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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 1.220 by root, Sun Dec 28 16:35:32 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 /* pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
1025
1026 if (op->contr->mode & PU_INHIBIT)
1027 return 1;
1028
1029 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030 return 1;
1031
1032 /* philosophy:
1033 * It's easy to grab an item type from a pile, as long as it's
1034 * generic. This takes no game-time. For more detailed pickups
1035 * and selections, select-items should be used. This is a
1036 * grab-as-you-run type mode that's really useful for arrows for
1037 * example.
1038 * The drawback: right now it has no frontend, so you need to
1039 * stick the bits you want into a calculator in hex mode and then
1040 * convert to decimal and then 'pickup <#>
1041 */
1042
1043 /* the first two modes are exclusive: if NOTHING we return, if
1044 * STOP then we stop. All the rest are applied sequentially,
1045 * meaning if any test passes, the item gets picked up. */
1046
1047 /* if mode is set to pick nothing up, return */
1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1050
1051 /* if mode is set to stop when encountering objects, return */
1052 /* take STOP before INHIBIT since it doesn't actually pick
1053 * anything up */
1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1056
1057 /* useful for going into stores and not losing your settings... */
1058 /* and for battles wher you don't want to get loaded down while
1059 * fighting */
1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1062
1063 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1066
1067 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1070
1071 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1063 { 1075 {
1064 switch (op->contr->mode) 1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1087 if (op->contr->mode & PU_POTION)
1088 if (tmp->type == POTION)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* spellbooks, skillscrolls and normal books/scrolls */
1095 if (op->contr->mode & PU_SPELLBOOK)
1096 if (tmp->type == SPELLBOOK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_SKILLSCROLL)
1103 if (tmp->type == SKILLSCROLL)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 if (op->contr->mode & PU_READABLES)
1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1123
1124 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 if (op->contr->mode & PU_VALUABLES)
1133 {
1134 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 1135 {
1066 case 0: 1136 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1137 continue;
1068 case 1:
1069 pick_up (op, tmp);
1070 return 1;
1071 case 2:
1072 pick_up (op, tmp);
1073 return 0;
1074 case 3:
1075 return 0; /* stop before pickup */
1076 case 4:
1077 pick_up (op, tmp);
1078 break;
1079 case 5:
1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1087
1088 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp);
1091 break;
1092
1093 default:
1094 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp);
1098 } 1138 }
1099 } 1139 }
1100 else 1140
1101 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */ 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 /* we don't forget dragon food */
1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1154 continue;
1155 }
1156
1157 /* bows and arrows. Bows are good for selling! */
1103 if (op->contr->mode & PU_DEBUG) 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_BOOTS)
1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON && tmp->name != NULL)
1104 { 1227 {
1105 /* some debugging code to figure out item information */ 1228 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1106 if (tmp->name != NULL) 1229 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1115
1116 /* philosophy:
1117 * 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
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue;
1152
1153 /* ignore known cursed objects */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1155 continue;
1156
1157 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 {
1220 if (tmp->type == MONEY || tmp->type == GEM)
1221 { 1230 {
1222 pick_up (op, tmp); 1231 CHK_PICK_PICKUP;
1223 continue; 1232 continue;
1224 } 1233 }
1225 } 1234 }
1226 1235
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET) 1236 if (tmp->type == WEAPON && tmp->name == NULL)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1237 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1238 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1239 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1240 CHK_PICK_PICKUP;
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue; 1241 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 } 1242 }
1330 } 1243 }
1244 }
1331 1245
1332 /* misc stuff that's useful */ 1246 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY) 1247 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1248 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 { 1249 {
1336 pick_up (op, tmp); 1250 CHK_PICK_PICKUP;
1337 continue; 1251 continue;
1338 } 1252 }
1339 1253
1340 /* any of the last 4 bits set means we use the ratio for value 1254 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */ 1255 * pickups */
1342 if (op->contr->mode & PU_RATIO) 1256 if (op->contr->mode & PU_RATIO)
1257 {
1258 /* use value density to decide what else to grab */
1259 /* >=7 was >= op->contr->mode */
1260 /* >=7 is the old standard setting. Now we take the last 4 bits
1261 */
1262 wvratio = op->contr->mode & PU_RATIO;
1263 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1343 { 1264 {
1344 /* use value density to decide what else to grab */ 1265#if 0
1345 /* >=7 was >= op->contr->mode */ 1266 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1346 /* >=7 is the old standard setting. Now we take the last 4 bits 1267 if (tmp->name != NULL)
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 { 1268 {
1351 pick_up (op, tmp);
1352#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL)
1355 {
1356 fprintf (stderr, "%s", tmp->name); 1269 fprintf (stderr, "%s", tmp->name);
1357 } 1270 }
1358 else 1271 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1272 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1273 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1274 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1275#endif
1276 CHK_PICK_PICKUP;
1363 continue; 1277 continue;
1364 }
1365 } 1278 }
1366 } /* the new pickup model */ 1279 } /* the new pickup model */
1367 } 1280 }
1368 1281
1369 return !stop; 1282 return !stop;
1375 * found object is returned. 1288 * found object is returned.
1376 */ 1289 */
1377object * 1290object *
1378find_arrow (object *op, const char *type) 1291find_arrow (object *op, const char *type)
1379{ 1292{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1293 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) 1294 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1295 return splay (tmp);
1296
1297 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1298 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1299 if (object *arrow = find_arrow (tmp, type))
1300 {
1301 splay (tmp);
1386 return op; 1302 return arrow;
1303 }
1387 1304
1388 return tmp; 1305 return 0;
1389} 1306}
1390 1307
1391/* 1308/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1309 * 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 1310 * against the target. A full test is not performed, simply a basic test
1416 } 1333 }
1417 } 1334 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1335 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1336 {
1420 /* allways prefer assasination/slaying */ 1337 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1338 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1422 { 1339 {
1423 if (arrow->attacktype & AT_DEATH) 1340 if (arrow->attacktype & AT_DEATH)
1424 { 1341 {
1425 *better = 100; 1342 *better = 100;
1426 return arrow; 1343 return arrow;
1434 else 1351 else
1435 { 1352 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1353 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1354 {
1438 attacktype = 1 << attacknum; 1355 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1356 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1357 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1358 {
1442 tmp = arrow; 1359 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1360 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1361 }
1445 } 1362 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1363 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1364 {
1448 tmp = arrow; 1365 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1371 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1372 }
1456 } 1373 }
1457 } 1374 }
1458 } 1375 }
1376
1459 if (tmp == NULL && arrow == NULL) 1377 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1378 return find_arrow (op, type);
1461 1379
1462 *better = betterby; 1380 *better = betterby;
1463 return tmp; 1381 return tmp;
1493 for (i = 0, found = 0; i < 20; i++) 1411 for (i = 0, found = 0; i < 20; i++)
1494 { 1412 {
1495 x += freearr_x[dir]; 1413 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1414 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1415 mflags = get_map_flags (m, &m, x, y, &x, &y);
1416
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1417 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1418 {
1500 tmp = NULL; 1419 tmp = 0;
1501 break; 1420 break;
1502 } 1421 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1422 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1423 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1424 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1425 * perhaps a bad assumption.
