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Comparing deliantra/server/server/player.C (file contents):
Revision 1.136 by root, Wed May 16 11:10:01 2007 UTC vs.
Revision 1.214 by root, Sat Dec 27 02:31:19 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
123 continue; 122 continue;
124 123
125 if (*buf == '%') 124 if (*buf == '%')
126 { /* send one news */ 125 { /* send one news */
127 if (size > 0) 126 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
129 131
130 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
131 strip_endline (subject); 133 strip_endline (subject);
132 size = 0; 134 size = 0;
133 news[0] = '\0'; 135 news[0] = '\0';
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 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); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
150} 152}
151 153
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
159static void 155static void
160set_first_map (object *op) 156set_first_map (object *op)
161{ 157{
162 op->contr->maplevel = first_map_path; 158 op->contr->maplevel = first_map_path;
163 op->x = -1; 159 op->x = -1;
164 op->y = -1; 160 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 161}
179 162
180void 163void
181player::activate () 164player::activate ()
182{ 165{
187 ob->remove (); 170 ob->remove ();
188 ob->map = 0; 171 ob->map = 0;
189 ob->activate_recursive (); 172 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 174 add_friendly_object (ob);
192 enter_map ();
193} 175}
194 176
195void 177void
196player::deactivate () 178player::deactivate ()
197{ 179{
204 186
205 if (ob->map) 187 if (ob->map)
206 maplevel = ob->map->path; 188 maplevel = ob->map->path;
207 189
208 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 192 ob->map = 0;
210 party = 0; 193 party = 0;
211 194
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 196
227 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
228 211
229 ns->update_look = 0; 212 ns->update_look = 0;
230 ns->look_position = 0; 213 ns->look_position = 0;
231 214
232 clear_los (ob); 215 clear_los ();
233 216
234 ns->reset_stats (); 217 ns->reset_stats ();
235 218
236 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
239 222
240 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
241 link_player_skills (ob); 224 link_skills ();
242 225
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 227
245 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
246 229
247 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
249 { 232 {
250 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
251 234
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 238 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 240 skin = tmp;
261 241
262 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
263 } 243 }
264 244
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 246
267 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
268 307
269 for (object *op = ob->inv; op; op = op->below) 308 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 309 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 310 switch (op->type)
272 { 311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
273 case WAND: 316 case WAND:
274 case ROD: 317 case ROD:
275 case HORN: 318 case HORN:
276 case BOW: 319 case BOW:
277 case SKILL: 320 ranged_ob = op;
278 case SKILL_TOOL: 321 break;
322
279 case WEAPON: 323 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY); 324 combat_ob = op;
281 apply_special (ob, op, AP_APPLY);
282 break; 325 break;
283 } 326 }
284 327
285 ob->update_stats (); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
286 ns->floorbox_update (); 329 ob->deactivate (); // change_weapon activates, fix this better
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299} 330}
300 331
301void 332void
302player::disconnect ()
303{
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op) 333player::set_observe (object *op)
326{ 334{
327 ob = op; 335 observe = op ? op : ob;
328 ob->contr = this; /* this aren't yet in archetype */ 336 do_los = 1;
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333} 337}
334 338
335player::player () 339player::player ()
336{ 340{
337 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
344 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
345 349
346 gen_sp_armour = 10; 350 gen_sp_armour = 10;
347 bowtype = bow_normal; 351 bowtype = bow_normal;
348 petmode = pet_normal; 352 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 353 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
352 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
353} 359}
354 360
355void 361void
356player::do_destroy () 362player::do_destroy ()
357{ 363{
362 if (ob) 368 if (ob)
363 { 369 {
364 ob->destroy_inv (false); 370 ob->destroy_inv (false);
365 ob->destroy (); 371 ob->destroy ();
366 } 372 }
373
374 ob = observe = 0;
367} 375}
368 376
369player::~player () 377player::~player ()
370{ 378{
371 /* Clear item stack */ 379 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
399 */ 407 */
400archetype * 408archetype *
401get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
402{ 410{
403 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
404 418
405 for (;;) 419 for (;;)
406 { 420 {
407 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
408 at = first_archetype; 422 i = archetypes.begin ();
409 else 423 else if (*i == at)
410 at = at->next; 424 cleanup ("not a single player archetype found");
411 425
412 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
413 return at; 427 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 428 }
421} 429}
422 430
423object * 431object *
424get_nearest_player (object *mon) 432get_nearest_player (object *mon)
428 unsigned lastdist; 436 unsigned lastdist;
429 rv_vector rv; 437 rv_vector rv;
430 438
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 440 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 442 continue;
462 443
463 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
464 { 445 {
659 640
660 return firstdir; 641 return firstdir;
661} 642}
662 643
663void 644void
664give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
665{ 646{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 647 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 649
671 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
672 { 651 {
673 next = op->below; 652 next = op->below;
674 653
675 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 661 * by this player due to race restrictions
683 */ 662 */
684 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
685 { 664 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
687 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 672 {
692 op->destroy (); 673 op->destroy ();
693 continue; 674 continue;
694 } 675 }
695 } 676 }
718 if (op->nrof > 1) 699 if (op->nrof > 1)
719 op->nrof = 1; 700 op->nrof = 1;
720 } 701 }
721 702
722 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 705
727 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 708 * merged properly.
730 */ 709 */
731 if (need_identify (op)) 710 if (need_identify (op))
732 { 711 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 715 }
716
737 if (op->type == SPELL) 717 if (op->type == SPELL)
738 { 718 {
739 op->destroy (); 719 op->destroy ();
740 continue; 720 continue;
741 } 721 }
743 { 723 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 725 op->stats.exp = 0;
746 op->level = 1; 726 op->level = 1;
747 } 727 }
748 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
752 731
753 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
754 link_player_skills (pl); 733 pl->contr->link_skills ();
755} 734}
756 735
757void 736void
758get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
759{ 738{
860static void 839static void
861start_info (object *op) 840start_info (object *op)
862{ 841{
863 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
864 843
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869} 846}
870 847
871/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
876 */ 853 */
877void 854void
878player::chargen_race_done () 855player::chargen_race_done ()
879{ 856{
880 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
882 859
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 861 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
886 863
890 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
891 868
892 if (ob->msg) 869 if (ob->msg)
893 ob->msg = 0; 870 ob->msg = 0;
894 871
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 {
899 char buf[MAX_BUF];
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
901 make_path_to_file (buf);
902 }
903
904 start_info (ob); 872 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 876 ob->update_stats ();
910 877
911 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
912 * is one for this race 879 * is one for this race
913 */ 880 */
914 if (*first_map_ext_path) 881 if (*first_map_ext_path)
915 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
916 object *tmp;
917 char mapname[MAX_BUF];
918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else 883 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
931} 885}
932 886
933void 887void
943 int x = ob->x, y = ob->y; 897 int x = ob->x, y = ob->y;
944 898
945 ob->remove_statbonus (); 899 ob->remove_statbonus ();
946 ob->remove (); 900 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 901 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 902 ob->arch->copy_to (ob);
949 ob->instantiate (); 903 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 905 ob->name = ob->name_pl = name;
952 ob->x = x; 906 ob->x = x;
953 ob->y = y; 907 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 911 ob->add_statbonus ();
958 } 912 }
959 while (!allowed_class (ob)); 913 while (!allowed_class (ob));
960 914
961 update_object (ob, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
977 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 933 return;
980 } 934 }
981 935
982 if (op->enemy == NULL) 936 if (!op->enemy)
983 { 937 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
986 return; 940 return;
987 } 941 }
988 942
989 /* Seen some crashes here. Since we don't store an
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL;
997 return;
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 { 944 {
1002 op->enemy = NULL; 945 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1004 return; 947 return;
1007 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1008 951
1009 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1011 { 954 {
1012 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1013 956
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1015 return; 958 return;
1016 } 959 }
1017 960
1036 if (op->move_type & MOVE_FLYING) 979 if (op->move_type & MOVE_FLYING)
1037 return 1; 980 return 1;
1038 981
1039 next = op->below; 982 next = op->below;
1040 983
984 int cnt = MAX_ITEM_PER_DROP;
985#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
986
1041 /* loop while there are items on the floor that are not marked as 987 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 988 * destroyed */
1043 while (next && !next->destroyed ()) 989 while (next && !next->destroyed ())
1044 { 990 {
1045 tmp = next; 991 tmp = next;
1046 next = tmp->below; 992 next = tmp->below;
1047 993
994 if (cnt <= 0)
995 {
996 op->failmsg ("Couldn't pickup all items at once.");
997 return 0;
998 }
999
1048 if (op->destroyed ()) 1000 if (op->destroyed ())
1049 return 0; 1001 return 0;
1050 1002
1051 if (!can_pick (op, tmp)) 1003 if (!can_pick (op, tmp))
1052 continue; 1004 continue;
1053 1005
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1006 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1007 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1008 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1009 CHK_PICK_PICKUP;
1010
1058 continue; 1011 continue;
1059 } 1012 }
1060 1013
1061 /* high not bit set? We're using the old autopickup model */ 1014 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1015 if (!(op->contr->mode & PU_NEWMODE))
1064 switch (op->contr->mode) 1017 switch (op->contr->mode)
1065 { 1018 {
1066 case 0: 1019 case 0:
1067 return 1; /* don't pick up */ 1020 return 1; /* don't pick up */
1068 case 1: 1021 case 1:
1069 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1070 return 1; 1023 return 1;
1071 case 2: 1024 case 2:
1072 pick_up (op, tmp); 1025 CHK_PICK_PICKUP;
1073 return 0; 1026 return 0;
1074 case 3: 1027 case 3:
1075 return 0; /* stop before pickup */ 1028 return 0; /* stop before pickup */
1076 case 4: 1029 case 4:
1077 pick_up (op, tmp); 1030 CHK_PICK_PICKUP;
1078 break; 1031 break;
1079 case 5: 1032 case 5:
