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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 1.235 by root, Wed Nov 4 17:24:00 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
33#include <algorithm> 33#include <algorithm>
34#include <functional> 34#include <functional>
35 35
36playervec players; 36playervec players;
37 37
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
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. */ 38/* This loads the first map an puts the player on it. */
159static void 39static void
160set_first_map (object *op) 40set_first_map (object *op)
161{ 41{
162 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
163 op->x = -1; 43 op->x = -1;
164 op->y = -1; 44 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} 45}
179 46
180void 47void
181player::activate () 48player::activate ()
182{ 49{
187 ob->remove (); 54 ob->remove ();
188 ob->map = 0; 55 ob->map = 0;
189 ob->activate_recursive (); 56 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 57 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 58 add_friendly_object (ob);
192 enter_map ();
193} 59}
194 60
195void 61void
196player::deactivate () 62player::deactivate ()
197{ 63{
204 70
205 if (ob->map) 71 if (ob->map)
206 maplevel = ob->map->path; 72 maplevel = ob->map->path;
207 73
208 ob->remove (); 74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 76 ob->map = 0;
210 party = 0; 77 party = 0;
211 78
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 80
227 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
228 95
229 ns->update_look = 0; 96 ns->update_look = 0;
230 ns->look_position = 0; 97 ns->look_position = 0;
231 98
232 clear_los (ob); 99 clear_los ();
233 100
234 ns->reset_stats (); 101 ns->reset_stats ();
235 102
236 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
239 106
240 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
241 link_player_skills (ob); 108 link_skills ();
242 109
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 111
245 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
246 113
247 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
249 { 116 {
250 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
251 118
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) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 122 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 124 skin = tmp;
261 125
262 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
263 } 127 }
264 128
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 130
267 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
171}
172
173// the need for this function can be explained
174// by load_object not returning the object
175void
176player::set_object (object *op)
177{
178 ob = observe = viewpoint = op;
179 ob->contr = this; /* this aren't yet in archetype */
180
181 ob->speed = 1.0f;
182 ob->speed_left = 0.5f;
183
184 ob->direction = 5; /* So player faces south */
185
186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
268 189
269 for (object *op = ob->inv; op; op = op->below) 190 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 191 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 192 switch (op->type)
272 { 193 {
194 case SKILL:
195 ob->flag [FLAG_APPLIED] = false;
196 break;
197
273 case WAND: 198 case WAND:
274 case ROD: 199 case ROD:
275 case HORN: 200 case HORN:
276 case BOW: 201 case BOW:
277 case SKILL: 202 ranged_ob = op;
278 case SKILL_TOOL: 203 break;
204
279 case WEAPON: 205 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY); 206 combat_ob = op;
281 apply_special (ob, op, AP_APPLY);
282 break; 207 break;
283 } 208 }
284 209
285 ob->update_stats (); 210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
286 ns->floorbox_update (); 211 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} 212}
300 213
301void 214void
302player::disconnect () 215player::set_observe (object *op)
303{ 216{
304 if (ns) 217 observe = viewpoint = op ? op : ob;
305 { 218 do_los = 1;
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} 219}
321 220
322// the need for this function can be explained
323// by load_object not returning the object
324void 221void
325player::set_object (object *op) 222player::set_viewpoint (object *op)
326{ 223{
327 ob = op; 224 viewpoint = op ? op : (object *)observe;
328 ob->contr = this; /* this aren't yet in archetype */ 225 do_los = 1;
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333} 226}
334 227
335player::player () 228player::player ()
336{ 229{
337 /* There are some elements we want initialised to non zero value - 230 /* There are some elements we want initialised to non zero value -
344 savebed_map = first_map_path; /* Init. respawn position */ 237 savebed_map = first_map_path; /* Init. respawn position */
345 238
346 gen_sp_armour = 10; 239 gen_sp_armour = 10;
347 bowtype = bow_normal; 240 bowtype = bow_normal;
348 petmode = pet_normal; 241 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 242 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 243 peaceful = 1; /* default peaceful */
352 do_los = 1; 244 do_los = 1;
245
246 weapon_sp = 1.0f;
247 weapon_sp_left = 0.5f;
353} 248}
354 249
355void 250void
356player::do_destroy () 251player::do_destroy ()
357{ 252{
362 if (ob) 257 if (ob)
363 { 258 {
364 ob->destroy_inv (false); 259 ob->destroy_inv (false);
365 ob->destroy (); 260 ob->destroy ();
366 } 261 }
262
263 ob = observe = viewpoint = 0;
367} 264}
368 265
369player::~player () 266player::~player ()
370{ 267{
371 /* Clear item stack */ 268 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
399 */ 296 */
400archetype * 297archetype *
401get_player_archetype (archetype *at) 298get_player_archetype (archetype *at)
402{ 299{
403 archetype *start = at; 300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
404 307
405 for (;;) 308 for (;;)
406 { 309 {
407 if (at == NULL || at->next == NULL) 310 if (++i == archetypes.end ())
408 at = first_archetype; 311 i = archetypes.begin ();
409 else 312 else if (*i == at)
410 at = at->next; 313 cleanup ("not a single player archetype found");
411 314
412 if (at->clone.type == PLAYER) 315 if ((*i)->type == PLAYER)
413 return at; 316 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 317 }
421} 318}
422 319
423object * 320object *
424get_nearest_player (object *mon) 321get_nearest_player (object *mon)
428 unsigned lastdist; 325 unsigned lastdist;
429 rv_vector rv; 326 rv_vector rv;
430 327
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 329 {
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)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 331 continue;
462 332
463 if (lastdist > rv.distance) 333 if (lastdist > rv.distance)
464 { 334 {
659 529
660 return firstdir; 530 return firstdir;
661} 531}
662 532
663void 533void
664give_initial_items (object *pl, treasurelist * items) 534give_initial_items (object *pl, treasurelist *items)
665{ 535{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 536 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 538
671 for (op = pl->inv; op; op = next) 539 for (object *next, *op = pl->inv; op; op = next)
672 { 540 {
673 next = op->below; 541 next = op->below;
674 542
675 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 544 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 550 * by this player due to race restrictions
683 */ 551 */
684 if (pl->type == PLAYER) 552 if (pl->type == PLAYER)
685 { 553 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
687 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 561 {
692 op->destroy (); 562 op->destroy ();
693 continue; 563 continue;
694 } 564 }
695 } 565 }
696 566
697 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 570 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
704 { 572 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 575 {
713 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
715 continue; 579 break;
716 } 580 }
717 581
718 if (op->nrof > 1) 582 if (op->nrof > 1)
719 op->nrof = 1; 583 op->nrof = 1;
720 } 584 }
721 585
722 if (op->type == SPELLBOOK && op->inv) 586 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 588
727 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 590 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 591 * merged properly.
730 */ 592 */
731 if (need_identify (op)) 593 if (need_identify (op))
732 { 594 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 598 }
599
737 if (op->type == SPELL) 600 if (op->type == SPELL)
738 { 601 {
739 op->destroy (); 602 op->destroy ();
740 continue; 603 continue;
741 } 604 }
743 { 606 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 608 op->stats.exp = 0;
746 op->level = 1; 609 op->level = 1;
747 } 610 }
748 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
752 614
753 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
754 link_player_skills (pl); 616 pl->contr->link_skills ();
755} 617}
756 618
757void 619void
758get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
759{ 621{
860static void 722static void
861start_info (object *op) 723start_info (object *op)
862{ 724{
863 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
864 726
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 728 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} 729}
870 730
871/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
876 */ 736 */
877void 737void
878player::chargen_race_done () 738player::chargen_race_done ()
879{ 739{
880 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 741 esrv_new_player (ob->contr);
882 742
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 743 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 744 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 745 create_treasure (tl, ob, 0, 0, 0);
886 746
890 ob->contr->ns->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
891 751
892 if (ob->msg) 752 if (ob->msg)
893 ob->msg = 0; 753 ob->msg = 0;
894 754
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); 755 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 757 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 758 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 759 ob->update_stats ();
910 760
911 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
912 * is one for this race 762 * is one for this race
913 */ 763 */
914 if (*first_map_ext_path) 764 if (*first_map_ext_path)
915 { 765 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 766 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
931} 768}
932 769
933void 770void
943 int x = ob->x, y = ob->y; 780 int x = ob->x, y = ob->y;
944 781
945 ob->remove_statbonus (); 782 ob->remove_statbonus ();
946 ob->remove (); 783 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 784 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 785 ob->arch->copy_to (ob);
949 ob->instantiate (); 786 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 788 ob->name = ob->name_pl = name;
952 ob->x = x; 789 ob->x = x;
953 ob->y = y; 790 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 793 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 794 ob->add_statbonus ();
958 } 795 }
959 while (!allowed_class (ob)); 796 while (!allowed_class (ob));
960 797
961 update_object (ob, UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
977 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 816 return;
980 } 817 }
981 818
982 if (op->enemy == NULL) 819 if (!op->enemy)
983 { 820 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
986 return; 823 return;
987 } 824 }
988 825
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)) 826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 { 827 {
1002 op->enemy = NULL; 828 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
1004 return; 830 return;
1007 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1008 834
1009 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
1011 { 837 {
1012 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
1013 839
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1015 return; 841 return;
1016 } 842 }
1017 843
1028check_pick (object *op) 854check_pick (object *op)
1029{ 855{
1030 object *tmp, *next; 856 object *tmp, *next;
1031 int stop = 0; 857 int stop = 0;
1032 int wvratio; 858 int wvratio;
1033 char putstring[128];
1034 859
1035 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1037 return 1; 862 return 1;
1038 863
1039 next = op->below; 864 next = op->below;
1040 865
866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868
1041 /* loop while there are items on the floor that are not marked as 869 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 870 * destroyed */
1043 while (next && !next->destroyed ()) 871 while (next && !next->destroyed ())
1044 { 872 {
1045 tmp = next; 873 tmp = next;
1046 next = tmp->below; 874 next = tmp->below;
1047 875
876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
1048 if (op->destroyed ()) 882 if (op->destroyed ())
1049 return 0; 883 return 0;
1050 884
1051 if (!can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1052 continue; 886 continue;
1053 887
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 889 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1058 continue; 893 continue;
1059 } 894 }
1060 895
1061 /* high not bit set? We're using the old autopickup model */ 896 /* pickup handling */
897 if (op->contr->mode & PU_DEBUG)
898 {
899 /* some debugging code to figure out item information */
900 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
905
906 new_draw_info (NDI_UNIQUE, 0, op, str);
907 }
908
909 if (op->contr->mode & PU_INHIBIT)
910 return 1;
911
912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
913 return 1;
914
915 /* philosophy:
916 * It's easy to grab an item type from a pile, as long as it's
917 * generic. This takes no game-time. For more detailed pickups
918 * and selections, select-items should be used. This is a
919 * grab-as-you-run type mode that's really useful for arrows for
920 * example.