1507 */ 1426 */
1508 tmp = NULL; 1427 tmp = 0;
1509 break; 1428 break;
1510 } 1429 }
1430
1511 if (mflags & P_IS_ALIVE) 1431 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1432 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1433 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1434 break;
1521 }
1522 } 1435 }
1523 if (tmp == NULL) 1436
1437 if (!tmp)
1524 return find_arrow (op, type); 1438 return find_arrow (op, type);
1525 1439
1526 if (tmp->head) 1440 if (tmp->head)
1527 tmp = tmp->head; 1441 tmp = tmp->head;
1528 1442
1573 if (bow->below) 1487 if (bow->below)
1574 { 1488 {
1575 bow->remove (); 1489 bow->remove ();
1576 op->insert (bow); 1490 op->insert (bow);
1577 } 1491 }
1578
1579 } 1492 }
1580 1493
1581 if (!bow->race || !bow->skill) 1494 if (!bow->race || !bow->skill)
1582 { 1495 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1496 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1609 } 1522 }
1610 1523
1611 /* this should not happen, but sometimes does */ 1524 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1525 if (arrow->nrof == 0)
1613 { 1526 {
1527 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1528 arrow->destroy ();
1615 return 0; 1529 return 0;
1616 } 1530 }
1617 1531
1618 left = arrow; /* these are arrows left to the player */ 1532 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1533 arrow = arrow->split ();
1620 if (!arrow) 1534 if (!arrow)
1621 { 1535 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1536 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1537 return 0;
1624 } 1538 }
1632 arrow->stats.grace = arrow->attacktype; 1546 arrow->stats.grace = arrow->attacktype;
1633 1547
1634 if (arrow->slaying) 1548 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying); 1549 arrow->spellarg = strdup (arrow->slaying);
1636 1550
1551#if 0
1637 if (player *pl = op->contr) 1552 if (player *pl = op->contr)
1638 { 1553 {
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; 1554 float speed = pl->weapon_sp;
1646 1555
1647 /* penalize ROF for bestarrow */ 1556 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1557 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1558 speed *= .9f;
1650 else 1559 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1560 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1561
1653 op->speed_left += speed - op->speed; 1562 op->speed_left += speed - op->speed;
1563 }
1654#endif 1564#endif
1655 }
1656 1565
1657 SET_ANIMATION (arrow, arrow->direction); 1566 SET_ANIMATION (arrow, arrow->direction);
1658 1567
1659 /* update the speed */ 1568 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1569 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; 1570 + bow->stats.dam / 7.f;
1662 1571
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1572 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1573 arrow->speed_left = 0;
1665 1574
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1575 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1576
1668 if (op->type == PLAYER) 1577 if (op->type == PLAYER)
1691 1600
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1601 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1602 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1603 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1604
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1605 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1606 m->insert (arrow, sx, sy, op);
1698 1607
1699 if (!arrow->destroyed ()) 1608 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1609 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 1610
1710 return 1; 1611 return 1;
1711} 1612}
1712 1613
1713/* Special fire code for players - this takes into 1614/* Special fire code for players - this takes into
1718 * hence the function name. 1619 * hence the function name.
1719 */ 1620 */
1720int 1621int
1721player_fire_bow (object *op, int dir) 1622player_fire_bow (object *op, int dir)
1722{ 1623{
1723 int ret = 0, wcmod = 0; 1624 int ret;
1724 1625
1725 if (op->contr->bowtype == bow_bestarrow) 1626 if (op->contr->bowtype == bow_bestarrow)
1726 { 1627 {
1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1628 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1728 } 1629 }
1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1630 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 { 1631 {
1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1632 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); 1633 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1735 } 1634 }
1736 else if (op->contr->bowtype == bow_threewide) 1635 else if (op->contr->bowtype == bow_threewide)
1737 { 1636 {
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1637 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)]); 1638 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)]); 1639 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 } 1640 }
1742 else if (op->contr->bowtype == bow_spreadshot) 1641 else if (op->contr->bowtype == bow_spreadshot)
1743 { 1642 {
1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1643 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); 1644 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); 1645 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1747 } 1646 }
1748 else 1647 else
1749 { 1648 {
1779 1678
1780 if (item->type == WAND) 1679 if (item->type == WAND)
1781 { 1680 {
1782 if (item->stats.food <= 0) 1681 if (item->stats.food <= 0)
1783 { 1682 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1683 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)); 1684 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1685
1787 return; 1686 return;
1788 } 1687 }
1789 } 1688 }
1790 else if (item->type == ROD || item->type == HORN) 1689 else if (item->type == ROD || item->type == HORN)
1791 { 1690 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1691 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1692
1693 // using the maximum of the rods charge allows at least one spell cast
1694 // for a rod or horn, this fixes some broken rods.
1695 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1793 { 1696 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1697 op->contr->play_sound (sound_find ("wand_poof"));
1795 1698
1796 if (item->type == ROD) 1699 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)); 1700 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1701 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1702 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 } 1705 }
1803 } 1706 }
1804 1707
1805 if (cast_spell (op, item, dir, item->inv, NULL)) 1708 if (cast_spell (op, item, dir, item->inv, NULL))
1806 { 1709 {
1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1710 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1711
1808 if (item->type == WAND) 1712 if (item->type == WAND)
1809 { 1713 {
1810 if (!(--item->stats.food)) 1714 if (!(--item->stats.food))
1811 { 1715 {
1812 object *tmp; 1716 object *tmp;
1813 1717
1814 if (item->arch) 1718 if (item->arch)
1815 { 1719 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1720 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1721 item->face = item->arch->face;
1818 item->set_speed (0); 1722 item->set_speed (0);
1819 } 1723 }
1820 1724
1821 if ((tmp = item->in_player ())) 1725 if (object *pl = item->visible_to ())
1822 esrv_update_item (UPD_ANIM, tmp, item); 1726 esrv_update_item (UPD_ANIM, pl, item);
1823 } 1727 }
1824 } 1728 }
1825 else if (item->type == ROD || item->type == HORN) 1729 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item); 1730 drain_rod_charge (item);
1827 } 1731 }
1828} 1732}
1829 1733
1830/* Received a fire command for the player - go and do it. 1734/* Received a fire command for the player - go and do it.
1831 */ 1735 */
1832void 1736bool
1833fire (object *op, int dir) 1737fire (object *op, int dir)
1834{ 1738{
1835 int spellcost = 0; 1739 int spellcost = 0;
1740
1741 player *pl = op->contr;
1742
1743 if (pl->golem)
1744 {
1745 control_golem (op->contr->golem, dir);
1746 return false;
1747 }
1748
1749 object *ob = pl->ranged_ob;
1750
1751 if (!ob)
1752 return false;
1753
1754 if (op->speed_left > 0.f)
1755 --op->speed_left;
1756 else
1757 return false;
1758
1759 if (!op->change_weapon (ob))
1760 return false;
1836 1761
1837 /* check for loss of invisiblity/hide */ 1762 /* check for loss of invisiblity/hide */
1838 if (action_makes_visible (op)) 1763 if (action_makes_visible (op))
1839 make_visible (op); 1764 make_visible (op);
1840 1765
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) 1766 switch (ob->type)
1858 { 1767 {
1859 case BOW: 1768 case BOW:
1860 player_fire_bow (op, dir); 1769 player_fire_bow (op, dir);
1861 break; 1770 break;
1874 1783
1875 default: 1784 default:
1876 fire_misc_object (op, dir); 1785 fire_misc_object (op, dir);
1877 break; 1786 break;
1878 } 1787 }
1788
1789 return true;
1879} 1790}
1880 1791
1881/* find_key 1792/* find_key
1882 * We try to find a key for the door as passed. If we find a key 1793 * 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 1794 * and successfully use it, we return the key, otherwise NULL
1970 * 0 otherwise 1881 * 0 otherwise
1971 */ 1882 */
1972static int 1883static int
1973player_attack_door (object *op, object *door) 1884player_attack_door (object *op, object *door)
1974{ 1885{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1886 /* 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 - 1887 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1888 * otherwise, we fall through to the rest of the code.
