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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 1.218 by root, Sun Dec 28 10:05:42 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
123 continue; 122 continue;
124 123
125 if (*buf == '%') 124 if (*buf == '%')
126 { /* send one news */ 125 { /* send one news */
127 if (size > 0) 126 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
129 131
130 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
131 strip_endline (subject); 133 strip_endline (subject);
132 size = 0; 134 size = 0;
133 news[0] = '\0'; 135 news[0] = '\0';
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
1028check_pick (object *op) 971check_pick (object *op)
1029{ 972{
1030 object *tmp, *next; 973 object *tmp, *next;
1031 int stop = 0; 974 int stop = 0;
1032 int wvratio; 975 int wvratio;
1033 char putstring[128];
1034 976
1035 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1037 return 1; 979 return 1;
1038 980
1039 next = op->below; 981 next = op->below;
1040 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1041 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 987 * destroyed */
1043 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1044 { 989 {
1045 tmp = next; 990 tmp = next;
1046 next = tmp->below; 991 next = tmp->below;
1047 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1048 if (op->destroyed ()) 999 if (op->destroyed ())
1049 return 0; 1000 return 0;
1050 1001
1051 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1052 continue; 1003 continue;
1053 1004
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1006 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1058 continue; 1010 continue;
1059 } 1011 }
1060 1012
1061 /* high not bit set? We're using the old autopickup model */ 1013 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1014 if (!(op->contr->mode & PU_NEWMODE))
1064 switch (op->contr->mode) 1016 switch (op->contr->mode)
1065 { 1017 {
1066 case 0: 1018 case 0:
1067 return 1; /* don't pick up */ 1019 return 1; /* don't pick up */
1068 case 1: 1020 case 1:
1069 pick_up (op, tmp); 1021 CHK_PICK_PICKUP;
1070 return 1; 1022 return 1;
1071 case 2: 1023 case 2:
1072 pick_up (op, tmp); 1024 CHK_PICK_PICKUP;
1073 return 0; 1025 return 0;
1074 case 3: 1026 case 3:
1075 return 0; /* stop before pickup */ 1027 return 0; /* stop before pickup */
1076 case 4: 1028 case 4:
1077 pick_up (op, tmp); 1029 CHK_PICK_PICKUP;
1078 break; 1030 break;
1079 case 5: 1031 case 5:
1080 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1081 stop = 1; 1033 stop = 1;
1082 break; 1034 break;
1083 case 6: 1035 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1036 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1085 pick_up (op, tmp); 1037 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1038 CHK_PICK_PICKUP;
1086 break; 1039 break;
1087 1040
1088 case 7: 1041 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM) 1042 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp); 1043 CHK_PICK_PICKUP;
1091 break; 1044 break;
1092 1045
1093 default: 1046 default:
1094 /* use value density */ 1047 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1048 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1049 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1098 } 1051 }
1099 } 1052 }
1100 else 1053 else
1101 { /* old model */ 1054 { /* old model */
1102 /* NEW pickup handling */ 1055 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 1056 if (op->contr->mode & PU_DEBUG)
1104 { 1057 {
1105 /* some debugging code to figure out item information */ 1058 /* some debugging code to figure out item information */
1106 if (tmp->name != NULL) 1059 const char *str = tmp->name
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1060 ? format ("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)))); 1061 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1062 : format ("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)))); 1063 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1064
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1065 new_draw_info (NDI_UNIQUE, 0, op, str);
1114 } 1066 }
1115 1067
1116 /* philosophy: 1068 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's 1069 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups 1070 * generic. This takes no game-time. For more detailed pickups
1157 /* all food and drink if desired */ 1109 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */ 1110 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD) 1111 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD) 1112 if (tmp->type == FOOD)
1161 { 1113 {
1162 pick_up (op, tmp); 1114 CHK_PICK_PICKUP;
1163 continue; 1115 continue;
1164 } 1116 }
1165 1117
1166 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 { 1120 {
1169 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1170 continue; 1122 continue;
1171 } 1123 }
1172 1124
1173 if (op->contr->mode & PU_POTION) 1125 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION) 1126 if (tmp->type == POTION)
1175 { 1127 {
1176 pick_up (op, tmp); 1128 CHK_PICK_PICKUP;
1177 continue; 1129 continue;
1178 } 1130 }
1179 1131
1180 /* spellbooks, skillscrolls and normal books/scrolls */ 1132 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK) 1133 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK) 1134 if (tmp->type == SPELLBOOK)
1183 { 1135 {
1184 pick_up (op, tmp); 1136 CHK_PICK_PICKUP;
1185 continue; 1137 continue;
1186 } 1138 }
1187 1139
1188 if (op->contr->mode & PU_SKILLSCROLL) 1140 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL) 1141 if (tmp->type == SKILLSCROLL)
1190 { 1142 {
1191 pick_up (op, tmp); 1143 CHK_PICK_PICKUP;
1192 continue; 1144 continue;
1193 } 1145 }
1194 1146
1195 if (op->contr->mode & PU_READABLES) 1147 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1148 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1149 {
1198 pick_up (op, tmp); 1150 CHK_PICK_PICKUP;
1199 continue; 1151 continue;
1200 } 1152 }
1201 1153
1202 /* wands/staves/rods/horns */ 1154 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE) 1155 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1156 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 { 1157 {
1206 pick_up (op, tmp); 1158 CHK_PICK_PICKUP;
1207 continue; 1159 continue;
1208 } 1160 }
1209 1161
1210 /* pick up all magical items */ 1162 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1163 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1164 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 { 1165 {
1214 pick_up (op, tmp); 1166 CHK_PICK_PICKUP;
1215 continue; 1167 continue;
1216 } 1168 }
1217 1169
1218 if (op->contr->mode & PU_VALUABLES) 1170 if (op->contr->mode & PU_VALUABLES)
1219 { 1171 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1172 if (tmp->type == MONEY || tmp->type == GEM)
1221 { 1173 {
1222 pick_up (op, tmp); 1174 CHK_PICK_PICKUP;
1223 continue; 1175 continue;
1224 } 1176 }
1225 } 1177 }
1226 1178
1227 /* rings & amulets - talismans seems to be typed AMULET */ 1179 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS) 1180 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET) 1181 if (tmp->type == RING || tmp->type == AMULET)
1230 { 1182 {
1231 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1232 continue; 1184 continue;
1233 } 1185 }
1234 1186
1235 /* we don't forget dragon food */ 1187 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH) 1188 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH) 1189 if (tmp->type == FLESH)
1238 { 1190 {
1239 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1240 continue; 1192 continue;
1241 } 1193 }
1242 1194
1243 /* bows and arrows. Bows are good for selling! */ 1195 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW) 1196 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW) 1197 if (tmp->type == BOW)
1246 { 1198 {
1247 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1248 continue; 1200 continue;
1249 } 1201 }
1250 1202
1251 if (op->contr->mode & PU_ARROW) 1203 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW) 1204 if (tmp->type == ARROW)
1253 { 1205 {
1254 pick_up (op, tmp); 1206 CHK_PICK_PICKUP;
1255 continue; 1207 continue;
1256 } 1208 }
1257 1209
1258 /* all kinds of armor etc. */ 1210 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR) 1211 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR) 1212 if (tmp->type == ARMOUR)
1261 { 1213 {
1262 pick_up (op, tmp); 1214 CHK_PICK_PICKUP;
1263 continue; 1215 continue;
1264 } 1216 }
1265 1217
1266 if (op->contr->mode & PU_HELMET) 1218 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET) 1219 if (tmp->type == HELMET)
1268 { 1220 {
1269 pick_up (op, tmp); 1221 CHK_PICK_PICKUP;
1270 continue; 1222 continue;
1271 } 1223 }
1272 1224
1273 if (op->contr->mode & PU_SHIELD) 1225 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD) 1226 if (tmp->type == SHIELD)
1275 { 1227 {
1276 pick_up (op, tmp); 1228 CHK_PICK_PICKUP;
1277 continue; 1229 continue;
1278 } 1230 }
1279 1231
1280 if (op->contr->mode & PU_BOOTS) 1232 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS) 1233 if (tmp->type == BOOTS)
1282 { 1234 {
1283 pick_up (op, tmp); 1235 CHK_PICK_PICKUP;
1284 continue; 1236 continue;
1285 } 1237 }
1286 1238
1287 if (op->contr->mode & PU_GLOVES) 1239 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES) 1240 if (tmp->type == GLOVES)
1289 { 1241 {
1290 pick_up (op, tmp); 1242 CHK_PICK_PICKUP;
1291 continue; 1243 continue;
1292 } 1244 }
1293 1245
1294 if (op->contr->mode & PU_CLOAK) 1246 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK) 1247 if (tmp->type == CLOAK)
1296 { 1248 {
1297 pick_up (op, tmp); 1249 CHK_PICK_PICKUP;
1298 continue; 1250 continue;
1299 } 1251 }
1300 1252
1301 /* hoping to catch throwing daggers here */ 1253 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON) 1254 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1255 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 { 1256 {
