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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 1.247 by elmex, Fri Nov 13 16:01:30 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
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
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. */ 40/* This loads the first map an puts the player on it. */
159static void 41static void
160set_first_map (object *op) 42set_first_map (object *op)
161{ 43{
162 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
163 op->x = -1; 45 op->x = -1;
164 op->y = -1; 46 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} 47}
179 48
180void 49void
181player::activate () 50player::activate ()
182{ 51{
187 ob->remove (); 56 ob->remove ();
188 ob->map = 0; 57 ob->map = 0;
189 ob->activate_recursive (); 58 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 60 add_friendly_object (ob);
192 enter_map ();
193} 61}
194 62
195void 63void
196player::deactivate () 64player::deactivate ()
197{ 65{
204 72
205 if (ob->map) 73 if (ob->map)
206 maplevel = ob->map->path; 74 maplevel = ob->map->path;
207 75
208 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 78 ob->map = 0;
210 party = 0; 79 party = 0;
211 80
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 82
227 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
228 97
229 ns->update_look = 0; 98 ns->update_look = 0;
230 ns->look_position = 0; 99 ns->look_position = 0;
231 100
232 clear_los (ob); 101 clear_los ();
233 102
234 ns->reset_stats (); 103 ns->reset_stats ();
235 104
236 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
239 108
240 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
241 link_player_skills (ob); 110 link_skills ();
242 111
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
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//-GPL
174
175// the need for this function can be explained
176// by load_object not returning the object
177void
178player::set_object (object *op)
179{
180 ob = observe = viewpoint = op;
181 ob->contr = this; /* this aren't yet in archetype */
182
183 ob->speed = 1.0f;
184 ob->speed_left = 0.5f;
185
186 ob->direction = 5; /* So player faces south */
187
188 ob->flag [FLAG_READY_WEAPON] = false;
189 ob->flag [FLAG_READY_SKILL] = false;
190 ob->flag [FLAG_READY_BOW] = false;
268 191
269 for (object *op = ob->inv; op; op = op->below) 192 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 193 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 194 switch (op->type)
272 { 195 {
196 case SKILL:
197 ob->flag [FLAG_APPLIED] = false;
198 break;
199
273 case WAND: 200 case WAND:
274 case ROD: 201 case ROD:
275 case HORN: 202 case HORN:
276 case BOW: 203 case BOW:
277 case SKILL: 204 ranged_ob = op;
278 case SKILL_TOOL: 205 break;
206
279 case WEAPON: 207 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY); 208 combat_ob = op;
281 apply_special (ob, op, AP_APPLY);
282 break; 209 break;
283 } 210 }
284 211
285 ob->update_stats (); 212 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
286 ns->floorbox_update (); 213 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} 214}
300 215
301void 216void
302player::disconnect () 217player::set_observe (object *op)
303{ 218{
304 if (ns) 219 observe = viewpoint = op ? op : ob;
305 { 220 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} 221}
321 222
322// the need for this function can be explained
323// by load_object not returning the object
324void 223void
325player::set_object (object *op) 224player::set_viewpoint (object *op)
326{ 225{
327 ob = op; 226 viewpoint = op ? op : (object *)observe;
328 ob->contr = this; /* this aren't yet in archetype */ 227 do_los = 1;
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333} 228}
229
230//+GPL
334 231
335player::player () 232player::player ()
336{ 233{
337 /* There are some elements we want initialised to non zero value - 234 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point. 235 * we deal with that below this point.
344 savebed_map = first_map_path; /* Init. respawn position */ 241 savebed_map = first_map_path; /* Init. respawn position */
345 242
346 gen_sp_armour = 10; 243 gen_sp_armour = 10;
347 bowtype = bow_normal; 244 bowtype = bow_normal;
348 petmode = pet_normal; 245 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 246 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 247 peaceful = 1; /* default peaceful */
352 do_los = 1; 248 do_los = 1;
249
250 weapon_sp = 1.0f;
251 weapon_sp_left = 0.5f;
353} 252}
354 253
355void 254void
356player::do_destroy () 255player::do_destroy ()
357{ 256{
362 if (ob) 261 if (ob)
363 { 262 {
364 ob->destroy_inv (false); 263 ob->destroy_inv (false);
365 ob->destroy (); 264 ob->destroy ();
366 } 265 }
266
267 ob = observe = viewpoint = 0;
367} 268}
368 269
369player::~player () 270player::~player ()
370{ 271{
371 /* Clear item stack */ 272 /* Clear item stack */
372 free (stack_items); 273 free (stack_items);
274}
275
276/*
277 * get_player_archetype() return next player archetype from archetype
278 * list. Not very efficient routine, but used only creating new players.