1978 */ 1889 */
1979 object *key = find_key (op, op, door); 1890 object *key = find_key (op, op, door);
1980 1891
1981 /* IF we found a key, do some extra work */ 1892 /* If we found a key, do some extra work */
1982 if (key) 1893 if (key)
1983 { 1894 {
1984 object *container = key->env; 1895 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1896
1988 if (action_makes_visible (op)) 1897 if (action_makes_visible (op))
1989 make_visible (op); 1898 make_visible (op);
1990 1899
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1900 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1902
1994 if (door->type == DOOR) 1903 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1904 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1905 else if (door->type == LOCKED_DOOR)
1997 { 1906 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1907 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1908 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1909 }
2001 1910
2002 /* Do this after we print the message */ 1911 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1912 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 1913
2008 return 1; /* Nothing more to do below */ 1914 return 1; /* Nothing more to do below */
2009 } 1915 }
2010 else if (door->type == LOCKED_DOOR) 1916 else if (door->type == LOCKED_DOOR)
2011 { 1917 {
2012 /* Might as well return now - no other way to open this */ 1918 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1919 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1920 return 1;
2015 } 1921 }
2016 1922
2017 return 0; 1923 return 0;
2018} 1924}
2021 * It should keep the code cleaner. 1927 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1928 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1929 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1930 * going to try and move (not fire weapons).
2025 */ 1931 */
2026void 1932bool
2027move_player_attack (object *op, int dir) 1933move_player_attack (object *op, int dir)
2028{ 1934{
2029 object *tmp, *mon;
2030 int on_battleground; 1935 int on_battleground;
2031 maptile *m;
2032 1936
2033 sint16 nx = freearr_x[dir] + op->x; 1937 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1938 sint16 ny = freearr_y[dir] + op->y;
2035 1939
2036 on_battleground = op_on_battleground (op, 0, 0); 1940 on_battleground = op_on_battleground (op, 0, 0);
1941
1942 if (out_of_map (op->map, nx, ny))
1943 return false;
1944
1945 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1946 {
1947 --op->speed_left;
1948 return true;
1949 }
2037 1950
2038 /* If braced, or can't move to the square, and it is not out of the 1951 /* 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 1952 * 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 1953 * 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 1954 * 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 1955 * 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 1956 * 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 1957 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 1958 * move_ob uses.
2046 */ 1959 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1960 maptile *m = op->map->xy_find (nx, ny);
1961
1962 /* Go through all the objects, and find ones of interest. Only stop if
1963 * we find a monster - that is something we know we want to attack.
1964 * if its a door or barrel (can roll) see if there may be monsters
1965 * on the space
1966 */
1967 object *mon;
1968 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1969 {
1970 if ((mon->flag [FLAG_ALIVE]
1971 || mon->type == LOCKED_DOOR
1972 || mon->flag [FLAG_CAN_ROLL])
1973 && mon != op)
1974 break;
2048 { 1975 }
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1976
1977 if (!mon) /* This happens anytime the player tries to move */
1978 return false; /* into a wall */
1979
1980 mon = mon->head_ ();
1981
1982 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1983 if (op->contr->weapon_sp_left > 0.f)
1984 if (player_attack_door (op, mon))
1985 {
1986 --op->contr->weapon_sp_left;
1987 return true;
2050 { 1988 }
2051 m = op->map->xy_find (nx, ny); 1989
2052 if (!m) 1990 /* The following deals with possibly attacking peaceful
2053 return; /* Don't think this should happen */ 1991 * or friendly creatures. Basically, all players are considered
1992 * unaggressive. If the moving player has peaceful set, then the
1993 * object should be pushed instead of attacked. It is assumed that
1994 * if you are braced, you will not attack friends accidently,
1995 * and thus will not push them.
1996 */
1997
1998 /* If the creature is a pet, push it even if the player is not
1999 * peaceful. Our assumption is the creature is a pet if the
2000 * player owns it and it is either friendly or unagressive.
2001 */
2002 if (op->type == PLAYER
2003 && ((mon->owner && mon->owner->contr
2004 && same_party (mon->owner->contr->party, op->contr->party))
2005 || mon->owner == op)
2006 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2007 {
2008 /* If we're braced, we don't want to switch places with it */
2009 if (op->contr->braced)
2010 return false;
2011
2012 if (op->speed_left > 0.f)
2013 {
2014 --op->speed_left;
2015
2016 op->play_sound (sound_find ("push_player"));
2017 push_ob (mon, dir, op);
2018
2019 if (action_makes_visible (op))
2020 make_visible (op);
2021
2022 return true;
2054 } 2023 }
2055 else 2024 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return; 2025 return false;
2026 }
2060 2027
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 2028 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 2029 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't 2030 * someone, but put it inside this loop so that you won't
2134 * attack them either. 2031 * attack them either.
2135 */ 2032 */
2136 if ((mon->type == PLAYER || mon->enemy != op) && 2033 if ((mon->type == PLAYER || mon->enemy != op)
2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2034 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2138#ifdef PROHIBIT_PLAYERKILL
2139 (op->contr->peaceful 2035 && ((op->contr->peaceful
2140 || (mon->type == PLAYER 2036 || (mon->type == PLAYER && mon->contr->peaceful))
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground)) 2037 && !on_battleground))
2038 {
2039 if (op->speed_left > 0.f)
2147 { 2040 {
2041 --op->speed_left;
2042
2148 if (!op->contr->braced) 2043 if (!op->contr->braced)
2149 { 2044 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2045 op->play_sound (sound_find ("push_player"));
2151 push_ob (mon, dir, op); 2046 push_ob (mon, dir, op);
2152 } 2047 }
2153 else 2048 else
2154 new_draw_info (0, 0, op, "You withhold your attack"); 2049 op->statusmsg ("You withhold your attack");
2155 2050
2156 if (op->contr->tmp_invis || op->hide) 2051 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2157 make_visible (op); 2052 make_visible (op);
2158 }
2159 2053
2054 return true;
2055 }
2056 }
2160 /* If the object is a boulder or other rollable object, then 2057 /* 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. 2058 * roll it if not braced. You can't roll it if you are braced.
2162 */ 2059 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2060 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2061 {
2062 if (op->speed_left > 0.f)
2164 { 2063 {
2064 --op->speed_left;
2065
2165 recursive_roll (mon, dir, op); 2066 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op)) 2067 if (action_makes_visible (op))
2167 make_visible (op); 2068 make_visible (op);
2168 }
2169 2069
2070 return true;
2071 }
2072 }
2170 /* Any generic living creature. Including things like doors. 2073 /* Any generic living creature. Including things like doors.
2171 * Way it works is like this: First, it must have some hit points 2074 * 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: 2075 * 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 2076 * 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. 2077 * that party_number -1 is no party, so attacks can still happen.