1080 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1081 stop = 1; 1034 stop = 1;
1082 break; 1035 break;
1083 case 6: 1036 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1085 pick_up (op, tmp); 1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1039 CHK_PICK_PICKUP;
1086 break; 1040 break;
1087 1041
1088 case 7: 1042 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM) 1043 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1091 break; 1045 break;
1092 1046
1093 default: 1047 default:
1094 /* use value density */ 1048 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1050 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp); 1051 CHK_PICK_PICKUP;
1098 } 1052 }
1099 } 1053 }
1100 else 1054 else
1101 { /* old model */ 1055 { /* old model */
1102 /* NEW pickup handling */ 1056 /* NEW pickup handling */
1106 if (tmp->name != NULL) 1060 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1061 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1062 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else 1063 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1064 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1065 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1066
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1067 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1068 }
1115 1069
1116 /* philosophy: 1070 /* philosophy:
1157 /* all food and drink if desired */ 1111 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */ 1112 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD) 1113 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD) 1114 if (tmp->type == FOOD)
1161 { 1115 {
1162 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1163 continue; 1117 continue;
1164 } 1118 }
1165 1119
1166 if (op->contr->mode & PU_DRINK) 1120 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1121 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 { 1122 {
1169 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1170 continue; 1124 continue;
1171 } 1125 }
1172 1126
1173 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION) 1128 if (tmp->type == POTION)
1175 { 1129 {
1176 pick_up (op, tmp); 1130 CHK_PICK_PICKUP;
1177 continue; 1131 continue;
1178 } 1132 }
1179 1133
1180 /* spellbooks, skillscrolls and normal books/scrolls */ 1134 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK) 1135 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK) 1136 if (tmp->type == SPELLBOOK)
1183 { 1137 {
1184 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1185 continue; 1139 continue;
1186 } 1140 }
1187 1141
1188 if (op->contr->mode & PU_SKILLSCROLL) 1142 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL) 1143 if (tmp->type == SKILLSCROLL)
1190 { 1144 {
1191 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1192 continue; 1146 continue;
1193 } 1147 }
1194 1148
1195 if (op->contr->mode & PU_READABLES) 1149 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1151 {
1198 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1199 continue; 1153 continue;
1200 } 1154 }
1201 1155
1202 /* wands/staves/rods/horns */ 1156 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE) 1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 { 1159 {
1206 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1207 continue; 1161 continue;
1208 } 1162 }
1209 1163
1210 /* pick up all magical items */ 1164 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1165 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1166 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 { 1167 {
1214 pick_up (op, tmp); 1168 CHK_PICK_PICKUP;
1215 continue; 1169 continue;
1216 } 1170 }
1217 1171
1218 if (op->contr->mode & PU_VALUABLES) 1172 if (op->contr->mode & PU_VALUABLES)
1219 { 1173 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1174 if (tmp->type == MONEY || tmp->type == GEM)
1221 { 1175 {
1222 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1223 continue; 1177 continue;
1224 } 1178 }
1225 } 1179 }
1226 1180
1227 /* rings & amulets - talismans seems to be typed AMULET */ 1181 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS) 1182 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET) 1183 if (tmp->type == RING || tmp->type == AMULET)
1230 { 1184 {
1231 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1232 continue; 1186 continue;
1233 } 1187 }
1234 1188
1235 /* we don't forget dragon food */ 1189 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH) 1190 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH) 1191 if (tmp->type == FLESH)
1238 { 1192 {
1239 pick_up (op, tmp); 1193 CHK_PICK_PICKUP;
1240 continue; 1194 continue;
1241 } 1195 }
1242 1196
1243 /* bows and arrows. Bows are good for selling! */ 1197 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW) 1198 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW) 1199 if (tmp->type == BOW)
1246 { 1200 {
1247 pick_up (op, tmp); 1201 CHK_PICK_PICKUP;
1248 continue; 1202 continue;
1249 } 1203 }
1250 1204
1251 if (op->contr->mode & PU_ARROW) 1205 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW) 1206 if (tmp->type == ARROW)
1253 { 1207 {
1254 pick_up (op, tmp); 1208 CHK_PICK_PICKUP;
1255 continue; 1209 continue;
1256 } 1210 }
1257 1211
1258 /* all kinds of armor etc. */ 1212 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR) 1213 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR) 1214 if (tmp->type == ARMOUR)
1261 { 1215 {
1262 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1263 continue; 1217 continue;
1264 } 1218 }
1265 1219
1266 if (op->contr->mode & PU_HELMET) 1220 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET) 1221 if (tmp->type == HELMET)
1268 { 1222 {
1269 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1270 continue; 1224 continue;
1271 } 1225 }
1272 1226
1273 if (op->contr->mode & PU_SHIELD) 1227 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD) 1228 if (tmp->type == SHIELD)
1275 { 1229 {
1276 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1277 continue; 1231 continue;
1278 } 1232 }
1279 1233
1280 if (op->contr->mode & PU_BOOTS) 1234 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS) 1235 if (tmp->type == BOOTS)
1282 { 1236 {
1283 pick_up (op, tmp); 1237 CHK_PICK_PICKUP;
1284 continue; 1238 continue;
1285 } 1239 }
1286 1240
1287 if (op->contr->mode & PU_GLOVES) 1241 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES) 1242 if (tmp->type == GLOVES)
1289 { 1243 {
1290 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1291 continue; 1245 continue;
1292 } 1246 }
1293 1247
1294 if (op->contr->mode & PU_CLOAK) 1248 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK) 1249 if (tmp->type == CLOAK)
1296 { 1250 {
1297 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1298 continue; 1252 continue;
1299 } 1253 }
1300 1254
1301 /* hoping to catch throwing daggers here */ 1255 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON) 1256 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 { 1258 {
1305 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1306 continue; 1260 continue;
1307 } 1261 }
1308 1262
1309 /* careful: chairs and tables are weapons! */ 1263 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1264 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1265 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1266 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1267 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1268 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1270 {
1317 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1318 continue; 1272 continue;
1319 } 1273 }
1320 } 1274 }
1321 1275
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1276 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1277 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1278 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1279 {
1326 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1327 continue; 1281 continue;
1328 } 1282 }
1329 } 1283 }
1330 } 1284 }
1331 1285
1332 /* misc stuff that's useful */ 1286 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY) 1287 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 { 1289 {
1336 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1337 continue; 1291 continue;
1338 } 1292 }
1339 1293
1340 /* any of the last 4 bits set means we use the ratio for value 1294 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */ 1295 * pickups */
1342 if (op->contr->mode & PU_RATIO) 1296 if (op->contr->mode & PU_RATIO)
1343 { 1297 {
1344 /* use value density to decide what else to grab */ 1298 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */ 1299 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits 1300 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */ 1301 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5; 1302 wvratio = op->contr->mode & PU_RATIO;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1303 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1350 { 1304 {
1351 pick_up (op, tmp); 1305 CHK_PICK_PICKUP;
1352#if 0 1306#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL) 1308 if (tmp->name != NULL)
1355 { 1309 {
1356 fprintf (stderr, "%s", tmp->name); 1310 fprintf (stderr, "%s", tmp->name);
1357 } 1311 }
1358 else 1312 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1313 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1314 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1315 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1316#endif
1363 continue; 1317 continue;
1364 } 1318 }
1375 * found object is returned. 1329 * found object is returned.
1376 */ 1330 */
1377object * 1331object *
1378find_arrow (object *op, const char *type) 1332find_arrow (object *op, const char *type)
1379{ 1333{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1334 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1335 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1336 return splay (tmp);
1337
1338 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1339 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1340 if (object *arrow = find_arrow (tmp, type))
1341 {
1342 splay (tmp);
1386 return op; 1343 return arrow;
1344 }
1387 1345
1388 return tmp; 1346 return 0;
1389} 1347}
1390 1348
1391/* 1349/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1350 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1393 * against the target. A full test is not performed, simply a basic test 1351 * against the target. A full test is not performed, simply a basic test
1416 } 1374 }
1417 } 1375 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1376 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1377 {
1420 /* allways prefer assasination/slaying */ 1378 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1422 { 1380 {
1423 if (arrow->attacktype & AT_DEATH) 1381 if (arrow->attacktype & AT_DEATH)
1424 { 1382 {
1425 *better = 100; 1383 *better = 100;
1426 return arrow; 1384 return arrow;
1434 else 1392 else
1435 { 1393 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1394 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1395 {
1438 attacktype = 1 << attacknum; 1396 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1397 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1398 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1399 {
1442 tmp = arrow; 1400 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1401 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1402 }
1445 } 1403 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1404 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1405 {
1448 tmp = arrow; 1406 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1412 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1413 }
1456 } 1414 }
1457 } 1415 }
1458 } 1416 }
1417
1459 if (tmp == NULL && arrow == NULL) 1418 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1419 return find_arrow (op, type);
1461 1420
1462 *better = betterby; 1421 *better = betterby;
1463 return tmp; 1422 return tmp;
1493 for (i = 0, found = 0; i < 20; i++) 1452 for (i = 0, found = 0; i < 20; i++)
1494 { 1453 {
1495 x += freearr_x[dir]; 1454 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1455 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1456 mflags = get_map_flags (m, &m, x, y, &x, &y);
1457
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1458 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1459 {
1500 tmp = NULL; 1460 tmp = 0;
1501 break; 1461 break;
1502 } 1462 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1463 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1464 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1465 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1466 * perhaps a bad assumption.
