOW)
1033 {
1034 CHK_PICK_PICKUP;
1035 continue;
1036 }
1037
1038 if (op->contr->mode & PU_ARROW)
1039 if (tmp->type == ARROW)
1040 {
1041 CHK_PICK_PICKUP;
1042 continue;
1043 }
1044
1045 /* all kinds of armor etc. */
1046 if (op->contr->mode & PU_ARMOUR)
1047 if (tmp->type == ARMOUR)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1053 if (op->contr->mode & PU_HELMET)
1054 if (tmp->type == HELMET)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_SHIELD)
1061 if (tmp->type == SHIELD)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1153 if (op->contr->mode & PU_FOOD) 1067 if (op->contr->mode & PU_BOOTS)
1154 if (tmp->type == FOOD) 1068 if (tmp->type == BOOTS)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_GLOVES)
1075 if (tmp->type == GLOVES || tmp->type == BRACERS)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_CLOAK)
1082 if (tmp->type == CLOAK)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* hoping to catch throwing daggers here */
1089 if (op->contr->mode & PU_MISSILEWEAPON)
1090 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 /* careful: chairs and tables are weapons! */
1097 if (op->contr->mode & PU_ALLWEAPON)
1098 {
1099 if (tmp->type == WEAPON)
1100 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1155 { 1101 {
1156 pick_up (op, tmp); 1102 CHK_PICK_PICKUP;
1157 continue; 1103 continue;
1158 } 1104 }
1105 }
1159 1106
1107 /* misc stuff that's useful */
1160 if (op->contr->mode & PU_DRINK) 1108 if (op->contr->mode & PU_KEY)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1109 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1162 { 1110 {
1163 pick_up (op, tmp); 1111 CHK_PICK_PICKUP;
1164 continue; 1112 continue;
1165 } 1113 }
1166 1114
1115 /* any of the last 4 bits set means we use the ratio for value
1116 * pickups */
1167 if (op->contr->mode & PU_POTION) 1117 if (op->contr->mode & PU_RATIO)
1168 if (tmp->type == POTION) 1118 {
1119 /* use value density to decide what else to grab */
1120 /* >=7 was >= op->contr->mode */
1121 /* >=7 is the old standard setting. Now we take the last 4 bits
1169 { 1122 */
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) 1123 wvratio = op->contr->mode & PU_RATIO;
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1124 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 { 1125 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1126#if 0
1127 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1128 if (tmp->name != NULL)
1215 { 1129 {
1216 pick_up (op, tmp); 1130 fprintf (stderr, "%s", tmp->name);
1217 continue;
1218 } 1131 }
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 1132 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1133 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1134 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1135 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1356#endif 1136#endif
1137 CHK_PICK_PICKUP;
1357 continue; 1138 continue;
1358 }
1359 } 1139 }
1360 } /* the new pickup model */ 1140 } /* the new pickup model */
1361 } 1141 }
1362 1142
1363 return !stop; 1143 return !stop;
1144}
1145
1146/* routine for both players and monsters. We call this when
1147 * there is a possibility for our action distrubing our hiding
1148 * place or invisiblity spell. Artefact invisiblity causes
1149 * "noise" instead. If we arent invisible to begin with, we
1150 * return 0.
1151 */
1152static int
1153action_makes_visible (object *op)
1154{
1155 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1156 {
1157 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1158 {
1159 // artefact invisibility is permanent, but we still make noise
1160 // this is important for game-balance.
1161 if (op->contr)
1162 op->make_noise ();
1163
1164 return 0;
1165 }
1166
1167 if (op->contr && op->contr->tmp_invis == 0)
1168 return 0;
1169
1170 /* If monsters, they should become visible */
1171 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1172 {
1173 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1174 return 1;
1175 }
1176 }
1177
1178 return 0;
1364} 1179}
1365 1180
1366/* 1181/*
1367 * Find an arrow in the inventory and after that 1182 * Find an arrow in the inventory and after that
1368 * in the right type container (quiver). Pointer to the 1183 * in the right type container (quiver). Pointer to the
1369 * found object is returned. 1184 * found object is returned.
1370 */ 1185 */
1371object * 1186static object *
1372find_arrow (object *op, const char *type) 1187find_arrow (object *op, const char *type)
1373{ 1188{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1189 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) 1190 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1191 return splay (tmp);
1192
1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1194 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1195 if (object *arrow = find_arrow (tmp, type))
1196 {
1197 splay (tmp);
1380 return op; 1198 return arrow;
1199 }
1381 1200
1382 return tmp; 1201 return 0;
1383} 1202}
1384 1203
1385/* 1204/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1205 * 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 1206 * 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 1207 * 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. 1208 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */ 1209 */
1391object * 1210static object *
1392find_better_arrow (object *op, object *target, const char *type, int *better) 1211find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1393{ 1212{
1394 object *tmp = NULL, *arrow, *ntmp; 1213 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i; 1214 int attacknum, attacktype, betterby = 0, i;
1396 1215
1397 if (!type) 1216 if (!type)
1401 { 1220 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1221 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 { 1222 {
1404 i = 0; 1223 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i); 1224 ntmp = find_better_arrow (arrow, target, type, &i);
1225
1406 if (i > betterby) 1226 if (i > betterby)
1407 { 1227 {
1408 tmp = ntmp; 1228 tmp = ntmp;
1409 betterby = i; 1229 betterby = i;
1410 } 1230 }
1411 } 1231 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1232 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1233 {
1414 /* allways prefer assasination/slaying */ 1234 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1235 if (target->race && arrow->slaying.contains (target->race))
1416 { 1236 {
1417 if (arrow->attacktype & AT_DEATH) 1237 if (arrow->attacktype & AT_DEATH)
1418 { 1238 {
1419 *better = 100; 1239 *better = 100;
1420 return arrow; 1240 return arrow;
1428 else 1248 else
1429 { 1249 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1250 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1251 {
1432 attacktype = 1 << attacknum; 1252 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1253 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1254 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 { 1255 {
1436 tmp = arrow; 1256 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1257 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1258 }
1439 } 1259 }
1260
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1261 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1262 {
1442 tmp = arrow; 1263 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam; 1264 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 } 1265 }
1266
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1267 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1268 {
1447 tmp = arrow; 1269 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1270 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1271 }
1450 } 1272 }
1451 } 1273 }
1452 } 1274 }
1275
1453 if (tmp == NULL && arrow == NULL) 1276 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1277 return find_arrow (op, type);
1455 1278
1456 *better = betterby; 1279 *better = betterby;
1457 return tmp; 1280 return tmp;
1461 * find_better_arrow to find a decent arrow to use. 1284 * find_better_arrow to find a decent arrow to use.
1462 * op = the shooter 1285 * op = the shooter
1463 * type = bow->race 1286 * type = bow->race
1464 * dir = fire direction 1287 * dir = fire direction
1465 */ 1288 */
1466object * 1289static object *
1467pick_arrow_target (object *op, const char *type, int dir) 1290pick_arrow_target (object *op, shstr_cmp type, int dir)
1468{ 1291{
1469 object *tmp = NULL; 1292 object *tmp = NULL;
1470 maptile *m; 1293 maptile *m;
1471 int i, mflags, found, number; 1294 int i, mflags, found, number;
1472 sint16 x, y; 1295 sint16 x, y;
1487 for (i = 0, found = 0; i < 20; i++) 1310 for (i = 0, found = 0; i < 20; i++)
1488 { 1311 {
1489 x += freearr_x[dir]; 1312 x += freearr_x[dir];
1490 y += freearr_y[dir]; 1313 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y); 1314 mflags = get_map_flags (m, &m, x, y, &x, &y);
1315
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1316 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 { 1317 {
1494 tmp = NULL; 1318 tmp = 0;
1495 break; 1319 break;
1496 } 1320 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1321 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 { 1322 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1323 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption. 1324 * perhaps a bad assumption.
1501 */ 1325 */
1502 tmp = NULL; 1326 tmp = 0;
1503 break; 1327 break;
1504 } 1328 }
1329
1505 if (mflags & P_IS_ALIVE) 1330 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1331 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1332 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break; 1333 break;
1515 }
1516 } 1334 }
1517 if (tmp == NULL) 1335
1336 if (!tmp)
1518 return find_arrow (op, type); 1337 return find_arrow (op, type);
1519 1338
1520 if (tmp->head) 1339 if (tmp->head)
1521 tmp = tmp->head; 1340 tmp = tmp->head;
1522 1341
1544 { 1363 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1364 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1365 return 0;
1547 } 1366 }
1548 1367
1549 if (player *pl = op->contr) 1368 if (op->contr)
1550 { 1369 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1370 else
1556 { 1371 {
1557 for (bow = op->inv; bow; bow = bow->below) 1372 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1373 /* 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. 1374 * don't need to switch back and forth between bows and weapons.