2175 */ 2078 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2079 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))) 2080 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 { 2081 {
2179 if (!op->contr->has_hit) 2082 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2180 { 2083 {
2181 op->contr->has_hit = 1; 2084 --op->contr->weapon_sp_left;
2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2183 }
2184 2085
2185 skill_attack (mon, op, 0, 0, 0); 2086 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 2087
2201 if (action_makes_visible (op)) 2088 if (action_makes_visible (op))
2202 make_visible (op); 2089 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2090
2207int 2091 return true;
2092 }
2093 }
2094
2095 return false;
2096}
2097
2098bool
2208move_player (object *op, int dir) 2099move_player (object *op, int dir)
2209{ 2100{
2210 int pick; 2101 int pick;
2211 2102
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2103 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2213 return 0; 2104 return 0;
2214 2105
2215 /* Sanity check: make sure dir is valid */ 2106 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9)) 2107 if ((dir < 0) || (dir >= 9))
2217 { 2108 {
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2114 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2115 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225 2116
2226 op->facing = dir; 2117 op->facing = dir;
2227 2118
2228 if (op->hide) 2119 if (op->flag [FLAG_HIDDEN])
2229 do_hidden_move (op); 2120 do_hidden_move (op);
2230 2121
2122 bool retval;
2123
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2124 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2125 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2126 else if (op->contr->fire_on)
2234 fire (op, dir); 2127 retval = fire (op, dir);
2235 else 2128 else
2236 { 2129 {
2237 move_player_attack (op, dir); 2130 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2131 pick = check_pick (op);
2239 } 2132 }
2240 2133
2241 /* Add special check for newcs players and fire on - this way, the 2134 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing. 2135 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2142 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2143 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2144 * for players.
2252 */ 2145 */
2253 animate_object (op, op->facing); 2146 animate_object (op, op->facing);
2254 return 0; 2147
2148 return retval;
2255} 2149}
2256 2150
2257/* This is similar to handle_player, below, but is only used by the 2151/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2152 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2153 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2154 * the new speed values for commands.
2261 * 2155 *
2262 * Returns true if there are more actions we can do. 2156 * Returns true if there are more actions we can do. Should not do
2157 * many actions in a row, as that would be too unfair to other
2158 * players.
2263 */ 2159 */
2264int 2160bool
2265handle_newcs_player (object *op) 2161handle_newcs_player (object *op)
2266{ 2162{
2267 if (QUERY_FLAG (op, FLAG_SCARED)) 2163 if (QUERY_FLAG (op, FLAG_SCARED))
2268 { 2164 {
2269 flee_player (op); 2165 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 { 2166 {
2274 --op->speed_left; 2167 --op->speed_left;
2168 flee_player (op);
2169
2275 return 0; 2170 return true;
2276 } 2171 }
2172 else
2173 return false;
2277 } 2174 }
2278 2175
2279 /* call this here - we also will call this in do_ericserver, but 2176 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2177 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2178 * called, so we recheck it here.
2282 */ 2179 */
2283 if (op->contr->ns->handle_command ()) 2180 if (op->contr->ns->handle_command ())
2284 return 1; 2181 return true;
2285 2182
2286 if (op->speed_left > 0.f)
2287 {
2288 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2183 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); 2184 return move_player (op, op->direction);
2298 2185
2299 return op->speed_left > 0.f;
2300 }
2301 }
2302
2303 return 0; 2186 return false;
2304} 2187}
2305 2188
2306int 2189int
2307save_life (object *op) 2190save_life (object *op)
2308{ 2191{
2310 return 0; 2193 return 0;
2311 2194
2312 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2195 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2196 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2314 { 2197 {
2315 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2198 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)); 2199 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 2200
2321 tmp->destroy (); 2201 tmp->destroy ();
2322 CLEAR_FLAG (op, FLAG_LIFESAVE); 2202 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323 2203
2324 if (op->stats.hp < 0) 2204 if (op->stats.hp < 0)
2337 return 0; 2217 return 0;
2338} 2218}
2339 2219
2340/* This goes throws the inventory and removes unpaid objects, and puts them 2220/* 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 2221 * 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 2222 * function will descend into containers. op is the object to start the search
2343 * from. 2223 * from.
2344 */ 2224 */
2225static void
2226drop_unpaid_items (object *op, object *env)
2227{
2228 while (op)
2229 {
2230 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2231
2232 if (QUERY_FLAG (op, FLAG_UNPAID))
2233 op->insert_at (env);
2234 else if (op->inv)
2235 drop_unpaid_items (op->inv, env);
2236
2237 op = next;
2238 }
2239}
2240
2345void 2241void
2346remove_unpaid_objects (object *op, object *env) 2242object::drop_unpaid_items ()
2347{ 2243{
2348 while (op) 2244 if (!flag [FLAG_REMOVED])
2349 { 2245 ::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} 2246}
2365 2247
2366/* 2248/*
2367 * Returns pointer a static string containing gravestone text 2249 * Returns pointer a static string containing gravestone text
2368 * Moved from apply.c to player.c - player.c is what 2250 * Moved from apply.c to player.c - player.c is what
2369 * actually uses this function. player.c may not be quite the 2251 * actually uses this function. player.c may not be quite the
2370 * best, a misc file for object actions is probably better, 2252 * best, a misc file for object actions is probably better,
2371 * but there isn't one in the server directory. 2253 * but there isn't one in the server directory.