1305 pick_up (op, tmp); 1257 CHK_PICK_PICKUP;
1306 continue; 1258 continue;
1307 } 1259 }
1308 1260
1309 /* careful: chairs and tables are weapons! */ 1261 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1262 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1263 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1264 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1265 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1266 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1267 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1268 {
1317 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1318 continue; 1270 continue;
1319 } 1271 }
1320 } 1272 }
1321 1273
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1274 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1275 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1276 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1277 {
1326 pick_up (op, tmp); 1278 CHK_PICK_PICKUP;
1327 continue; 1279 continue;
1328 } 1280 }
1329 } 1281 }
1330 } 1282 }
1331 1283
1332 /* misc stuff that's useful */ 1284 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY) 1285 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1286 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 { 1287 {
1336 pick_up (op, tmp); 1288 CHK_PICK_PICKUP;
1337 continue; 1289 continue;
1338 } 1290 }
1339 1291
1340 /* any of the last 4 bits set means we use the ratio for value 1292 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */ 1293 * pickups */
1342 if (op->contr->mode & PU_RATIO) 1294 if (op->contr->mode & PU_RATIO)
1343 { 1295 {
1344 /* use value density to decide what else to grab */ 1296 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */ 1297 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits 1298 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */ 1299 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5; 1300 wvratio = op->contr->mode & PU_RATIO;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1301 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1350 { 1302 {
1351 pick_up (op, tmp); 1303 CHK_PICK_PICKUP;
1352#if 0 1304#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1305 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL) 1306 if (tmp->name != NULL)
1355 { 1307 {
1356 fprintf (stderr, "%s", tmp->name); 1308 fprintf (stderr, "%s", tmp->name);
1357 } 1309 }
1358 else 1310 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1311 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1312 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1313 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1314#endif
1363 continue; 1315 continue;
1364 } 1316 }
1375 * found object is returned. 1327 * found object is returned.
1376 */ 1328 */
1377object * 1329object *
1378find_arrow (object *op, const char *type) 1330find_arrow (object *op, const char *type)
1379{ 1331{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1332 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) 1333 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1334 return splay (tmp);
1335
1336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1337 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1338 if (object *arrow = find_arrow (tmp, type))
1339 {
1340 splay (tmp);
1386 return op; 1341 return arrow;
1342 }
1387 1343
1388 return tmp; 1344 return 0;
1389} 1345}
1390 1346
1391/* 1347/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1348 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1393 * against the target. A full test is not performed, simply a basic test 1349 * against the target. A full test is not performed, simply a basic test
1416 } 1372 }
1417 } 1373 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1374 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1375 {
1420 /* allways prefer assasination/slaying */ 1376 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1377 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1422 { 1378 {
1423 if (arrow->attacktype & AT_DEATH) 1379 if (arrow->attacktype & AT_DEATH)
1424 { 1380 {
1425 *better = 100; 1381 *better = 100;
1426 return arrow; 1382 return arrow;
1434 else 1390 else
1435 { 1391 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1392 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1393 {
1438 attacktype = 1 << attacknum; 1394 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1395 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1396 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1397 {
1442 tmp = arrow; 1398 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1399 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1400 }
1445 } 1401 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1402 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1403 {
1448 tmp = arrow; 1404 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1410 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1411 }
1456 } 1412 }
1457 } 1413 }
1458 } 1414 }
1415
1459 if (tmp == NULL && arrow == NULL) 1416 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1417 return find_arrow (op, type);
1461 1418
1462 *better = betterby; 1419 *better = betterby;
1463 return tmp; 1420 return tmp;
1493 for (i = 0, found = 0; i < 20; i++) 1450 for (i = 0, found = 0; i < 20; i++)
1494 { 1451 {
1495 x += freearr_x[dir]; 1452 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1453 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1454 mflags = get_map_flags (m, &m, x, y, &x, &y);
1455
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1456 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1457 {
1500 tmp = NULL; 1458 tmp = 0;
1501 break; 1459 break;
1502 } 1460 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1461 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1462 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1463 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1464 * perhaps a bad assumption.
1507 */ 1465 */
1508 tmp = NULL; 1466 tmp = 0;
1509 break; 1467 break;
1510 } 1468 }
1469
1511 if (mflags & P_IS_ALIVE) 1470 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1471 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1472 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1473 break;
1521 }
1522 } 1474 }
1523 if (tmp == NULL) 1475
1476 if (!tmp)
1524 return find_arrow (op, type); 1477 return find_arrow (op, type);
1525 1478
1526 if (tmp->head) 1479 if (tmp->head)
1527 tmp = tmp->head; 1480 tmp = tmp->head;
1528 1481
1573 if (bow->below) 1526 if (bow->below)
1574 { 1527 {
1575 bow->remove (); 1528 bow->remove ();
1576 op->insert (bow); 1529 op->insert (bow);
1577 } 1530 }
1578
1579 } 1531 }
1580 1532
1581 if (!bow->race || !bow->skill) 1533 if (!bow->race || !bow->skill)
1582 { 1534 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1535 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1609 } 1561 }
1610 1562
1611 /* this should not happen, but sometimes does */ 1563 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1564 if (arrow->nrof == 0)
1613 { 1565 {
1566 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1567 arrow->destroy ();
1615 return 0; 1568 return 0;
1616 } 1569 }
1617 1570
1618 left = arrow; /* these are arrows left to the player */ 1571 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1572 arrow = arrow->split ();
1620 if (!arrow) 1573 if (!arrow)
1621 { 1574 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1575 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1576 return 0;
1624 } 1577 }
1632 arrow->stats.grace = arrow->attacktype; 1585 arrow->stats.grace = arrow->attacktype;
1633 1586
1634 if (arrow->slaying) 1587 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying); 1588 arrow->spellarg = strdup (arrow->slaying);
1636 1589
1590#if 0
1637 if (player *pl = op->contr) 1591 if (player *pl = op->contr)
1638 { 1592 {
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; 1593 float speed = pl->weapon_sp;
1646 1594
1647 /* penalize ROF for bestarrow */ 1595 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1596 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1597 speed *= .9f;
1650 else 1598 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1599 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1600
1653 op->speed_left += speed - op->speed; 1601 op->speed_left += speed - op->speed;
1602 }
1654#endif 1603#endif
1655 }
1656 1604
1657 SET_ANIMATION (arrow, arrow->direction); 1605 SET_ANIMATION (arrow, arrow->direction);
1658 1606
1659 /* update the speed */ 1607 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1608 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1661 + bow->stats.dam / 7.0; 1609 + bow->stats.dam / 7.f;
1662 1610
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1611 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1612 arrow->speed_left = 0;
1665 1613
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1614 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1615
1668 if (op->type == PLAYER) 1616 if (op->type == PLAYER)
1691 1639
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1640 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1641 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1642 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1643
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1644 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1645 m->insert (arrow, sx, sy, op);
1698 1646
1699 if (!arrow->destroyed ()) 1647 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1648 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 1649
1710 return 1; 1650 return 1;
1711} 1651}
1712 1652
1713/* Special fire code for players - this takes into 1653/* Special fire code for players - this takes into
1718 * hence the function name. 1658 * hence the function name.