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1381 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1382 return 0;
1568 } 1383 }
1569 1384
1570 // optimisation: move object to top so we will find it quickly again 1385 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below) 1386 splay (bow);
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1577 } 1387 }
1578 1388
1579 if (!bow->race || !bow->skill) 1389 if (!bow->race || !bow->skill)
1580 { 1390 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1391 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1607 } 1417 }
1608 1418
1609 /* this should not happen, but sometimes does */ 1419 /* this should not happen, but sometimes does */
1610 if (arrow->nrof == 0) 1420 if (arrow->nrof == 0)
1611 { 1421 {
1422 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1612 arrow->destroy (); 1423 arrow->destroy ();
1613 return 0; 1424 return 0;
1614 } 1425 }
1615 1426
1616 left = arrow; /* these are arrows left to the player */ 1427 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1428 arrow = arrow->split ();
1618 if (!arrow) 1429 if (!arrow)
1619 { 1430 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1431 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621 return 0; 1432 return 0;
1622 } 1433 }
1626 arrow->direction = dir; 1437 arrow->direction = dir;
1627 1438
1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1439 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam; 1440 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype; 1441 arrow->stats.grace = arrow->attacktype;
1442 arrow->custom_name = arrow->slaying;
1631 1443
1632 if (arrow->slaying) 1444#if 0
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635 if (player *pl = op->contr) 1445 if (player *pl = op->contr)
1636 { 1446 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp; 1447 float speed = pl->weapon_sp;
1640 1448
1641 /* penalize ROF for bestarrow */ 1449 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow) 1450 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f; 1451 speed *= .9f;
1644 else 1452 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1453 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646 1454
1647 op->speed_left += speed - op->speed; 1455 op->speed_left += speed - op->speed;
1456 }
1648#endif 1457#endif
1649 }
1650 1458
1651 SET_ANIMATION (arrow, arrow->direction); 1459 SET_ANIMATION (arrow, arrow->direction);
1652 1460
1653 /* update the speed */ 1461 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1462 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; 1463 + bow->stats.dam / 7.f;
1656 1464
1657 arrow->set_speed (max (arrow->speed, 2.0)); 1465 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0; 1466 arrow->speed_left = 0;
1659 1467
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1468 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661 1469
1662 if (op->type == PLAYER) 1470 if (op->type == PLAYER)
1685 1493
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1494 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1495 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1496 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1497
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1498 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1499 m->insert (arrow, sx, sy, op);
1692 1500
1693 if (!arrow->destroyed ()) 1501 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1502 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 1503
1704 return 1; 1504 return 1;
1705} 1505}
1706 1506
1707/* Special fire code for players - this takes into 1507/* Special fire code for players - this takes into
1709 * but monsters can't. Putting that code here 1509 * but monsters can't. Putting that code here
1710 * makes the fire_bow code much cleaner. 1510 * makes the fire_bow code much cleaner.
1711 * this function should only be called if 'op' is a player, 1511 * this function should only be called if 'op' is a player,
1712 * hence the function name. 1512 * hence the function name.
1713 */ 1513 */
1714int 1514static int
1715player_fire_bow (object *op, int dir) 1515player_fire_bow (object *op, int dir)
1716{ 1516{
1717 int ret = 0, wcmod = 0; 1517 int ret;
1718 1518
1719 if (op->contr->bowtype == bow_bestarrow) 1519 if (op->contr->bowtype == bow_bestarrow)
1720 { 1520 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1521 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 } 1522 }
1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1523 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 { 1524 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1525 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); 1526 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1729 } 1527 }
1730 else if (op->contr->bowtype == bow_threewide) 1528 else if (op->contr->bowtype == bow_threewide)
1731 { 1529 {
1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1530 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)]); 1531 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)]); 1532 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735 } 1533 }
1736 else if (op->contr->bowtype == bow_spreadshot) 1534 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1535 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1536 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); 1537 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); 1538 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741 } 1539 }
1742 else 1540 else
1743 { 1541 {
1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746 } 1544 }
1747 1545
1748 return ret; 1546 return ret;
1749} 1547}
1750
1751 1548
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1549/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1550 * Broken apart from 'fire' to keep it more readable.
1754 */ 1551 */
1755void 1552static void
1756fire_misc_object (object *op, int dir) 1553fire_misc_object (object *op, int dir)
1757{ 1554{
1758 object *item = op->contr->ranged_ob; 1555 object *item = op->contr->ranged_ob;
1759 1556
1760 if (!item) 1557 if (!item)
1767 { 1564 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1565 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return; 1566 return;
1770 } 1567 }
1771 1568
1772 if (!op->change_weapon (item)) 1569 if (!op->apply (item))
1773 return; 1570 return;
1774 1571
1775 if (item->type == WAND) 1572 if (item->type == WAND)
1776 { 1573 {
1777 if (item->stats.food <= 0) 1574 if (item->stats.food <= 0)
1778 { 1575 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1576 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)); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 1578
1782 return; 1579 return;
1783 } 1580 }
1784 } 1581 }
1785 else if (item->type == ROD || item->type == HORN) 1582 else if (item->type == ROD || item->type == HORN)
1786 { 1583 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1584 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1585
1586 // using the maximum of the rods charge allows at least one spell cast
1587 // for a rod or horn, this fixes some broken rods.
1588 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1788 { 1589 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1590 op->contr->play_sound (sound_find ("wand_poof"));
1790 1591
1791 if (item->type == ROD) 1592 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)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1594 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1595 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1797 } 1598 }
1798 } 1599 }
1799 1600
1800 if (cast_spell (op, item, dir, item->inv, NULL)) 1601 if (cast_spell (op, item, dir, item->inv, NULL))
1801 { 1602 {
1802 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1603 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1604
1803 if (item->type == WAND) 1605 if (item->type == WAND)
1804 { 1606 {
1805 if (!(--item->stats.food)) 1607 if (!(--item->stats.food))
1806 { 1608 {
1807 object *tmp; 1609 object *tmp;
1808 1610
1809 if (item->arch) 1611 if (item->arch)
1810 { 1612 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1613 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1614 item->face = item->arch->face;
1813 item->set_speed (0); 1615 item->set_speed (0);
1814 } 1616 }
1815 1617
1816 if ((tmp = item->in_player ())) 1618 if (object *pl = item->visible_to ())
1817 esrv_update_item (UPD_ANIM, tmp, item); 1619 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1620 }
1819 } 1621 }
1820 else if (item->type == ROD || item->type == HORN) 1622 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge (item); 1623 drain_rod_charge (item);
1822 } 1624 }
1823} 1625}
1824 1626
1825/* Received a fire command for the player - go and do it. 1627/* Received a fire command for the player - go and do it.