2372 */ 2254 */
2373char * 2255const char *
2374gravestone_text (object *op) 2256gravestone_text (object *op)
2375{ 2257{
2376 static char buf2[MAX_BUF]; 2258 static dynbuf_text buf;
2377 char buf[MAX_BUF];
2378 time_t now = time (NULL);
2379 2259
2380 strcpy (buf2, " R.I.P.\n\n"); 2260 buf << "---- R.I.P. ----\n\n"
2261 << op->name;
2262
2381 if (op->type == PLAYER) 2263 if (op->type == PLAYER)
2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2264 buf << " the " << op->contr->title;
2383 else
2384 sprintf (buf, "%s\n", &op->name);
2385 2265
2386 strncat (buf2, " ", 20 - strlen (buf) / 2); 2266 buf << "\n\n";
2387 strcat (buf2, buf); 2267
2268 buf << "who was level ";
2269 buf << (sint32)op->level << "\n\n" // OO breakdown
2270 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2271
2388 if (op->type == PLAYER) 2272 if (op->type == PLAYER)
2389 sprintf (buf, "who was in level %d when killed\n", op->level); 2273 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 2274
2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2394 strcat (buf2, buf);
2395 if (op->type == PLAYER)
2396 { 2275 {
2397 sprintf (buf, "by %s.\n\n", op->contr->killer); 2276 static char buf2[128];
2398 strncat (buf2, " ", 21 - strlen (buf) / 2); 2277 time_t now = time (NULL);
2399 strcat (buf2, buf);
2400 }
2401
2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2278 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2403 strncat (buf2, " ", 20 - strlen (buf) / 2); 2279 buf << buf2;
2404 strcat (buf2, buf); 2280 }
2405 2281
2406 return buf2; 2282 return buf;
2407} 2283}
2408 2284
2409void 2285void
2410do_some_living (object *op) 2286do_some_living (object *op)
2411{ 2287{
2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2339 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2464 else 2340 else
2465 { 2341 {
2466 gen_grace = op->stats.maxgrace; 2342 gen_grace = op->stats.maxgrace;
2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2343 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 } 2344 }
2511 2345
2512 /* Regenerate Grace */ 2346 /* Regenerate Grace */
2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2347 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2514 if (--op->last_grace < 0) 2348 if (--op->last_grace < 0)
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2369 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 } 2370 }
2537 /* wearing stuff doesn't detract from grace generation. */ 2371 /* wearing stuff doesn't detract from grace generation. */
2538 } 2372 }
2539 2373
2374 if (op->stats.food > 0)
2375 {
2540 /* Regenerate Hit Points */ 2376 /* Regenerate Spell Points */
2541 if (--op->last_heal < 0) 2377 if (!op->contr->golem && --op->last_sp < 0)
2542 {
2543 if (op->stats.hp < op->stats.maxhp)
2544 { 2378 {
2545 op->stats.hp++; 2379 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 /* dms do not consume food */ 2380
2547 if (!QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.sp < op->stats.maxsp)
2548 { 2382 {
2383 op->stats.sp++;
2384
2385 /* dms do not consume food */
2386 if (!QUERY_FLAG (op, FLAG_WIZ))
2387 {
2549 op->stats.food--; 2388 op->stats.food--;
2389
2550 if (op->contr->digestion < 0) 2390 if (op->contr->digestion < 0)
2551 op->stats.food += op->contr->digestion; 2391 op->stats.food += op->contr->digestion;
2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2392 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2553 op->stats.food = last_food; 2393 op->stats.food = last_food;
2394 }
2554 } 2395 }
2555 }
2556 2396
2557 if (max_hp > 1) 2397 if (max_sp > 1)
2558 {
2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2560 if (over_hp > 0)
2561 { 2398 {
2562 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2399 over_sp = (gen_sp + 10) / rate_sp;
2400 if (over_sp > 0)
2401 {
2402 if (op->stats.sp < op->stats.maxsp)
2403 {
2404 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2405
2406 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2407 op->stats.sp--;
2408
2409 if (op->stats.sp > op->stats.maxsp)
2410 op->stats.sp = op->stats.maxsp;
2411 }
2412
2563 op->last_heal = 0; 2413 op->last_sp = 0;
2414 }
2415 else
2416 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2564 } 2417 }
2565 else 2418 else
2419 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2420 }
2421
2422 /* Regenerate Hit Points */
2423 if (--op->last_heal < 0)
2424 {
2425 if (op->stats.hp < op->stats.maxhp)
2566 { 2426 {
2567 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2427 op->stats.hp++;
2428
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG (op, FLAG_WIZ))
2431 {
2432 op->stats.food--;
2433
2434 if (op->contr->digestion < 0)
2435 op->stats.food += op->contr->digestion;
2436 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2437 op->stats.food = last_food;
2438 }
2568 } 2439 }
2440
2441 if (max_hp > 1)
2442 {
2443 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2444
2445 if (over_hp > 0)
2446 {
2447 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2448 op->last_heal = 0;
2449 }
2450 else
2451 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2569 } 2452 }
2570 else 2453 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2454 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 } 2455 }
2574 } 2456 }
2575 2457
2576 /* Digestion */ 2458 /* Digestion */
2577 if (--op->last_eat < 0) 2459 if (--op->last_eat < 0)
2578 { 2460 {
2579#ifdef COZY_SERVER 2461 int bonus = max (0, op->contr->digestion),
2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2462 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 2463
2586 if (op->contr->gen_hp > 0)
2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2464 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 2465
2591 /* dms do not consume food */ 2466 /* dms do not consume food */
2592 if (!QUERY_FLAG (op, FLAG_WIZ)) 2467 if (!QUERY_FLAG (op, FLAG_WIZ))
2593 op->stats.food--; 2468 op->stats.food--;
2594 } 2469 }
2595 2470
2596 if (op->stats.food < 0 && op->stats.hp >= 0) 2471 if (op->stats.food < 0 && op->stats.hp >= 0)
2597 { 2472 {
2598 object *tmp, *flesh = 0; 2473 object *flesh = 0;
2599 2474
2600 for (tmp = op->inv; tmp; tmp = tmp->below) 2475 for_inv_removable (op, tmp)
2601 { 2476 {
2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2477 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2478 continue;
2479
2480 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2603 { 2481 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2482 op->statusmsg ("You blindly grab for a bite of food. "
2605 { 2483 "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); 2484 manual_apply (op, tmp, 0);
2485
2608 if (op->stats.food >= 0 || op->stats.hp < 0) 2486 if (op->stats.food >= 0 || op->stats.hp < 0)
2609 break; 2487 break;
2610 } 2488 }
2611 else if (tmp->type == FLESH) 2489 else if (tmp->type == FLESH)
2612 flesh = tmp; 2490 flesh = tmp;
2613 } /* End if paid for object */ 2491 }
2614 } /* end of for loop */
2615 2492
2616 /* If player is still starving, it means they don't have any food, so 2493 /* If player is still starving, it means they don't have any food, so
2617 * eat flesh instead. 2494 * eat flesh instead.
2618 */ 2495 */
2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2496 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2620 { 2497 {
2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2498 op->statusmsg ("You blindly grab for a bite of food. "
2499 "H<To prevent you from starving, you ate some random item from your backpack.>");
2622 manual_apply (op, flesh, 0); 2500 manual_apply (op, flesh, 0);
2623 } 2501 }
2502
2503 // If player is still starving, alert him!
2504 if (op->stats.food < 0)
2505 op->failmsg ("You are starving! "
2506 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2507 }
2508
2509 if (op->stats.food < 0)
2624 } 2510 {
2511 op->stats.hp += op->stats.food;
2512 op->stats.food = 0;
2625 2513
2626 while (op->stats.food < 0 && op->stats.hp >= 0) 2514 if (op->stats.hp < 0)
2627 op->stats.food++, op->stats.hp--; 2515 {
2516 op->contr->killer = archetype::get ("killer_starvation");
2517 op->contr->killer->destroy ();
2518 }
2519 }
2628 2520
2521 /* killer should be set here already */
2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2522 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2630 kill_player (op); 2523 kill_player (op);
2631 } 2524 }
2632} 2525}
2633 2526
2637 * file. 2530 * file.
2638 */ 2531 */
2639void 2532void
2640kill_player (object *op) 2533kill_player (object *op)
2641{ 2534{
2535 int x, y;
2642 char buf[MAX_BUF]; 2536 char buf[MAX_BUF];
2643 int x, y;
2644
2645 //int i;
2646 maptile *map; /* this is for resurrection */ 2537 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; 2538 int will_kill_again;
2654 archetype *at; 2539 archetype *at;
2655 object *tmp; 2540 object *tmp;
2656 2541
2657 if (save_life (op)) 2542 if (save_life (op))
2658 return; 2543 return;
2659
2660 2544
2661 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2545 /* 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. 2546 * in cities ONLY!!! It is very important that this doesn't get abused.