1719 */ 1659 */
1720int 1660int
1721player_fire_bow (object *op, int dir) 1661player_fire_bow (object *op, int dir)
1722{ 1662{
1723 int ret = 0, wcmod = 0; 1663 int ret;
1724 1664
1725 if (op->contr->bowtype == bow_bestarrow) 1665 if (op->contr->bowtype == bow_bestarrow)
1726 { 1666 {
1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1667 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1728 } 1668 }
1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1669 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 { 1670 {
1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1671 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); 1672 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1735 } 1673 }
1736 else if (op->contr->bowtype == bow_threewide) 1674 else if (op->contr->bowtype == bow_threewide)
1737 { 1675 {
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1676 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1677 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1740 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1678 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 } 1679 }
1742 else if (op->contr->bowtype == bow_spreadshot) 1680 else if (op->contr->bowtype == bow_spreadshot)
1743 { 1681 {
1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1682 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1683 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1684 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1747 } 1685 }
1748 else 1686 else
1749 { 1687 {
1779 1717
1780 if (item->type == WAND) 1718 if (item->type == WAND)
1781 { 1719 {
1782 if (item->stats.food <= 0) 1720 if (item->stats.food <= 0)
1783 { 1721 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1722 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)); 1723 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1724
1787 return; 1725 return;
1788 } 1726 }
1789 } 1727 }
1790 else if (item->type == ROD || item->type == HORN) 1728 else if (item->type == ROD || item->type == HORN)
1791 { 1729 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1730 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1731
1732 // using the maximum of the rods charge allows at least one spell cast
1733 // for a rod or horn, this fixes some broken rods.
1734 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1793 { 1735 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1736 op->contr->play_sound (sound_find ("wand_poof"));
1795 1737
1796 if (item->type == ROD) 1738 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)); 1739 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1740 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 } 1744 }
1803 } 1745 }
1804 1746
1805 if (cast_spell (op, item, dir, item->inv, NULL)) 1747 if (cast_spell (op, item, dir, item->inv, NULL))
1806 { 1748 {
1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1749 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1750
1808 if (item->type == WAND) 1751 if (item->type == WAND)
1809 { 1752 {
1810 if (!(--item->stats.food)) 1753 if (!(--item->stats.food))
1811 { 1754 {
1812 object *tmp; 1755 object *tmp;
1813 1756
1814 if (item->arch) 1757 if (item->arch)
1815 { 1758 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1759 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1760 item->face = item->arch->face;
1818 item->set_speed (0); 1761 item->set_speed (0);
1819 } 1762 }
1820 1763
1821 if ((tmp = item->in_player ())) 1764 if (object *pl = item->visible_to ())
1822 esrv_update_item (UPD_ANIM, tmp, item); 1765 esrv_update_item (UPD_ANIM, pl, item);
1823 } 1766 }
1824 } 1767 }
1825 else if (item->type == ROD || item->type == HORN) 1768 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item); 1769 drain_rod_charge (item);
1827 } 1770 }
1828} 1771}
1829 1772
1830/* Received a fire command for the player - go and do it. 1773/* Received a fire command for the player - go and do it.
1831 */ 1774 */
1832void 1775bool
1833fire (object *op, int dir) 1776fire (object *op, int dir)
1834{ 1777{
1835 int spellcost = 0; 1778 int spellcost = 0;
1779
1780 player *pl = op->contr;
1781
1782 if (pl->golem)
1783 {
1784 control_golem (op->contr->golem, dir);
1785 return false;
1786 }
1787
1788 object *ob = pl->ranged_ob;
1789
1790 if (!ob)
1791 return false;
1792
1793 if (op->speed_left > 0.f)
1794 --op->speed_left;
1795 else
1796 return false;
1797
1798 if (!op->change_weapon (ob))
1799 return false;
1836 1800
1837 /* check for loss of invisiblity/hide */ 1801 /* check for loss of invisiblity/hide */
1838 if (action_makes_visible (op)) 1802 if (action_makes_visible (op))
1839 make_visible (op); 1803 make_visible (op);
1840 1804
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) 1805 switch (ob->type)
1858 { 1806 {
1859 case BOW: 1807 case BOW:
1860 player_fire_bow (op, dir); 1808 player_fire_bow (op, dir);
1861 break; 1809 break;
1874 1822
1875 default: 1823 default:
1876 fire_misc_object (op, dir); 1824 fire_misc_object (op, dir);
1877 break; 1825 break;
1878 } 1826 }
1827
1828 return true;
1879} 1829}
1880 1830
1881/* find_key 1831/* find_key
1882 * We try to find a key for the door as passed. If we find a key 1832 * We try to find a key for the door as passed. If we find a key
1883 * and successfully use it, we return the key, otherwise NULL 1833 * and successfully use it, we return the key, otherwise NULL
1970 * 0 otherwise 1920 * 0 otherwise
1971 */ 1921 */
1972static int 1922static int
1973player_attack_door (object *op, object *door) 1923player_attack_door (object *op, object *door)
1974{ 1924{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1925 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1926 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1927 * otherwise, we fall through to the rest of the code.
1978 */ 1928 */
1979 object *key = find_key (op, op, door); 1929 object *key = find_key (op, op, door);
1980 1930
1981 /* IF we found a key, do some extra work */ 1931 /* If we found a key, do some extra work */
1982 if (key) 1932 if (key)
1983 { 1933 {
1984 object *container = key->env; 1934 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1935
1988 if (action_makes_visible (op)) 1936 if (action_makes_visible (op))
1989 make_visible (op); 1937 make_visible (op);
1990 1938
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1939 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1941
1994 if (door->type == DOOR) 1942 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1943 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1944 else if (door->type == LOCKED_DOOR)
1997 { 1945 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1946 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1947 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1948 }
2001 1949
2002 /* Do this after we print the message */ 1950 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1951 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 1952
2008 return 1; /* Nothing more to do below */ 1953 return 1; /* Nothing more to do below */
2009 } 1954 }
2010 else if (door->type == LOCKED_DOOR) 1955 else if (door->type == LOCKED_DOOR)
2011 { 1956 {
2012 /* Might as well return now - no other way to open this */ 1957 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1958 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1959 return 1;
2015 } 1960 }
2016 1961
2017 return 0; 1962 return 0;
2018} 1963}
2021 * It should keep the code cleaner. 1966 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1967 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1968 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1969 * going to try and move (not fire weapons).
2025 */ 1970 */
2026void 1971bool
2027move_player_attack (object *op, int dir) 1972move_player_attack (object *op, int dir)
2028{ 1973{
2029 object *tmp, *mon;
2030 int on_battleground; 1974 int on_battleground;
2031 maptile *m;
2032 1975
2033 sint16 nx = freearr_x[dir] + op->x; 1976 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1977 sint16 ny = freearr_y[dir] + op->y;
2035 1978
2036 on_battleground = op_on_battleground (op, 0, 0); 1979 on_battleground = op_on_battleground (op, 0, 0);
1980
1981 if (out_of_map (op->map, nx, ny))
1982 return false;
1983
1984 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1985 {
1986 --op->speed_left;
1987 return true;
1988 }
2037 1989
2038 /* If braced, or can't move to the square, and it is not out of the 1990 /* If braced, or can't move to the square, and it is not out of the
2039 * map, attack it. Note order of if statement is important - don't 1991 * map, attack it. Note order of if statement is important - don't
2040 * want to be calling move_ob if braced, because move_ob will move the 1992 * want to be calling move_ob if braced, because move_ob will move the
2041 * player. This is a pretty nasty hack, because if we could 1993 * 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 1994 * 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 1995 * 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 1996 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 1997 * move_ob uses.
2046 */ 1998 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1999 maptile *m = op->map->xy_find (nx, ny);
2000
2001 /* Go through all the objects, and find ones of interest. Only stop if
2002 * we find a monster - that is something we know we want to attack.
2003 * if its a door or barrel (can roll) see if there may be monsters
2004 * on the space
2005 */
2006 object *mon;
2007 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2008 {
2009 if ((mon->flag [FLAG_ALIVE]
2010 || mon->type == LOCKED_DOOR
2011 || mon->flag [FLAG_CAN_ROLL])
2012 && mon != op)
2013 break;
2048 { 2014 }
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2015
2016 if (!mon) /* This happens anytime the player tries to move */
2017 return false; /* into a wall */
2018
2019 mon = mon->head_ ();
2020
2021 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2022 if (op->contr->weapon_sp_left > 0.f)
2023 if (player_attack_door (op, mon))
2024 {
2025 --op->contr->weapon_sp_left;
2026 return true;
2050 { 2027 }
2051 m = op->map->xy_find (nx, ny); 2028
2052 if (!m) 2029 /* The following deals with possibly attacking peaceful
2053 return; /* Don't think this should happen */ 2030 * or friendly creatures. Basically, all players are considered
2031 * unaggressive. If the moving player has peaceful set, then the
2032 * object should be pushed instead of attacked. It is assumed that
2033 * if you are braced, you will not attack friends accidently,
2034 * and thus will not push them.