921 * The drawback: right now it has no frontend, so you need to
922 * stick the bits you want into a calculator in hex mode and then
923 * convert to decimal and then 'pickup <#>
924 */
925
926 /* the first two modes are exclusive: if NOTHING we return, if
927 * STOP then we stop. All the rest are applied sequentially,
928 * meaning if any test passes, the item gets picked up. */
929
930 /* if mode is set to pick nothing up, return */
931 if (op->contr->mode == PU_NOTHING)
932 return 1;
933
934 /* if mode is set to stop when encountering objects, return */
935 /* take STOP before INHIBIT since it doesn't actually pick
936 * anything up */
937 if (op->contr->mode & PU_STOP)
938 return 0;
939
940 /* useful for going into stores and not losing your settings... */
941 /* and for battles wher you don't want to get loaded down while
942 * fighting */
943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
945
946 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
949
950 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
953
954 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1063 { 958 {
1064 switch (op->contr->mode) 959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_POTION)
971 if (tmp->type == POTION)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* spellbooks, skillscrolls and normal books/scrolls */
978 if (op->contr->mode & PU_SPELLBOOK)
979 if (tmp->type == SPELLBOOK)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_SKILLSCROLL)
986 if (tmp->type == SKILLSCROLL)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_READABLES)
993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
998
999 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1014
1015 if (op->contr->mode & PU_VALUABLES)
1016 {
1017 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 1018 {
1066 case 0: 1019 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1020 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 } 1021 }
1099 } 1022 }
1100 else 1023
1101 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1104 { 1027 {
1105 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1106 if (tmp->name != 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; 1029 continue;
1030 }
1152 1031
1153 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1155 continue; 1037 continue;
1038 }
1156 1039
1157 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1158 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1159 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1160 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1161 { 1111 {
1162 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1163 continue; 1113 continue;
1164 } 1114 }
1115 }
1165 1116
1117 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1120 {
1169 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1170 continue; 1122 continue;
1171 } 1123 }
1172 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1173 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1174 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1175 { 1132 */
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) 1133 wvratio = op->contr->mode & PU_RATIO;
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 { 1135 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1221 { 1139 {
1222 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1141 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
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 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 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 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
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 {
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);
1357 }
1358 else 1142 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1146#endif
1147 CHK_PICK_PICKUP;
1363 continue; 1148 continue;
1364 }
1365 } 1149 }
1366 } /* the new pickup model */ 1150 } /* the new pickup model */
1367 } 1151 }
1368 1152
1369 return !stop; 1153 return !stop;
1375 * found object is returned. 1159 * found object is returned.
1376 */ 1160 */
1377object * 1161object *
1378find_arrow (object *op, const char *type) 1162find_arrow (object *op, const char *type)
1379{ 1163{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1164 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) 1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp);
1167
1168 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1169 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1170 if (object *arrow = find_arrow (tmp, type))
1171 {
1172 splay (tmp);
1386 return op; 1173 return arrow;
1174 }
1387 1175
1388 return tmp; 1176 return 0;
1389} 1177}
1390 1178
1391/* 1179/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1180 * 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 1181 * against the target. A full test is not performed, simply a basic test
1394 * of resistances. The archer is making a quick guess at what he sees down 1182 * of resistances. The archer is making a quick guess at what he sees down
1395 * the hall. Failing that it does it's best to pick the highest plus arrow. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1396 */ 1184 */
1397object * 1185object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1187{
1400 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1402 1190
1403 if (!type) 1191 if (!type)
1407 { 1195 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 { 1197 {
1410 i = 0; 1198 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1412 if (i > betterby) 1201 if (i > betterby)
1413 { 1202 {
1414 tmp = ntmp; 1203 tmp = ntmp;
1415 betterby = i; 1204 betterby = i;
1416 } 1205 }
1417 } 1206 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1208 {
1420 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1422 { 1211 {
1423 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1424 { 1213 {
1425 *better = 100; 1214 *better = 100;
1426 return arrow; 1215 return arrow;
1434 else 1223 else
1435 { 1224 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1226 {
1438 attacktype = 1 << attacknum; 1227 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1229 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1230 {
1442 tmp = arrow; 1231 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1233 }
1445 } 1234 }
1235
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1237 {
1448 tmp = arrow; 1238 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1240 }
1241
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1243 {
1453 tmp = arrow; 1244 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1246 }
1456 } 1247 }
1457 } 1248 }
1458 } 1249 }
1250
1459 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1252 return find_arrow (op, type);
1461 1253
1462 *better = betterby; 1254 *better = betterby;
1463 return tmp; 1255 return tmp;
1468 * op = the shooter 1260 * op = the shooter
1469 * type = bow->race 1261 * type = bow->race
1470 * dir = fire direction 1262 * dir = fire direction
1471 */ 1263 */
1472object * 1264object *
1473pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1474{ 1266{
1475 object *tmp = NULL; 1267 object *tmp = NULL;
1476 maptile *m; 1268 maptile *m;
1477 int i, mflags, found, number; 1269 int i, mflags, found, number;
1478 sint16 x, y; 1270 sint16 x, y;
1493 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1494 { 1286 {
1495 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1292 {
1500 tmp = NULL; 1293 tmp = 0;
1501 break; 1294 break;
1502 } 1295 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1297 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1507 */ 1300 */
1508 tmp = NULL; 1301 tmp = 0;
1509 break; 1302 break;
1510 } 1303 }
1304
1511 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1308 break;
1521 }
1522 } 1309 }
1523 if (tmp == NULL) 1310
1311 if (!tmp)
1524 return find_arrow (op, type); 1312 return find_arrow (op, type);
1525 1313
1526 if (tmp->head) 1314 if (tmp->head)
1527 tmp = tmp->head; 1315 tmp = tmp->head;
1528 1316
1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1569 return 0; 1357 return 0;
1570 } 1358 }
1571 1359
1572 // optimisation: move object to top so we will find it quickly again 1360 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below) 1361 splay (bow);
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1579 } 1362 }
1580 1363
1581 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1582 { 1365 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1609 } 1392 }
1610 1393
1611 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1613 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1398 arrow->destroy ();
1615 return 0; 1399 return 0;
1616 } 1400 }
1617 1401
1618 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1403 arrow = arrow->split ();
1620 if (!arrow) 1404 if (!arrow)
1621 { 1405 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1406 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1407 return 0;
1624 } 1408 }
1628 arrow->direction = dir; 1412 arrow->direction = dir;
1629 1413
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1417 arrow->custom_name = arrow->slaying;
1633 1418
1634 if (arrow->slaying) 1419#if 0
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr) 1420 if (player *pl = op->contr)
1638 { 1421 {
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; 1422 float speed = pl->weapon_sp;
1646 1423
1647 /* penalize ROF for bestarrow */ 1424 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1425 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1426 speed *= .9f;
1650 else 1427 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1428 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1429
1653 op->speed_left += speed - op->speed; 1430 op->speed_left += speed - op->speed;
1431 }
1654#endif 1432#endif
1655 }
1656 1433
1657 SET_ANIMATION (arrow, arrow->direction); 1434 SET_ANIMATION (arrow, arrow->direction);
1658 1435
1659 /* update the speed */ 1436 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1437 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; 1438 + bow->stats.dam / 7.f;
1662 1439
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1440 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1441 arrow->speed_left = 0;
1665 1442
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1443 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1444
1668 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1691 1468
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1472
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1474 m->insert (arrow, sx, sy, op);
1698 1475
1699 if (!arrow->destroyed ()) 1476 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1477 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 1478
1710 return 1; 1479 return 1;
1711} 1480}
1712 1481
1713/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1718 * hence the function name. 1487 * hence the function name.