2663 * Look at op_on_battleground() for more info --AndreasV 2547 * Look at op_on_battleground() for more info --AndreasV
2664 */ 2548 */
2680 { 2564 {
2681 tmp->destroy (); 2565 tmp->destroy ();
2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2566 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2683 } 2567 }
2684 2568
2685 cure_disease (op, 0); /* remove any disease */ 2569 cure_disease (op, 0, 0); /* remove any disease */
2686 op->stats.hp = op->stats.maxhp; 2570 op->stats.hp = op->stats.maxhp;
2687 if (op->stats.food <= 0) 2571 if (op->stats.food <= 0)
2688 op->stats.food = 999; 2572 op->stats.food = 999;
2689 2573
2690 /* create a bodypart-trophy to make the winner happy */ 2574 /* create a bodypart-trophy to make the winner happy */
2691 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2575 if (object *tmp = arch_to_object (archetype::find ("finger")))
2692 { 2576 {
2693 sprintf (buf, "%s's finger", &op->name); 2577 tmp->name = format ("%s's finger" , &op->name);
2694 tmp->name = buf; 2578 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; 2579 tmp->msg = format (
2580 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2581 &op->name, op->contr->title,
2582 (int)op->level,
2583 op->contr->killer_name ()
2584 );
2699 tmp->value = 0, tmp->type = 0; 2585 tmp->value = 0, tmp->type = 0;
2700 tmp->materialname = "organics"; 2586 tmp->materialname = "organics";
2701 tmp->insert_at (op, tmp); 2587 tmp->insert_at (op, tmp);
2702 } 2588 }
2703 2589
2709 2595
2710 INVOKE_PLAYER (DEATH, op->contr); 2596 INVOKE_PLAYER (DEATH, op->contr);
2711 2597
2712 command_kill_pets (op, 0); 2598 command_kill_pets (op, 0);
2713 2599
2714 if (op->stats.food < 0) 2600 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 2601
2724 /* save the map location for corpse, gravestone */ 2602 /* save the map location for corpse, gravestone */
2725 x = op->x; 2603 x = op->x;
2726 y = op->y; 2604 y = op->y;
2727 map = op->map; 2605 map = op->map;
2755 2633
2756 lost_a_stat = 0; 2634 lost_a_stat = 0;
2757 2635
2758 for (z = 0; z < num_stats_lose; z++) 2636 for (z = 0; z < num_stats_lose; z++)
2759 { 2637 {
2760 i = RANDOM () % NUM_STATS; 2638 i = rndm (NUM_STATS);
2761 2639
2762 if (settings.stat_loss_on_death) 2640 if (settings.stat_loss_on_death)
2763 { 2641 {
2764 /* Pick a random stat and take a point off it. Tell the player 2642 /* Pick a random stat and take a point off it. Tell the player
2765 * what he lost. 2643 * what he lost.
2834 lost_a_stat = 1; 2712 lost_a_stat = 1;
2835 } 2713 }
2836 } 2714 }
2837 } 2715 }
2838 } 2716 }
2717
2839 /* If no stat lost, tell the player. */ 2718 /* If no stat lost, tell the player. */
2840 if (!lost_a_stat) 2719 if (!lost_a_stat)
2841 { 2720 {
2842 /* determine_god() seems to not work sometimes... why is this? 2721 /* determine_god() seems to not work sometimes... why is this?
2843 Should I be using something else? GD */ 2722 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); 2726 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2848 else 2727 else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2728 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2850 } 2729 }
2851#else 2730#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2731 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2853#endif 2732#endif
2854 2733
2855 /* Put a gravestone up where the character 'almost' died. List the 2734 /* Put a gravestone up where the character 'almost' died. List the
2856 * exp loss on the stone. 2735 * exp loss on the stone.
2857 */ 2736 */
2858 tmp = arch_to_object (archetype::find ("gravestone")); 2737 tmp = arch_to_object (archetype::find ("gravestone"));
2859 sprintf (buf, "%s's gravestone", &op->name); 2738 tmp->name = format ("%s's gravestone", &op->name);
2860 tmp->name = buf; 2739 tmp->name_pl = format ("%s's gravestones", &op->name);
2861 sprintf (buf, "%s's gravestones", &op->name); 2740 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2862 tmp->name_pl = buf; 2741 &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; 2742 tmp->x = op->x, tmp->y = op->y;
2866 insert_ob_in_map (tmp, op->map, NULL, 0); 2743 insert_ob_in_map (tmp, op->map, NULL, 0);
2867 2744
2868 /**************************************/ 2745 /**************************************/
2869 /* */ 2746 /* */
2890 { 2767 {
2891 tmp->destroy (); 2768 tmp->destroy ();
2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2769 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2893 } 2770 }
2894 2771
2895 cure_disease (op, 0); /* remove any disease */ 2772 cure_disease (op, 0, 0); /* remove any disease */
2773
2774 // remove all spell effects that are active
2775 // to avoid long-term effects such as word-of-recall
2776 for (object *item = op->inv; item; )
2777 {
2778 object *next = item->below;
2779
2780 if (item->type == SPELL_EFFECT && item->active)
2781 item->destroy ();
2782
2783 item = next;
2784 }
2896 2785
2897 /*add_exp(op, (op->stats.exp * -0.20)); */ 2786 /*add_exp(op, (op->stats.exp * -0.20)); */
2898 apply_death_exp_penalty (op); 2787 apply_death_exp_penalty (op);
2788
2899 if (op->stats.food < 100) 2789 if (op->stats.food < 100)
2900 op->stats.food = 900; 2790 op->stats.food = 900;
2791
2901 op->stats.hp = op->stats.maxhp; 2792 op->stats.hp = op->stats.maxhp;
2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2793 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2794 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2904 2795
2905 /* 2796 /*
2906 * Check to see if the player has any unpaid items. If so, remove them 2797 * Check to see if the player has any unpaid items. If so, remove them
2907 * and put them back in the map. 2798 * and put them back in the map.
2908 */ 2799 */
2909 remove_unpaid_objects (op->inv, op); 2800 op->drop_unpaid_items ();
2910 2801
2911 /****************************************/ 2802 /****************************************/
2912 /* */ 2803 /* */
2913 /* Move player to his current respawn- */ 2804 /* Move player to his current respawn- */
2914 /* position (usually last savebed) */ 2805 /* position (usually last savebed) */
2943 if (will_kill_again & (1 << at)) 2834 if (will_kill_again & (1 << at))
2944 force->resist[at] = 100; 2835 force->resist[at] = 100;
2945 2836
2946 insert_ob_in_ob (force, op); 2837 insert_ob_in_ob (force, op);
2947 op->update_stats (); 2838 op->update_stats ();
2948
2949 } 2839 }
2950 2840
2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2841 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2952} 2842}
2953 2843
2973 2863
2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2864 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2975 { 2865 {
2976 if (tmp->nrof > 1) 2866 if (tmp->nrof > 1)
2977 { 2867 {
2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2868 tmp->decrease (rndm (1, tmp->nrof - 1));
2979 tmp2->destroy ();
2980 insert_ob_in_map (tmp, op->map, NULL, 0); 2869 insert_ob_in_map (tmp, op->map, NULL, 0);
2981 } 2870 }
2982 else 2871 else
2983 tmp->destroy (); 2872 tmp->destroy ();
2984 } 2873 }
2995void 2884void
2996fix_weight (void) 2885fix_weight (void)
2997{ 2886{
2998 for_all_players (pl) 2887 for_all_players (pl)
2999 { 2888 {
3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2889 sint32 old = pl->ob->carrying;
3001 2890
3002 if (old == sum) 2891 pl->ob->update_weight ();
3003 continue; 2892
2893 if (old != pl->ob->carrying)
2894 {
3004 pl->ob->update_stats (); 2895 pl->ob->update_stats ();
3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2896 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2897 }
3006 } 2898 }
3007} 2899}
3008 2900
3009void 2901void
3010fix_luck (void) 2902fix_luck (void)
3052} 2944}
3053 2945
3054void 2946void
3055make_visible (object *op) 2947make_visible (object *op)
3056{ 2948{
3057 op->hide = 0; 2949 op->flag [FLAG_HIDDEN] = 0;
3058 op->invisible = 0; 2950 op->invisible = 0;
2951
3059 if (op->type == PLAYER) 2952 if (op->type == PLAYER)
3060 { 2953 {
3061 op->contr->tmp_invis = 0; 2954 op->contr->tmp_invis = 0;
3062 op->contr->invis_race = 0; 2955 op->contr->invis_race = 0;
3063 } 2956 }
3066} 2959}
3067 2960
3068int 2961int
3069is_true_undead (object *op) 2962is_true_undead (object *op)
3070{ 2963{
3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2964 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3072 return 1; 2965 return 1;
3073 2966
3074 return 0; 2967 return 0;
3075} 2968}
3076 2969
3077/* look at the surrounding terrain to determine 2970/* look at the surrounding terrain to determine
3078 * the hideability of this object. Positive levels 2971 * the hideability of this object. Positive levels
3079 * indicate greater hideability. 2972 * indicate greater hideability.