2035 */
2036
2037 /* If the creature is a pet, push it even if the player is not
2038 * peaceful. Our assumption is the creature is a pet if the
2039 * player owns it and it is either friendly or unagressive.
2040 */
2041 if (op->type == PLAYER
2042 && ((mon->owner && mon->owner->contr
2043 && same_party (mon->owner->contr->party, op->contr->party))
2044 || mon->owner == op)
2045 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2046 {
2047 /* If we're braced, we don't want to switch places with it */
2048 if (op->contr->braced)
2049 return false;
2050
2051 if (op->speed_left > 0.f)
2052 {
2053 --op->speed_left;
2054
2055 op->play_sound (sound_find ("push_player"));
2056 push_ob (mon, dir, op);
2057
2058 if (action_makes_visible (op))
2059 make_visible (op);
2060
2061 return true;
2054 } 2062 }
2055 else 2063 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return; 2064 return false;
2065 }
2060 2066
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 2067 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 2068 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't 2069 * someone, but put it inside this loop so that you won't
2134 * attack them either. 2070 * attack them either.
2135 */ 2071 */
2136 if ((mon->type == PLAYER || mon->enemy != op) && 2072 if ((mon->type == PLAYER || mon->enemy != op)
2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2073 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2138#ifdef PROHIBIT_PLAYERKILL
2139 (op->contr->peaceful 2074 && ((op->contr->peaceful
2140 || (mon->type == PLAYER 2075 || (mon->type == PLAYER && mon->contr->peaceful))
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground)) 2076 && !on_battleground))
2077 {
2078 if (op->speed_left > 0.f)
2147 { 2079 {
2080 --op->speed_left;
2081
2148 if (!op->contr->braced) 2082 if (!op->contr->braced)
2149 { 2083 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2084 op->play_sound (sound_find ("push_player"));
2151 push_ob (mon, dir, op); 2085 push_ob (mon, dir, op);
2152 } 2086 }
2153 else 2087 else
2154 new_draw_info (0, 0, op, "You withhold your attack"); 2088 op->statusmsg ("You withhold your attack");
2155 2089
2156 if (op->contr->tmp_invis || op->hide) 2090 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2157 make_visible (op); 2091 make_visible (op);
2158 }
2159 2092
2093 return true;
2094 }
2095 }
2160 /* If the object is a boulder or other rollable object, then 2096 /* 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. 2097 * roll it if not braced. You can't roll it if you are braced.
2162 */ 2098 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2099 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2100 {
2101 if (op->speed_left > 0.f)
2164 { 2102 {
2103 --op->speed_left;
2104
2165 recursive_roll (mon, dir, op); 2105 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op)) 2106 if (action_makes_visible (op))
2167 make_visible (op); 2107 make_visible (op);
2168 }
2169 2108
2109 return true;
2110 }
2111 }
2170 /* Any generic living creature. Including things like doors. 2112 /* Any generic living creature. Including things like doors.
2171 * Way it works is like this: First, it must have some hit points 2113 * Way it works is like this: First, it must have some hit points
2172 * and be living. Then, it must be one of the following: 2114 * 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 2115 * 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. 2116 * that party_number -1 is no party, so attacks can still happen.
2175 */ 2117 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2118 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))) 2119 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 { 2120 {
2179 if (!op->contr->has_hit) 2121 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2180 { 2122 {
2181 op->contr->has_hit = 1; 2123 --op->contr->weapon_sp_left;
2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2183 }
2184 2124
2185 skill_attack (mon, op, 0, 0, 0); 2125 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 2126
2201 if (action_makes_visible (op)) 2127 if (action_makes_visible (op))
2202 make_visible (op); 2128 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2129
2207int 2130 return true;
2131 }
2132 }
2133
2134 return false;
2135}
2136
2137bool
2208move_player (object *op, int dir) 2138move_player (object *op, int dir)
2209{ 2139{
2210 int pick; 2140 int pick;
2211 2141
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2142 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2213 return 0; 2143 return 0;
2214 2144
2215 /* Sanity check: make sure dir is valid */ 2145 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9)) 2146 if ((dir < 0) || (dir >= 9))
2217 { 2147 {
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2153 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2154 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225 2155
2226 op->facing = dir; 2156 op->facing = dir;
2227 2157
2228 if (op->hide) 2158 if (op->flag [FLAG_HIDDEN])
2229 do_hidden_move (op); 2159 do_hidden_move (op);
2230 2160
2161 bool retval;
2162
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2163 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2164 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2165 else if (op->contr->fire_on)
2234 fire (op, dir); 2166 retval = fire (op, dir);
2235 else 2167 else
2236 { 2168 {
2237 move_player_attack (op, dir); 2169 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2170 pick = check_pick (op);
2239 } 2171 }
2240 2172
2241 /* Add special check for newcs players and fire on - this way, the 2173 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing. 2174 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2181 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2182 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2183 * for players.
2252 */ 2184 */
2253 animate_object (op, op->facing); 2185 animate_object (op, op->facing);
2254 return 0; 2186
2187 return retval;
2255} 2188}
2256 2189
2257/* This is similar to handle_player, below, but is only used by the 2190/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2191 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2192 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2193 * the new speed values for commands.
2261 * 2194 *
2262 * Returns true if there are more actions we can do. 2195 * Returns true if there are more actions we can do. Should not do
2196 * many actions in a row, as that would be too unfair to other
2197 * players.
2263 */ 2198 */
2264int 2199bool
2265handle_newcs_player (object *op) 2200handle_newcs_player (object *op)
2266{ 2201{
2267 if (QUERY_FLAG (op, FLAG_SCARED)) 2202 if (QUERY_FLAG (op, FLAG_SCARED))
2268 { 2203 {
2269 flee_player (op); 2204 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 { 2205 {
2274 --op->speed_left; 2206 --op->speed_left;
2207 flee_player (op);
2208
2275 return 0; 2209 return true;
2276 } 2210 }
2211 else
2212 return false;
2277 } 2213 }
2278 2214
2279 /* call this here - we also will call this in do_ericserver, but 2215 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2216 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2217 * called, so we recheck it here.
2282 */ 2218 */
2283 if (op->contr->ns->handle_command ()) 2219 if (op->contr->ns->handle_command ())
2284 return 1; 2220 return true;
2285 2221
2286 if (op->speed_left > 0.f)
2287 {
2288 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2222 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); 2223 return move_player (op, op->direction);
2298 2224
2299 return op->speed_left > 0.f;
2300 }
2301 }
2302
2303 return 0; 2225 return false;
2304} 2226}
2305 2227
2306int 2228int
2307save_life (object *op) 2229save_life (object *op)
2308{ 2230{
2310 return 0; 2232 return 0;
2311 2233
2312 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2234 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2235 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2314 { 2236 {
2315 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2237 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)); 2238 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 2239
2321 tmp->destroy (); 2240 tmp->destroy ();
2322 CLEAR_FLAG (op, FLAG_LIFESAVE); 2241 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323 2242
2324 if (op->stats.hp < 0) 2243 if (op->stats.hp < 0)
2337 return 0; 2256 return 0;
2338} 2257}
2339 2258
2340/* This goes throws the inventory and removes unpaid objects, and puts them 2259/* This goes throws the inventory and removes unpaid objects, and puts them
2341 * back in the map (location and map determined by values of env). This 2260 * back in the map (location and map determined by values of env). This
2342 * function will descend into containers. op is the object to start the search 2261 * function will descend into containers. op is the object to start the search
2343 * from. 2262 * from.