1719 */ 1488 */
1720int 1489int
1721player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1722{ 1491{
1723 int ret = 0, wcmod = 0; 1492 int ret;
1724 1493
1725 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1726 { 1495 {
1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1728 } 1497 }
1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 { 1499 {
1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 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); 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1735 } 1502 }
1736 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1737 { 1504 {
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1505 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)]); 1506 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)]); 1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 } 1508 }
1742 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1743 { 1510 {
1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1511 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); 1512 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); 1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1747 } 1514 }
1748 else 1515 else
1749 { 1516 {
1779 1546
1780 if (item->type == WAND) 1547 if (item->type == WAND)
1781 { 1548 {
1782 if (item->stats.food <= 0) 1549 if (item->stats.food <= 0)
1783 { 1550 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1551 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)); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1553
1787 return; 1554 return;
1788 } 1555 }
1789 } 1556 }
1790 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
1791 { 1558 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1560
1561 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1793 { 1564 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1795 1566
1796 if (item->type == ROD) 1567 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)); 1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1569 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 } 1573 }
1803 } 1574 }
1804 1575
1805 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1806 { 1577 {
1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
1808 if (item->type == WAND) 1580 if (item->type == WAND)
1809 { 1581 {
1810 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
1811 { 1583 {
1812 object *tmp; 1584 object *tmp;
1813 1585
1814 if (item->arch) 1586 if (item->arch)
1815 { 1587 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1589 item->face = item->arch->face;
1818 item->set_speed (0); 1590 item->set_speed (0);
1819 } 1591 }
1820 1592
1821 if ((tmp = item->in_player ())) 1593 if (object *pl = item->visible_to ())
1822 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
1823 } 1595 }
1824 } 1596 }
1825 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item); 1598 drain_rod_charge (item);
1827 } 1599 }
1828} 1600}
1829 1601
1830/* Received a fire command for the player - go and do it. 1602/* Received a fire command for the player - go and do it.
1831 */ 1603 */
1832void 1604bool
1833fire (object *op, int dir) 1605fire (object *op, int dir)
1834{ 1606{
1835 int spellcost = 0; 1607 int spellcost = 0;
1608
1609 player *pl = op->contr;
1610
1611 if (pl->golem)
1612 {
1613 control_golem (op->contr->golem, dir);
1614 return false;
1615 }
1616
1617 object *ob = pl->ranged_ob;
1618
1619 if (!ob)
1620 return false;
1621
1622 if (op->speed_left > 0.f)
1623 --op->speed_left;
1624 else
1625 return false;
1626
1627 if (!op->change_weapon (ob))
1628 return false;
1836 1629
1837 /* check for loss of invisiblity/hide */ 1630 /* check for loss of invisiblity/hide */
1838 if (action_makes_visible (op)) 1631 if (action_makes_visible (op))
1839 make_visible (op); 1632 make_visible (op);
1840 1633
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) 1634 switch (ob->type)
1858 { 1635 {
1859 case BOW: 1636 case BOW:
1860 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1861 break; 1638 break;
1862 1639
1863 case SPELL: 1640 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1865 break; 1642 break;
1866 1643
1867 case BUILDER: 1644 case BUILDER:
1868 apply_map_builder (op, dir); 1645 apply_map_builder (op, dir);
1869 break; 1646 break;
1874 1651
1875 default: 1652 default:
1876 fire_misc_object (op, dir); 1653 fire_misc_object (op, dir);
1877 break; 1654 break;
1878 } 1655 }
1656
1657 return true;
1879} 1658}
1880 1659
1881/* find_key 1660/* find_key
1882 * We try to find a key for the door as passed. If we find a key 1661 * 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 1662 * and successfully use it, we return the key, otherwise NULL
1900 /* First, lets try to find a key in the top level inventory */ 1679 /* First, lets try to find a key in the top level inventory */
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1680 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1681 {
1903 if (door->type == DOOR && tmp->type == KEY) 1682 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1683 break;
1684
1905 /* For sanity, we should really check door type, but other stuff 1685 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1686 * (like containers) can be locked with special keys
1907 */ 1687 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1688 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1689 break;
1915 * a key, return 1695 * a key, return
1916 */ 1696 */
1917 if (!tmp) 1697 if (!tmp)
1918 { 1698 {
1919 for (tmp = container->inv; tmp; tmp = tmp->below) 1699 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1921 /* No reason to search empty containers */ 1700 /* No reason to search empty containers */
1922 if (tmp->type == CONTAINER && tmp->inv) 1701 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1924 if ((key = find_key (pl, tmp, door))) 1702 if ((key = find_key (pl, tmp, door)))
1925 return key; 1703 return key;
1926 }
1927 }
1928 1704
1929 if (!tmp) 1705 if (!tmp)
1930 return NULL; 1706 return 0;
1931 } 1707 }
1932 1708
1933 /* We get down here if we have found a key. Now if its in a container, 1709 /* We get down here if we have found a key. Now if its in a container,
1934 * see if we actually want to use it 1710 * see if we actually want to use it
1935 */ 1711 */
1936 if (pl != container) 1712 if (pl != container)
1937 { 1713 {
1938 /* Only let players use keys in containers */ 1714 /* Only let players use keys in containers */
1939 if (!pl->contr) 1715 if (!pl->contr)
1940 return NULL; 1716 return 0;
1717
1941 /* cases where this fails: 1718 /* cases where this fails:
1942 * If we only search the player inventory, return now since we 1719 * If we only search the player inventory, return now since we
1943 * are not in the players inventory. 1720 * are not in the players inventory.
1944 * If the container is not active, return now since only active 1721 * If the container is not active, return now since only active
1945 * containers can be used. 1722 * containers can be used.
1951 * Change the color so that the message doesn't disappear with 1728 * Change the color so that the message doesn't disappear with
1952 * all the others. 1729 * all the others.
1953 */ 1730 */
1954 if (pl->contr->usekeys == key_inventory || 1731 if (pl->contr->usekeys == key_inventory ||
1955 !QUERY_FLAG (container, FLAG_APPLIED) || 1732 !QUERY_FLAG (container, FLAG_APPLIED) ||
1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1733 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1957 { 1734 {
1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1735 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1736 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 return NULL; 1737 return NULL;
1961 } 1738 }
1970 * 0 otherwise 1747 * 0 otherwise
1971 */ 1748 */
1972static int 1749static int
1973player_attack_door (object *op, object *door) 1750player_attack_door (object *op, object *door)
1974{ 1751{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1752 /* 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 - 1753 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1754 * otherwise, we fall through to the rest of the code.
1978 */ 1755 */
1979 object *key = find_key (op, op, door); 1756 object *key = find_key (op, op, door);
1980 1757
1981 /* IF we found a key, do some extra work */ 1758 /* If we found a key, do some extra work */
1982 if (key) 1759 if (key)
1983 { 1760 {
1984 object *container = key->env; 1761 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1762
1988 if (action_makes_visible (op)) 1763 if (action_makes_visible (op))
1989 make_visible (op); 1764 make_visible (op);
1990 1765
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1766 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1768
1994 if (door->type == DOOR) 1769 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1770 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1771 else if (door->type == LOCKED_DOOR)
1997 { 1772 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1773 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1774 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1775 }
2001 1776
2002 /* Do this after we print the message */ 1777 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1778 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 1779
2008 return 1; /* Nothing more to do below */ 1780 return 1; /* Nothing more to do below */
2009 } 1781 }
2010 else if (door->type == LOCKED_DOOR) 1782 else if (door->type == LOCKED_DOOR)
2011 { 1783 {
2012 /* Might as well return now - no other way to open this */ 1784 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1785 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1786 return 1;
2015 } 1787 }
2016 1788
2017 return 0; 1789 return 0;
2018} 1790}
2021 * It should keep the code cleaner. 1793 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1794 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1795 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1796 * going to try and move (not fire weapons).