279 * Note: there MUST be at least one player archetype!
280 */
281static archetype *
282get_player_archetype (archetype *at)
283{
284 // archetypes could have been reloaded
285 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
286
287 if (!nat)
288 return at;
289
290 archvec::iterator i = archetypes.find (nat);
291
292 for (;;)
293 {
294 if (++i == archetypes.end ())
295 i = archetypes.begin ();
296 else if (*i == at)
297 cleanup ("not a single player archetype found");
298
299 if ((*i)->type == PLAYER)
300 return *i;
301 }
373} 302}
374 303
375/* Tries to add player on the connection passed in ns. 304/* Tries to add player on the connection passed in ns.
376 * All we can really get in this is some settings like host and display 305 * All we can really get in this is some settings like host and display
377 * mode. 306 * mode.
390 set_first_map (pl->ob); 319 set_first_map (pl->ob);
391 320
392 return pl; 321 return pl;
393} 322}
394 323
395/*
396 * get_player_archetype() return next player archetype from archetype
397 * list. Not very efficient routine, but used only creating new players.
398 * Note: there MUST be at least one player archetype!
399 */
400archetype *
401get_player_archetype (archetype *at)
402{
403 archetype *start = at;
404
405 for (;;)
406 {
407 if (at == NULL || at->next == NULL)
408 at = first_archetype;
409 else
410 at = at->next;
411
412 if (at->clone.type == PLAYER)
413 return at;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 }
421}
422
423object * 324object *
424get_nearest_player (object *mon) 325get_nearest_player (object *mon)
425{ 326{
426 object *op = NULL; 327 object *op = NULL;
427 objectlink *ol; 328 objectlink *ol;
428 unsigned lastdist; 329 unsigned lastdist;
429 rv_vector rv; 330 rv_vector rv;
430 331
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 332 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 333 {
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)) 334 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 335 continue;
462 336
463 if (lastdist > rv.distance) 337 if (lastdist > rv.distance)
464 { 338 {
659 533
660 return firstdir; 534 return firstdir;
661} 535}
662 536
663void 537void
664give_initial_items (object *pl, treasurelist * items) 538give_initial_items (object *pl, treasurelist *items)
665{ 539{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 540 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 541 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 542
671 for (op = pl->inv; op; op = next) 543 for (object *next, *op = pl->inv; op; op = next)
672 { 544 {
673 next = op->below; 545 next = op->below;
674 546
675 /* Forces get applied per default, unless they have the 547 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 548 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 553 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 554 * by this player due to race restrictions
683 */ 555 */
684 if (pl->type == PLAYER) 556 if (pl->type == PLAYER)
685 { 557 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
559 &&
687 (op->type == ARMOUR || op->type == BOOTS || 560 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 561 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 562 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 565 {
692 op->destroy (); 566 op->destroy ();
693 continue; 567 continue;
694 } 568 }
695 } 569 }
696 570
697 /* This really needs to be better - we should really give 571 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 572 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 573 * generated by bad treasurelists. - elmex
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 574 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 575 if (op->type == SKILL)
704 { 576 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 577 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 578 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 579 {
713 op->destroy (); 580 op->destroy ();
581 LOG (llevError,
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
715 continue; 583 break;
716 } 584 }
717 585
718 if (op->nrof > 1) 586 if (op->nrof > 1)
719 op->nrof = 1; 587 op->nrof = 1;
720 } 588 }
721 589
722 if (op->type == SPELLBOOK && op->inv) 590 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 592
727 /* Give starting characters identified, uncursed, and undamned 593 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 594 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 595 * merged properly.