1507 */ 1467 */
1508 tmp = NULL; 1468 tmp = 0;
1509 break; 1469 break;
1510 } 1470 }
1471
1511 if (mflags & P_IS_ALIVE) 1472 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1473 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1474 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1475 break;
1521 }
1522 } 1476 }
1523 if (tmp == NULL) 1477
1478 if (!tmp)
1524 return find_arrow (op, type); 1479 return find_arrow (op, type);
1525 1480
1526 if (tmp->head) 1481 if (tmp->head)
1527 tmp = tmp->head; 1482 tmp = tmp->head;
1528 1483
1573 if (bow->below) 1528 if (bow->below)
1574 { 1529 {
1575 bow->remove (); 1530 bow->remove ();
1576 op->insert (bow); 1531 op->insert (bow);
1577 } 1532 }
1578
1579 } 1533 }
1580 1534
1581 if (!bow->race || !bow->skill) 1535 if (!bow->race || !bow->skill)
1582 { 1536 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1537 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1609 } 1563 }
1610 1564
1611 /* this should not happen, but sometimes does */ 1565 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1566 if (arrow->nrof == 0)
1613 { 1567 {
1568 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1569 arrow->destroy ();
1615 return 0; 1570 return 0;
1616 } 1571 }
1617 1572
1618 left = arrow; /* these are arrows left to the player */ 1573 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1574 arrow = arrow->split ();
1620 if (!arrow) 1575 if (!arrow)
1621 { 1576 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1578 return 0;
1624 } 1579 }
1632 arrow->stats.grace = arrow->attacktype; 1587 arrow->stats.grace = arrow->attacktype;
1633 1588
1634 if (arrow->slaying) 1589 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying); 1590 arrow->spellarg = strdup (arrow->slaying);
1636 1591
1592#if 0
1637 if (player *pl = op->contr) 1593 if (player *pl = op->contr)
1638 { 1594 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp; 1595 float speed = pl->weapon_sp;
1646 1596
1647 /* penalize ROF for bestarrow */ 1597 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1598 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1599 speed *= .9f;
1650 else 1600 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1601 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1602
1653 op->speed_left += speed - op->speed; 1603 op->speed_left += speed - op->speed;
1604 }
1654#endif 1605#endif
1655 }
1656 1606
1657 SET_ANIMATION (arrow, arrow->direction); 1607 SET_ANIMATION (arrow, arrow->direction);
1658 1608
1659 /* update the speed */ 1609 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1610 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1661 + bow->stats.dam / 7.0; 1611 + bow->stats.dam / 7.f;
1662 1612
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1613 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1614 arrow->speed_left = 0;
1665 1615
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1616 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1617
1668 if (op->type == PLAYER) 1618 if (op->type == PLAYER)
1691 1641
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1642 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1643 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1644 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1645
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1646 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1647 m->insert (arrow, sx, sy, op);
1698 1648
1699 if (!arrow->destroyed ()) 1649 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1650 move_arrow (arrow);
1701
1702 if (op->type == PLAYER)
1703 {
1704 if (left->destroyed ())
1705 esrv_del_item (op->contr, left->count);
1706 else
1707 esrv_send_item (op, left);
1708 }
1709 1651
1710 return 1; 1652 return 1;
1711} 1653}
1712 1654
1713/* Special fire code for players - this takes into 1655/* Special fire code for players - this takes into
1718 * hence the function name. 1660 * hence the function name.
1719 */ 1661 */
1720int 1662int
1721player_fire_bow (object *op, int dir) 1663player_fire_bow (object *op, int dir)
1722{ 1664{
1723 int ret = 0, wcmod = 0; 1665 int ret;
1724 1666
1725 if (op->contr->bowtype == bow_bestarrow) 1667 if (op->contr->bowtype == bow_bestarrow)
1726 { 1668 {
1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1669 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1728 } 1670 }
1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1671 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 { 1672 {
1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1673 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1732 wcmod = -1;
1733
1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1674 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1735 } 1675 }
1736 else if (op->contr->bowtype == bow_threewide) 1676 else if (op->contr->bowtype == bow_threewide)
1737 { 1677 {
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1678 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1679 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1740 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1680 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 } 1681 }
1742 else if (op->contr->bowtype == bow_spreadshot) 1682 else if (op->contr->bowtype == bow_spreadshot)
1743 { 1683 {
1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1684 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1685 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1686 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1747 } 1687 }
1748 else 1688 else
1749 { 1689 {
1779 1719
1780 if (item->type == WAND) 1720 if (item->type == WAND)
1781 { 1721 {
1782 if (item->stats.food <= 0) 1722 if (item->stats.food <= 0)
1783 { 1723 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1724 op->contr->play_sound (sound_find ("wand_poof"));
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1725 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1726
1787 return; 1727 return;
1788 } 1728 }
1789 } 1729 }
1790 else if (item->type == ROD || item->type == HORN) 1730 else if (item->type == ROD || item->type == HORN)
1791 { 1731 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1732 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1733
1734 // using the maximum of the rods charge allows at least one spell cast
1735 // for a rod or horn, this fixes some broken rods.
1736 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1793 { 1737 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1738 op->contr->play_sound (sound_find ("wand_poof"));
1795 1739
1796 if (item->type == ROD) 1740 if (item->type == ROD)
1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1742 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 } 1746 }
1803 } 1747 }
1804 1748
1805 if (cast_spell (op, item, dir, item->inv, NULL)) 1749 if (cast_spell (op, item, dir, item->inv, NULL))
1806 { 1750 {
1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1751 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1752
1808 if (item->type == WAND) 1753 if (item->type == WAND)
1809 { 1754 {
1810 if (!(--item->stats.food)) 1755 if (!(--item->stats.food))
1811 { 1756 {
1812 object *tmp; 1757 object *tmp;
1813 1758
1814 if (item->arch) 1759 if (item->arch)
1815 { 1760 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1761 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1762 item->face = item->arch->face;
1818 item->set_speed (0); 1763 item->set_speed (0);
1819 } 1764 }
1820 1765
1821 if ((tmp = item->in_player ())) 1766 if (object *pl = item->visible_to ())
1822 esrv_update_item (UPD_ANIM, tmp, item); 1767 esrv_update_item (UPD_ANIM, pl, item);
1823 } 1768 }
1824 } 1769 }
1825 else if (item->type == ROD || item->type == HORN) 1770 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item); 1771 drain_rod_charge (item);
1827 } 1772 }
1828} 1773}
1829 1774
1830/* Received a fire command for the player - go and do it. 1775/* Received a fire command for the player - go and do it.
1831 */ 1776 */
1832void 1777bool
1833fire (object *op, int dir) 1778fire (object *op, int dir)
1834{ 1779{
1835 int spellcost = 0; 1780 int spellcost = 0;
1781
1782 player *pl = op->contr;
1783
1784 if (pl->golem)
1785 {
1786 control_golem (op->contr->golem, dir);
1787 return false;
1788 }
1789
1790 object *ob = pl->ranged_ob;
1791
1792 if (!ob)
1793 return false;
1794
1795 if (op->speed_left > 0.f)
1796 --op->speed_left;
1797 else
1798 return false;
1799
1800 if (!op->change_weapon (ob))
1801 return false;
1836 1802
1837 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1838 if (action_makes_visible (op)) 1804 if (action_makes_visible (op))
1839 make_visible (op); 1805 make_visible (op);
1840 1806
1841 player *pl = op->contr;
1842
1843 if (pl->golem)
1844 {
1845 control_golem (op->contr->golem, dir);
1846 return;
1847 }
1848
1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type) 1807 switch (ob->type)
1858 { 1808 {
1859 case BOW: 1809 case BOW:
1860 player_fire_bow (op, dir); 1810 player_fire_bow (op, dir);
1861 break; 1811 break;
1874 1824
1875 default: 1825 default:
1876 fire_misc_object (op, dir); 1826 fire_misc_object (op, dir);
1877 break; 1827 break;
1878 } 1828 }
1829
1830 return true;
1879} 1831}
1880 1832
1881/* find_key 1833/* find_key
1882 * We try to find a key for the door as passed. If we find a key 1834 * We try to find a key for the door as passed. If we find a key
1883 * and successfully use it, we return the key, otherwise NULL 1835 * and successfully use it, we return the key, otherwise NULL
1970 * 0 otherwise 1922 * 0 otherwise
1971 */ 1923 */
1972static int 1924static int
1973player_attack_door (object *op, object *door) 1925player_attack_door (object *op, object *door)
1974{ 1926{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1927 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1928 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1929 * otherwise, we fall through to the rest of the code.
1978 */ 1930 */
1979 object *key = find_key (op, op, door); 1931 object *key = find_key (op, op, door);
1980 1932
1981 /* IF we found a key, do some extra work */ 1933 /* If we found a key, do some extra work */
1982 if (key) 1934 if (key)
1983 { 1935 {
1984 object *container = key->env; 1936 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1937
1988 if (action_makes_visible (op)) 1938 if (action_makes_visible (op))
1989 make_visible (op); 1939 make_visible (op);
1990 1940
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1941 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1943
1994 if (door->type == DOOR) 1944 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1945 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1946 else if (door->type == LOCKED_DOOR)
1997 { 1947 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1948 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1949 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1950 }
2001 1951
2002 /* Do this after we print the message */ 1952 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1953 key->decrease (); /* Use up one of the keys */
2004 /* Need to update the weight the container the key was in */
2005 if (container != op)
2006 esrv_update_item (UPD_WEIGHT, op, container);
2007 1954
2008 return 1; /* Nothing more to do below */ 1955 return 1; /* Nothing more to do below */
2009 } 1956 }
2010 else if (door->type == LOCKED_DOOR) 1957 else if (door->type == LOCKED_DOOR)
2011 { 1958 {
2012 /* Might as well return now - no other way to open this */ 1959 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1960 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1961 return 1;
2015 } 1962 }
2016 1963
2017 return 0; 1964 return 0;
2018} 1965}
2021 * It should keep the code cleaner. 1968 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1969 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1970 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1971 * going to try and move (not fire weapons).