2025 */ 1797 */
2026void 1798bool
2027move_player_attack (object *op, int dir) 1799move_player_attack (object *op, int dir)
2028{ 1800{
2029 object *tmp, *mon; 1801 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1802 {
1803 --op->speed_left;
1804 return true;
1805 }
1806
2030 int on_battleground; 1807 int on_battleground;
2031 maptile *m;
2032 1808
2033 sint16 nx = freearr_x[dir] + op->x; 1809 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1810 sint16 ny = freearr_y[dir] + op->y;
2035 1811
2036 on_battleground = op_on_battleground (op, 0, 0); 1812 on_battleground = op_on_battleground (op, 0, 0);
1813
1814 if (out_of_map (op->map, nx, ny))
1815 return false;
2037 1816
2038 /* If braced, or can't move to the square, and it is not out of the 1817 /* 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 1818 * 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 1819 * 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 1820 * 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 1821 * 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 1822 * 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 1823 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 1824 * move_ob uses.
2046 */ 1825 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1826 maptile *m = op->map->xy_find (nx, ny);
1827
1828 /* Go through all the objects, and find ones of interest. Only stop if
1829 * we find a monster - that is something we know we want to attack.
1830 * if its a door or barrel (can roll) see if there may be monsters
1831 * on the space
1832 */
1833 object *mon;
1834 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1835 {
1836 if ((mon->flag [FLAG_ALIVE]
1837 || mon->type == LOCKED_DOOR
1838 || mon->flag [FLAG_CAN_ROLL])
1839 && mon != op)
1840 break;
2048 { 1841 }
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1842
1843 if (!mon) /* This happens anytime the player tries to move */
1844 return false; /* into a wall */
1845
1846 mon = mon->head_ ();
1847
1848 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1849 if (op->contr->weapon_sp_left > 0.f)
1850 if (player_attack_door (op, mon))
1851 {
1852 --op->contr->weapon_sp_left;
1853 return true;
2050 { 1854 }
2051 m = op->map->xy_find (nx, ny); 1855
2052 if (!m) 1856 /* The following deals with possibly attacking peaceful
2053 return; /* Don't think this should happen */ 1857 * or friendly creatures. Basically, all players are considered
1858 * unaggressive. If the moving player has peaceful set, then the
1859 * object should be pushed instead of attacked. It is assumed that
1860 * if you are braced, you will not attack friends accidently,
1861 * and thus will not push them.
1862 */
1863
1864 /* If the creature is a pet, push it even if the player is not
1865 * peaceful. Our assumption is the creature is a pet if the
1866 * player owns it and it is either friendly or unagressive.
1867 */
1868 if (op->type == PLAYER
1869 && ((mon->owner && mon->owner->contr
1870 && same_party (mon->owner->contr->party, op->contr->party))
1871 || mon->owner == op)
1872 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1873 {
1874 /* If we're braced, we don't want to switch places with it */
1875 if (op->contr->braced)
1876 return false;
1877
1878 if (op->speed_left > 0.f)
1879 {
1880 --op->speed_left;
1881
1882 op->play_sound (sound_find ("push_player"));
1883 push_ob (mon, dir, op);
1884
1885 if (action_makes_visible (op))
1886 make_visible (op);
1887
1888 return true;
2054 } 1889 }
2055 else 1890 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return; 1891 return false;
1892 }
2060 1893
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 1894 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 1895 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't 1896 * someone, but put it inside this loop so that you won't
2134 * attack them either. 1897 * attack them either.
2135 */ 1898 */
2136 if ((mon->type == PLAYER || mon->enemy != op) && 1899 if ((mon->type == PLAYER || mon->enemy != op)
2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1900 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2138#ifdef PROHIBIT_PLAYERKILL
2139 (op->contr->peaceful 1901 && ((op->contr->peaceful
2140 || (mon->type == PLAYER 1902 || (mon->type == PLAYER && mon->contr->peaceful))
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground)) 1903 && !on_battleground))
1904 {
1905 if (op->speed_left > 0.f)
2147 { 1906 {
1907 --op->speed_left;
1908
2148 if (!op->contr->braced) 1909 if (!op->contr->braced)
2149 { 1910 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1911 op->play_sound (sound_find ("push_player"));
2151 push_ob (mon, dir, op); 1912 push_ob (mon, dir, op);
2152 } 1913 }
2153 else 1914 else
2154 new_draw_info (0, 0, op, "You withhold your attack"); 1915 op->statusmsg ("You withhold your attack");
2155 1916
2156 if (op->contr->tmp_invis || op->hide) 1917 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2157 make_visible (op); 1918 make_visible (op);
2158 }
2159 1919
1920 return true;
1921 }
1922 }
2160 /* If the object is a boulder or other rollable object, then 1923 /* 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. 1924 * roll it if not braced. You can't roll it if you are braced.
2162 */ 1925 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1926 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1927 {
1928 if (op->speed_left > 0.f)
2164 { 1929 {
1930 --op->speed_left;
1931
2165 recursive_roll (mon, dir, op); 1932 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op)) 1933 if (action_makes_visible (op))
2167 make_visible (op); 1934 make_visible (op);
2168 }
2169 1935
1936 return true;
1937 }
1938 }
2170 /* Any generic living creature. Including things like doors. 1939 /* Any generic living creature. Including things like doors.
2171 * Way it works is like this: First, it must have some hit points 1940 * 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: 1941 * 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 1942 * 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. 1943 * that party_number -1 is no party, so attacks can still happen.
2175 */ 1944 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1945 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))) 1946 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 { 1947 {
2179 if (!op->contr->has_hit) 1948 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2180 { 1949 {
2181 op->contr->has_hit = 1; 1950 --op->contr->weapon_sp_left;
2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2183 }
2184 1951
2185 skill_attack (mon, op, 0, 0, 0); 1952 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 1953
2201 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
2202 make_visible (op); 1955 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 1956
2207int 1957 return true;
1958 }
1959 }
1960
1961 return false;
1962}
1963
1964bool
2208move_player (object *op, int dir) 1965move_player (object *op, int dir)
2209{ 1966{
2210 int pick; 1967 int pick;
2211 1968
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1969 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2213 return 0; 1970 return 0;
2214 1971
2215 /* Sanity check: make sure dir is valid */ 1972 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9)) 1973 if ((dir < 0) || (dir >= 9))
2217 { 1974 {
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1980 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1981 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225 1982
2226 op->facing = dir; 1983 op->facing = dir;
2227 1984
2228 if (op->hide) 1985 if (op->flag [FLAG_HIDDEN])
2229 do_hidden_move (op); 1986 do_hidden_move (op);
2230 1987
1988 bool retval;
1989
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 1990 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 1991 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 1992 else if (op->contr->fire_on)
2234 fire (op, dir); 1993 retval = fire (op, dir);
2235 else 1994 else
2236 { 1995 {
2237 move_player_attack (op, dir); 1996 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 1997 pick = check_pick (op);
2239 } 1998 }
2240 1999
2241 /* Add special check for newcs players and fire on - this way, the 2000 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing. 2001 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2008 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2009 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2010 * for players.
2252 */ 2011 */
2253 animate_object (op, op->facing); 2012 animate_object (op, op->facing);
2254 return 0; 2013
2014 return retval;
2255} 2015}
2256 2016
2257/* This is similar to handle_player, below, but is only used by the 2017/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2018 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2019 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2020 * the new speed values for commands.
2261 * 2021 *
2262 * Returns true if there are more actions we can do. 2022 * Returns true if there are more actions we can do. Should not do
2023 * many actions in a row, as that would be too unfair to other
2024 * players.
2263 */ 2025 */
2264int 2026bool
2265handle_newcs_player (object *op) 2027handle_newcs_player (object *op)
2266{ 2028{
2267 if (QUERY_FLAG (op, FLAG_SCARED)) 2029 if (QUERY_FLAG (op, FLAG_SCARED))
2268 { 2030 {
2269 flee_player (op); 2031 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 { 2032 {
2274 --op->speed_left; 2033 --op->speed_left;
2034 flee_player (op);
2035
2275 return 0; 2036 return true;
2276 } 2037 }
2038 else
2039 return false;
2277 } 2040 }
2278 2041
2279 /* call this here - we also will call this in do_ericserver, but 2042 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2043 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2044 * called, so we recheck it here.
2282 */ 2045 */
2283 if (op->contr->ns->handle_command ()) 2046 if (op->contr->ns->handle_command ())
2284 return 1; 2047 return true;
2285 2048
2286 if (op->speed_left > 0.f)
2287 {
2288 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2049 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); 2050 return move_player (op, op->direction);
2298 2051
2299 return op->speed_left > 0.f;
2300 }
2301 }
2302
2303 return 0; 2052 return false;
2304} 2053}
2305 2054
2306int 2055int
2307save_life (object *op) 2056save_life (object *op)
2308{ 2057{
2310 return 0; 2059 return 0;
2311 2060
2312 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2061 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2062 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2314 { 2063 {
2315 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2064 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)); 2065 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 2066
2321 tmp->destroy (); 2067 tmp->destroy ();
2322 CLEAR_FLAG (op, FLAG_LIFESAVE); 2068 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323 2069
2324 if (op->stats.hp < 0) 2070 if (op->stats.hp < 0)
2337 return 0; 2083 return 0;
2338} 2084}
2339 2085
2340/* This goes throws the inventory and removes unpaid objects, and puts them 2086/* 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 2087 * 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 2088 * function will descend into containers. op is the object to start the search
2343 * from. 2089 * from.