730 */ 596 */
731 if (need_identify (op)) 597 if (need_identify (op))
732 { 598 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 599 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 600 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 601 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 602 }
603
737 if (op->type == SPELL) 604 if (op->type == SPELL)
738 { 605 {
739 op->destroy (); 606 op->destroy ();
740 continue; 607 continue;
741 } 608 }
743 { 610 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 611 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 612 op->stats.exp = 0;
746 op->level = 1; 613 op->level = 1;
747 } 614 }
748 /* lock all 'normal items by default */ 615 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 616 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 617 } /* for loop of objects in player inv */
752 618
753 /* Need to set up the skill pointers */ 619 /* Need to set up the skill pointers */
754 link_player_skills (pl); 620 pl->contr->link_skills ();
755} 621}
756 622
757void 623void
758get_party_password (object *op, partylist *party) 624get_party_password (object *op, partylist *party)
759{ 625{
860static void 726static void
861start_info (object *op) 727start_info (object *op)
862{ 728{
863 char buf[MAX_BUF]; 729 char buf[MAX_BUF];
864 730
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 731 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 732 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} 733}
870 734
871/* This function takes the key that is passed, and does the 735/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 736 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 737 * The function name is for historical reasons - now we have
876 */ 740 */
877void 741void
878player::chargen_race_done () 742player::chargen_race_done ()
879{ 743{
880 /* this must before then initial items are given */ 744 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 745 esrv_new_player (ob->contr);
882 746
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 747 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
884 if (tl) 748 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 749 create_treasure (tl, ob, 0, 0, 0);
886 750
887 INVOKE_PLAYER (BIRTH, ob->contr); 751 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, ob->contr); 752 INVOKE_PLAYER (LOGIN, ob->contr);
889 753
890 ob->contr->ns->state = ST_PLAYING; 754 ob->contr->ns->state = ST_PLAYING;
891 755
892 if (ob->msg) 756 if (ob->msg)
893 ob->msg = 0; 757 ob->msg = 0;
894
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 }
903 758
904 start_info (ob); 759 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 760 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 761 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 762 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 763 ob->update_stats ();
910 764
911 /* This moves the player to a different start map, if there 765 /* This moves the player to a different start map, if there
912 * is one for this race 766 * is one for this race
913 */ 767 */
914 if (*first_map_ext_path) 768 if (*first_map_ext_path)
915 { 769 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 770 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 771 LOG (llevDebug, "first_map_ext_path not set\n");
931} 772}
932 773
933void 774void
943 int x = ob->x, y = ob->y; 784 int x = ob->x, y = ob->y;
944 785
945 ob->remove_statbonus (); 786 ob->remove_statbonus ();
946 ob->remove (); 787 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 788 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 789 ob->arch->copy_to (ob);
949 ob->instantiate (); 790 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 791 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 792 ob->name = ob->name_pl = name;
952 ob->x = x; 793 ob->x = x;
953 ob->y = y; 794 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 795 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 796 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 797 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 798 ob->add_statbonus ();
958 } 799 }
959 while (!allowed_class (ob)); 800 while (!allowed_class (ob));
960 801
961 update_object (ob, UP_OBJ_FACE); 802 update_object (ob, UP_OBJ_FACE);
964 ob->stats.hp = ob->stats.maxhp; 805 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp; 806 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0; 807 ob->stats.grace = 0;
967} 808}
968 809
969void 810static void
970flee_player (object *op) 811flee_player (object *op)
971{ 812{
972 int dir, diff; 813 int dir, diff;
973 rv_vector rv; 814 rv_vector rv;
974 815
977 LOG (llevDebug, "Fleeing player is dead.\n"); 818 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 819 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 820 return;
980 } 821 }
981 822
982 if (op->enemy == NULL) 823 if (!op->enemy)
983 { 824 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 825 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