1826 */ 1628 */
1827void 1629bool
1828fire (object *op, int dir) 1630fire (object *who, int dir)
1829{ 1631{
1830 int spellcost = 0; 1632 int spellcost = 0;
1831 1633
1634 player *pl = who->contr;
1635
1636 if (pl->golem)
1637 {
1638 control_golem (who->contr->golem, dir);
1639 return false;
1640 }
1641
1642 object *ob = pl->ranged_ob;
1643
1644 if (!ob)
1645 return false;
1646
1647 if (who->speed_left > 0.f)
1648 --who->speed_left;
1649 else
1650 return false;
1651
1652 if (!who->apply (ob))
1653 return false;
1654
1832 /* check for loss of invisiblity/hide */ 1655 /* check for loss of invisiblity/hide */
1833 if (action_makes_visible (op)) 1656 if (action_makes_visible (who))
1834 make_visible (op); 1657 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 1658
1849 switch (ob->type) 1659 switch (ob->type)
1850 { 1660 {
1851 case BOW: 1661 case BOW:
1852 player_fire_bow (op, dir); 1662 player_fire_bow (who, dir);
1853 break; 1663 break;
1854 1664
1855 case SPELL: 1665 case SPELL:
1856 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1666 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1857 break; 1667 break;
1858 1668
1859 case BUILDER: 1669 case BUILDER:
1860 apply_map_builder (op, dir); 1670 apply_map_builder (who, dir);
1861 break; 1671 break;
1862 1672
1863 case SKILL: 1673 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0); 1674 do_skill (who, who, ob, dir, 0);
1866 break; 1675 break;
1867 1676
1677 case RANGED:
1678 do_skill (who, ob, who->chosen_skill, dir, 0);
1679 break;
1680
1868 default: 1681 default:
1869 fire_misc_object (op, dir); 1682 fire_misc_object (who, dir);
1870 break; 1683 break;
1871 } 1684 }
1872}
1873 1685
1874/* find_key 1686 return true;
1875 * We try to find a key for the door as passed. If we find a key 1687}
1876 * and successfully use it, we return the key, otherwise NULL 1688
1877 * This function merges both normal and locked door, since the logic 1689static 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) 1690find_key_ (object *pl, object *container, object *door)
1886{ 1691{
1887 object *tmp, *key; 1692 object *tmp, *key;
1888 1693
1889 /* Should not happen, but sanity checking is never bad */ 1694 /* Should not happen, but sanity checking is never bad */
1890 if (!container->inv) 1695 if (!container->inv)
1893 /* First, lets try to find a key in the top level inventory */ 1698 /* First, lets try to find a key in the top level inventory */
1894 for (tmp = container->inv; tmp; tmp = tmp->below) 1699 for (tmp = container->inv; tmp; tmp = tmp->below)
1895 { 1700 {
1896 if (door->type == DOOR && tmp->type == KEY) 1701 if (door->type == DOOR && tmp->type == KEY)
1897 break; 1702 break;
1703
1898 /* For sanity, we should really check door type, but other stuff 1704 /* For sanity, we should really check door type, but other stuff
1899 * (like containers) can be locked with special keys 1705 * (like containers) can be locked with special keys
1900 */ 1706 */
1901 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1707 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1902 break; 1708 break;
1908 * a key, return 1714 * a key, return
1909 */ 1715 */
1910 if (!tmp) 1716 if (!tmp)
1911 { 1717 {
1912 for (tmp = container->inv; tmp; tmp = tmp->below) 1718 for (tmp = container->inv; tmp; tmp = tmp->below)
1913 {
1914 /* No reason to search empty containers */ 1719 /* No reason to search empty containers */
1915 if (tmp->type == CONTAINER && tmp->inv) 1720 if (tmp->type == CONTAINER && tmp->inv)
1916 {
1917 if ((key = find_key (pl, tmp, door))) 1721 if ((key = find_key_ (pl, tmp, door)))
1918 return key; 1722 return key;
1919 }
1920 }
1921 1723
1922 if (!tmp) 1724 if (!tmp)
1923 return NULL; 1725 return 0;
1924 } 1726 }
1925 1727
1926 /* We get down here if we have found a key. Now if its in a container, 1728 /* 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 1729 * see if we actually want to use it
1928 */ 1730 */
1929 if (pl != container) 1731 if (pl != container)
1930 { 1732 {
1931 /* Only let players use keys in containers */ 1733 /* Only let players use keys in containers */
1932 if (!pl->contr) 1734 if (!pl->contr)
1933 return NULL; 1735 return 0;
1736
1934 /* cases where this fails: 1737 /* cases where this fails:
1935 * If we only search the player inventory, return now since we 1738 * If we only search the player inventory, return now since we
1936 * are not in the players inventory. 1739 * are not in the players inventory.
1937 * If the container is not active, return now since only active 1740 * If the container is not active, return now since only active
1938 * containers can be used. 1741 * containers can be used.
1942 * inv must have been an container and must have been active. 1745 * inv must have been an container and must have been active.
1943 * 1746 *
1944 * Change the color so that the message doesn't disappear with 1747 * Change the color so that the message doesn't disappear with
1945 * all the others. 1748 * all the others.
1946 */ 1749 */
1947 if (pl->contr->usekeys == key_inventory || 1750 if (pl->contr->usekeys == key_inventory
1948 !QUERY_FLAG (container, FLAG_APPLIED) || 1751 || !QUERY_FLAG (container, FLAG_APPLIED)
1949 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1752 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1950 { 1753 {
1951 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1754 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)); 1755 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1953 return NULL; 1756 return NULL;
1954 } 1757 }
1955 } 1758 }
1956 1759
1957 return tmp; 1760 return tmp;
1761}
1762
1763/* find_key
1764 * We try to find a key for the door as passed. If we find a key
1765 * and successfully use it, we return the key, otherwise NULL
1766 * This function merges both normal and locked door, since the logic
1767 * for both is the same - just the specific key is different.
1768 * pl is the player,
1769 * inv is the objects inventory to searched
1770 * door is the door we are trying to match against.
1771 * This function can be called recursively to search containers.
1772 */
1773object *
1774find_key (object *pl, object *container, object *door)
1775{
1776 if (door->slaying && is_match_expr (door->slaying))
1777 {
1778 // for match expressions, we try to find the key by applying the match
1779 // to the op itself, which is supposed to find the "key", instead
1780 // of searching through containers ourselves.
1781
1782 return match_one (door->slaying, container, door, pl, pl);
1783 }
1784 else
1785 return find_key_ (pl, container, door);
1958} 1786}
1959 1787
1960/* moved door processing out of move_player_attack. 1788/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1789 * returns 1 if player has opened the door with a key
1962 * such that the caller should not do anything more, 1790 * such that the caller should not do anything more,
1963 * 0 otherwise 1791 * 0 otherwise
1964 */ 1792 */
1965static int 1793static int
1966player_attack_door (object *op, object *door) 1794player_attack_door (object *op, object *door)
1967{ 1795{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1796 /* 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 - 1797 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1798 * otherwise, we fall through to the rest of the code.
1971 */ 1799 */
1972 object *key = find_key (op, op, door); 1800 object *key = find_key (op, op, door);
1973 1801
1974 /* IF we found a key, do some extra work */ 1802 /* If we found a key, do some extra work */
1975 if (key) 1803 if (key)
1976 { 1804 {
1977 object *container = key->env; 1805 object *container = key->env;
1978
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 1806
1981 if (action_makes_visible (op)) 1807 if (action_makes_visible (op))
1982 make_visible (op); 1808 make_visible (op);
1983 1809
1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1810 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1986 1812
1987 if (door->type == DOOR) 1813 if (door->type == DOOR)
1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1814 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1989 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
1990 { 1816 {
1991 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1817 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1992 remove_door2 (door); /* remove door without violence ;-) */ 1818 remove_door2 (door); /* remove door without violence ;-) */
1993 } 1819 }
1994 1820
1995 /* Do this after we print the message */ 1821 /* Do this after we print the message */
1996 decrease_ob (key); /* Use up one of the keys */ 1822 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 1823
2001 return 1; /* Nothing more to do below */ 1824 return 1; /* Nothing more to do below */
2002 } 1825 }
2003 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
2004 { 1827 {
2005 /* Might as well return now - no other way to open this */ 1828 /* Might as well return now - no other way to open this */
2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1829 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1830 return 1;
2008 } 1831 }
2009 1832
2010 return 0; 1833 return 0;
2011} 1834}
2014 * It should keep the code cleaner. 1837 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1838 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1839 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1840 * going to try and move (not fire weapons).
2018 */ 1841 */
2019void 1842bool
2020move_player_attack (object *op, int dir) 1843move_player_attack (object *op, int dir)
2021{ 1844{
2022 object *tmp, *mon; 1845 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2023 int on_battleground; 1846 {
2024 maptile *m; 1847 --op->speed_left;
1848 return true;
1849 }
2025 1850
2026 sint16 nx = freearr_x[dir] + op->x; 1851 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 1852 sint16 ny = freearr_y[dir] + op->y;
2028 1853
2029 on_battleground = op_on_battleground (op, 0, 0); 1854 if (out_of_map (op->map, nx, ny))
1855 return false;
2030 1856
2031 /* If braced, or can't move to the square, and it is not out of the 1857 /* 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 1858 * 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 1859 * 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 1860 * 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 1861 * 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 1862 * 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 1863 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1864 * move_ob uses.
2039 */ 1865 */
2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1866 maptile *m = op->map->xy_find (nx, ny);
1867
1868 /* Go through all the objects, and find ones of interest. Only stop if
1869 * we find a monster - that is something we know we want to attack.