2344 */ 2263 */
2264static void
2265drop_unpaid_items (object *op, object *env)
2266{
2267 while (op)
2268 {
2269 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2270
2271 if (QUERY_FLAG (op, FLAG_UNPAID))
2272 op->insert_at (env);
2273 else if (op->inv)
2274 drop_unpaid_items (op->inv, env);
2275
2276 op = next;
2277 }
2278}
2279
2345void 2280void
2346remove_unpaid_objects (object *op, object *env) 2281object::drop_unpaid_items ()
2347{ 2282{
2348 while (op) 2283 if (!flag [FLAG_REMOVED])
2349 { 2284 ::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} 2285}
2365 2286
2366/* 2287/*
2367 * Returns pointer a static string containing gravestone text 2288 * Returns pointer a static string containing gravestone text
2368 * Moved from apply.c to player.c - player.c is what 2289 * Moved from apply.c to player.c - player.c is what
2369 * actually uses this function. player.c may not be quite the 2290 * actually uses this function. player.c may not be quite the
2370 * best, a misc file for object actions is probably better, 2291 * best, a misc file for object actions is probably better,
2371 * but there isn't one in the server directory. 2292 * but there isn't one in the server directory.
2372 */ 2293 */
2373char * 2294const char *
2374gravestone_text (object *op) 2295gravestone_text (object *op)
2375{ 2296{
2376 static char buf2[MAX_BUF]; 2297 static dynbuf_text buf;
2377 char buf[MAX_BUF];
2378 time_t now = time (NULL);
2379 2298
2380 strcpy (buf2, " R.I.P.\n\n"); 2299 buf << "---- R.I.P. ----\n\n"
2300 << op->name;
2301
2381 if (op->type == PLAYER) 2302 if (op->type == PLAYER)
2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2303 buf << " the " << op->contr->title;
2383 else
2384 sprintf (buf, "%s\n", &op->name);
2385 2304
2386 strncat (buf2, " ", 20 - strlen (buf) / 2); 2305 buf << "\n\n";
2387 strcat (buf2, buf); 2306
2307 buf << "who was level ";
2308 buf << (sint32)op->level << "\n\n" // OO breakdown
2309 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2310
2388 if (op->type == PLAYER) 2311 if (op->type == PLAYER)
2389 sprintf (buf, "who was in level %d when killed\n", op->level); 2312 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 2313
2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2394 strcat (buf2, buf);
2395 if (op->type == PLAYER)
2396 { 2314 {
2397 sprintf (buf, "by %s.\n\n", op->contr->killer); 2315 static char buf2[128];
2398 strncat (buf2, " ", 21 - strlen (buf) / 2); 2316 time_t now = time (NULL);
2399 strcat (buf2, buf);
2400 }
2401
2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2317 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2403 strncat (buf2, " ", 20 - strlen (buf) / 2); 2318 buf << buf2;
2404 strcat (buf2, buf); 2319 }
2405 2320
2406 return buf2; 2321 return buf;
2407} 2322}
2408 2323
2409void 2324void
2410do_some_living (object *op) 2325do_some_living (object *op)
2411{ 2326{
2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2378 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2464 else 2379 else
2465 { 2380 {
2466 gen_grace = op->stats.maxgrace; 2381 gen_grace = op->stats.maxgrace;
2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2382 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 } 2383 }
2511 2384
2512 /* Regenerate Grace */ 2385 /* Regenerate Grace */
2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2386 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2514 if (--op->last_grace < 0) 2387 if (--op->last_grace < 0)
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2408 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 } 2409 }
2537 /* wearing stuff doesn't detract from grace generation. */ 2410 /* wearing stuff doesn't detract from grace generation. */
2538 } 2411 }
2539 2412
2413 if (op->stats.food > 0)
2414 {
2540 /* Regenerate Hit Points */ 2415 /* Regenerate Spell Points */
2541 if (--op->last_heal < 0) 2416 if (!op->contr->golem && --op->last_sp < 0)
2542 {
2543 if (op->stats.hp < op->stats.maxhp)
2544 { 2417 {
2545 op->stats.hp++; 2418 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 /* dms do not consume food */ 2419
2547 if (!QUERY_FLAG (op, FLAG_WIZ)) 2420 if (op->stats.sp < op->stats.maxsp)
2548 { 2421 {
2422 op->stats.sp++;
2423
2424 /* dms do not consume food */
2425 if (!QUERY_FLAG (op, FLAG_WIZ))
2426 {
2549 op->stats.food--; 2427 op->stats.food--;
2428
2550 if (op->contr->digestion < 0) 2429 if (op->contr->digestion < 0)
2551 op->stats.food += op->contr->digestion; 2430 op->stats.food += op->contr->digestion;
2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2431 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2553 op->stats.food = last_food; 2432 op->stats.food = last_food;
2433 }
2554 } 2434 }
2555 }
2556 2435
2557 if (max_hp > 1) 2436 if (max_sp > 1)
2558 {
2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2560 if (over_hp > 0)
2561 { 2437 {
2562 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2438 over_sp = (gen_sp + 10) / rate_sp;
2439 if (over_sp > 0)
2440 {
2441 if (op->stats.sp < op->stats.maxsp)
2442 {
2443 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2444
2445 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2446 op->stats.sp--;
2447
2448 if (op->stats.sp > op->stats.maxsp)
2449 op->stats.sp = op->stats.maxsp;
2450 }
2451
2563 op->last_heal = 0; 2452 op->last_sp = 0;
2453 }
2454 else
2455 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2564 } 2456 }
2565 else 2457 else
2458 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2459 }
2460
2461 /* Regenerate Hit Points */
2462 if (--op->last_heal < 0)
2463 {
2464 if (op->stats.hp < op->stats.maxhp)
2566 { 2465 {
2567 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2466 op->stats.hp++;
2467
2468 /* dms do not consume food */
2469 if (!QUERY_FLAG (op, FLAG_WIZ))
2470 {
2471 op->stats.food--;
2472
2473 if (op->contr->digestion < 0)
2474 op->stats.food += op->contr->digestion;
2475 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food = last_food;
2477 }
2568 } 2478 }
2479
2480 if (max_hp > 1)
2481 {
2482 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2483
2484 if (over_hp > 0)
2485 {
2486 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2487 op->last_heal = 0;
2488 }
2489 else
2490 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2569 } 2491 }
2570 else 2492 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2493 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 } 2494 }
2574 } 2495 }
2575 2496
2576 /* Digestion */ 2497 /* Digestion */
2577 if (--op->last_eat < 0) 2498 if (--op->last_eat < 0)
2578 { 2499 {
2579#ifdef COZY_SERVER 2500 int bonus = max (0, op->contr->digestion),
2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2501 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 2502
2586 if (op->contr->gen_hp > 0)
2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2503 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2588 else
2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590 2504
2591 /* dms do not consume food */ 2505 /* dms do not consume food */
2592 if (!QUERY_FLAG (op, FLAG_WIZ)) 2506 if (!QUERY_FLAG (op, FLAG_WIZ))
2593 op->stats.food--; 2507 op->stats.food--;
2594 } 2508 }
2595 2509
2596 if (op->stats.food < 0 && op->stats.hp >= 0) 2510 if (op->stats.food < 0 && op->stats.hp >= 0)
2597 { 2511 {
2598 object *tmp, *flesh = 0; 2512 object *flesh = 0;
2599 2513
2600 for (tmp = op->inv; tmp; tmp = tmp->below) 2514 for_inv_removable (op, tmp)
2601 { 2515 {
2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2516 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2517 continue;
2518
2519 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2603 { 2520 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2521 op->statusmsg ("You blindly grab for a bite of food. "
2605 { 2522 "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); 2523 manual_apply (op, tmp, 0);
2524
2608 if (op->stats.food >= 0 || op->stats.hp < 0) 2525 if (op->stats.food >= 0 || op->stats.hp < 0)
2609 break; 2526 break;
2610 } 2527 }
2611 else if (tmp->type == FLESH) 2528 else if (tmp->type == FLESH)
2612 flesh = tmp; 2529 flesh = tmp;
2613 } /* End if paid for object */ 2530 }
2614 } /* end of for loop */
2615 2531
2616 /* If player is still starving, it means they don't have any food, so 2532 /* If player is still starving, it means they don't have any food, so
2617 * eat flesh instead. 2533 * eat flesh instead.