3080 */ 2973 */
3081
3082int 2974int
3083hideability (object *ob) 2975hideability (object *ob)
3084{ 2976{
3085 int i, level = 0, mflag; 2977 int i, level = 0, mflag;
3086 sint16 x, y; 2978 sint16 x, y;
3087 2979
3088 if (!ob || !ob->map) 2980 if (!ob || !ob->map)
3089 return 0; 2981 return 0;
3090 2982
3091 /* so, on normal lighted maps, its hard to hide */ 2983 /* so, on normal lighted maps, its hard to hide */
3092 level = ob->map->darkness - 2; 2984 level = ob->map->darklevel () - 2;
3093 2985
3094 /* this also picks up whether the object is glowing. 2986 /* this also picks up whether the object is glowing.
3095 * If you carry a light on a non-dark map, its not 2987 * If you carry a light on a non-dark map, its not
3096 * as bad as carrying a light on a pitch dark map */ 2988 * as bad as carrying a light on a pitch dark map */
3097 if (has_carried_lights (ob)) 2989 if (has_carried_lights (ob))
3098 level = -(10 + (2 * ob->map->darkness)); 2990 level = -(10 + (2 * ob->map->darklevel ()));
3099 2991
3100 /* scan through all nearby squares for terrain to hide in */ 2992 /* 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]) 2993 for (i = 0, x = ob->x, y = ob->y;
2994 i <= SIZEOFFREE1;
2995 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3102 { 2996 {
3103 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2997 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3104 if (mflag & P_OUT_OF_MAP) 2998 if (mflag & P_OUT_OF_MAP)
3105 {
3106 continue; 2999 continue;
3107 } 3000
3108 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3001 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3109 level += 2; 3002 level += 2;
3110 else /* open terrain! */ 3003 else /* open terrain! */
3111 level -= 1; 3004 level -= 1;
3112 } 3005 }
3120/* For Hidden creatures - a chance of becoming 'unhidden' 3013/* For Hidden creatures - a chance of becoming 'unhidden'
3121 * every time they move - as we subtract off 'invisibility' 3014 * every time they move - as we subtract off 'invisibility'
3122 * AND, for players, if they move into a ridiculously unhideable 3015 * AND, for players, if they move into a ridiculously unhideable
3123 * spot (surrounded by clear terrain in broad daylight). -b.t. 3016 * spot (surrounded by clear terrain in broad daylight). -b.t.
3124 */ 3017 */
3125
3126void 3018void
3127do_hidden_move (object *op) 3019do_hidden_move (object *op)
3128{ 3020{
3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3021 int hide = 0;
3130 object *skop;
3131 3022
3132 if (!op || !op->map) 3023 if (!op || !op->map)
3133 return; 3024 return;
3134 3025
3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3026 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3027 int num = random_roll (0, 19, op, PREFER_LOW);
3136 3028
3137 /* its *extremely* hard to run and sneak/hide at the same time! */ 3029 /* its *extremely* hard to run and sneak/hide at the same time! */
3138 if (op->type == PLAYER && op->contr->run_on) 3030 if (op->type == PLAYER && op->contr->run_on)
3139 if (!skop || num >= skop->level) 3031 if (!skop || num >= skop->level)
3140 { 3032 {
3150 num -= hide; 3042 num -= hide;
3151 3043
3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3044 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3153 { 3045 {
3154 make_visible (op); 3046 make_visible (op);
3047
3155 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3049 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3157 } 3050 }
3158 else if (op->type == PLAYER && skop) 3051 else if (op->type == PLAYER && skop)
3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3052 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3212 * object op. This function works fine for monsters, 3105 * object op. This function works fine for monsters,
3213 * but we dont worry if the object isnt the top one in 3106 * but we dont worry if the object isnt the top one in
3214 * a pile (say a coin under a table would return "viewable" 3107 * a pile (say a coin under a table would return "viewable"
3215 * by this routine). Another question, should we be 3108 * by this routine). Another question, should we be
3216 * concerned with the direction the player is looking 3109 * concerned with the direction the player is looking
3217 * in? Realistically, most of use cant see stuff behind 3110 * in? Realistically, most of us can't see stuff behind
3218 * our backs...on the other hand, does the "facing" direction 3111 * our backs...on the other hand, does the "facing" direction
3219 * imply the way your head, or body is facing? Its possible 3112 * 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. 3113 * for them to differ. Sigh, this fctn could get a bit more complex.
3221 * -b.t. 3114 * -b.t.
3222 * This function is now map tiling safe. 3115 * This function is now map tiling safe.
3223 */ 3116 */
3224
3225int 3117int
3226player_can_view (object *pl, object *op) 3118player_can_view (object *pl, object *op)
3227{ 3119{
3228 rv_vector rv; 3120 rv_vector rv;
3229 int dx, dy; 3121 int dx, dy;
3241 3133
3242 get_rangevector (pl, op, &rv, 0x1); 3134 get_rangevector (pl, op, &rv, 0x1);
3243 3135
3244 /* starting with the 'head' part, lets loop 3136 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any 3137 * through the object and find if it has any
3246 * part that is in the los array but isnt on 3138 * part that is in the los array but isn't on
3247 * a blocked los square. 3139 * a blocked los square.
3248 * we use the archetype to figure out offsets. 3140 * we use the archetype to figure out offsets.
3249 */ 3141 */
3250 while (op) 3142 while (op)
3251 { 3143 {
3252 dx = rv.distance_x + op->arch->clone.x; 3144 dx = rv.distance_x + op->arch->x;
3253 dy = rv.distance_y + op->arch->clone.y; 3145 dy = rv.distance_y + op->arch->y;
3254 3146
3255 /* only the viewable area the player sees is updated by LOS 3147 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; 3148 return 1;
3149
3263 op = op->more; 3150 op = op->more;
3264 } 3151 }
3152
3265 return 0; 3153 return 0;
3266} 3154}
3267 3155
3268/* routine for both players and monsters. We call this when 3156/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3157 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not 3158 * place or invisiblity spell. Artefact invisiblity causes
3271 * effected by this. If we arent invisible to begin with, we 3159 * "noise" instead. If we arent invisible to begin with, we
3272 * return 0. 3160 * return 0.