1870 * if its a door or barrel (can roll) see if there may be monsters
1871 * on the space
1872 */
1873 object *mon;
1874 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1875 {
1876 if ((mon->flag [FLAG_ALIVE]
1877 || mon->type == LOCKED_DOOR
1878 || mon->flag [FLAG_CAN_ROLL])
1879 && mon != op)
1880 break;
2041 { 1881 }
2042 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1882
1883 if (!mon) /* This happens anytime the player tries to move */
1884 return false; /* into a wall */
1885
1886 mon = mon->head_ ();
1887
1888 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1889 if (op->contr->weapon_sp_left > 0.f)
1890 if (player_attack_door (op, mon))
1891 {
1892 --op->contr->weapon_sp_left;
1893 return true;
2043 { 1894 }
2044 m = op->map->xy_find (nx, ny); 1895
2045 if (!m) 1896 /* The following deals with possibly attacking peaceful
2046 return; /* Don't think this should happen */ 1897 * or friendly creatures. Basically, all players are considered
1898 * unaggressive. If the moving player has peaceful set, then the
1899 * object should be pushed instead of attacked. It is assumed that
1900 * if you are braced, you will not attack friends accidently,
1901 * and thus will not push them.
1902 */
1903
1904 /* If the creature is a pet, push it even if the player is not
1905 * peaceful. Our assumption is the creature is a pet if the
1906 * player owns it and it is either friendly or unagressive.
1907 */
1908 if (op->type == PLAYER
1909 && ((mon->owner && mon->owner->contr
1910 && same_party (mon->owner->contr->party, op->contr->party))
1911 || mon->owner == op)
1912 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1913 {
1914 /* If we're braced, we don't want to switch places with it */
1915 if (op->contr->braced)
1916 return false;
1917
1918 if (op->speed_left > 0.f)
1919 {
1920 --op->speed_left;
1921
1922 op->play_sound (sound_find ("push_player"));
1923 push_ob (mon, dir, op);
1924
1925 if (action_makes_visible (op))
1926 make_visible (op);
1927
1928 return true;
2047 } 1929 }
2048 else 1930 else
2049 m = op->map;
2050
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return; 1931 return false;
1932 }
2053 1933
2054 mon = 0; 1934 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 1935
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 1936 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 1937 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't 1938 * someone, but put it inside this loop so that you won't
2127 * attack them either. 1939 * attack them either.
2128 */ 1940 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 1941 if ((mon->type == PLAYER || mon->enemy != op)
2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1942 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 1943 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 1944 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 1945 && !on_battleground))
1946 {
1947 if (op->speed_left > 0.f)
2140 { 1948 {
1949 --op->speed_left;
1950
2141 if (!op->contr->braced) 1951 if (!op->contr->braced)
2142 { 1952 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1953 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 1954 push_ob (mon, dir, op);
2145 } 1955 }
2146 else 1956 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 1957 op->statusmsg ("You withhold your attack");
2148 1958
2149 if (op->contr->tmp_invis || op->hide) 1959 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2150 make_visible (op); 1960 make_visible (op);
2151 }
2152 1961
1962 return true;
1963 }
1964 }
2153 /* If the object is a boulder or other rollable object, then 1965 /* 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. 1966 * roll it if not braced. You can't roll it if you are braced.
2155 */ 1967 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1968 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1969 {
1970 if (op->speed_left > 0.f)
2157 { 1971 {
1972 --op->speed_left;
1973
2158 recursive_roll (mon, dir, op); 1974 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2160 make_visible (op); 1976 make_visible (op);
2161 }
2162 1977
1978 return true;
1979 }
1980 }
2163 /* Any generic living creature. Including things like doors. 1981 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points 1982 * 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: 1983 * 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 1984 * 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. 1985 * that party_number -1 is no party, so attacks can still happen.
2168 */ 1986 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1987 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))) 1988 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
1989 {
1990 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2171 { 1991 {
2172 op->contr->has_hit = 1; 1992 --op->contr->weapon_sp_left;
2173 1993
2174 skill_attack (mon, op, 0, 0, 0); 1994 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 1995
2190 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
2191 make_visible (op); 1997 make_visible (op);
2192 }
2193 } /* if player should attack something */
2194}
2195 1998
2196int 1999 return true;
2000 }
2001 }
2002
2003 return false;
2004}
2005
2006bool
2197move_player (object *op, int dir) 2007move_player (object *op, int dir)
2198{ 2008{
2199 int pick;
2200
2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2009 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2202 return 0; 2010 return 0;
2203 2011
2204 /* Sanity check: make sure dir is valid */ 2012 /* Sanity check: make sure dir is valid */
2205 if ((dir < 0) || (dir >= 9)) 2013 if (dir < 0 || dir >= 9)
2206 { 2014 {
2207 LOG (llevError, "move_player: invalid direction %d\n", dir); 2015 LOG (llevError, "move_player: invalid direction %d\n", dir);
2208 return 0; 2016 return 0;
2209 } 2017 }
2210 2018
2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2020 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2213 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2021 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2214 2022
2215 op->facing = dir; 2023 op->facing = dir;
2216 2024
2217 if (op->hide) 2025 if (op->flag [FLAG_HIDDEN])
2218 do_hidden_move (op); 2026 do_hidden_move (op);
2219 2027
2028 bool retval;
2029 int pick = 0;
2030
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2031 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 /*nop */ ; 2032 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on) 2033 else if (op->contr->fire_on)
2223 fire (op, dir); 2034 retval = fire (op, dir);
2224 else 2035 else
2225 { 2036 {
2226 move_player_attack (op, dir); 2037 retval = move_player_attack (op, dir);
2227 pick = check_pick (op); 2038 pick = check_pick (op);
2228 } 2039 }
2229 2040
2230 /* Add special check for newcs players and fire on - this way, the 2041 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing. 2042 * server can handle repeat firing.
2238 /* Update how the player looks. Use the facing, so direction may 2049 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities 2050 * get reset to zero. This allows for full animation capabilities
2240 * for players. 2051 * for players.
2241 */ 2052 */
2242 animate_object (op, op->facing); 2053 animate_object (op, op->facing);
2243 return 0; 2054
2055 return retval;
2244} 2056}
2245 2057
2246/* This is similar to handle_player, below, but is only used by the 2058/* This is similar to handle_player, below, but is only used by the
2247 * new client/server stuff. 2059 * new client/server stuff.
2248 * This is sort of special, in that the new client/server actually uses 2060 * This is sort of special, in that the new client/server actually uses
2249 * the new speed values for commands. 2061 * the new speed values for commands.
2250 * 2062 *
2251 * Returns true if there are more actions we can do. 2063 * Returns true if there are more actions we can do. Should not do
2064 * many actions in a row, as that would be too unfair to other
2065 * players.
2252 */ 2066 */
2253int 2067bool
2254handle_newcs_player (object *op) 2068handle_newcs_player (object *op)
2255{ 2069{
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2070 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2071 {
2258 flee_player (op); 2072 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 { 2073 {
2263 --op->speed_left; 2074 --op->speed_left;
2075 flee_player (op);
2076
2264 return 0; 2077 return true;
2265 } 2078 }
2079 else
2080 return false;
2266 } 2081 }
2267 2082
2268 /* call this here - we also will call this in do_ericserver, but 2083 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2084 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2085 * called, so we recheck it here.
2271 */ 2086 */
2272 if (op->contr->ns->handle_command ()) 2087 if (op->contr->ns->handle_command ())
2273 return 1; 2088 return true;
2274 2089
2275 if (op->speed_left > 0.f)
2276 {
2277 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2090 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); 2091 return move_player (op, op->direction);
2287 2092
2288 return op->speed_left > 0.f;
2289 }
2290 }
2291
2292 return 0; 2093 return false;
2293} 2094}
2294 2095
2295int 2096static int
2296save_life (object *op) 2097save_life (object *op)
2297{ 2098{
2298 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2099 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2299 return 0; 2100 return 0;
2300 2101
2301 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2102 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2103 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2303 { 2104 {
2304 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2105 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)); 2106 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 2107
2310 tmp->destroy (); 2108 tmp->destroy ();
2311 CLEAR_FLAG (op, FLAG_LIFESAVE); 2109 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 2110
2313 if (op->stats.hp < 0) 2111 if (op->stats.hp < 0)
2314 op->stats.hp = op->stats.maxhp; 2112 op->stats.hp = op->stats.maxhp;
2315 2113
2316 if (op->stats.food < 0) 2114 if (op->stats.food < 0)
2317 op->stats.food = 999; 2115 op->stats.food = MAX_FOOD;
2318 2116
2319 op->update_stats (); 2117 op->update_stats ();
2320 return 1; 2118 return 1;
2321 } 2119 }
2322 2120
2326 return 0; 2124 return 0;
2327} 2125}
2328 2126
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2127/* 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 2128 * 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 2129 * function will descend into containers. op is the object to start the search
2332 * from. 2130 * from.