2618 */ 2534 */
2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2535 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2620 { 2536 {
2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2537 op->statusmsg ("You blindly grab for a bite of food. "
2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2622 manual_apply (op, flesh, 0); 2539 manual_apply (op, flesh, 0);
2623 } 2540 }
2541
2542 // If player is still starving, alert him!
2543 if (op->stats.food < 0)
2544 op->failmsg ("You are starving! "
2545 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2546 }
2547
2548 if (op->stats.food < 0)
2624 } 2549 {
2550 op->stats.hp += op->stats.food;
2551 op->stats.food = 0;
2625 2552
2626 while (op->stats.food < 0 && op->stats.hp >= 0) 2553 if (op->stats.hp < 0)
2627 op->stats.food++, op->stats.hp--; 2554 {
2555 op->contr->killer = archetype::get ("killer_starvation");
2556 op->contr->killer->destroy ();
2557 }
2558 }
2628 2559
2560 /* killer should be set here already */
2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2561 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2630 kill_player (op); 2562 kill_player (op);
2631 } 2563 }
2632} 2564}
2633 2565
2637 * file. 2569 * file.
2638 */ 2570 */
2639void 2571void
2640kill_player (object *op) 2572kill_player (object *op)
2641{ 2573{
2574 int x, y;
2642 char buf[MAX_BUF]; 2575 char buf[MAX_BUF];
2643 int x, y;
2644
2645 //int i;
2646 maptile *map; /* this is for resurrection */ 2576 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; 2577 int will_kill_again;
2654 archetype *at; 2578 archetype *at;
2655 object *tmp; 2579 object *tmp;
2656 2580
2657 if (save_life (op)) 2581 if (save_life (op))
2658 return; 2582 return;
2659
2660 2583
2661 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2584 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2662 * in cities ONLY!!! It is very important that this doesn't get abused. 2585 * in cities ONLY!!! It is very important that this doesn't get abused.
2663 * Look at op_on_battleground() for more info --AndreasV 2586 * Look at op_on_battleground() for more info --AndreasV
2664 */ 2587 */
2680 { 2603 {
2681 tmp->destroy (); 2604 tmp->destroy ();
2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2605 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2683 } 2606 }
2684 2607
2685 cure_disease (op, 0); /* remove any disease */ 2608 cure_disease (op, 0, 0); /* remove any disease */
2686 op->stats.hp = op->stats.maxhp; 2609 op->stats.hp = op->stats.maxhp;
2687 if (op->stats.food <= 0) 2610 if (op->stats.food <= 0)
2688 op->stats.food = 999; 2611 op->stats.food = 999;
2689 2612
2690 /* create a bodypart-trophy to make the winner happy */ 2613 /* create a bodypart-trophy to make the winner happy */
2691 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2614 if (object *tmp = arch_to_object (archetype::find ("finger")))
2692 { 2615 {
2693 sprintf (buf, "%s's finger", &op->name); 2616 tmp->name = format ("%s's finger" , &op->name);
2694 tmp->name = buf; 2617 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; 2618 tmp->msg = format (
2619 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2620 &op->name, op->contr->title,
2621 (int)op->level,
2622 op->contr->killer_name ()
2623 );
2699 tmp->value = 0, tmp->type = 0; 2624 tmp->value = 0, tmp->type = 0;
2700 tmp->materialname = "organics"; 2625 tmp->materialname = "organics";
2701 tmp->insert_at (op, tmp); 2626 tmp->insert_at (op, tmp);
2702 } 2627 }
2703 2628
2709 2634
2710 INVOKE_PLAYER (DEATH, op->contr); 2635 INVOKE_PLAYER (DEATH, op->contr);
2711 2636
2712 command_kill_pets (op, 0); 2637 command_kill_pets (op, 0);
2713 2638
2714 if (op->stats.food < 0) 2639 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 2640
2724 /* save the map location for corpse, gravestone */ 2641 /* save the map location for corpse, gravestone */
2725 x = op->x; 2642 x = op->x;
2726 y = op->y; 2643 y = op->y;
2727 map = op->map; 2644 map = op->map;
2755 2672
2756 lost_a_stat = 0; 2673 lost_a_stat = 0;
2757 2674
2758 for (z = 0; z < num_stats_lose; z++) 2675 for (z = 0; z < num_stats_lose; z++)
2759 { 2676 {
2760 i = RANDOM () % NUM_STATS; 2677 i = rndm (NUM_STATS);
2761 2678
2762 if (settings.stat_loss_on_death) 2679 if (settings.stat_loss_on_death)
2763 { 2680 {
2764 /* Pick a random stat and take a point off it. Tell the player 2681 /* Pick a random stat and take a point off it. Tell the player
2765 * what he lost. 2682 * what he lost.
2834 lost_a_stat = 1; 2751 lost_a_stat = 1;
2835 } 2752 }
2836 } 2753 }
2837 } 2754 }
2838 } 2755 }
2756
2839 /* If no stat lost, tell the player. */ 2757 /* If no stat lost, tell the player. */
2840 if (!lost_a_stat) 2758 if (!lost_a_stat)
2841 { 2759 {
2842 /* determine_god() seems to not work sometimes... why is this? 2760 /* determine_god() seems to not work sometimes... why is this?
2843 Should I be using something else? GD */ 2761 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); 2765 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2848 else 2766 else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2767 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2850 } 2768 }
2851#else 2769#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2770 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2853#endif 2771#endif
2854 2772
2855 /* Put a gravestone up where the character 'almost' died. List the 2773 /* Put a gravestone up where the character 'almost' died. List the
2856 * exp loss on the stone. 2774 * exp loss on the stone.
2857 */ 2775 */
2858 tmp = arch_to_object (archetype::find ("gravestone")); 2776 tmp = arch_to_object (archetype::find ("gravestone"));
2859 sprintf (buf, "%s's gravestone", &op->name); 2777 tmp->name = format ("%s's gravestone", &op->name);
2860 tmp->name = buf; 2778 tmp->name_pl = format ("%s's gravestones", &op->name);
2861 sprintf (buf, "%s's gravestones", &op->name); 2779 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2862 tmp->name_pl = buf; 2780 &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; 2781 tmp->x = op->x, tmp->y = op->y;
2866 insert_ob_in_map (tmp, op->map, NULL, 0); 2782 insert_ob_in_map (tmp, op->map, NULL, 0);
2867 2783
2868 /**************************************/ 2784 /**************************************/
2869 /* */ 2785 /* */
2890 { 2806 {
2891 tmp->destroy (); 2807 tmp->destroy ();
2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2808 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2893 } 2809 }
2894 2810
2895 cure_disease (op, 0); /* remove any disease */ 2811 cure_disease (op, 0, 0); /* remove any disease */
2812
2813 // remove all spell effects that are active
2814 // to avoid long-term effects such as word-of-recall
2815 for (object *item = op->inv; item; )
2816 {
2817 object *next = item->below;
2818
2819 if (item->type == SPELL_EFFECT && item->active)
2820 item->destroy ();
2821
2822 item = next;
2823 }
2896 2824
2897 /*add_exp(op, (op->stats.exp * -0.20)); */ 2825 /*add_exp(op, (op->stats.exp * -0.20)); */
2898 apply_death_exp_penalty (op); 2826 apply_death_exp_penalty (op);
2827
2899 if (op->stats.food < 100) 2828 if (op->stats.food < 100)
2900 op->stats.food = 900; 2829 op->stats.food = 900;
2830
2901 op->stats.hp = op->stats.maxhp; 2831 op->stats.hp = op->stats.maxhp;
2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2832 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2833 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2904 2834
2905 /* 2835 /*
2906 * Check to see if the player has any unpaid items. If so, remove them 2836 * Check to see if the player has any unpaid items. If so, remove them
2907 * and put them back in the map. 2837 * and put them back in the map.