986 return; 827 return;
987 } 828 }
988 829
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)) 830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 { 831 {
1002 op->enemy = NULL; 832 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED); 833 CLEAR_FLAG (op, FLAG_SCARED);
1004 return; 834 return;
1007 get_rangevector (op, op->enemy, &rv, 0); 837 get_rangevector (op, op->enemy, &rv, 0);
1008 838
1009 dir = absdir (4 + rv.direction); 839 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 840 for (diff = 0; diff < 3; diff++)
1011 { 841 {
1012 int m = 1 - (RANDOM () & 2); 842 int m = 1 - rndm (2) * 2;
1013 843
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 844 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1015 return; 845 return;
1016 } 846 }
1017 847
1028check_pick (object *op) 858check_pick (object *op)
1029{ 859{
1030 object *tmp, *next; 860 object *tmp, *next;
1031 int stop = 0; 861 int stop = 0;
1032 int wvratio; 862 int wvratio;
1033 char putstring[128];
1034 863
1035 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
1037 return 1; 866 return 1;
1038 867
1039 next = op->below; 868 next = op->below;
1040 869
870 int cnt = MAX_ITEM_PER_ACTION;
871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
872
1041 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 874 * destroyed */
1043 while (next && !next->destroyed ()) 875 while (next && !next->destroyed ())
1044 { 876 {
1045 tmp = next; 877 tmp = next;
1046 next = tmp->below; 878 next = tmp->below;
1047 879
880 if (cnt <= 0)
881 {
882 op->failmsg ("Couldn't pickup all items at once.");
883 return 0;
884 }
885
1048 if (op->destroyed ()) 886 if (op->destroyed ())
1049 return 0; 887 return 0;
1050 888
1051 if (!can_pick (op, tmp)) 889 if (!can_pick (op, tmp))
1052 continue; 890 continue;
1053 891
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 892 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 893 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 894 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 895 CHK_PICK_PICKUP;
896
1058 continue; 897 continue;
1059 } 898 }
1060 899
1061 /* high not bit set? We're using the old autopickup model */ 900 /* pickup handling */
901 if (op->contr->mode & PU_DEBUG)
902 {
903 /* some debugging code to figure out item information */
904 const char *str = tmp->name
905 ? format ("item name: %s item type: %d weight/value: %d",
906 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
907 : format ("item name: %s item type: %d weight/value: %d",
908 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
909
910 new_draw_info (NDI_UNIQUE, 0, op, str);
911 }
912
913 if (op->contr->mode & PU_INHIBIT)
914 return 1;
915
916 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
917 return 1;
918
919 /* philosophy:
920 * It's easy to grab an item type from a pile, as long as it's
921 * generic. This takes no game-time. For more detailed pickups
922 * and selections, select-items should be used. This is a
923 * grab-as-you-run type mode that's really useful for arrows for
924 * example.
925 * The drawback: right now it has no frontend, so you need to
926 * stick the bits you want into a calculator in hex mode and then
927 * convert to decimal and then 'pickup <#>
928 */
929
930 /* the first two modes are exclusive: if NOTHING we return, if
931 * STOP then we stop. All the rest are applied sequentially,
932 * meaning if any test passes, the item gets picked up. */
933
934 /* if mode is set to pick nothing up, return */
935 if (op->contr->mode == PU_NOTHING)
936 return 1;
937
938 /* if mode is set to stop when encountering objects, return */
939 /* take STOP before INHIBIT since it doesn't actually pick
940 * anything up */
941 if (op->contr->mode & PU_STOP)
942 return 0;
943
944 /* useful for going into stores and not losing your settings... */
945 /* and for battles wher you don't want to get loaded down while
946 * fighting */
947 if (op->contr->mode & PU_INHIBIT)
948 return 1;
949
950 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID))
952 continue;
953
954 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
956 continue;
957
958 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 960 if (op->contr->mode & PU_FOOD)
961 if (tmp->type == FOOD)
1063 { 962 {
1064 switch (op->contr->mode) 963 CHK_PICK_PICKUP;
964 continue;
965 }
966
967 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
969 {
970 CHK_PICK_PICKUP;
971 continue;
972 }
973
974 if (op->contr->mode & PU_POTION)
975 if (tmp->type == POTION)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* spellbooks, skillscrolls and normal books/scrolls */
982 if (op->contr->mode & PU_SPELLBOOK)
983 if (tmp->type == SPELLBOOK)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 if (op->contr->mode & PU_SKILLSCROLL)
990 if (tmp->type == SKILLSCROLL)
991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995
996 if (op->contr->mode & PU_READABLES)