2333 */ 2131 */
2132static void
2133drop_unpaid_items (object *op, object *env)
2134{
2135 while (op)
2136 {
2137 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2138
2139 if (QUERY_FLAG (op, FLAG_UNPAID))
2140 op->insert_at (env);
2141 else if (op->inv)
2142 drop_unpaid_items (op->inv, env);
2143
2144 op = next;
2145 }
2146}
2147
2334void 2148void
2335remove_unpaid_objects (object *op, object *env) 2149object::drop_unpaid_items ()
2336{ 2150{
2337 while (op) 2151 if (!flag [FLAG_REMOVED])
2338 { 2152 ::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} 2153}
2397 2154
2398void 2155void
2399do_some_living (object *op) 2156do_some_living (object *op)
2400{ 2157{
2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2209 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2453 else 2210 else
2454 { 2211 {
2455 gen_grace = op->stats.maxgrace; 2212 gen_grace = op->stats.maxgrace;
2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2213 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 } 2214 }
2500 2215
2501 /* Regenerate Grace */ 2216 /* Regenerate Grace */
2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2217 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2503 if (--op->last_grace < 0) 2218 if (--op->last_grace < 0)
2524 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2239 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2525 } 2240 }
2526 /* wearing stuff doesn't detract from grace generation. */ 2241 /* wearing stuff doesn't detract from grace generation. */
2527 } 2242 }
2528 2243
2244 if (op->stats.food > 0)
2245 {
2529 /* Regenerate Hit Points */ 2246 /* Regenerate Spell Points */
2530 if (--op->last_heal < 0) 2247 if (!op->contr->golem && --op->last_sp < 0)
2531 {
2532 if (op->stats.hp < op->stats.maxhp)
2533 { 2248 {
2534 op->stats.hp++; 2249 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2535 /* dms do not consume food */ 2250
2536 if (!QUERY_FLAG (op, FLAG_WIZ)) 2251 if (op->stats.sp < op->stats.maxsp)
2537 { 2252 {
2253 op->stats.sp++;
2254
2255 /* dms do not consume food */
2256 if (!QUERY_FLAG (op, FLAG_WIZ))
2257 {
2538 op->stats.food--; 2258 op->stats.food--;
2259
2539 if (op->contr->digestion < 0) 2260 if (op->contr->digestion < 0)
2540 op->stats.food += op->contr->digestion; 2261 op->stats.food += op->contr->digestion;
2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2262 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2542 op->stats.food = last_food; 2263 op->stats.food = last_food;
2264 }
2543 } 2265 }
2544 }
2545 2266
2546 if (max_hp > 1) 2267 if (max_sp > 1)
2547 {
2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2549 if (over_hp > 0)
2550 { 2268 {
2551 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2269 over_sp = (gen_sp + 10) / rate_sp;
2270 if (over_sp > 0)
2271 {
2272 if (op->stats.sp < op->stats.maxsp)
2273 {
2274 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2275
2276 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2277 op->stats.sp--;
2278
2279 if (op->stats.sp > op->stats.maxsp)
2280 op->stats.sp = op->stats.maxsp;
2281 }
2282
2552 op->last_heal = 0; 2283 op->last_sp = 0;
2284 }
2285 else
2286 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2553 } 2287 }
2554 else 2288 else
2289 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2290 }
2291
2292 /* Regenerate Hit Points */
2293 if (--op->last_heal < 0)
2294 {
2295 if (op->stats.hp < op->stats.maxhp)
2555 { 2296 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2297 op->stats.hp++;
2298
2299 /* dms do not consume food */
2300 if (!QUERY_FLAG (op, FLAG_WIZ))
2301 {
2302 op->stats.food--;
2303
2304 if (op->contr->digestion < 0)
2305 op->stats.food += op->contr->digestion;
2306 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2307 op->stats.food = last_food;
2308 }
2557 } 2309 }
2310
2311 if (max_hp > 1)
2312 {
2313 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2314
2315 if (over_hp > 0)
2316 {
2317 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2318 op->last_heal = 0;
2319 }
2320 else
2321 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 } 2322 }
2559 else 2323 else
2560 {
2561 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2324 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2562 } 2325 }
2563 } 2326 }
2564 2327
2565 /* Digestion */ 2328 /* Digestion */
2566 if (--op->last_eat < 0) 2329 if (--op->last_eat < 0)
2567 { 2330 {
2568#ifdef COZY_SERVER 2331 int bonus = max (0, op->contr->digestion),
2569 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2332 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 2333
2575 if (op->contr->gen_hp > 0)
2576 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2334 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 2335
2580 /* dms do not consume food */ 2336 /* dms do not consume food */
2581 if (!QUERY_FLAG (op, FLAG_WIZ)) 2337 if (!QUERY_FLAG (op, FLAG_WIZ))
2582 op->stats.food--; 2338 op->stats.food--;
2583 } 2339 }
2584 2340
2585 if (op->stats.food < 0 && op->stats.hp >= 0) 2341 if (op->stats.food < 0 && op->stats.hp >= 0)
2586 { 2342 {
2587 object *tmp, *flesh = 0; 2343 object *flesh = 0;
2588 2344
2589 for (tmp = op->inv; tmp; tmp = tmp->below) 2345 for_inv_removable (op, tmp)
2590 { 2346 {
2591 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2347 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2348 continue;
2349
2350 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2592 { 2351 {
2593 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2352 op->statusmsg ("You blindly grab for a bite of food. "
2594 { 2353 "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."); 2354 op->apply (tmp);
2596 manual_apply (op, tmp, 0); 2355
2597 if (op->stats.food >= 0 || op->stats.hp < 0) 2356 if (op->stats.food >= 0 || op->stats.hp < 0)
2598 break; 2357 break;
2599 } 2358 }
2600 else if (tmp->type == FLESH) 2359 else if (tmp->type == FLESH)
2601 flesh = tmp; 2360 flesh = tmp;
2602 } /* End if paid for object */ 2361 }
2603 } /* end of for loop */
2604 2362
2605 /* If player is still starving, it means they don't have any food, so 2363 /* If player is still starving, it means they don't have any food, so
2606 * eat flesh instead. 2364 * eat flesh instead.
2607 */ 2365 */
2608 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2366 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2609 { 2367 {
2610 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2368 op->statusmsg ("You blindly grab for a bite of food. "
2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2611 manual_apply (op, flesh, 0); 2370 op->apply (flesh);
2612 } 2371 }
2372
2373 // If player is still starving, alert him!
2374 if (op->stats.food < 0)
2375 op->failmsg ("You are starving! "
2376 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2377 }
2378
2379 if (op->stats.food < 0)
2613 } 2380 {
2381 op->stats.hp += op->stats.food;
2382 op->stats.food = 0;
2614 2383
2615 while (op->stats.food < 0 && op->stats.hp >= 0) 2384 if (op->stats.hp < 0)
2616 op->stats.food++, op->stats.hp--; 2385 {
2386 op->contr->killer = archetype::get ("killer_starvation");
2387 op->contr->killer->destroy ();
2388 }
2389 }
2617 2390
2391 /* killer should be set here already */
2618 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2392 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2619 kill_player (op); 2393 kill_player (op);
2620 } 2394 }
2621} 2395}
2622 2396
2626 * file. 2400 * file.