2908 */ 2838 */
2909 remove_unpaid_objects (op->inv, op); 2839 op->drop_unpaid_items ();
2910 2840
2911 /****************************************/ 2841 /****************************************/
2912 /* */ 2842 /* */
2913 /* Move player to his current respawn- */ 2843 /* Move player to his current respawn- */
2914 /* position (usually last savebed) */ 2844 /* position (usually last savebed) */
2943 if (will_kill_again & (1 << at)) 2873 if (will_kill_again & (1 << at))
2944 force->resist[at] = 100; 2874 force->resist[at] = 100;
2945 2875
2946 insert_ob_in_ob (force, op); 2876 insert_ob_in_ob (force, op);
2947 op->update_stats (); 2877 op->update_stats ();
2948
2949 } 2878 }
2950 2879
2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2880 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2952} 2881}
2953 2882
2973 2902
2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2903 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2975 { 2904 {
2976 if (tmp->nrof > 1) 2905 if (tmp->nrof > 1)
2977 { 2906 {
2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2907 tmp->decrease (rndm (1, tmp->nrof - 1));
2979 tmp2->destroy ();
2980 insert_ob_in_map (tmp, op->map, NULL, 0); 2908 insert_ob_in_map (tmp, op->map, NULL, 0);
2981 } 2909 }
2982 else 2910 else
2983 tmp->destroy (); 2911 tmp->destroy ();
2984 } 2912 }
2995void 2923void
2996fix_weight (void) 2924fix_weight (void)
2997{ 2925{
2998 for_all_players (pl) 2926 for_all_players (pl)
2999 { 2927 {
3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2928 sint32 old = pl->ob->carrying;
3001 2929
3002 if (old == sum) 2930 pl->ob->update_weight ();
3003 continue; 2931
2932 if (old != pl->ob->carrying)
2933 {
3004 pl->ob->update_stats (); 2934 pl->ob->update_stats ();
3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2935 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2936 }
3006 } 2937 }
3007} 2938}
3008 2939
3009void 2940void
3010fix_luck (void) 2941fix_luck (void)
3052} 2983}
3053 2984
3054void 2985void
3055make_visible (object *op) 2986make_visible (object *op)
3056{ 2987{
3057 op->hide = 0; 2988 op->flag [FLAG_HIDDEN] = 0;
3058 op->invisible = 0; 2989 op->invisible = 0;
2990
3059 if (op->type == PLAYER) 2991 if (op->type == PLAYER)
3060 { 2992 {
3061 op->contr->tmp_invis = 0; 2993 op->contr->tmp_invis = 0;
3062 op->contr->invis_race = 0; 2994 op->contr->invis_race = 0;
3063 } 2995 }
3066} 2998}
3067 2999
3068int 3000int
3069is_true_undead (object *op) 3001is_true_undead (object *op)
3070{ 3002{
3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3003 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3072 return 1; 3004 return 1;
3073 3005
3074 return 0; 3006 return 0;
3075} 3007}
3076 3008
3077/* look at the surrounding terrain to determine 3009/* look at the surrounding terrain to determine
3078 * the hideability of this object. Positive levels 3010 * the hideability of this object. Positive levels
3079 * indicate greater hideability. 3011 * indicate greater hideability.
3080 */ 3012 */
3081
3082int 3013int
3083hideability (object *ob) 3014hideability (object *ob)
3084{ 3015{
3085 int i, level = 0, mflag; 3016 int i, level = 0, mflag;
3086 sint16 x, y; 3017 sint16 x, y;
3087 3018
3088 if (!ob || !ob->map) 3019 if (!ob || !ob->map)
3089 return 0; 3020 return 0;
3090 3021
3091 /* so, on normal lighted maps, its hard to hide */ 3022 /* so, on normal lighted maps, its hard to hide */
3092 level = ob->map->darkness - 2; 3023 level = ob->map->darklevel () - 2;
3093 3024
3094 /* this also picks up whether the object is glowing. 3025 /* this also picks up whether the object is glowing.
3095 * If you carry a light on a non-dark map, its not 3026 * If you carry a light on a non-dark map, its not
3096 * as bad as carrying a light on a pitch dark map */ 3027 * as bad as carrying a light on a pitch dark map */
3097 if (has_carried_lights (ob)) 3028 if (has_carried_lights (ob))
3098 level = -(10 + (2 * ob->map->darkness)); 3029 level = -(10 + (2 * ob->map->darklevel ()));
3099 3030
3100 /* scan through all nearby squares for terrain to hide in */ 3031 /* 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]) 3032 for (i = 0, x = ob->x, y = ob->y;
3033 i <= SIZEOFFREE1;
3034 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3102 { 3035 {
3103 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3036 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3104 if (mflag & P_OUT_OF_MAP) 3037 if (mflag & P_OUT_OF_MAP)
3105 {
3106 continue; 3038 continue;
3107 } 3039
3108 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3040 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3109 level += 2; 3041 level += 2;
3110 else /* open terrain! */ 3042 else /* open terrain! */
3111 level -= 1; 3043 level -= 1;
3112 } 3044 }
3120/* For Hidden creatures - a chance of becoming 'unhidden' 3052/* For Hidden creatures - a chance of becoming 'unhidden'
3121 * every time they move - as we subtract off 'invisibility' 3053 * every time they move - as we subtract off 'invisibility'
3122 * AND, for players, if they move into a ridiculously unhideable 3054 * AND, for players, if they move into a ridiculously unhideable
3123 * spot (surrounded by clear terrain in broad daylight). -b.t. 3055 * spot (surrounded by clear terrain in broad daylight). -b.t.
3124 */ 3056 */
3125
3126void 3057void
3127do_hidden_move (object *op) 3058do_hidden_move (object *op)
3128{ 3059{
3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3060 int hide = 0;
3130 object *skop;
3131 3061
3132 if (!op || !op->map) 3062 if (!op || !op->map)
3133 return; 3063 return;
3134 3064
3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3065 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3066 int num = random_roll (0, 19, op, PREFER_LOW);
3136 3067
3137 /* its *extremely* hard to run and sneak/hide at the same time! */ 3068 /* its *extremely* hard to run and sneak/hide at the same time! */
3138 if (op->type == PLAYER && op->contr->run_on) 3069 if (op->type == PLAYER && op->contr->run_on)
3139 if (!skop || num >= skop->level) 3070 if (!skop || num >= skop->level)
3140 { 3071 {
3150 num -= hide; 3081 num -= hide;
3151 3082
3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3083 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3153 { 3084 {
3154 make_visible (op); 3085 make_visible (op);
3086
3155 if (op->type == PLAYER) 3087 if (op->type == PLAYER)
3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3088 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3157 } 3089 }
3158 else if (op->type == PLAYER && skop) 3090 else if (op->type == PLAYER && skop)
3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3091 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3212 * object op. This function works fine for monsters, 3144 * object op. This function works fine for monsters,
3213 * but we dont worry if the object isnt the top one in 3145 * but we dont worry if the object isnt the top one in
3214 * a pile (say a coin under a table would return "viewable" 3146 * a pile (say a coin under a table would return "viewable"
3215 * by this routine). Another question, should we be 3147 * by this routine). Another question, should we be
3216 * concerned with the direction the player is looking 3148 * concerned with the direction the player is looking
3217 * in? Realistically, most of use cant see stuff behind 3149 * in? Realistically, most of us can't see stuff behind
3218 * our backs...on the other hand, does the "facing" direction 3150 * our backs...on the other hand, does the "facing" direction
3219 * imply the way your head, or body is facing? Its possible 3151 * 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. 3152 * for them to differ. Sigh, this fctn could get a bit more complex.
3221 * -b.t. 3153 * -b.t.
3222 * This function is now map tiling safe. 3154 * This function is now map tiling safe.
3223 */ 3155 */
3224
3225int 3156int
3226player_can_view (object *pl, object *op) 3157player_can_view (object *pl, object *op)
3227{ 3158{
3228 rv_vector rv; 3159 rv_vector rv;
3229 int dx, dy; 3160 int dx, dy;
3241 3172
3242 get_rangevector (pl, op, &rv, 0x1); 3173 get_rangevector (pl, op, &rv, 0x1);
3243 3174
3244 /* starting with the 'head' part, lets loop 3175 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any 3176 * through the object and find if it has any
3246 * part that is in the los array but isnt on 3177 * part that is in the los array but isn't on
3247 * a blocked los square. 3178 * a blocked los square.
3248 * we use the archetype to figure out offsets. 3179 * we use the archetype to figure out offsets.