2344 */ 2090 */
2091static void
2092drop_unpaid_items (object *op, object *env)
2093{
2094 while (op)
2095 {
2096 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2097
2098 if (QUERY_FLAG (op, FLAG_UNPAID))
2099 op->insert_at (env);
2100 else if (op->inv)
2101 drop_unpaid_items (op->inv, env);
2102
2103 op = next;
2104 }
2105}
2106
2345void 2107void
2346remove_unpaid_objects (object *op, object *env) 2108object::drop_unpaid_items ()
2347{ 2109{
2348 while (op) 2110 if (!flag [FLAG_REMOVED])
2349 { 2111 ::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} 2112}
2365 2113
2366/* 2114/*
2367 * Returns pointer a static string containing gravestone text 2115 * Returns pointer a static string containing gravestone text
2368 * Moved from apply.c to player.c - player.c is what 2116 * Moved from apply.c to player.c - player.c is what
2369 * actually uses this function. player.c may not be quite the 2117 * actually uses this function. player.c may not be quite the
2370 * best, a misc file for object actions is probably better, 2118 * best, a misc file for object actions is probably better,
2371 * but there isn't one in the server directory. 2119 * but there isn't one in the server directory.
2372 */ 2120 */
2373char * 2121const char *
2374gravestone_text (object *op) 2122gravestone_text (object *op)
2375{ 2123{
2376 static char buf2[MAX_BUF]; 2124 static dynbuf_text buf;
2377 char buf[MAX_BUF];
2378 time_t now = time (NULL);
2379 2125
2380 strcpy (buf2, " R.I.P.\n\n"); 2126 buf << "---- R.I.P. ----\n\n"
2127 << op->name;
2128
2381 if (op->type == PLAYER) 2129 if (op->type == PLAYER)
2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2130 buf << " the " << op->contr->title;
2383 else
2384 sprintf (buf, "%s\n", &op->name);
2385 2131
2386 strncat (buf2, " ", 20 - strlen (buf) / 2); 2132 buf << "\n\n";
2387 strcat (buf2, buf); 2133
2134 buf << "who was level ";
2135 buf << (sint32)op->level << "\n\n" // OO breakdown
2136 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2137
2388 if (op->type == PLAYER) 2138 if (op->type == PLAYER)
2389 sprintf (buf, "who was in level %d when killed\n", op->level); 2139 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 2140
2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2394 strcat (buf2, buf);
2395 if (op->type == PLAYER)
2396 { 2141 {
2397 sprintf (buf, "by %s.\n\n", op->contr->killer); 2142 static char buf2[128];
2398 strncat (buf2, " ", 21 - strlen (buf) / 2); 2143 time_t now = time (NULL);
2399 strcat (buf2, buf);
2400 }
2401
2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2144 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2403 strncat (buf2, " ", 20 - strlen (buf) / 2); 2145 buf << buf2;
2404 strcat (buf2, buf); 2146 }
2405 2147
2406 return buf2; 2148 return buf;
2407} 2149}
2408 2150
2409void 2151void
2410do_some_living (object *op) 2152do_some_living (object *op)
2411{ 2153{
2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2205 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2464 else 2206 else
2465 { 2207 {
2466 gen_grace = op->stats.maxgrace; 2208 gen_grace = op->stats.maxgrace;
2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2209 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 } 2210 }
2511 2211
2512 /* Regenerate Grace */ 2212 /* Regenerate Grace */
2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2213 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2514 if (--op->last_grace < 0) 2214 if (--op->last_grace < 0)
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2235 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 } 2236 }
2537 /* wearing stuff doesn't detract from grace generation. */ 2237 /* wearing stuff doesn't detract from grace generation. */
2538 } 2238 }
2539 2239
2240 if (op->stats.food > 0)
2241 {
2540 /* Regenerate Hit Points */ 2242 /* Regenerate Spell Points */
2541 if (--op->last_heal < 0) 2243 if (!op->contr->golem && --op->last_sp < 0)
2542 {
2543 if (op->stats.hp < op->stats.maxhp)
2544 { 2244 {
2545 op->stats.hp++; 2245 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 /* dms do not consume food */ 2246
2547 if (!QUERY_FLAG (op, FLAG_WIZ)) 2247 if (op->stats.sp < op->stats.maxsp)
2548 { 2248 {
2249 op->stats.sp++;
2250
2251 /* dms do not consume food */
2252 if (!QUERY_FLAG (op, FLAG_WIZ))
2253 {
2549 op->stats.food--; 2254 op->stats.food--;
2255
2550 if (op->contr->digestion < 0) 2256 if (op->contr->digestion < 0)
2551 op->stats.food += op->contr->digestion; 2257 op->stats.food += op->contr->digestion;
2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2258 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2553 op->stats.food = last_food; 2259 op->stats.food = last_food;
2260 }
2554 } 2261 }
2555 }
2556 2262
2557 if (max_hp > 1) 2263 if (max_sp > 1)
2558 {
2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2560 if (over_hp > 0)
2561 { 2264 {
2562 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2265 over_sp = (gen_sp + 10) / rate_sp;
2266 if (over_sp > 0)
2267 {
2268 if (op->stats.sp < op->stats.maxsp)
2269 {
2270 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2271
2272 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2273 op->stats.sp--;
2274
2275 if (op->stats.sp > op->stats.maxsp)
2276 op->stats.sp = op->stats.maxsp;
2277 }
2278
2563 op->last_heal = 0; 2279 op->last_sp = 0;
2280 }
2281 else
2282 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2564 } 2283 }
2565 else 2284 else
2285 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2286 }
2287
2288 /* Regenerate Hit Points */
2289 if (--op->last_heal < 0)
2290 {
2291 if (op->stats.hp < op->stats.maxhp)
2566 { 2292 {
2567 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2293 op->stats.hp++;
2294
2295 /* dms do not consume food */
2296 if (!QUERY_FLAG (op, FLAG_WIZ))
2297 {
2298 op->stats.food--;
2299
2300 if (op->contr->digestion < 0)
2301 op->stats.food += op->contr->digestion;
2302 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2303 op->stats.food = last_food;
2304 }
2568 } 2305 }
2306
2307 if (max_hp > 1)
2308 {
2309 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2310
2311 if (over_hp > 0)
2312 {
2313 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2314 op->last_heal = 0;
2315 }
2316 else
2317 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2569 } 2318 }
2570 else 2319 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2320 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 } 2321 }
2574 } 2322 }
2575 2323
2576 /* Digestion */ 2324 /* Digestion */
2577 if (--op->last_eat < 0) 2325 if (--op->last_eat < 0)
2578 { 2326 {
2579#ifdef COZY_SERVER 2327 int bonus = max (0, op->contr->digestion),
2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2328 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 2329
2586 if (op->contr->gen_hp > 0)
2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2330 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 2331
2591 /* dms do not consume food */ 2332 /* dms do not consume food */
2592 if (!QUERY_FLAG (op, FLAG_WIZ)) 2333 if (!QUERY_FLAG (op, FLAG_WIZ))
2593 op->stats.food--; 2334 op->stats.food--;
2594 } 2335 }
2595 2336
2596 if (op->stats.food < 0 && op->stats.hp >= 0) 2337 if (op->stats.food < 0 && op->stats.hp >= 0)
2597 { 2338 {
2598 object *tmp, *flesh = 0; 2339 object *flesh = 0;
2599 2340
2600 for (tmp = op->inv; tmp; tmp = tmp->below) 2341 for_inv_removable (op, tmp)
2601 { 2342 {
2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2343 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2344 continue;
2345
2346 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2603 { 2347 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2348 op->statusmsg ("You blindly grab for a bite of food. "
2605 { 2349 "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); 2350 manual_apply (op, tmp, 0);
2351
2608 if (op->stats.food >= 0 || op->stats.hp < 0) 2352 if (op->stats.food >= 0 || op->stats.hp < 0)
2609 break; 2353 break;
2610 } 2354 }
2611 else if (tmp->type == FLESH) 2355 else if (tmp->type == FLESH)
2612 flesh = tmp; 2356 flesh = tmp;
2613 } /* End if paid for object */ 2357 }
2614 } /* end of for loop */
2615 2358
2616 /* If player is still starving, it means they don't have any food, so 2359 /* If player is still starving, it means they don't have any food, so
2617 * eat flesh instead. 2360 * eat flesh instead.