2627 */ 2401 */
2628void 2402void
2629kill_player (object *op) 2403kill_player (object *op)
2630{ 2404{
2631 char buf[MAX_BUF];
2632 int x, y; 2405 int x, y;
2633
2634 //int i;
2635 maptile *map; /* this is for resurrection */ 2406 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; 2407 int will_kill_again;
2643 archetype *at; 2408 archetype *at;
2644 object *tmp; 2409 object *tmp;
2645 2410
2646 if (save_life (op)) 2411 if (save_life (op))
2647 return; 2412 return;
2648 2413
2414 dynbuf_text deathtab;
2415
2416 /* restore player */
2417 at = archetype::find (shstr_poisoning);
2418 if (object *tmp = present_arch_in_ob (at, op))
2419 {
2420 tmp->destroy ();
2421 deathtab << "Your body feels cleansed...\r";
2422 }
2423
2424 at = archetype::find (shstr_confusion);
2425 if (object *tmp = present_arch_in_ob (at, op))
2426 {
2427 tmp->destroy ();
2428 deathtab << "Your mind feels clearer...\r";
2429 }
2430
2431 cure_disease (op, 0, 0); /* remove any disease */
2432
2433 max_it (op->stats.hp , op->stats.maxhp);
2434 max_it (op->stats.sp , op->stats.maxsp);
2435 max_it (op->stats.grace, op->stats.maxgrace);
2436 max_it (op->stats.food , 200);
2437
2438 // remove all spell effects that are active
2439 // to avoid long-term effects such as word-of-recall
2440 for (object *item = op->inv; item; )
2441 {
2442 object *next = item->below;
2443
2444 if (item->type == SPELL_EFFECT && item->active)
2445 item->destroy ();
2446
2447 item = next;
2448 }
2649 2449
2650 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2450 /* 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. 2451 * in cities ONLY!!! It is very important that this doesn't get abused.
2652 * Look at op_on_battleground() for more info --AndreasV 2452 * Look at op_on_battleground() for more info --AndreasV
2653 */ 2453 */
2654 if (op_on_battleground (op, &x, &y)) 2454 if (op_on_battleground (op, &x, &y))
2655 { 2455 {
2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2456 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 2457
2679 /* create a bodypart-trophy to make the winner happy */ 2458 /* create a bodypart-trophy to make the winner happy */
2680 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2459 object *tmp = archetype::find (shstr_finger)->instance ();
2681 { 2460
2682 sprintf (buf, "%s's finger", &op->name); 2461 tmp->name = format ("%s's finger" , &op->name);
2683 tmp->name = buf; 2462 tmp->name_pl = format ("%s's fingers", &op->name);
2684 sprintf (buf, " This finger has been cut off %s\n" 2463 tmp->msg = format (
2685 " the %s, when he was defeated at\n level %d by %s.\n", 2464 "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); 2465 &op->name, op->contr->title,
2687 tmp->msg = buf; 2466 (int)op->level,
2467 op->contr->killer_name ()
2468 );
2688 tmp->value = 0, tmp->type = 0; 2469 tmp->value = 0, tmp->type = 0;
2689 tmp->materialname = "organics"; 2470 tmp->material = name_to_material (shstr_organic);
2690 tmp->insert_at (op, tmp); 2471 tmp->insert_at (op, tmp);
2691 }
2692 2472
2693 /* teleport defeated player to new destination */ 2473 /* teleport defeated player to new destination */
2694 transfer_ob (op, x, y, 0, NULL); 2474 transfer_ob (op, x, y, 0, NULL);
2695 op->contr->braced = 0; 2475 op->contr->braced = 0;
2476
2477 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2696 return; 2478 return;
2697 } 2479 }
2698 2480
2481 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2482 deathtab << "T<YOU HAVE DIED>\n\n";
2483
2699 INVOKE_PLAYER (DEATH, op->contr); 2484 INVOKE_PLAYER (DEATH, op->contr);
2700 2485
2701 command_kill_pets (op, 0); 2486 command_kill_pets (op, 0);
2702 2487
2703 if (op->stats.food < 0) 2488 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 2489
2713 /* save the map location for corpse, gravestone */ 2490 /* save the map location for corpse, gravestone */
2714 x = op->x; 2491 x = op->x;
2715 y = op->y; 2492 y = op->y;
2716 map = op->map; 2493 map = op->map;
2744 2521
2745 lost_a_stat = 0; 2522 lost_a_stat = 0;
2746 2523
2747 for (z = 0; z < num_stats_lose; z++) 2524 for (z = 0; z < num_stats_lose; z++)
2748 { 2525 {
2749 i = RANDOM () % NUM_STATS; 2526 i = rndm (NUM_STATS);
2750 2527
2751 if (settings.stat_loss_on_death) 2528 if (settings.stat_loss_on_death)
2752 { 2529 {
2753 /* Pick a random stat and take a point off it. Tell the player 2530 /* Pick a random stat and take a point off it. Tell the player
2754 * what he lost. 2531 * what he lost.
2761 lost_a_stat = 1; 2538 lost_a_stat = 1;
2762 } 2539 }
2763 else 2540 else
2764 { 2541 {
2765 /* deplete a stat */ 2542 /* deplete a stat */
2766 archetype *deparch = archetype::find ("depletion"); 2543 archetype *deparch = archetype::find (shstr_depletion);
2767 object *dep; 2544 object *dep;
2768 2545
2769 dep = present_arch_in_ob (deparch, op); 2546 dep = present_arch_in_ob (deparch, op);
2770 if (!dep) 2547 if (!dep)
2771 { 2548 {
2772 dep = arch_to_object (deparch); 2549 dep = deparch->instance ();
2773 insert_ob_in_ob (dep, op); 2550 insert_ob_in_ob (dep, op);
2774 } 2551 }
2775 lose_this_stat = 1; 2552 lose_this_stat = 1;
2776 if (settings.balanced_stat_loss) 2553 if (settings.balanced_stat_loss)
2777 { 2554 {
2805 } 2582 }
2806 } 2583 }
2807 2584
2808 if (lose_this_stat) 2585 if (lose_this_stat)
2809 { 2586 {
2810 this_stat = get_attr_value (&(dep->stats), i); 2587 this_stat = get_attr_value (&dep->stats, i);
2811 /* We could try to do something clever like find another 2588 /* We could try to do something clever like find another
2812 * stat to reduce if this fails. But chances are, if 2589 * stat to reduce if this fails. But chances are, if
2813 * stats have been depleted to -50, all are pretty low 2590 * stats have been depleted to -50, all are pretty low
2814 * and should be roughly the same, so it shouldn't make a 2591 * and should be roughly the same, so it shouldn't make a
2815 * difference. 2592 * difference.
2823 lost_a_stat = 1; 2600 lost_a_stat = 1;
2824 } 2601 }
2825 } 2602 }
2826 } 2603 }
2827 } 2604 }
2605
2828 /* If no stat lost, tell the player. */ 2606 /* If no stat lost, tell the player. */
2829 if (!lost_a_stat) 2607 if (!lost_a_stat)
2830 { 2608 {
2831 /* determine_god() seems to not work sometimes... why is this? 2609 /* determine_god() seems to not work sometimes... why is this?
2832 Should I be using something else? GD */ 2610 Should I be using something else? GD */
2833 const char *god = determine_god (op); 2611 shstr_tmp god = determine_god (op);
2834 2612
2835 if (god && (strcmp (god, "none"))) 2613 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); 2614 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2837 else 2615 else
2838 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2616 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2839 } 2617 }
2840#else 2618#else
2841 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2619 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2842#endif 2620#endif
2843 2621
2844 /* Put a gravestone up where the character 'almost' died. List the 2622 /* Put a gravestone up where the character 'almost' died. List the
2845 * exp loss on the stone. 2623 * exp loss on the stone.
2846 */ 2624 */
2847 tmp = arch_to_object (archetype::find ("gravestone")); 2625 tmp = archetype::find (shstr_gravestone)->instance ();
2848 sprintf (buf, "%s's gravestone", &op->name); 2626 tmp->name = format ("%s's gravestone", &op->name);
2849 tmp->name = buf; 2627 tmp->name_pl = format ("%s's gravestones", &op->name);
2850 sprintf (buf, "%s's gravestones", &op->name); 2628 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2851 tmp->name_pl = buf; 2629 &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; 2630 tmp->x = op->x, tmp->y = op->y;
2855 insert_ob_in_map (tmp, op->map, NULL, 0); 2631 insert_ob_in_map (tmp, op->map, NULL, 0);
2856 2632
2857 /**************************************/ 2633 /**************************************/
2858 /* */ 2634 /* */
2859 /* Subtract the experience points, */ 2635 /* Subtract the experience points, */
2860 /* if we died cause of food, give us */
2861 /* food, and reset HP's... */
2862 /* */ 2636 /* */
2863 /**************************************/ 2637 /**************************************/
2864 2638
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)); */ 2639 /*add_exp(op, (op->stats.exp * -0.20)); */
2887 apply_death_exp_penalty (op); 2640 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 2641
2894 /* 2642 /*
2895 * Check to see if the player has any unpaid items. If so, remove them 2643 * Check to see if the player has any unpaid items. If so, remove them
2896 * and put them back in the map. 2644 * and put them back in the map.