997 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND
1006 || tmp->type == ROD
1007 || tmp->type == HORN
1008 || tmp->type == POWER_CRYSTAL)
1009 {
1010 CHK_PICK_PICKUP;
1011 continue;
1012 }
1013
1014 /* pick up all magical items */
1015 if (op->contr->mode & PU_MAGICAL)
1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1022
1023 if (op->contr->mode & PU_VALUABLES)
1024 {
1025 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 1026 {
1066 case 0: 1027 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1028 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 } 1029 }
1099 } 1030 }
1100 else 1031
1101 { /* old model */ 1032 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 1033 if (op->contr->mode & PU_JEWELS)
1034 if (tmp->type == RING
1035 || tmp->type == AMULET
1036 || tmp->type == GIRDLE
1037 || tmp->type == SKILL_TOOL)
1104 { 1038 {
1105 /* some debugging code to figure out item information */ 1039 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; 1040 continue;
1041 }
1152 1042
1153 /* ignore known cursed objects */ 1043 /* we don't forget dragon food */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1044 if (op->contr->mode & PU_FLESH)
1045 if (tmp->type == FLESH)
1046 {
1047 CHK_PICK_PICKUP;
1155 continue; 1048 continue;
1049 }
1156 1050
1157 /* all food and drink if desired */ 1051 /* bows and arrows. Bows are good for selling! */
1158 /* question: don't pick up known-poisonous stuff? */ 1052 if (op->contr->mode & PU_BOW)
1053 if (tmp->type == BOW)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1058
1059 if (op->contr->mode & PU_ARROW)
1060 if (tmp->type == ARROW)
1061 {
1062 CHK_PICK_PICKUP;
1063 continue;
1064 }
1065
1066 /* all kinds of armor etc. */
1067 if (op->contr->mode & PU_ARMOUR)
1068 if (tmp->type == ARMOUR)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_HELMET)
1075 if (tmp->type == HELMET)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_SHIELD)
1082 if (tmp->type == SHIELD)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1159 if (op->contr->mode & PU_FOOD) 1088 if (op->contr->mode & PU_BOOTS)
1160 if (tmp->type == FOOD) 1089 if (tmp->type == BOOTS)
1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1095 if (op->contr->mode & PU_GLOVES)
1096 if (tmp->type == GLOVES || tmp->type == BRACERS)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_CLOAK)
1103 if (tmp->type == CLOAK)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 /* hoping to catch throwing daggers here */
1110 if (op->contr->mode & PU_MISSILEWEAPON)
1111 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* careful: chairs and tables are weapons! */
1118 if (op->contr->mode & PU_ALLWEAPON)
1119 {
1120 if (tmp->type == WEAPON)
1121 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1161 { 1122 {
1162 pick_up (op, tmp); 1123 CHK_PICK_PICKUP;
1163 continue; 1124 continue;
1164 } 1125 }
1126 }
1165 1127
1128 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1131 {
1169 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1170 continue; 1133 continue;
1171 } 1134 }
1172 1135
1136 /* any of the last 4 bits set means we use the ratio for value
1137 * pickups */
1173 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_RATIO)
1174 if (tmp->type == POTION) 1139 {
1140 /* use value density to decide what else to grab */
1141 /* >=7 was >= op->contr->mode */
1142 /* >=7 is the old standard setting. Now we take the last 4 bits
1175 { 1143 */
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) 1144 wvratio = op->contr->mode & PU_RATIO;
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1145 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 { 1146 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1147#if 0
1148 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1149 if (tmp->name != NULL)
1221 { 1150 {
1222 pick_up (op, tmp); 1151 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1152 }
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 1153 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1154 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1155 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1156 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1362#endif 1157#endif
1158 CHK_PICK_PICKUP;
1363 continue; 1159 continue;
1364 }
1365 } 1160 }
1366 } /* the new pickup model */ 1161 } /* the new pickup model */
1367 } 1162 }
1368 1163
1369 return !stop; 1164 return !stop;
1165}
1166
1167/* routine for both players and monsters. We call this when
1168 * there is a possibility for our action distrubing our hiding
1169 * place or invisiblity spell. Artefact invisiblity causes
1170 * "noise" instead. If we arent invisible to begin with, we
1171 * return 0.
1172 */
1173static int
1174action_makes_visible (object *op)
1175{
1176 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1177 {
1178 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1179 {
1180 // artefact invisibility is permanent, but we still make noise
1181 // this is important for game-balance.