2618 */ 2361 */
2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2362 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2620 { 2363 {
2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2364 op->statusmsg ("You blindly grab for a bite of food. "
2365 "H<To prevent you from starving, you ate some random item from your backpack.>");
2622 manual_apply (op, flesh, 0); 2366 manual_apply (op, flesh, 0);
2623 } 2367 }
2368
2369 // If player is still starving, alert him!
2370 if (op->stats.food < 0)
2371 op->failmsg ("You are starving! "
2372 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2373 }
2374
2375 if (op->stats.food < 0)
2624 } 2376 {
2377 op->stats.hp += op->stats.food;
2378 op->stats.food = 0;
2625 2379
2626 while (op->stats.food < 0 && op->stats.hp >= 0) 2380 if (op->stats.hp < 0)
2627 op->stats.food++, op->stats.hp--; 2381 {
2382 op->contr->killer = archetype::get ("killer_starvation");
2383 op->contr->killer->destroy ();
2384 }
2385 }
2628 2386
2387 /* killer should be set here already */
2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2388 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2630 kill_player (op); 2389 kill_player (op);
2631 } 2390 }
2632} 2391}
2633 2392
2637 * file. 2396 * file.
2638 */ 2397 */
2639void 2398void
2640kill_player (object *op) 2399kill_player (object *op)
2641{ 2400{
2642 char buf[MAX_BUF];
2643 int x, y; 2401 int x, y;
2644
2645 //int i;
2646 maptile *map; /* this is for resurrection */ 2402 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; 2403 int will_kill_again;
2654 archetype *at; 2404 archetype *at;
2655 object *tmp; 2405 object *tmp;
2656 2406
2657 if (save_life (op)) 2407 if (save_life (op))
2658 return; 2408 return;
2659 2409
2410 dynbuf_text deathtab;
2411
2412 /* restore player */
2413 at = archetype::find ("poisoning");
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your body feels cleansed...\r";
2418 }
2419
2420 at = archetype::find ("confusion");
2421 if (object *tmp = present_arch_in_ob (at, op))
2422 {
2423 tmp->destroy ();
2424 deathtab << "Your mind feels clearer...\r";
2425 }
2426
2427 cure_disease (op, 0, 0); /* remove any disease */
2428
2429 max_it (op->stats.hp , op->stats.maxhp);
2430 max_it (op->stats.sp , op->stats.maxsp);
2431 max_it (op->stats.grace, op->stats.maxgrace);
2432
2433 if (op->stats.food <= 0)
2434 op->stats.food = 999;
2435
2436 // remove all spell effects that are active
2437 // to avoid long-term effects such as word-of-recall
2438 for (object *item = op->inv; item; )
2439 {
2440 object *next = item->below;
2441
2442 if (item->type == SPELL_EFFECT && item->active)
2443 item->destroy ();
2444
2445 item = next;
2446 }
2660 2447
2661 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2448 /* 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. 2449 * in cities ONLY!!! It is very important that this doesn't get abused.
2663 * Look at op_on_battleground() for more info --AndreasV 2450 * Look at op_on_battleground() for more info --AndreasV
2664 */ 2451 */
2665 if (op_on_battleground (op, &x, &y)) 2452 if (op_on_battleground (op, &x, &y))
2666 { 2453 {
2667 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2454 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2669
2670 /* restore player */
2671 at = archetype::find ("poisoning");
2672 if (object *tmp = present_arch_in_ob (at, op))
2673 {
2674 tmp->destroy ();
2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2676 }
2677
2678 at = archetype::find ("confusion");
2679 if (object *tmp = present_arch_in_ob (at, op))
2680 {
2681 tmp->destroy ();
2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2683 }
2684
2685 cure_disease (op, 0); /* remove any disease */
2686 op->stats.hp = op->stats.maxhp;
2687 if (op->stats.food <= 0)
2688 op->stats.food = 999;
2689 2455
2690 /* create a bodypart-trophy to make the winner happy */ 2456 /* create a bodypart-trophy to make the winner happy */
2691 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2457 if (object *tmp = arch_to_object (archetype::find ("finger")))
2692 { 2458 {
2693 sprintf (buf, "%s's finger", &op->name); 2459 tmp->name = format ("%s's finger" , &op->name);
2694 tmp->name = buf; 2460 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; 2461 tmp->msg = format (
2462 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2463 &op->name, op->contr->title,
2464 (int)op->level,
2465 op->contr->killer_name ()
2466 );
2699 tmp->value = 0, tmp->type = 0; 2467 tmp->value = 0, tmp->type = 0;
2700 tmp->materialname = "organics"; 2468 tmp->materialname = "organics";
2701 tmp->insert_at (op, tmp); 2469 tmp->insert_at (op, tmp);
2702 } 2470 }
2703 2471
2704 /* teleport defeated player to new destination */ 2472 /* teleport defeated player to new destination */
2705 transfer_ob (op, x, y, 0, NULL); 2473 transfer_ob (op, x, y, 0, NULL);
2706 op->contr->braced = 0; 2474 op->contr->braced = 0;
2475
2476 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2707 return; 2477 return;
2708 } 2478 }
2709 2479
2480 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2481 deathtab << "T<YOU HAVE DIED>\n\n";
2482
2710 INVOKE_PLAYER (DEATH, op->contr); 2483 INVOKE_PLAYER (DEATH, op->contr);
2711 2484
2712 command_kill_pets (op, 0); 2485 command_kill_pets (op, 0);
2713 2486
2714 if (op->stats.food < 0) 2487 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 2488
2724 /* save the map location for corpse, gravestone */ 2489 /* save the map location for corpse, gravestone */
2725 x = op->x; 2490 x = op->x;
2726 y = op->y; 2491 y = op->y;
2727 map = op->map; 2492 map = op->map;
2755 2520
2756 lost_a_stat = 0; 2521 lost_a_stat = 0;
2757 2522
2758 for (z = 0; z < num_stats_lose; z++) 2523 for (z = 0; z < num_stats_lose; z++)
2759 { 2524 {
2760 i = RANDOM () % NUM_STATS; 2525 i = rndm (NUM_STATS);
2761 2526
2762 if (settings.stat_loss_on_death) 2527 if (settings.stat_loss_on_death)
2763 { 2528 {
2764 /* Pick a random stat and take a point off it. Tell the player 2529 /* Pick a random stat and take a point off it. Tell the player
2765 * what he lost. 2530 * what he lost.
2816 } 2581 }
2817 } 2582 }
2818 2583
2819 if (lose_this_stat) 2584 if (lose_this_stat)
2820 { 2585 {
2821 this_stat = get_attr_value (&(dep->stats), i); 2586 this_stat = get_attr_value (&dep->stats, i);
2822 /* We could try to do something clever like find another 2587 /* We could try to do something clever like find another
2823 * stat to reduce if this fails. But chances are, if 2588 * stat to reduce if this fails. But chances are, if
2824 * stats have been depleted to -50, all are pretty low 2589 * stats have been depleted to -50, all are pretty low
2825 * and should be roughly the same, so it shouldn't make a 2590 * and should be roughly the same, so it shouldn't make a
2826 * difference. 2591 * difference.
2834 lost_a_stat = 1; 2599 lost_a_stat = 1;
2835 } 2600 }
2836 } 2601 }
2837 } 2602 }
2838 } 2603 }
2604
2839 /* If no stat lost, tell the player. */ 2605 /* If no stat lost, tell the player. */
2840 if (!lost_a_stat) 2606 if (!lost_a_stat)
2841 { 2607 {
2842 /* determine_god() seems to not work sometimes... why is this? 2608 /* determine_god() seems to not work sometimes... why is this?
2843 Should I be using something else? GD */ 2609 Should I be using something else? GD */
2844 const char *god = determine_god (op); 2610 shstr_tmp god = determine_god (op);
2845 2611
2846 if (god && (strcmp (god, "none"))) 2612 if (god != shstr_none)
2847 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2613 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2848 else 2614 else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2615 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2850 } 2616 }
2851#else 2617#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2618 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2853#endif 2619#endif
2854 2620
2855 /* Put a gravestone up where the character 'almost' died. List the 2621 /* Put a gravestone up where the character 'almost' died. List the
2856 * exp loss on the stone. 2622 * exp loss on the stone.