2025 */ 1972 */
2026void 1973bool
2027move_player_attack (object *op, int dir) 1974move_player_attack (object *op, int dir)
2028{ 1975{
2029 object *tmp, *mon;
2030 int on_battleground; 1976 int on_battleground;
2031 maptile *m;
2032 1977
2033 sint16 nx = freearr_x[dir] + op->x; 1978 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1979 sint16 ny = freearr_y[dir] + op->y;
2035 1980
2036 on_battleground = op_on_battleground (op, 0, 0); 1981 on_battleground = op_on_battleground (op, 0, 0);
1982
1983 if (out_of_map (op->map, nx, ny))
1984 return false;
1985
1986 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1987 {
1988 --op->speed_left;
1989 return true;
1990 }
2037 1991
2038 /* If braced, or can't move to the square, and it is not out of the 1992 /* If braced, or can't move to the square, and it is not out of the
2039 * map, attack it. Note order of if statement is important - don't 1993 * map, attack it. Note order of if statement is important - don't
2040 * want to be calling move_ob if braced, because move_ob will move the 1994 * want to be calling move_ob if braced, because move_ob will move the
2041 * player. This is a pretty nasty hack, because if we could 1995 * player. This is a pretty nasty hack, because if we could
2042 * move to some space, it then means that if we are braced, we should 1996 * move to some space, it then means that if we are braced, we should
2043 * do nothing at all. As it is, if we are braced, we go through 1997 * do nothing at all. As it is, if we are braced, we go through
2044 * quite a bit of processing. However, it probably is less than what 1998 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 1999 * move_ob uses.
2046 */ 2000 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2001 maptile *m = op->map->xy_find (nx, ny);
2002
2003 /* Go through all the objects, and find ones of interest. Only stop if
2004 * we find a monster - that is something we know we want to attack.
2005 * if its a door or barrel (can roll) see if there may be monsters
2006 * on the space
2007 */
2008 object *mon;
2009 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2010 {
2011 if ((mon->flag [FLAG_ALIVE]
2012 || mon->type == LOCKED_DOOR
2013 || mon->flag [FLAG_CAN_ROLL])
2014 && mon != op)
2015 break;
2048 { 2016 }
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2017
2018 if (!mon) /* This happens anytime the player tries to move */
2019 return false; /* into a wall */
2020
2021 mon = mon->head_ ();
2022
2023 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2024 if (op->contr->weapon_sp_left > 0.f)
2025 if (player_attack_door (op, mon))
2026 {
2027 --op->contr->weapon_sp_left;
2028 return true;
2050 { 2029 }
2051 m = op->map->xy_find (nx, ny); 2030
2052 if (!m) 2031 /* The following deals with possibly attacking peaceful
2053 return; /* Don't think this should happen */ 2032 * or friendly creatures. Basically, all players are considered
2033 * unaggressive. If the moving player has peaceful set, then the
2034 * object should be pushed instead of attacked. It is assumed that
2035 * if you are braced, you will not attack friends accidently,
2036 * and thus will not push them.
2037 */
2038
2039 /* If the creature is a pet, push it even if the player is not
2040 * peaceful. Our assumption is the creature is a pet if the
2041 * player owns it and it is either friendly or unagressive.
2042 */
2043 if (op->type == PLAYER
2044 && ((mon->owner && mon->owner->contr
2045 && same_party (mon->owner->contr->party, op->contr->party))
2046 || mon->owner == op)
2047 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2048 {
2049 /* If we're braced, we don't want to switch places with it */
2050 if (op->contr->braced)
2051 return false;
2052
2053 if (op->speed_left > 0.f)
2054 {
2055 --op->speed_left;
2056
2057 op->play_sound (sound_find ("push_player"));
2058 push_ob (mon, dir, op);
2059
2060 if (action_makes_visible (op))
2061 make_visible (op);
2062
2063 return true;
2054 } 2064 }
2055 else 2065 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return; 2066 return false;
2067 }
2060 2068
2061 mon = 0;
2062 /* Go through all the objects, and find ones of interest. Only stop if
2063 * we find a monster - that is something we know we want to attack.
2064 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space
2066 */
2067 while (tmp)
2068 {
2069 if (tmp == op)
2070 {
2071 tmp = tmp->above;
2072 continue;
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp;
2078 break;
2079 }
2080
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */
2089
2090 if (mon->head)
2091 mon = mon->head;
2092
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2094 if (player_attack_door (op, mon))
2095 return;
2096
2097 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them.
2103 */
2104
2105 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive.
2108 */
2109 if ((op->type == PLAYER)
2110#if COZY_SERVER
2111 &&
2112 ((mon->owner && mon->owner->contr
2113 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2114#else
2115 && mon->owner == op
2116#endif
2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2118 {
2119 /* If we're braced, we don't want to switch places with it */
2120 if (op->contr->braced)
2121 return;
2122
2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2124 push_ob (mon, dir, op);
2125 if (op->contr->tmp_invis || op->hide)
2126 make_visible (op);
2127
2128 return;
2129 }
2130
2131 /* in certain circumstances, you shouldn't attack friendly 2069 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 2070 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't 2071 * someone, but put it inside this loop so that you won't
2134 * attack them either. 2072 * attack them either.
2135 */ 2073 */
2136 if ((mon->type == PLAYER || mon->enemy != op) && 2074 if ((mon->type == PLAYER || mon->enemy != op)
2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2075 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2138#ifdef PROHIBIT_PLAYERKILL
2139 (op->contr->peaceful 2076 && ((op->contr->peaceful
2140 || (mon->type == PLAYER 2077 || (mon->type == PLAYER && mon->contr->peaceful))
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground)) 2078 && !on_battleground))
2079 {
2080 if (op->speed_left > 0.f)
2147 { 2081 {
2082 --op->speed_left;
2083
2148 if (!op->contr->braced) 2084 if (!op->contr->braced)
2149 { 2085 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2086 op->play_sound (sound_find ("push_player"));
2151 push_ob (mon, dir, op); 2087 push_ob (mon, dir, op);
2152 } 2088 }
2153 else 2089 else
2154 new_draw_info (0, 0, op, "You withhold your attack"); 2090 op->statusmsg ("You withhold your attack");
2155 2091
2156 if (op->contr->tmp_invis || op->hide) 2092 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2157 make_visible (op); 2093 make_visible (op);
2158 }
2159 2094
2095 return true;
2096 }
2097 }
2160 /* If the object is a boulder or other rollable object, then 2098 /* If the object is a boulder or other rollable object, then
2161 * roll it if not braced. You can't roll it if you are braced. 2099 * roll it if not braced. You can't roll it if you are braced.
2162 */ 2100 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2101 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2102 {
2103 if (op->speed_left > 0.f)
2164 { 2104 {
2105 --op->speed_left;
2106
2165 recursive_roll (mon, dir, op); 2107 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op)) 2108 if (action_makes_visible (op))
2167 make_visible (op); 2109 make_visible (op);
2168 }
2169 2110
2111 return true;
2112 }
2113 }
2170 /* Any generic living creature. Including things like doors. 2114 /* Any generic living creature. Including things like doors.
2171 * Way it works is like this: First, it must have some hit points 2115 * Way it works is like this: First, it must have some hit points
2172 * and be living. Then, it must be one of the following: 2116 * and be living. Then, it must be one of the following:
2173 * 1) Not a player, 2) A player, but of a different party. Note 2117 * 1) Not a player, 2) A player, but of a different party. Note
2174 * that party_number -1 is no party, so attacks can still happen. 2118 * that party_number -1 is no party, so attacks can still happen.
2175 */ 2119 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2120 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2121 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 { 2122 {
2179 if (!op->contr->has_hit) 2123 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2180 { 2124 {
2181 op->contr->has_hit = 1; 2125 --op->contr->weapon_sp_left;
2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2183 }
2184 2126
2185 skill_attack (mon, op, 0, 0, 0); 2127 skill_attack (mon, op, 0, 0, 0);
2186
2187 /* If attacking another player, that player gets automatic
2188 * hitback, and doesn't loose luck either.
2189 * Disable hitback on the battleground or if the target is
2190 * the wiz.
2191 */
2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2193 {
2194 short luck = mon->stats.luck;
2195
2196 mon->contr->has_hit = 1;
2197 skill_attack (op, mon, 0, 0, 0);
2198 mon->stats.luck = luck;
2199 }
2200 2128
2201 if (action_makes_visible (op)) 2129 if (action_makes_visible (op))
2202 make_visible (op); 2130 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2131
2207int 2132 return true;
2133 }
2134 }
2135
2136 return false;
2137}
2138
2139bool
2208move_player (object *op, int dir) 2140move_player (object *op, int dir)
2209{ 2141{
2210 int pick; 2142 int pick;
2211 2143
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2144 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2213 return 0; 2145 return 0;
2214 2146
2215 /* Sanity check: make sure dir is valid */ 2147 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9)) 2148 if ((dir < 0) || (dir >= 9))
2217 { 2149 {
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2155 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2156 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225 2157
2226 op->facing = dir; 2158 op->facing = dir;
2227 2159
2228 if (op->hide) 2160 if (op->flag [FLAG_HIDDEN])
2229 do_hidden_move (op); 2161 do_hidden_move (op);
2230 2162
2163 bool retval;
2164
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2165 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2166 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2167 else if (op->contr->fire_on)
2234 fire (op, dir); 2168 retval = fire (op, dir);
2235 else 2169 else
2236 { 2170 {
2237 move_player_attack (op, dir); 2171 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2172 pick = check_pick (op);
2239 } 2173 }
2240 2174
2241 /* Add special check for newcs players and fire on - this way, the 2175 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing. 2176 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2183 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2184 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2185 * for players.