3273 */ 3161 */
3274int 3162int
3275action_makes_visible (object *op) 3163action_makes_visible (object *op)
3276{ 3164{
3277
3278 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3165 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3279 { 3166 {
3280 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3167 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3168 {
3169 // artefact invisibility is permanent, but we still make noise
3170 // this is important for game-balance.
3171 if (op->contr)
3172 op->make_noise ();
3173
3281 return 0; 3174 return 0;
3175 }
3282 3176
3283 if (op->contr && op->contr->tmp_invis == 0) 3177 if (op->contr && op->contr->tmp_invis == 0)
3284 return 0; 3178 return 0;
3285 3179
3286 /* If monsters, they should become visible */ 3180 /* If monsters, they should become visible */
3287 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3181 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3288 { 3182 {
3289 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3183 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3290 return 1; 3184 return 1;
3291 } 3185 }
3292 } 3186 }
3187
3293 return 0; 3188 return 0;
3294} 3189}
3295 3190
3296/* op_on_battleground - checks if the given object op (usually 3191/* op_on_battleground - checks if the given object op (usually
3297 * a player) is standing on a valid battleground-tile, 3192 * 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 3197 * Default is to do the same as before, so only people wanting to have different points need worry about this
3303 */ 3198 */
3304int 3199int
3305op_on_battleground (object *op, int *x, int *y) 3200op_on_battleground (object *op, int *x, int *y)
3306{ 3201{
3307 object *tmp;
3308
3309 /* A battleground-tile needs the following attributes to be valid: 3202 /* 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), 3203 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3311 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3204 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3312 * and the exit-coordinates sp/hp must both be > 0. 3205 * and the exit-coordinates sp/hp must both be > 0.
3313 * => The intention here is to prevent abuse of the battleground- 3206 * => The intention here is to prevent abuse of the battleground-
3314 * feature (like pickable or hidden battleground tiles). */ 3207 * feature (like pickable or hidden battleground tiles). */
3315 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3208 for (object *tmp = op->below; tmp; tmp = tmp->below)
3316 { 3209 {
3317 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3210 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3318 { 3211 {
3319 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3212 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3320 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3213 && tmp->type == BATTLEGROUND
3214 && tmp->name == shstr_battleground
3215 && EXIT_X (tmp) && EXIT_Y (tmp))
3321 { 3216 {
3322 /*before we assign the exit, check if this is a teambattle */ 3217 /* before we assign the exit, check if this is a teambattle */
3323 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3218 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3324 { 3219 {
3325 object *invtmp;
3326
3327 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3220 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 { 3221 {
3329 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3222 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 { 3223 {
3331 if (x != NULL && y != NULL) 3224 if (x && y)
3332 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3225 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3226
3333 return 1; 3227 return 1;
3334 } 3228 }
3335 } 3229 }
3336 } 3230 }
3231
3337 if (x != NULL && y != NULL) 3232 if (x && y)
3338 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3233 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3234
3339 return 1; 3235 return 1;
3340 } 3236 }
3341 } 3237 }
3342 } 3238 }
3239
3343 /* If we got here, did not find a battleground */ 3240 /* If we got here, did not find a battleground */
3344 return 0; 3241 return 0;
3345} 3242}
3346 3243
3347/* 3244/*
3363 char buf[MAX_BUF]; /* tmp. string buffer */ 3260 char buf[MAX_BUF]; /* tmp. string buffer */
3364 int i = 0, j = 0; 3261 int i = 0, j = 0;
3365 3262
3366 /* get the appropriate treasurelist */ 3263 /* get the appropriate treasurelist */
3367 if (atnr == ATNR_FIRE) 3264 if (atnr == ATNR_FIRE)
3368 trlist = treasurelist::find ("dragon_ability_fire"); 3265 trlist = treasurelist::find (shstr_dragon_ability_fire);
3369 else if (atnr == ATNR_COLD) 3266 else if (atnr == ATNR_COLD)
3370 trlist = treasurelist::find ("dragon_ability_cold"); 3267 trlist = treasurelist::find (shstr_dragon_ability_cold);
3371 else if (atnr == ATNR_ELECTRICITY) 3268 else if (atnr == ATNR_ELECTRICITY)
3372 trlist = treasurelist::find ("dragon_ability_elec"); 3269 trlist = treasurelist::find (shstr_dragon_ability_elec);
3373 else if (atnr == ATNR_POISON) 3270 else if (atnr == ATNR_POISON)
3374 trlist = treasurelist::find ("dragon_ability_poison"); 3271 trlist = treasurelist::find (shstr_dragon_ability_poison);
3375 3272
3376 if (trlist == NULL || who->type != PLAYER) 3273 if (trlist == NULL || who->type != PLAYER)
3377 return; 3274 return;
3378 3275
3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3276 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]); */ 3280 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3384 return; 3281 return;
3385 } 3282 }
3386 3283
3387 /* everything seems okay - now bring on the gift: */ 3284 /* everything seems okay - now bring on the gift: */
3388 item = &(tr->item->clone); 3285 item = tr->item;
3389 3286
3390 if (item->type == SPELL) 3287 if (item->type == SPELL)
3391 { 3288 {
3392 if (check_spell_known (who, item->name)) 3289 if (check_spell_known (who, item->name))
3393 return; 3290 return;
3452 { 3349 {
3453 /* forces in the treasurelist can alter the player's stats */ 3350 /* forces in the treasurelist can alter the player's stats */
3454 object *skin; 3351 object *skin;
3455 3352
3456 /* first get the dragon skin force */ 3353 /* 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) 3354 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3459 ; 3355 ;
3460 3356
3461 if (!skin) 3357 if (!skin)
3462 return; 3358 return;
3463 3359
3498 else 3394 else
3499 { 3395 {
3500 /* generate misc. treasure */ 3396 /* generate misc. treasure */
3501 tmp = arch_to_object (tr->item); 3397 tmp = arch_to_object (tr->item);
3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3398 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); 3399 who->insert (tmp);
3504 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp);
3506 } 3400 }
3507} 3401}
3508 3402
3509/** 3403/**
3510 * Unready an object for a player. This function does nothing if the object was 3404 * Unready an object for a player. This function does nothing if the object was
3522 if (pl->ranged_ob == ob) 3416 if (pl->ranged_ob == ob)
3523 pl->ranged_ob = 0; 3417 pl->ranged_ob = 0;
3524} 3418}
3525 3419
3526sint8 3420sint8
3527player::visibility_at (maptile *map, int x, int y) const 3421player::darkness_at (maptile *map, int x, int y) const
3528{ 3422{
3529 if (!ns) 3423 if (!ns)
3530 return 0; 3424 return LOS_BLOCKED;
3531 3425
3532 int dx, dy; 3426 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3427 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0; 3428 return LOS_BLOCKED;
3535 3429
3536 x += dx - ns->current_x + ns->mapx / 2; 3430 x += dx - ns->current_x;
3537 y += dy - ns->current_y + ns->mapy / 2; 3431 y += dy - ns->current_y;
3538 3432
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]; 3433 return blocked_los (x, y);
3543} 3434}
3435
3436void
3437player::infobox (const char *title, const char *msg, int color)
3438{
3439 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3440}
3441
3442void
3443player::statusmsg (const char *msg, int color)
3444{
3445 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3446}
3447
3448void
3449player::failmsg (const char *msg, int color)
3450{
3451 play_sound (sound_find ("generic_failure"));
3452 statusmsg (msg, color);
3453}
3454

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