2857 */ 2623 */
2858 tmp = arch_to_object (archetype::find ("gravestone")); 2624 tmp = arch_to_object (archetype::find ("gravestone"));
2859 sprintf (buf, "%s's gravestone", &op->name); 2625 tmp->name = format ("%s's gravestone", &op->name);
2860 tmp->name = buf; 2626 tmp->name_pl = format ("%s's gravestones", &op->name);
2861 sprintf (buf, "%s's gravestones", &op->name); 2627 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2862 tmp->name_pl = buf; 2628 &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; 2629 tmp->x = op->x, tmp->y = op->y;
2866 insert_ob_in_map (tmp, op->map, NULL, 0); 2630 insert_ob_in_map (tmp, op->map, NULL, 0);
2867 2631
2868 /**************************************/ 2632 /**************************************/
2869 /* */ 2633 /* */
2870 /* Subtract the experience points, */ 2634 /* Subtract the experience points, */
2871 /* if we died cause of food, give us */
2872 /* food, and reset HP's... */
2873 /* */ 2635 /* */
2874 /**************************************/ 2636 /**************************************/
2875 2637
2876 /* remove any poisoning and confusion the character may be suffering. */
2877 /* restore player */
2878 at = archetype::find ("poisoning");
2879 tmp = present_arch_in_ob (at, op);
2880
2881 if (tmp)
2882 {
2883 tmp->destroy ();
2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2885 }
2886
2887 at = archetype::find ("confusion");
2888 tmp = present_arch_in_ob (at, op);
2889 if (tmp)
2890 {
2891 tmp->destroy ();
2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2893 }
2894
2895 cure_disease (op, 0); /* remove any disease */
2896
2897 /*add_exp(op, (op->stats.exp * -0.20)); */ 2638 /*add_exp(op, (op->stats.exp * -0.20)); */
2898 apply_death_exp_penalty (op); 2639 apply_death_exp_penalty (op);
2899 if (op->stats.food < 100)
2900 op->stats.food = 900;
2901 op->stats.hp = op->stats.maxhp;
2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2904 2640
2905 /* 2641 /*
2906 * Check to see if the player has any unpaid items. If so, remove them 2642 * Check to see if the player has any unpaid items. If so, remove them
2907 * and put them back in the map. 2643 * and put them back in the map.
2908 */ 2644 */
2909 remove_unpaid_objects (op->inv, op); 2645 op->drop_unpaid_items ();
2910 2646
2911 /****************************************/ 2647 /****************************************/
2912 /* */ 2648 /* */
2913 /* Move player to his current respawn- */ 2649 /* Move player to his current respawn- */
2914 /* position (usually last savebed) */ 2650 /* position (usually last savebed) */
2943 if (will_kill_again & (1 << at)) 2679 if (will_kill_again & (1 << at))
2944 force->resist[at] = 100; 2680 force->resist[at] = 100;
2945 2681
2946 insert_ob_in_ob (force, op); 2682 insert_ob_in_ob (force, op);
2947 op->update_stats (); 2683 op->update_stats ();
2948
2949 } 2684 }
2950 2685
2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2686 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2952} 2687}
2953 2688
2954void 2689void
2955loot_object (object *op) 2690loot_object (object *op)
2956{ /* Grab and destroy some treasure */ 2691{ /* Grab and destroy some treasure */
2973 2708
2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2709 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2975 { 2710 {
2976 if (tmp->nrof > 1) 2711 if (tmp->nrof > 1)
2977 { 2712 {
2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2713 tmp->decrease (rndm (1, tmp->nrof - 1));
2979 tmp2->destroy ();
2980 insert_ob_in_map (tmp, op->map, NULL, 0); 2714 insert_ob_in_map (tmp, op->map, NULL, 0);
2981 } 2715 }
2982 else 2716 else
2983 tmp->destroy (); 2717 tmp->destroy ();
2984 } 2718 }
2995void 2729void
2996fix_weight (void) 2730fix_weight (void)
2997{ 2731{
2998 for_all_players (pl) 2732 for_all_players (pl)
2999 { 2733 {
3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2734 sint32 old = pl->ob->carrying;
3001 2735
3002 if (old == sum) 2736 pl->ob->update_weight ();
3003 continue; 2737
2738 if (old != pl->ob->carrying)
2739 {
3004 pl->ob->update_stats (); 2740 pl->ob->update_stats ();
3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2741 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2742 }
3006 } 2743 }
3007} 2744}
3008 2745
3009void 2746void
3010fix_luck (void) 2747fix_luck (void)
3052} 2789}
3053 2790
3054void 2791void
3055make_visible (object *op) 2792make_visible (object *op)
3056{ 2793{
3057 op->hide = 0; 2794 op->flag [FLAG_HIDDEN] = 0;
3058 op->invisible = 0; 2795 op->invisible = 0;
2796
3059 if (op->type == PLAYER) 2797 if (op->type == PLAYER)
3060 { 2798 {
3061 op->contr->tmp_invis = 0; 2799 op->contr->tmp_invis = 0;
3062 op->contr->invis_race = 0; 2800 op->contr->invis_race = 0;
3063 } 2801 }
3066} 2804}
3067 2805
3068int 2806int
3069is_true_undead (object *op) 2807is_true_undead (object *op)
3070{ 2808{
3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2809 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3072 return 1; 2810 return 1;
3073 2811
3074 return 0; 2812 return 0;
3075} 2813}
3076 2814
3077/* look at the surrounding terrain to determine 2815/* look at the surrounding terrain to determine
3078 * the hideability of this object. Positive levels 2816 * the hideability of this object. Positive levels
3079 * indicate greater hideability. 2817 * indicate greater hideability.
3080 */ 2818 */
3081
3082int 2819int
3083hideability (object *ob) 2820hideability (object *ob)
3084{ 2821{
3085 int i, level = 0, mflag; 2822 int i, level = 0, mflag;
3086 sint16 x, y; 2823 sint16 x, y;
3087 2824
3088 if (!ob || !ob->map) 2825 if (!ob || !ob->map)
3089 return 0; 2826 return 0;
3090 2827
3091 /* so, on normal lighted maps, its hard to hide */ 2828 /* so, on normal lighted maps, its hard to hide */
3092 level = ob->map->darkness - 2; 2829 level = ob->map->darklevel () - 2;
3093 2830
3094 /* this also picks up whether the object is glowing. 2831 /* this also picks up whether the object is glowing.
3095 * If you carry a light on a non-dark map, its not 2832 * If you carry a light on a non-dark map, its not
3096 * as bad as carrying a light on a pitch dark map */ 2833 * as bad as carrying a light on a pitch dark map */
3097 if (has_carried_lights (ob)) 2834 if (ob->has_carried_lights ())
3098 level = -(10 + (2 * ob->map->darkness)); 2835 level = -(10 + (2 * ob->map->darklevel ()));
3099 2836
3100 /* scan through all nearby squares for terrain to hide in */ 2837 /* 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]) 2838 for (i = 0, x = ob->x, y = ob->y;
2839 i <= SIZEOFFREE1;
2840 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3102 { 2841 {
3103 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2842 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3104 if (mflag & P_OUT_OF_MAP) 2843 if (mflag & P_OUT_OF_MAP)
3105 {
3106 continue; 2844 continue;
3107 } 2845
3108 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2846 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3109 level += 2; 2847 level += 2;
3110 else /* open terrain! */ 2848 else /* open terrain! */
3111 level -= 1; 2849 level -= 1;
3112 } 2850 }
3120/* For Hidden creatures - a chance of becoming 'unhidden' 2858/* For Hidden creatures - a chance of becoming 'unhidden'
3121 * every time they move - as we subtract off 'invisibility' 2859 * every time they move - as we subtract off 'invisibility'
3122 * AND, for players, if they move into a ridiculously unhideable 2860 * AND, for players, if they move into a ridiculously unhideable
3123 * spot (surrounded by clear terrain in broad daylight). -b.t. 2861 * spot (surrounded by clear terrain in broad daylight). -b.t.
3124 */ 2862 */
3125
3126void 2863void
3127do_hidden_move (object *op) 2864do_hidden_move (object *op)
3128{ 2865{
3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2866 int hide = 0;
3130 object *skop;
3131 2867
3132 if (!op || !op->map) 2868 if (!op || !op->map)
3133 return; 2869 return;
3134 2870
3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2871 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2872 int num = random_roll (0, 19, op, PREFER_LOW);
3136 2873
3137 /* its *extremely* hard to run and sneak/hide at the same time! */ 2874 /* its *extremely* hard to run and sneak/hide at the same time! */
3138 if (op->type == PLAYER && op->contr->run_on) 2875 if (op->type == PLAYER && op->contr->run_on)
3139 if (!skop || num >= skop->level) 2876 if (!skop || num >= skop->level)
3140 { 2877 {
3150 num -= hide; 2887 num -= hide;
3151 2888
3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2889 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3153 { 2890 {
3154 make_visible (op); 2891 make_visible (op);
2892
3155 if (op->type == PLAYER) 2893 if (op->type == PLAYER)
3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2894 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3157 } 2895 }
3158 else if (op->type == PLAYER && skop) 2896 else if (op->type == PLAYER && skop)
3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2897 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3212 * object op. This function works fine for monsters, 2950 * object op. This function works fine for monsters,
3213 * but we dont worry if the object isnt the top one in 2951 * but we dont worry if the object isnt the top one in
3214 * a pile (say a coin under a table would return "viewable" 2952 * a pile (say a coin under a table would return "viewable"
3215 * by this routine). Another question, should we be 2953 * by this routine). Another question, should we be
3216 * concerned with the direction the player is looking 2954 * concerned with the direction the player is looking
3217 * in? Realistically, most of use cant see stuff behind 2955 * in? Realistically, most of us can't see stuff behind
3218 * our backs...on the other hand, does the "facing" direction 2956 * our backs...on the other hand, does the "facing" direction
3219 * imply the way your head, or body is facing? Its possible 2957 * 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. 2958 * for them to differ. Sigh, this fctn could get a bit more complex.