2252 */ 2186 */
2253 animate_object (op, op->facing); 2187 animate_object (op, op->facing);
2254 return 0; 2188
2189 return retval;
2255} 2190}
2256 2191
2257/* This is similar to handle_player, below, but is only used by the 2192/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2193 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2194 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2195 * the new speed values for commands.
2261 * 2196 *
2262 * Returns true if there are more actions we can do. 2197 * Returns true if there are more actions we can do. Should not do
2198 * many actions in a row, as that would be too unfair to other
2199 * players.
2263 */ 2200 */
2264int 2201bool
2265handle_newcs_player (object *op) 2202handle_newcs_player (object *op)
2266{ 2203{
2267 if (QUERY_FLAG (op, FLAG_SCARED)) 2204 if (QUERY_FLAG (op, FLAG_SCARED))
2268 { 2205 {
2269 flee_player (op); 2206 if (op->speed_left > 0.f)
2270
2271 /* If player is still scared, that is his action for this tick */
2272 if (op->flag [FLAG_SCARED])
2273 { 2207 {
2274 --op->speed_left; 2208 --op->speed_left;
2209 flee_player (op);
2210
2275 return 0; 2211 return true;
2276 } 2212 }
2213 else
2214 return false;
2277 } 2215 }
2278 2216
2279 /* call this here - we also will call this in do_ericserver, but 2217 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2218 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2219 * called, so we recheck it here.
2282 */ 2220 */
2283 if (op->contr->ns->handle_command ()) 2221 if (op->contr->ns->handle_command ())
2284 return 1; 2222 return true;
2285 2223
2286 if (op->speed_left > 0.f)
2287 {
2288 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2224 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2289 {
2290 /* All move commands take 1 tick, at least for now */
2291 --op->speed_left;
2292
2293 /* Instead of all the stuff below, let move_player take care
2294 * of it. Also, some of the skill stuff is only put in
2295 * there, as well as the confusion stuff.
2296 */
2297 move_player (op, op->direction); 2225 return move_player (op, op->direction);
2298 2226
2299 return op->speed_left > 0.f;
2300 }
2301 }
2302
2303 return 0; 2227 return false;
2304} 2228}
2305 2229
2306int 2230int
2307save_life (object *op) 2231save_life (object *op)
2308{ 2232{
2310 return 0; 2234 return 0;
2311 2235
2312 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2236 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2237 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2314 { 2238 {
2315 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2239 op->play_sound (sound_find ("ob_evaporate"));
2316 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2240 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2317
2318 if (op->contr)
2319 esrv_del_item (op->contr, tmp->count);
2320 2241
2321 tmp->destroy (); 2242 tmp->destroy ();
2322 CLEAR_FLAG (op, FLAG_LIFESAVE); 2243 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323 2244
2324 if (op->stats.hp < 0) 2245 if (op->stats.hp < 0)
2337 return 0; 2258 return 0;
2338} 2259}
2339 2260
2340/* This goes throws the inventory and removes unpaid objects, and puts them 2261/* This goes throws the inventory and removes unpaid objects, and puts them
2341 * back in the map (location and map determined by values of env). This 2262 * back in the map (location and map determined by values of env). This
2342 * function will descend into containers. op is the object to start the search 2263 * function will descend into containers. op is the object to start the search
2343 * from. 2264 * from.
2344 */ 2265 */
2266static void
2267drop_unpaid_items (object *op, object *env)
2268{
2269 while (op)
2270 {
2271 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2272
2273 if (QUERY_FLAG (op, FLAG_UNPAID))
2274 op->insert_at (env);
2275 else if (op->inv)
2276 drop_unpaid_items (op->inv, env);
2277
2278 op = next;
2279 }
2280}
2281
2345void 2282void
2346remove_unpaid_objects (object *op, object *env) 2283object::drop_unpaid_items ()
2347{ 2284{
2348 while (op) 2285 if (!flag [FLAG_REMOVED])
2349 { 2286 ::drop_unpaid_items (inv, this);
2350 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2351
2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2353 {
2354 if (env->type == PLAYER)
2355 esrv_del_item (env->contr, op->count);
2356
2357 op->insert_at (env);
2358 }
2359 else if (op->inv)
2360 remove_unpaid_objects (op->inv, env);
2361
2362 op = next;
2363 }
2364} 2287}
2365 2288
2366/* 2289/*
2367 * Returns pointer a static string containing gravestone text 2290 * Returns pointer a static string containing gravestone text
2368 * Moved from apply.c to player.c - player.c is what 2291 * Moved from apply.c to player.c - player.c is what
2369 * actually uses this function. player.c may not be quite the 2292 * actually uses this function. player.c may not be quite the
2370 * best, a misc file for object actions is probably better, 2293 * best, a misc file for object actions is probably better,
2371 * but there isn't one in the server directory. 2294 * but there isn't one in the server directory.
2372 */ 2295 */
2373char * 2296const char *
2374gravestone_text (object *op) 2297gravestone_text (object *op)
2375{ 2298{
2376 static char buf2[MAX_BUF]; 2299 static dynbuf_text buf;
2377 char buf[MAX_BUF];
2378 time_t now = time (NULL);
2379 2300
2380 strcpy (buf2, " R.I.P.\n\n"); 2301 buf << "---- R.I.P. ----\n\n"
2302 << op->name;
2303
2381 if (op->type == PLAYER) 2304 if (op->type == PLAYER)
2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2305 buf << " the " << op->contr->title;
2383 else
2384 sprintf (buf, "%s\n", &op->name);
2385 2306
2386 strncat (buf2, " ", 20 - strlen (buf) / 2); 2307 buf << "\n\n";
2387 strcat (buf2, buf); 2308
2309 buf << "who was level ";
2310 buf << (sint32)op->level << "\n\n" // OO breakdown
2311 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2312
2388 if (op->type == PLAYER) 2313 if (op->type == PLAYER)
2389 sprintf (buf, "who was in level %d when killed\n", op->level); 2314 buf << "by " << op->contr->killer_name () << ".\n\n";
2390 else
2391 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2392 2315
2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2394 strcat (buf2, buf);
2395 if (op->type == PLAYER)
2396 { 2316 {
2397 sprintf (buf, "by %s.\n\n", op->contr->killer); 2317 static char buf2[128];
2398 strncat (buf2, " ", 21 - strlen (buf) / 2); 2318 time_t now = time (NULL);
2399 strcat (buf2, buf);
2400 }
2401
2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2319 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2403 strncat (buf2, " ", 20 - strlen (buf) / 2); 2320 buf << buf2;
2404 strcat (buf2, buf); 2321 }
2405 2322
2406 return buf2; 2323 return buf;
2407} 2324}
2408 2325
2409void 2326void
2410do_some_living (object *op) 2327do_some_living (object *op)
2411{ 2328{
2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2380 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2464 else 2381 else
2465 { 2382 {
2466 gen_grace = op->stats.maxgrace; 2383 gen_grace = op->stats.maxgrace;
2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2384 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2468 }
2469
2470 /* Regenerate Spell Points */
2471 if (!op->contr->golem && --op->last_sp < 0)
2472 {
2473 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2474 if (op->stats.sp < op->stats.maxsp)
2475 {
2476 op->stats.sp++;
2477 /* dms do not consume food */
2478 if (!QUERY_FLAG (op, FLAG_WIZ))
2479 {
2480 op->stats.food--;
2481 if (op->contr->digestion < 0)
2482 op->stats.food += op->contr->digestion;
2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2484 op->stats.food = last_food;
2485 }
2486 }
2487
2488 if (max_sp > 1)
2489 {
2490 over_sp = (gen_sp + 10) / rate_sp;
2491 if (over_sp > 0)
2492 {
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498 op->stats.sp--;
2499
2500 if (op->stats.sp > op->stats.maxsp)
2501 op->stats.sp = op->stats.maxsp;
2502 }
2503 op->last_sp = 0;
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2507 }
2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 } 2385 }
2511 2386
2512 /* Regenerate Grace */ 2387 /* Regenerate Grace */
2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2388 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2514 if (--op->last_grace < 0) 2389 if (--op->last_grace < 0)
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2410 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 } 2411 }
2537 /* wearing stuff doesn't detract from grace generation. */ 2412 /* wearing stuff doesn't detract from grace generation. */
2538 } 2413 }
2539 2414
2415 if (op->stats.food > 0)
2416 {
2540 /* Regenerate Hit Points */ 2417 /* Regenerate Spell Points */
2541 if (--op->last_heal < 0) 2418 if (!op->contr->golem && --op->last_sp < 0)
2542 {
2543 if (op->stats.hp < op->stats.maxhp)
2544 { 2419 {
2545 op->stats.hp++; 2420 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 /* dms do not consume food */ 2421
2547 if (!QUERY_FLAG (op, FLAG_WIZ)) 2422 if (op->stats.sp < op->stats.maxsp)
2548 { 2423 {
2424 op->stats.sp++;
2425
2426 /* dms do not consume food */
2427 if (!QUERY_FLAG (op, FLAG_WIZ))
2428 {
2549 op->stats.food--; 2429 op->stats.food--;
2430
2550 if (op->contr->digestion < 0) 2431 if (op->contr->digestion < 0)
2551 op->stats.food += op->contr->digestion; 2432 op->stats.food += op->contr->digestion;
2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2433 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2553 op->stats.food = last_food; 2434 op->stats.food = last_food;
2435 }
2554 } 2436 }
2555 }
2556 2437
2557 if (max_hp > 1) 2438 if (max_sp > 1)
2558 {
2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2560 if (over_hp > 0)
2561 { 2439 {