2897 */ 2645 */
2898 remove_unpaid_objects (op->inv, op); 2646 op->drop_unpaid_items ();
2899 2647
2900 /****************************************/ 2648 /****************************************/
2901 /* */ 2649 /* */
2902 /* Move player to his current respawn- */ 2650 /* Move player to his current respawn- */
2903 /* position (usually last savebed) */ 2651 /* position (usually last savebed) */
2932 if (will_kill_again & (1 << at)) 2680 if (will_kill_again & (1 << at))
2933 force->resist[at] = 100; 2681 force->resist[at] = 100;
2934 2682
2935 insert_ob_in_ob (force, op); 2683 insert_ob_in_ob (force, op);
2936 op->update_stats (); 2684 op->update_stats ();
2937
2938 } 2685 }
2939 2686
2940 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2687 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2941} 2688}
2942 2689
2943void 2690static void
2944loot_object (object *op) 2691loot_object (object *op)
2945{ /* Grab and destroy some treasure */ 2692{ /* Grab and destroy some treasure */
2946 object *tmp, *tmp2, *next; 2693 object *tmp, *tmp2, *next;
2947 2694
2948 op->close_container (); /* close open sack first */ 2695 op->close_container (); /* close open sack first */
2962 2709
2963 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2710 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2964 { 2711 {
2965 if (tmp->nrof > 1) 2712 if (tmp->nrof > 1)
2966 { 2713 {
2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2714 tmp->decrease (rndm (1, tmp->nrof - 1));
2968 tmp2->destroy ();
2969 insert_ob_in_map (tmp, op->map, NULL, 0); 2715 insert_ob_in_map (tmp, op->map, NULL, 0);
2970 } 2716 }
2971 else 2717 else
2972 tmp->destroy (); 2718 tmp->destroy ();
2973 } 2719 }
2980 * fix_weight(): Check recursively the weight of all players, and fix 2726 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 2727 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 2728 * was changed.
2983 */ 2729 */
2984void 2730void
2985fix_weight (void) 2731fix_weight ()
2986{ 2732{
2987 for_all_players (pl) 2733 for_all_players (pl)
2988 { 2734 {
2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2735 sint32 old = pl->ob->carrying;
2990 2736
2991 if (old == sum) 2737 pl->ob->update_weight ();
2992 continue; 2738
2739 if (old != pl->ob->carrying)
2740 {
2993 pl->ob->update_stats (); 2741 pl->ob->update_stats ();
2994 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2742 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2743 }
2995 } 2744 }
2996} 2745}
2997 2746
2998void 2747void
2999fix_luck (void) 2748fix_luck ()
3000{ 2749{
3001 for_all_players (pl) 2750 for_all_players (pl)
3002 if (!pl->ob->contr->ns->state) 2751 if (!pl->ob->contr->ns->state)
3003 pl->ob->change_luck (0); 2752 pl->ob->change_luck (0);
3004} 2753}
3041} 2790}
3042 2791
3043void 2792void
3044make_visible (object *op) 2793make_visible (object *op)
3045{ 2794{
3046 op->hide = 0; 2795 op->flag [FLAG_HIDDEN] = 0;
3047 op->invisible = 0; 2796 op->invisible = 0;
2797
3048 if (op->type == PLAYER) 2798 if (op->type == PLAYER)
3049 { 2799 {
3050 op->contr->tmp_invis = 0; 2800 op->contr->tmp_invis = 0;
3051 op->contr->invis_race = 0; 2801 op->contr->invis_race = 0;
3052 } 2802 }
3055} 2805}
3056 2806
3057int 2807int
3058is_true_undead (object *op) 2808is_true_undead (object *op)
3059{ 2809{
3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2810 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3061 return 1; 2811 return 1;
3062 2812
3063 return 0; 2813 return 0;
3064} 2814}
3065 2815
3066/* look at the surrounding terrain to determine 2816/* look at the surrounding terrain to determine
3067 * the hideability of this object. Positive levels 2817 * the hideability of this object. Positive levels
3068 * indicate greater hideability. 2818 * indicate greater hideability.
3069 */ 2819 */
3070
3071int 2820int
3072hideability (object *ob) 2821hideability (object *ob)
3073{ 2822{
3074 int i, level = 0, mflag; 2823 int i, level = 0, mflag;
3075 sint16 x, y; 2824 sint16 x, y;
3076 2825
3077 if (!ob || !ob->map) 2826 if (!ob || !ob->map)
3078 return 0; 2827 return 0;
3079 2828
3080 /* so, on normal lighted maps, its hard to hide */ 2829 /* so, on normal lighted maps, its hard to hide */
3081 level = ob->map->darkness - 2; 2830 level = ob->map->darklevel () - 2;
3082 2831
3083 /* this also picks up whether the object is glowing. 2832 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 2833 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 2834 * as bad as carrying a light on a pitch dark map */
3086 if (has_carried_lights (ob)) 2835 if (ob->has_carried_lights ())
3087 level = -(10 + (2 * ob->map->darkness)); 2836 level = -(10 + (2 * ob->map->darklevel ()));
3088 2837
3089 /* scan through all nearby squares for terrain to hide in */ 2838 /* 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]) 2839 for (i = 0, x = ob->x, y = ob->y;
2840 i <= SIZEOFFREE1;
2841 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3091 { 2842 {
3092 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2843 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3093 if (mflag & P_OUT_OF_MAP) 2844 if (mflag & P_OUT_OF_MAP)
3094 {
3095 continue; 2845 continue;
3096 } 2846
3097 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2847 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3098 level += 2; 2848 level += 2;
3099 else /* open terrain! */ 2849 else /* open terrain! */
3100 level -= 1; 2850 level -= 1;
3101 } 2851 }
3109/* For Hidden creatures - a chance of becoming 'unhidden' 2859/* For Hidden creatures - a chance of becoming 'unhidden'
3110 * every time they move - as we subtract off 'invisibility' 2860 * every time they move - as we subtract off 'invisibility'
3111 * AND, for players, if they move into a ridiculously unhideable 2861 * AND, for players, if they move into a ridiculously unhideable
3112 * spot (surrounded by clear terrain in broad daylight). -b.t. 2862 * spot (surrounded by clear terrain in broad daylight). -b.t.
3113 */ 2863 */
3114
3115void 2864void
3116do_hidden_move (object *op) 2865do_hidden_move (object *op)
3117{ 2866{
3118 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2867 int hide = 0;
3119 object *skop;
3120 2868
3121 if (!op || !op->map) 2869 if (!op || !op->map)
3122 return; 2870 return;
3123 2871
3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2872 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2873 int num = random_roll (0, 19, op, PREFER_LOW);
3125 2874
3126 /* its *extremely* hard to run and sneak/hide at the same time! */ 2875 /* its *extremely* hard to run and sneak/hide at the same time! */
3127 if (op->type == PLAYER && op->contr->run_on) 2876 if (op->type == PLAYER && op->contr->run_on)
3128 if (!skop || num >= skop->level) 2877 if (!skop || num >= skop->level)
3129 { 2878 {
3139 num -= hide; 2888 num -= hide;
3140 2889
3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2890 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3142 { 2891 {
3143 make_visible (op); 2892 make_visible (op);
2893
3144 if (op->type == PLAYER) 2894 if (op->type == PLAYER)
3145 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2895 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3146 } 2896 }
3147 else if (op->type == PLAYER && skop) 2897 else if (op->type == PLAYER && skop)
3148 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2898 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3201 * object op. This function works fine for monsters, 2951 * object op. This function works fine for monsters,
3202 * but we dont worry if the object isnt the top one in 2952 * but we dont worry if the object isnt the top one in
3203 * a pile (say a coin under a table would return "viewable" 2953 * a pile (say a coin under a table would return "viewable"
3204 * by this routine). Another question, should we be 2954 * by this routine). Another question, should we be
3205 * concerned with the direction the player is looking 2955 * concerned with the direction the player is looking
3206 * in? Realistically, most of use cant see stuff behind 2956 * in? Realistically, most of us can't see stuff behind
3207 * our backs...on the other hand, does the "facing" direction 2957 * our backs...on the other hand, does the "facing" direction
3208 * imply the way your head, or body is facing? Its possible 2958 * 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. 2959 * for them to differ. Sigh, this fctn could get a bit more complex.