3221 * -b.t. 2959 * -b.t.
3222 * This function is now map tiling safe. 2960 * This function is now map tiling safe.
3223 */ 2961 */
3224
3225int 2962int
3226player_can_view (object *pl, object *op) 2963player_can_view (object *pl, object *op)
3227{ 2964{
3228 rv_vector rv; 2965 rv_vector rv;
3229 int dx, dy; 2966 int dx, dy;
3241 2978
3242 get_rangevector (pl, op, &rv, 0x1); 2979 get_rangevector (pl, op, &rv, 0x1);
3243 2980
3244 /* starting with the 'head' part, lets loop 2981 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any 2982 * through the object and find if it has any
3246 * part that is in the los array but isnt on 2983 * part that is in the los array but isn't on
3247 * a blocked los square. 2984 * a blocked los square.
3248 * we use the archetype to figure out offsets. 2985 * we use the archetype to figure out offsets.
3249 */ 2986 */
3250 while (op) 2987 while (op)
3251 { 2988 {
3252 dx = rv.distance_x + op->arch->clone.x; 2989 dx = rv.distance_x + op->arch->x;
3253 dy = rv.distance_y + op->arch->clone.y; 2990 dy = rv.distance_y + op->arch->y;
3254 2991
3255 /* only the viewable area the player sees is updated by LOS 2992 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; 2993 return 1;
2994
3263 op = op->more; 2995 op = op->more;
3264 } 2996 }
2997
3265 return 0; 2998 return 0;
3266} 2999}
3267 3000
3268/* routine for both players and monsters. We call this when 3001/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3002 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not 3003 * place or invisiblity spell. Artefact invisiblity causes
3271 * effected by this. If we arent invisible to begin with, we 3004 * "noise" instead. If we arent invisible to begin with, we
3272 * return 0. 3005 * return 0.
3273 */ 3006 */
3274int 3007int
3275action_makes_visible (object *op) 3008action_makes_visible (object *op)
3276{ 3009{
3277
3278 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3010 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3279 { 3011 {
3280 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3012 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3013 {
3014 // artefact invisibility is permanent, but we still make noise
3015 // this is important for game-balance.
3016 if (op->contr)
3017 op->make_noise ();
3018
3281 return 0; 3019 return 0;
3020 }
3282 3021
3283 if (op->contr && op->contr->tmp_invis == 0) 3022 if (op->contr && op->contr->tmp_invis == 0)
3284 return 0; 3023 return 0;
3285 3024
3286 /* If monsters, they should become visible */ 3025 /* If monsters, they should become visible */
3287 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3026 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3288 { 3027 {
3289 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3028 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3290 return 1; 3029 return 1;
3291 } 3030 }
3292 } 3031 }
3032
3293 return 0; 3033 return 0;
3294} 3034}
3295 3035
3296/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3297 * a player) is standing on a valid battleground-tile, 3037 * 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 3042 * Default is to do the same as before, so only people wanting to have different points need worry about this
3303 */ 3043 */
3304int 3044int
3305op_on_battleground (object *op, int *x, int *y) 3045op_on_battleground (object *op, int *x, int *y)
3306{ 3046{
3307 object *tmp;
3308
3309 /* A battleground-tile needs the following attributes to be valid: 3047 /* 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), 3048 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3311 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3312 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3313 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3314 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3315 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3316 { 3054 {
3317 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3318 { 3056 {
3319 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3057 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3320 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3058 && tmp->type == BATTLEGROUND
3059 && tmp->name == shstr_battleground
3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3321 { 3061 {
3322 /*before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3323 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3324 { 3064 {
3325 object *invtmp;
3326
3327 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3065 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 { 3066 {
3329 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3067 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 { 3068 {
3331 if (x != NULL && y != NULL) 3069 if (x && y)
3332 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3070 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3071
3333 return 1; 3072 return 1;
3334 } 3073 }
3335 } 3074 }
3336 } 3075 }
3076
3337 if (x != NULL && y != NULL) 3077 if (x && y)
3338 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3078 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3079
3339 return 1; 3080 return 1;
3340 } 3081 }
3341 } 3082 }
3342 } 3083 }
3084
3343 /* If we got here, did not find a battleground */ 3085 /* If we got here, did not find a battleground */
3344 return 0; 3086 return 0;
3345} 3087}
3346 3088
3347/* 3089/*
3363 char buf[MAX_BUF]; /* tmp. string buffer */ 3105 char buf[MAX_BUF]; /* tmp. string buffer */
3364 int i = 0, j = 0; 3106 int i = 0, j = 0;
3365 3107
3366 /* get the appropriate treasurelist */ 3108 /* get the appropriate treasurelist */
3367 if (atnr == ATNR_FIRE) 3109 if (atnr == ATNR_FIRE)
3368 trlist = treasurelist::find ("dragon_ability_fire"); 3110 trlist = treasurelist::find (shstr_dragon_ability_fire);
3369 else if (atnr == ATNR_COLD) 3111 else if (atnr == ATNR_COLD)
3370 trlist = treasurelist::find ("dragon_ability_cold"); 3112 trlist = treasurelist::find (shstr_dragon_ability_cold);
3371 else if (atnr == ATNR_ELECTRICITY) 3113 else if (atnr == ATNR_ELECTRICITY)
3372 trlist = treasurelist::find ("dragon_ability_elec"); 3114 trlist = treasurelist::find (shstr_dragon_ability_elec);
3373 else if (atnr == ATNR_POISON) 3115 else if (atnr == ATNR_POISON)
3374 trlist = treasurelist::find ("dragon_ability_poison"); 3116 trlist = treasurelist::find (shstr_dragon_ability_poison);
3375 3117
3376 if (trlist == NULL || who->type != PLAYER) 3118 if (trlist == NULL || who->type != PLAYER)
3377 return; 3119 return;
3378 3120
3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3121 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]); */ 3125 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3384 return; 3126 return;
3385 } 3127 }
3386 3128
3387 /* everything seems okay - now bring on the gift: */ 3129 /* everything seems okay - now bring on the gift: */
3388 item = &(tr->item->clone); 3130 item = tr->item;
3389 3131
3390 if (item->type == SPELL) 3132 if (item->type == SPELL)
3391 { 3133 {
3392 if (check_spell_known (who, item->name)) 3134 if (check_spell_known (who, item->name))
3393 return; 3135 return;
3452 { 3194 {
3453 /* forces in the treasurelist can alter the player's stats */ 3195 /* forces in the treasurelist can alter the player's stats */
3454 object *skin; 3196 object *skin;
3455 3197
3456 /* first get the dragon skin force */ 3198 /* 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) 3199 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3459 ; 3200 ;
3460 3201
3461 if (!skin) 3202 if (!skin)
3462 return; 3203 return;
3463 3204
3498 else 3239 else
3499 { 3240 {
3500 /* generate misc. treasure */ 3241 /* generate misc. treasure */
3501 tmp = arch_to_object (tr->item); 3242 tmp = arch_to_object (tr->item);
3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3243 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); 3244 who->insert (tmp);
3504 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp);
3506 } 3245 }
3507} 3246}
3508 3247
3509/** 3248/**
3510 * Unready an object for a player. This function does nothing if the object was 3249 * Unready an object for a player. This function does nothing if the object was
3522 if (pl->ranged_ob == ob) 3261 if (pl->ranged_ob == ob)
3523 pl->ranged_ob = 0; 3262 pl->ranged_ob = 0;
3524} 3263}
3525 3264
3526sint8 3265sint8
3527player::visibility_at (maptile *map, int x, int y) const 3266player::darkness_at (maptile *map, int x, int y) const
3528{ 3267{
3529 if (!ns) 3268 if (!ns)
3530 return 0; 3269 return LOS_BLOCKED;
3531 3270
3532 int dx, dy; 3271 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3272 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0; 3273 return LOS_BLOCKED;
3535 3274
3536 x += dx - ns->current_x + ns->mapx / 2; 3275 x += dx - ns->current_x;
3537 y += dy - ns->current_y + ns->mapy / 2; 3276 y += dy - ns->current_y;
3538 3277
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]; 3278 return blocked_los (x, y);
3543} 3279}
3280
3281void
3282player::infobox (const char *title, const char *msg, int color)
3283{
3284 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3285}
3286
3287void
3288player::statusmsg (const char *msg, int color)
3289{
3290 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3291}
3292
3293void
3294player::failmsg (const char *msg, int color)
3295{
3296 play_sound (sound_find ("generic_failure"));
3297 statusmsg (msg, color);
3298}
3299

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