3249 */ 3180 */
3250 while (op) 3181 while (op)
3251 { 3182 {
3252 dx = rv.distance_x + op->arch->clone.x; 3183 dx = rv.distance_x + op->arch->x;
3253 dy = rv.distance_y + op->arch->clone.y; 3184 dy = rv.distance_y + op->arch->y;
3254 3185
3255 /* only the viewable area the player sees is updated by LOS 3186 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
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; 3187 return 1;
3188
3263 op = op->more; 3189 op = op->more;
3264 } 3190 }
3191
3265 return 0; 3192 return 0;
3266} 3193}
3267 3194
3268/* routine for both players and monsters. We call this when 3195/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3196 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not 3197 * place or invisiblity spell. Artefact invisiblity causes
3271 * effected by this. If we arent invisible to begin with, we 3198 * "noise" instead. If we arent invisible to begin with, we
3272 * return 0. 3199 * return 0.
3273 */ 3200 */
3274int 3201int
3275action_makes_visible (object *op) 3202action_makes_visible (object *op)
3276{ 3203{
3277
3278 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3204 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3279 { 3205 {
3280 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3206 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3207 {
3208 // artefact invisibility is permanent, but we still make noise
3209 // this is important for game-balance.
3210 if (op->contr)
3211 op->make_noise ();
3212
3281 return 0; 3213 return 0;
3214 }
3282 3215
3283 if (op->contr && op->contr->tmp_invis == 0) 3216 if (op->contr && op->contr->tmp_invis == 0)
3284 return 0; 3217 return 0;
3285 3218
3286 /* If monsters, they should become visible */ 3219 /* If monsters, they should become visible */
3287 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3220 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3288 { 3221 {
3289 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3222 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3290 return 1; 3223 return 1;
3291 } 3224 }
3292 } 3225 }
3226
3293 return 0; 3227 return 0;
3294} 3228}
3295 3229
3296/* op_on_battleground - checks if the given object op (usually 3230/* op_on_battleground - checks if the given object op (usually
3297 * a player) is standing on a valid battleground-tile, 3231 * 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 3236 * Default is to do the same as before, so only people wanting to have different points need worry about this
3303 */ 3237 */
3304int 3238int
3305op_on_battleground (object *op, int *x, int *y) 3239op_on_battleground (object *op, int *x, int *y)
3306{ 3240{
3307 object *tmp;
3308
3309 /* A battleground-tile needs the following attributes to be valid: 3241 /* 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), 3242 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3311 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3243 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3312 * and the exit-coordinates sp/hp must both be > 0. 3244 * and the exit-coordinates sp/hp must both be > 0.
3313 * => The intention here is to prevent abuse of the battleground- 3245 * => The intention here is to prevent abuse of the battleground-
3314 * feature (like pickable or hidden battleground tiles). */ 3246 * feature (like pickable or hidden battleground tiles). */
3315 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3247 for (object *tmp = op->below; tmp; tmp = tmp->below)
3316 { 3248 {
3317 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3249 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3318 { 3250 {
3319 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3251 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3320 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3252 && tmp->type == BATTLEGROUND
3253 && tmp->name == shstr_battleground
3254 && EXIT_X (tmp) && EXIT_Y (tmp))
3321 { 3255 {
3322 /*before we assign the exit, check if this is a teambattle */ 3256 /* before we assign the exit, check if this is a teambattle */
3323 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3257 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3324 { 3258 {
3325 object *invtmp;
3326
3327 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3259 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 { 3260 {
3329 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3261 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 { 3262 {
3331 if (x != NULL && y != NULL) 3263 if (x && y)
3332 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3264 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3265
3333 return 1; 3266 return 1;
3334 } 3267 }
3335 } 3268 }
3336 } 3269 }
3270
3337 if (x != NULL && y != NULL) 3271 if (x && y)
3338 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3272 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3273
3339 return 1; 3274 return 1;
3340 } 3275 }
3341 } 3276 }
3342 } 3277 }
3278
3343 /* If we got here, did not find a battleground */ 3279 /* If we got here, did not find a battleground */
3344 return 0; 3280 return 0;
3345} 3281}
3346 3282
3347/* 3283/*
3363 char buf[MAX_BUF]; /* tmp. string buffer */ 3299 char buf[MAX_BUF]; /* tmp. string buffer */
3364 int i = 0, j = 0; 3300 int i = 0, j = 0;
3365 3301
3366 /* get the appropriate treasurelist */ 3302 /* get the appropriate treasurelist */
3367 if (atnr == ATNR_FIRE) 3303 if (atnr == ATNR_FIRE)
3368 trlist = treasurelist::find ("dragon_ability_fire"); 3304 trlist = treasurelist::find (shstr_dragon_ability_fire);
3369 else if (atnr == ATNR_COLD) 3305 else if (atnr == ATNR_COLD)
3370 trlist = treasurelist::find ("dragon_ability_cold"); 3306 trlist = treasurelist::find (shstr_dragon_ability_cold);
3371 else if (atnr == ATNR_ELECTRICITY) 3307 else if (atnr == ATNR_ELECTRICITY)
3372 trlist = treasurelist::find ("dragon_ability_elec"); 3308 trlist = treasurelist::find (shstr_dragon_ability_elec);
3373 else if (atnr == ATNR_POISON) 3309 else if (atnr == ATNR_POISON)
3374 trlist = treasurelist::find ("dragon_ability_poison"); 3310 trlist = treasurelist::find (shstr_dragon_ability_poison);
3375 3311
3376 if (trlist == NULL || who->type != PLAYER) 3312 if (trlist == NULL || who->type != PLAYER)
3377 return; 3313 return;
3378 3314
3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3315 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3319 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3384 return; 3320 return;
3385 } 3321 }
3386 3322
3387 /* everything seems okay - now bring on the gift: */ 3323 /* everything seems okay - now bring on the gift: */
3388 item = &(tr->item->clone); 3324 item = tr->item;
3389 3325
3390 if (item->type == SPELL) 3326 if (item->type == SPELL)
3391 { 3327 {
3392 if (check_spell_known (who, item->name)) 3328 if (check_spell_known (who, item->name))
3393 return; 3329 return;
3452 { 3388 {
3453 /* forces in the treasurelist can alter the player's stats */ 3389 /* forces in the treasurelist can alter the player's stats */
3454 object *skin; 3390 object *skin;
3455 3391
3456 /* first get the dragon skin force */ 3392 /* 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) 3393 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3459 ; 3394 ;
3460 3395
3461 if (!skin) 3396 if (!skin)
3462 return; 3397 return;
3463 3398
3498 else 3433 else
3499 { 3434 {
3500 /* generate misc. treasure */ 3435 /* generate misc. treasure */
3501 tmp = arch_to_object (tr->item); 3436 tmp = arch_to_object (tr->item);
3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3437 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3503 tmp = insert_ob_in_ob (tmp, who); 3438 who->insert (tmp);
3504 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp);
3506 } 3439 }
3507} 3440}
3508 3441
3509/** 3442/**
3510 * Unready an object for a player. This function does nothing if the object was 3443 * Unready an object for a player. This function does nothing if the object was
3522 if (pl->ranged_ob == ob) 3455 if (pl->ranged_ob == ob)
3523 pl->ranged_ob = 0; 3456 pl->ranged_ob = 0;
3524} 3457}
3525 3458
3526sint8 3459sint8
3527player::visibility_at (maptile *map, int x, int y) const 3460player::darkness_at (maptile *map, int x, int y) const
3528{ 3461{
3529 if (!ns) 3462 if (!ns)
3530 return 0; 3463 return LOS_BLOCKED;
3531 3464
3532 int dx, dy; 3465 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3466 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0; 3467 return LOS_BLOCKED;
3535 3468
3536 x += dx - ns->current_x + ns->mapx / 2; 3469 x += dx - ns->current_x;
3537 y += dy - ns->current_y + ns->mapy / 2; 3470 y += dy - ns->current_y;
3538 3471
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]; 3472 return blocked_los (x, y);
3543} 3473}
3474
3475void
3476player::infobox (const char *title, const char *msg, int color)
3477{
3478 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3479}
3480
3481void
3482player::statusmsg (const char *msg, int color)
3483{
3484 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3485}
3486
3487void
3488player::failmsg (const char *msg, int color)
3489{
3490 play_sound (sound_find ("generic_failure"));
3491 statusmsg (msg, color);
3492}
3493

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