2562 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2440 over_sp = (gen_sp + 10) / rate_sp;
2441 if (over_sp > 0)
2442 {
2443 if (op->stats.sp < op->stats.maxsp)
2444 {
2445 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2446
2447 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2448 op->stats.sp--;
2449
2450 if (op->stats.sp > op->stats.maxsp)
2451 op->stats.sp = op->stats.maxsp;
2452 }
2453
2563 op->last_heal = 0; 2454 op->last_sp = 0;
2455 }
2456 else
2457 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2564 } 2458 }
2565 else 2459 else
2460 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2461 }
2462
2463 /* Regenerate Hit Points */
2464 if (--op->last_heal < 0)
2465 {
2466 if (op->stats.hp < op->stats.maxhp)
2566 { 2467 {
2567 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2468 op->stats.hp++;
2469
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 {
2473 op->stats.food--;
2474
2475 if (op->contr->digestion < 0)
2476 op->stats.food += op->contr->digestion;
2477 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2478 op->stats.food = last_food;
2479 }
2568 } 2480 }
2481
2482 if (max_hp > 1)
2483 {
2484 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2485
2486 if (over_hp > 0)
2487 {
2488 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2489 op->last_heal = 0;
2490 }
2491 else
2492 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2569 } 2493 }
2570 else 2494 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2495 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 } 2496 }
2574 } 2497 }
2575 2498
2576 /* Digestion */ 2499 /* Digestion */
2577 if (--op->last_eat < 0) 2500 if (--op->last_eat < 0)
2578 { 2501 {
2579#ifdef COZY_SERVER 2502 int bonus = max (0, op->contr->digestion),
2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2503 penalty = max (0, -op->contr->digestion);
2581 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2582#else
2583 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2584#endif
2585 2504
2586 if (op->contr->gen_hp > 0)
2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2505 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2588 else
2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590 2506
2591 /* dms do not consume food */ 2507 /* dms do not consume food */
2592 if (!QUERY_FLAG (op, FLAG_WIZ)) 2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2593 op->stats.food--; 2509 op->stats.food--;
2594 } 2510 }
2595 2511
2596 if (op->stats.food < 0 && op->stats.hp >= 0) 2512 if (op->stats.food < 0 && op->stats.hp >= 0)
2597 { 2513 {
2598 object *tmp, *flesh = 0; 2514 object *flesh = 0;
2599 2515
2600 for (tmp = op->inv; tmp; tmp = tmp->below) 2516 for_inv_removable (op, tmp)
2601 { 2517 {
2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2518 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2519 continue;
2520
2521 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2603 { 2522 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2523 op->statusmsg ("You blindly grab for a bite of food. "
2605 { 2524 "H<To prevent you from starving, you ate some random item from your backpack.>");
2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2607 manual_apply (op, tmp, 0); 2525 manual_apply (op, tmp, 0);
2526
2608 if (op->stats.food >= 0 || op->stats.hp < 0) 2527 if (op->stats.food >= 0 || op->stats.hp < 0)
2609 break; 2528 break;
2610 } 2529 }
2611 else if (tmp->type == FLESH) 2530 else if (tmp->type == FLESH)
2612 flesh = tmp; 2531 flesh = tmp;
2613 } /* End if paid for object */ 2532 }
2614 } /* end of for loop */
2615 2533
2616 /* If player is still starving, it means they don't have any food, so 2534 /* If player is still starving, it means they don't have any food, so
2617 * eat flesh instead. 2535 * eat flesh instead.
2618 */ 2536 */
2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2537 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2620 { 2538 {
2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2622 manual_apply (op, flesh, 0); 2541 manual_apply (op, flesh, 0);
2623 } 2542 }
2543
2544 // If player is still starving, alert him!
2545 if (op->stats.food < 0)
2546 op->failmsg ("You are starving! "
2547 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2548 }
2549
2550 if (op->stats.food < 0)
2624 } 2551 {
2552 op->stats.hp += op->stats.food;
2553 op->stats.food = 0;
2625 2554
2626 while (op->stats.food < 0 && op->stats.hp >= 0) 2555 if (op->stats.hp < 0)
2627 op->stats.food++, op->stats.hp--; 2556 {
2557 op->contr->killer = archetype::get ("killer_starvation");
2558 op->contr->killer->destroy ();
2559 }
2560 }
2628 2561
2562 /* killer should be set here already */
2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2563 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2630 kill_player (op); 2564 kill_player (op);
2631 } 2565 }
2632} 2566}
2633 2567
2637 * file. 2571 * file.
2638 */ 2572 */
2639void 2573void
2640kill_player (object *op) 2574kill_player (object *op)
2641{ 2575{
2576 int x, y;
2642 char buf[MAX_BUF]; 2577 char buf[MAX_BUF];
2643 int x, y;
2644
2645 //int i;
2646 maptile *map; /* this is for resurrection */ 2578 maptile *map; /* this is for resurrection */
2647
2648 /* int z;
2649 int num_stats_lose;
2650 int lost_a_stat;
2651 int lose_this_stat;
2652 int this_stat; */
2653 int will_kill_again; 2579 int will_kill_again;
2654 archetype *at; 2580 archetype *at;
2655 object *tmp; 2581 object *tmp;
2656 2582
2657 if (save_life (op)) 2583 if (save_life (op))
2658 return; 2584 return;
2659
2660 2585
2661 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2586 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2662 * in cities ONLY!!! It is very important that this doesn't get abused. 2587 * in cities ONLY!!! It is very important that this doesn't get abused.
2663 * Look at op_on_battleground() for more info --AndreasV 2588 * Look at op_on_battleground() for more info --AndreasV
2664 */ 2589 */
2680 { 2605 {
2681 tmp->destroy (); 2606 tmp->destroy ();
2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2607 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2683 } 2608 }
2684 2609
2685 cure_disease (op, 0); /* remove any disease */ 2610 cure_disease (op, 0, 0); /* remove any disease */
2686 op->stats.hp = op->stats.maxhp; 2611 op->stats.hp = op->stats.maxhp;
2687 if (op->stats.food <= 0) 2612 if (op->stats.food <= 0)
2688 op->stats.food = 999; 2613 op->stats.food = 999;
2689 2614
2690 /* create a bodypart-trophy to make the winner happy */ 2615 /* create a bodypart-trophy to make the winner happy */
2691 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2616 if (object *tmp = arch_to_object (archetype::find ("finger")))
2692 { 2617 {
2693 sprintf (buf, "%s's finger", &op->name); 2618 tmp->name = format ("%s's finger" , &op->name);
2694 tmp->name = buf; 2619 tmp->name_pl = format ("%s's fingers", &op->name);
2695 sprintf (buf, " This finger has been cut off %s\n"
2696 " the %s, when he was defeated at\n level %d by %s.\n",
2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2698 tmp->msg = buf; 2620 tmp->msg = format (
2621 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2622 &op->name, op->contr->title,
2623 (int)op->level,
2624 op->contr->killer_name ()
2625 );
2699 tmp->value = 0, tmp->type = 0; 2626 tmp->value = 0, tmp->type = 0;
2700 tmp->materialname = "organics"; 2627 tmp->materialname = "organics";
2701 tmp->insert_at (op, tmp); 2628 tmp->insert_at (op, tmp);
2702 } 2629 }
2703 2630
2709 2636
2710 INVOKE_PLAYER (DEATH, op->contr); 2637 INVOKE_PLAYER (DEATH, op->contr);
2711 2638
2712 command_kill_pets (op, 0); 2639 command_kill_pets (op, 0);
2713 2640
2714 if (op->stats.food < 0) 2641 op->contr->play_sound (sound_find ("player_dies"));
2715 {
2716 sprintf (buf, "%s starved to death.", &op->name);
2717 strcpy (op->contr->killer, "starvation");
2718 }
2719 else
2720 sprintf (buf, "%s died.", &op->name);
2721
2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2723 2642
2724 /* save the map location for corpse, gravestone */ 2643 /* save the map location for corpse, gravestone */
2725 x = op->x; 2644 x = op->x;
2726 y = op->y; 2645 y = op->y;
2727 map = op->map; 2646 map = op->map;
2755 2674
2756 lost_a_stat = 0; 2675 lost_a_stat = 0;
2757 2676
2758 for (z = 0; z < num_stats_lose; z++) 2677 for (z = 0; z < num_stats_lose; z++)
2759 { 2678 {
2760 i = RANDOM () % NUM_STATS; 2679 i = rndm (NUM_STATS);
2761 2680
2762 if (settings.stat_loss_on_death) 2681 if (settings.stat_loss_on_death)
2763 { 2682 {
2764 /* Pick a random stat and take a point off it. Tell the player 2683 /* Pick a random stat and take a point off it. Tell the player
2765 * what he lost. 2684 * what he lost.
2834 lost_a_stat = 1; 2753 lost_a_stat = 1;
2835 } 2754 }
2836 } 2755 }
2837 } 2756 }
2838 } 2757 }
2758
2839 /* If no stat lost, tell the player. */ 2759 /* If no stat lost, tell the player. */
2840 if (!lost_a_stat) 2760 if (!lost_a_stat)
2841 { 2761 {
2842 /* determine_god() seems to not work sometimes... why is this? 2762 /* determine_god() seems to not work sometimes... why is this?
2843 Should I be using something else? GD */ 2763 Should I be using something else? GD */
2847 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2767 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2848 else 2768 else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2769 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2850 } 2770 }
2851#else 2771#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2772 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2853#endif 2773#endif
2854 2774
2855 /* Put a gravestone up where the character 'almost' died. List the 2775 /* Put a gravestone up where the character 'almost' died. List the
2856 * exp loss on the stone. 2776 * exp loss on the stone.