3210 * -b.t. 2960 * -b.t.
3211 * This function is now map tiling safe. 2961 * This function is now map tiling safe.
3212 */ 2962 */
3213
3214int 2963int
3215player_can_view (object *pl, object *op) 2964player_can_view (object *pl, object *op)
3216{ 2965{
3217 rv_vector rv; 2966 rv_vector rv;
3218 int dx, dy; 2967 int dx, dy;
3230 2979
3231 get_rangevector (pl, op, &rv, 0x1); 2980 get_rangevector (pl, op, &rv, 0x1);
3232 2981
3233 /* starting with the 'head' part, lets loop 2982 /* starting with the 'head' part, lets loop
3234 * through the object and find if it has any 2983 * through the object and find if it has any
3235 * part that is in the los array but isnt on 2984 * part that is in the los array but isn't on
3236 * a blocked los square. 2985 * a blocked los square.
3237 * we use the archetype to figure out offsets. 2986 * we use the archetype to figure out offsets.
3238 */ 2987 */
3239 while (op) 2988 while (op)
3240 { 2989 {
3241 dx = rv.distance_x + op->arch->clone.x; 2990 dx = rv.distance_x + op->arch->x;
3242 dy = rv.distance_y + op->arch->clone.y; 2991 dy = rv.distance_y + op->arch->y;
3243 2992
3244 /* only the viewable area the player sees is updated by LOS 2993 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; 2994 return 1;
2995
3252 op = op->more; 2996 op = op->more;
3253 } 2997 }
3254 return 0;
3255}
3256 2998
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; 2999 return 0;
3283} 3000}
3284 3001
3285/* op_on_battleground - checks if the given object op (usually 3002/* op_on_battleground - checks if the given object op (usually
3286 * a player) is standing on a valid battleground-tile, 3003 * 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 3008 * Default is to do the same as before, so only people wanting to have different points need worry about this
3292 */ 3009 */
3293int 3010int
3294op_on_battleground (object *op, int *x, int *y) 3011op_on_battleground (object *op, int *x, int *y)
3295{ 3012{
3296 object *tmp;
3297
3298 /* A battleground-tile needs the following attributes to be valid: 3013 /* 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), 3014 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3300 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3015 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3301 * and the exit-coordinates sp/hp must both be > 0. 3016 * and the exit-coordinates sp/hp must both be > 0.
3302 * => The intention here is to prevent abuse of the battleground- 3017 * => The intention here is to prevent abuse of the battleground-
3303 * feature (like pickable or hidden battleground tiles). */ 3018 * feature (like pickable or hidden battleground tiles). */
3304 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3019 for (object *tmp = op->below; tmp; tmp = tmp->below)
3305 { 3020 {
3306 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3021 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3307 { 3022 {
3308 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3023 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3309 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3024 && tmp->type == BATTLEGROUND
3025 && tmp->name == shstr_battleground
3026 && EXIT_X (tmp) && EXIT_Y (tmp))
3310 { 3027 {
3311 /*before we assign the exit, check if this is a teambattle */ 3028 /* before we assign the exit, check if this is a teambattle */
3312 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3029 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) 3030 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3031 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3317 { 3032 {
3318 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3319 {
3320 if (x != NULL && y != NULL) 3033 if (x && y)
3321 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3034 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3035
3322 return 1; 3036 return 1;
3323 }
3324 } 3037 }
3325 } 3038
3326 if (x != NULL && y != NULL) 3039 if (x && y)
3327 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3040 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3041
3328 return 1; 3042 return 1;
3329 } 3043 }
3330 } 3044 }
3331 } 3045 }
3046
3332 /* If we got here, did not find a battleground */ 3047 /* If we got here, did not find a battleground */
3333 return 0; 3048 return 0;
3334} 3049}
3335 3050
3336/* 3051/*
3352 char buf[MAX_BUF]; /* tmp. string buffer */ 3067 char buf[MAX_BUF]; /* tmp. string buffer */
3353 int i = 0, j = 0; 3068 int i = 0, j = 0;
3354 3069
3355 /* get the appropriate treasurelist */ 3070 /* get the appropriate treasurelist */
3356 if (atnr == ATNR_FIRE) 3071 if (atnr == ATNR_FIRE)
3357 trlist = treasurelist::find ("dragon_ability_fire"); 3072 trlist = treasurelist::find (shstr_dragon_ability_fire);
3358 else if (atnr == ATNR_COLD) 3073 else if (atnr == ATNR_COLD)
3359 trlist = treasurelist::find ("dragon_ability_cold"); 3074 trlist = treasurelist::find (shstr_dragon_ability_cold);
3360 else if (atnr == ATNR_ELECTRICITY) 3075 else if (atnr == ATNR_ELECTRICITY)
3361 trlist = treasurelist::find ("dragon_ability_elec"); 3076 trlist = treasurelist::find (shstr_dragon_ability_elec);
3362 else if (atnr == ATNR_POISON) 3077 else if (atnr == ATNR_POISON)
3363 trlist = treasurelist::find ("dragon_ability_poison"); 3078 trlist = treasurelist::find (shstr_dragon_ability_poison);
3364 3079
3365 if (trlist == NULL || who->type != PLAYER) 3080 if (trlist == NULL || who->type != PLAYER)
3366 return; 3081 return;
3367 3082
3368 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3083 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]); */ 3087 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3373 return; 3088 return;
3374 } 3089 }
3375 3090
3376 /* everything seems okay - now bring on the gift: */ 3091 /* everything seems okay - now bring on the gift: */
3377 item = &(tr->item->clone); 3092 item = tr->item;
3378 3093
3379 if (item->type == SPELL) 3094 if (item->type == SPELL)
3380 { 3095 {
3381 if (check_spell_known (who, item->name)) 3096 if (check_spell_known (who, item->name))
3382 return; 3097 return;
3441 { 3156 {
3442 /* forces in the treasurelist can alter the player's stats */ 3157 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3158 object *skin;
3444 3159
3445 /* first get the dragon skin force */ 3160 /* 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) 3161 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3448 ; 3162 ;
3449 3163
3450 if (!skin) 3164 if (!skin)
3451 return; 3165 return;
3452 3166
3466 else 3180 else
3467 j = 1; 3181 j = 1;
3468 strcat (buf, spellpathnames[i]); 3182 strcat (buf, spellpathnames[i]);
3469 } 3183 }
3470 } 3184 }
3185
3471 strcat (buf, "."); 3186 strcat (buf, ".");
3472 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3187 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3473 } 3188 }
3474 3189
3475 /* evtl. adding flags: */ 3190 /* evtl. adding flags: */
3485 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3200 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3486 } 3201 }
3487 else 3202 else
3488 { 3203 {
3489 /* generate misc. treasure */ 3204 /* generate misc. treasure */
3490 tmp = arch_to_object (tr->item); 3205 tmp = tr->item->instance ();
3491 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3206 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); 3207 who->insert (tmp);
3493 if (who->type == PLAYER)
3494 esrv_send_item (who, tmp);
3495 } 3208 }
3496} 3209}
3497 3210
3498/** 3211//-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 3212
3515sint8 3213sint8
3516player::visibility_at (maptile *map, int x, int y) const 3214player::darkness_at (maptile *map, int x, int y) const
3517{ 3215{
3518 if (!ns) 3216 if (!ns)
3519 return 0; 3217 return LOS_BLOCKED;
3520 3218
3521 int dx, dy; 3219 int dx, dy;
3522 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3220 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3523 return 0; 3221 return LOS_BLOCKED;
3524 3222
3525 x += dx - ns->current_x + ns->mapx / 2; 3223 x += dx - ns->current_x;
3526 y += dy - ns->current_y + ns->mapy / 2; 3224 y += dy - ns->current_y;
3527 3225
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]; 3226 return blocked_los (x, y);
3532} 3227}
3228
3229void
3230player::infobox (const char *title, const char *msg, int color)
3231{
3232 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3233}
3234
3235void
3236player::statusmsg (const char *msg, int color)
3237{
3238 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3239}
3240
3241void
3242player::failmsg (const char *msg, int color)
3243{
3244 play_sound (sound_find ("generic_failure"));
3245 statusmsg (msg, color);
3246}
3247

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