2857 */ 2777 */
2858 tmp = arch_to_object (archetype::find ("gravestone")); 2778 tmp = arch_to_object (archetype::find ("gravestone"));
2859 sprintf (buf, "%s's gravestone", &op->name); 2779 tmp->name = format ("%s's gravestone", &op->name);
2860 tmp->name = buf; 2780 tmp->name_pl = format ("%s's gravestones", &op->name);
2861 sprintf (buf, "%s's gravestones", &op->name); 2781 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2862 tmp->name_pl = buf; 2782 &op->name, op->contr->title, op->contr->killer_name ());
2863 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);
2864 tmp->msg = buf;
2865 tmp->x = op->x, tmp->y = op->y; 2783 tmp->x = op->x, tmp->y = op->y;
2866 insert_ob_in_map (tmp, op->map, NULL, 0); 2784 insert_ob_in_map (tmp, op->map, NULL, 0);
2867 2785
2868 /**************************************/ 2786 /**************************************/
2869 /* */ 2787 /* */
2890 { 2808 {
2891 tmp->destroy (); 2809 tmp->destroy ();
2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2893 } 2811 }
2894 2812
2895 cure_disease (op, 0); /* remove any disease */ 2813 cure_disease (op, 0, 0); /* remove any disease */
2814
2815 // remove all spell effects that are active
2816 // to avoid long-term effects such as word-of-recall
2817 for (object *item = op->inv; item; )
2818 {
2819 object *next = item->below;
2820
2821 if (item->type == SPELL_EFFECT && item->active)
2822 item->destroy ();
2823
2824 item = next;
2825 }
2896 2826
2897 /*add_exp(op, (op->stats.exp * -0.20)); */ 2827 /*add_exp(op, (op->stats.exp * -0.20)); */
2898 apply_death_exp_penalty (op); 2828 apply_death_exp_penalty (op);
2829
2899 if (op->stats.food < 100) 2830 if (op->stats.food < 100)
2900 op->stats.food = 900; 2831 op->stats.food = 900;
2832
2901 op->stats.hp = op->stats.maxhp; 2833 op->stats.hp = op->stats.maxhp;
2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2904 2836
2905 /* 2837 /*
2906 * Check to see if the player has any unpaid items. If so, remove them 2838 * Check to see if the player has any unpaid items. If so, remove them
2907 * and put them back in the map. 2839 * and put them back in the map.
2908 */ 2840 */
2909 remove_unpaid_objects (op->inv, op); 2841 op->drop_unpaid_items ();
2910 2842
2911 /****************************************/ 2843 /****************************************/
2912 /* */ 2844 /* */
2913 /* Move player to his current respawn- */ 2845 /* Move player to his current respawn- */
2914 /* position (usually last savebed) */ 2846 /* position (usually last savebed) */
2943 if (will_kill_again & (1 << at)) 2875 if (will_kill_again & (1 << at))
2944 force->resist[at] = 100; 2876 force->resist[at] = 100;
2945 2877
2946 insert_ob_in_ob (force, op); 2878 insert_ob_in_ob (force, op);
2947 op->update_stats (); 2879 op->update_stats ();
2948
2949 } 2880 }
2950 2881
2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2882 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2952} 2883}
2953 2884
2973 2904
2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2905 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2975 { 2906 {
2976 if (tmp->nrof > 1) 2907 if (tmp->nrof > 1)
2977 { 2908 {
2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2909 tmp->decrease (rndm (1, tmp->nrof - 1));
2979 tmp2->destroy ();
2980 insert_ob_in_map (tmp, op->map, NULL, 0); 2910 insert_ob_in_map (tmp, op->map, NULL, 0);
2981 } 2911 }
2982 else 2912 else
2983 tmp->destroy (); 2913 tmp->destroy ();
2984 } 2914 }
2995void 2925void
2996fix_weight (void) 2926fix_weight (void)
2997{ 2927{
2998 for_all_players (pl) 2928 for_all_players (pl)
2999 { 2929 {
3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2930 sint32 old = pl->ob->carrying;
3001 2931
3002 if (old == sum) 2932 pl->ob->update_weight ();
3003 continue; 2933
2934 if (old != pl->ob->carrying)
2935 {
3004 pl->ob->update_stats (); 2936 pl->ob->update_stats ();
3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2937 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2938 }
3006 } 2939 }
3007} 2940}
3008 2941
3009void 2942void
3010fix_luck (void) 2943fix_luck (void)
3052} 2985}
3053 2986
3054void 2987void
3055make_visible (object *op) 2988make_visible (object *op)
3056{ 2989{
3057 op->hide = 0; 2990 op->flag [FLAG_HIDDEN] = 0;
3058 op->invisible = 0; 2991 op->invisible = 0;
2992
3059 if (op->type == PLAYER) 2993 if (op->type == PLAYER)
3060 { 2994 {
3061 op->contr->tmp_invis = 0; 2995 op->contr->tmp_invis = 0;
3062 op->contr->invis_race = 0; 2996 op->contr->invis_race = 0;
3063 } 2997 }
3066} 3000}
3067 3001
3068int 3002int
3069is_true_undead (object *op) 3003is_true_undead (object *op)
3070{ 3004{
3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3005 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3072 return 1; 3006 return 1;
3073 3007
3074 return 0; 3008 return 0;
3075} 3009}
3076 3010
3077/* look at the surrounding terrain to determine 3011/* look at the surrounding terrain to determine
3078 * the hideability of this object. Positive levels 3012 * the hideability of this object. Positive levels
3079 * indicate greater hideability. 3013 * indicate greater hideability.
3080 */ 3014 */
3081
3082int 3015int
3083hideability (object *ob) 3016hideability (object *ob)
3084{ 3017{
3085 int i, level = 0, mflag; 3018 int i, level = 0, mflag;
3086 sint16 x, y; 3019 sint16 x, y;
3087 3020
3088 if (!ob || !ob->map) 3021 if (!ob || !ob->map)
3089 return 0; 3022 return 0;
3090 3023
3091 /* so, on normal lighted maps, its hard to hide */ 3024 /* so, on normal lighted maps, its hard to hide */
3092 level = ob->map->darkness - 2; 3025 level = ob->map->darklevel () - 2;
3093 3026
3094 /* this also picks up whether the object is glowing. 3027 /* this also picks up whether the object is glowing.
3095 * If you carry a light on a non-dark map, its not 3028 * If you carry a light on a non-dark map, its not
3096 * as bad as carrying a light on a pitch dark map */ 3029 * as bad as carrying a light on a pitch dark map */
3097 if (has_carried_lights (ob)) 3030 if (has_carried_lights (ob))
3098 level = -(10 + (2 * ob->map->darkness)); 3031 level = -(10 + (2 * ob->map->darklevel ()));
3099 3032
3100 /* scan through all nearby squares for terrain to hide in */ 3033 /* scan through all nearby squares for terrain to hide in */
3101 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3034 for (i = 0, x = ob->x, y = ob->y;
3035 i <= SIZEOFFREE1;
3036 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3102 { 3037 {
3103 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3038 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3104 if (mflag & P_OUT_OF_MAP) 3039 if (mflag & P_OUT_OF_MAP)
3105 {
3106 continue; 3040 continue;
3107 } 3041
3108 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3042 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3109 level += 2; 3043 level += 2;
3110 else /* open terrain! */ 3044 else /* open terrain! */
3111 level -= 1; 3045 level -= 1;
3112 } 3046 }
3120/* For Hidden creatures - a chance of becoming 'unhidden' 3054/* For Hidden creatures - a chance of becoming 'unhidden'
3121 * every time they move - as we subtract off 'invisibility' 3055 * every time they move - as we subtract off 'invisibility'
3122 * AND, for players, if they move into a ridiculously unhideable 3056 * AND, for players, if they move into a ridiculously unhideable
3123 * spot (surrounded by clear terrain in broad daylight). -b.t. 3057 * spot (surrounded by clear terrain in broad daylight). -b.t.
3124 */ 3058 */
3125
3126void 3059void
3127do_hidden_move (object *op) 3060do_hidden_move (object *op)
3128{ 3061{
3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3062 int hide = 0;
3130 object *skop;
3131 3063
3132 if (!op || !op->map) 3064 if (!op || !op->map)
3133 return; 3065 return;
3134 3066
3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3067 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3068 int num = random_roll (0, 19, op, PREFER_LOW);
3136 3069
3137 /* its *extremely* hard to run and sneak/hide at the same time! */ 3070 /* its *extremely* hard to run and sneak/hide at the same time! */
3138 if (op->type == PLAYER && op->contr->run_on) 3071 if (op->type == PLAYER && op->contr->run_on)
3139 if (!skop || num >= skop->level) 3072 if (!skop || num >= skop->level)
3140 { 3073 {
3150 num -= hide; 3083 num -= hide;
3151 3084
3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3085 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3153 { 3086 {
3154 make_visible (op); 3087 make_visible (op);
3088
3155 if (op->type == PLAYER) 3089 if (op->type == PLAYER)
3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3090 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3157 } 3091 }
3158 else if (op->type == PLAYER && skop) 3092 else if (op->type == PLAYER && skop)
3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3093 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3212 * object op. This function works fine for monsters, 3146 * object op. This function works fine for monsters,
3213 * but we dont worry if the object isnt the top one in 3147 * but we dont worry if the object isnt the top one in
3214 * a pile (say a coin under a table would return "viewable" 3148 * a pile (say a coin under a table would return "viewable"
3215 * by this routine). Another question, should we be 3149 * by this routine). Another question, should we be
3216 * concerned with the direction the player is looking 3150 * concerned with the direction the player is looking
3217 * in? Realistically, most of use cant see stuff behind 3151 * in? Realistically, most of us can't see stuff behind
3218 * our backs...on the other hand, does the "facing" direction 3152 * our backs...on the other hand, does the "facing" direction
3219 * imply the way your head, or body is facing? Its possible 3153 * imply the way your head, or body is facing? It's possible
3220 * for them to differ. Sigh, this fctn could get a bit more complex. 3154 * for them to differ. Sigh, this fctn could get a bit more complex.
3221 * -b.t. 3155 * -b.t.
3222 * This function is now map tiling safe. 3156 * This function is now map tiling safe.
3223 */ 3157 */
3224
3225int 3158int
3226player_can_view (object *pl, object *op) 3159player_can_view (object *pl, object *op)
3227{ 3160{
3228 rv_vector rv; 3161 rv_vector rv;
3229 int dx, dy; 3162 int dx, dy;
3241 3174
3242 get_rangevector (pl, op, &rv, 0x1); 3175 get_rangevector (pl, op, &rv, 0x1);
3243 3176
3244 /* starting with the 'head' part, lets loop 3177 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any 3178 * through the object and find if it has any
3246 * part that is in the los array but isnt on 3179 * part that is in the los array but isn't on
3247 * a blocked los square. 3180 * a blocked los square.
3248 * we use the archetype to figure out offsets. 3181 * we use the archetype to figure out offsets.
3249 */ 3182 */
3250 while (op) 3183 while (op)
3251 { 3184 {
3252 dx = rv.distance_x + op->arch->clone.x; 3185 dx = rv.distance_x + op->arch->x;
3253 dy = rv.distance_y + op->arch->clone.y; 3186 dy = rv.distance_y + op->arch->y;
3254 3187
3255 /* only the viewable area the player sees is updated by LOS 3188 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values 3189 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values. 3190 * for any meaningful values.
3258 */ 3191 */
3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3192 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3260 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3262 return 1; 3193 return 1;
3194
3263 op = op->more; 3195 op = op->more;
3264 } 3196 }
3197
3265 return 0; 3198 return 0;
3266} 3199}
3267 3200
3268/* routine for both players and monsters. We call this when 3201/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3202 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not 3203 * place or invisiblity spell. Artefact invisiblity causes
3271 * effected by this. If we arent invisible to begin with, we 3204 * "noise" instead. If we arent invisible to begin with, we
3272 * return 0. 3205 * return 0.
3273 */ 3206 */
3274int 3207int
3275action_makes_visible (object *op) 3208action_makes_visible (object *op)
3276{ 3209{
3277
3278 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3210 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3279 { 3211 {
3280 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3212 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3213 {
3214 // artefact invisibility is permanent, but we still make noise
3215 // this is important for game-balance.
3216 if (op->contr)
3217 op->make_noise ();
3218
3281 return 0; 3219 return 0;
3220 }
3282 3221
3283 if (op->contr && op->contr->tmp_invis == 0) 3222 if (op->contr && op->contr->tmp_invis == 0)
3284 return 0; 3223 return 0;
3285 3224
3286 /* If monsters, they should become visible */ 3225 /* If monsters, they should become visible */
3287 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3226 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3288 { 3227 {
3289 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3228 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3290 return 1; 3229 return 1;
3291 } 3230 }
3292 } 3231 }
3232
3293 return 0; 3233 return 0;
3294} 3234}
3295 3235
3296/* op_on_battleground - checks if the given object op (usually 3236/* op_on_battleground - checks if the given object op (usually
3297 * a player) is standing on a valid battleground-tile, 3237 * a player) is standing on a valid battleground-tile,
3302 * Default is to do the same as before, so only people wanting to have different points need worry about this 3242 * Default is to do the same as before, so only people wanting to have different points need worry about this
3303 */ 3243 */
3304int 3244int
3305op_on_battleground (object *op, int *x, int *y) 3245op_on_battleground (object *op, int *x, int *y)
3306{ 3246{
3307 object *tmp;
3308
3309 /* A battleground-tile needs the following attributes to be valid: 3247 /* A battleground-tile needs the following attributes to be valid:
3310 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3248 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3311 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3249 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3312 * and the exit-coordinates sp/hp must both be > 0. 3250 * and the exit-coordinates sp/hp must both be > 0.
3313 * => The intention here is to prevent abuse of the battleground- 3251 * => The intention here is to prevent abuse of the battleground-
3314 * feature (like pickable or hidden battleground tiles). */ 3252 * feature (like pickable or hidden battleground tiles). */
3315 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3253 for (object *tmp = op->below; tmp; tmp = tmp->below)
3316 { 3254 {
3317 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3255 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3318 { 3256 {
3319 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3257 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3320 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3258 && tmp->type == BATTLEGROUND
3259 && tmp->name == shstr_battleground
3260 && EXIT_X (tmp) && EXIT_Y (tmp))
3321 { 3261 {
3322 /*before we assign the exit, check if this is a teambattle */ 3262 /* before we assign the exit, check if this is a teambattle */
3323 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3263 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3324 { 3264 {
3325 object *invtmp;
3326
3327 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3265 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 { 3266 {
3329 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3267 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 { 3268 {
3331 if (x != NULL && y != NULL) 3269 if (x && y)
3332 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3270 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3271
3333 return 1; 3272 return 1;
3334 } 3273 }
3335 } 3274 }
3336 } 3275 }
3276
3337 if (x != NULL && y != NULL) 3277 if (x && y)
3338 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3278 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3279
3339 return 1; 3280 return 1;
3340 } 3281 }
3341 } 3282 }
3342 } 3283 }
3284
3343 /* If we got here, did not find a battleground */ 3285 /* If we got here, did not find a battleground */
3344 return 0; 3286 return 0;
3345} 3287}
3346 3288
3347/* 3289/*
3363 char buf[MAX_BUF]; /* tmp. string buffer */ 3305 char buf[MAX_BUF]; /* tmp. string buffer */
3364 int i = 0, j = 0; 3306 int i = 0, j = 0;
3365 3307
3366 /* get the appropriate treasurelist */ 3308 /* get the appropriate treasurelist */
3367 if (atnr == ATNR_FIRE) 3309 if (atnr == ATNR_FIRE)
3368 trlist = treasurelist::find ("dragon_ability_fire"); 3310 trlist = treasurelist::find (shstr_dragon_ability_fire);
3369 else if (atnr == ATNR_COLD) 3311 else if (atnr == ATNR_COLD)
3370 trlist = treasurelist::find ("dragon_ability_cold"); 3312 trlist = treasurelist::find (shstr_dragon_ability_cold);
3371 else if (atnr == ATNR_ELECTRICITY) 3313 else if (atnr == ATNR_ELECTRICITY)
3372 trlist = treasurelist::find ("dragon_ability_elec"); 3314 trlist = treasurelist::find (shstr_dragon_ability_elec);
3373 else if (atnr == ATNR_POISON) 3315 else if (atnr == ATNR_POISON)
3374 trlist = treasurelist::find ("dragon_ability_poison"); 3316 trlist = treasurelist::find (shstr_dragon_ability_poison);
3375 3317
3376 if (trlist == NULL || who->type != PLAYER) 3318 if (trlist == NULL || who->type != PLAYER)
3377 return; 3319 return;
3378 3320
3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3321 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3325 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3384 return; 3326 return;
3385 } 3327 }
3386 3328
3387 /* everything seems okay - now bring on the gift: */ 3329 /* everything seems okay - now bring on the gift: */
3388 item = &(tr->item->clone); 3330 item = tr->item;
3389 3331
3390 if (item->type == SPELL) 3332 if (item->type == SPELL)
3391 { 3333 {
3392 if (check_spell_known (who, item->name)) 3334 if (check_spell_known (who, item->name))
3393 return; 3335 return;
3452 { 3394 {
3453 /* forces in the treasurelist can alter the player's stats */ 3395 /* forces in the treasurelist can alter the player's stats */
3454 object *skin; 3396 object *skin;
3455 3397
3456 /* first get the dragon skin force */ 3398 /* first get the dragon skin force */
3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3458 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3399 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3459 ; 3400 ;
3460 3401
3461 if (!skin) 3402 if (!skin)
3462 return; 3403 return;
3463 3404
3498 else 3439 else
3499 { 3440 {
3500 /* generate misc. treasure */ 3441 /* generate misc. treasure */
3501 tmp = arch_to_object (tr->item); 3442 tmp = arch_to_object (tr->item);
3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3443 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3503 tmp = insert_ob_in_ob (tmp, who); 3444 who->insert (tmp);
3504 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp);
3506 } 3445 }
3507} 3446}
3508 3447
3509/** 3448/**
3510 * Unready an object for a player. This function does nothing if the object was 3449 * Unready an object for a player. This function does nothing if the object was
3531 3470
3532 int dx, dy; 3471 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3472 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0; 3473 return 0;
3535 3474
3536 x += dx - ns->current_x + ns->mapx / 2; 3475 x += dx - ns->current_x;
3537 y += dy - ns->current_y + ns->mapy / 2; 3476 y += dy - ns->current_y;
3538 3477
3539 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3540 return 0;
3541
3542 return 100 - blocked_los [x][y]; 3478 return 100 - blocked_los (x, y);
3543} 3479}
3480
3481void
3482player::infobox (const char *title, const char *msg, int color)
3483{
3484 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3485}
3486
3487void
3488player::statusmsg (const char *msg, int color)
3489{
3490 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3491}
3492
3493void
3494player::failmsg (const char *msg, int color)
3495{
3496 play_sound (sound_find ("generic_failure"));
3497 statusmsg (msg, color);
3498}
3499

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