1182 if (op->contr)
1183 op->make_noise ();
1184
1185 return 0;
1186 }
1187
1188 if (op->contr && op->contr->tmp_invis == 0)
1189 return 0;
1190
1191 /* If monsters, they should become visible */
1192 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1193 {
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1195 return 1;
1196 }
1197 }
1198
1199 return 0;
1370} 1200}
1371 1201
1372/* 1202/*
1373 * Find an arrow in the inventory and after that 1203 * Find an arrow in the inventory and after that
1374 * in the right type container (quiver). Pointer to the 1204 * in the right type container (quiver). Pointer to the
1375 * found object is returned. 1205 * found object is returned.
1376 */ 1206 */
1377object * 1207static object *
1378find_arrow (object *op, const char *type) 1208find_arrow (object *op, const char *type)
1379{ 1209{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1210 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) 1211 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1212 return splay (tmp);
1213
1214 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1215 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1216 if (object *arrow = find_arrow (tmp, type))
1217 {
1218 splay (tmp);
1386 return op; 1219 return arrow;
1220 }
1387 1221
1388 return tmp; 1222 return 0;
1389} 1223}
1390 1224
1391/* 1225/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1226 * 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 1227 * 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 1228 * 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. 1229 * the hall. Failing that it does it's best to pick the highest plus arrow.
1396 */ 1230 */
1397object * 1231static object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1232find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1233{
1400 object *tmp = NULL, *arrow, *ntmp; 1234 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1235 int attacknum, attacktype, betterby = 0, i;
1402 1236
1403 if (!type) 1237 if (!type)
1407 { 1241 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1242 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 { 1243 {
1410 i = 0; 1244 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1245 ntmp = find_better_arrow (arrow, target, type, &i);
1246
1412 if (i > betterby) 1247 if (i > betterby)
1413 { 1248 {
1414 tmp = ntmp; 1249 tmp = ntmp;
1415 betterby = i; 1250 betterby = i;
1416 } 1251 }
1417 } 1252 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1253 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1254 {
1420 /* allways prefer assasination/slaying */ 1255 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1256 if (target->race && arrow->slaying.contains (target->race))
1422 { 1257 {
1423 if (arrow->attacktype & AT_DEATH) 1258 if (arrow->attacktype & AT_DEATH)
1424 { 1259 {
1425 *better = 100; 1260 *better = 100;
1426 return arrow; 1261 return arrow;
1434 else 1269 else
1435 { 1270 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1271 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1272 {
1438 attacktype = 1 << attacknum; 1273 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1274 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1275 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1276 {
1442 tmp = arrow; 1277 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1278 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1279 }
1445 } 1280 }
1281
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1282 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1283 {
1448 tmp = arrow; 1284 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1285 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1286 }
1287
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1288 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1289 {
1453 tmp = arrow; 1290 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1291 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1292 }
1456 } 1293 }
1457 } 1294 }
1458 } 1295 }
1296
1459 if (tmp == NULL && arrow == NULL) 1297 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1298 return find_arrow (op, type);
1461 1299
1462 *better = betterby; 1300 *better = betterby;
1463 return tmp; 1301 return tmp;
1467 * find_better_arrow to find a decent arrow to use. 1305 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1306 * op = the shooter
1469 * type = bow->race 1307 * type = bow->race
1470 * dir = fire direction 1308 * dir = fire direction
1471 */ 1309 */
1472object * 1310static object *
1473pick_arrow_target (object *op, const char *type, int dir) 1311pick_arrow_target (object *op, shstr_cmp type, int dir)
1474{ 1312{
1475 object *tmp = NULL; 1313 object *tmp = NULL;
1476 maptile *m; 1314 maptile *m;
1477 int i, mflags, found, number; 1315 int i, mflags, found, number;
1478 sint16 x, y; 1316 sint16 x, y;
1493 for (i = 0, found = 0; i < 20; i++) 1331 for (i = 0, found = 0; i < 20; i++)
1494 { 1332 {
1495 x += freearr_x[dir]; 1333 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1334 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1335 mflags = get_map_flags (m, &m, x, y, &x, &y);
1336
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1337 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1338 {
1500 tmp = NULL; 1339 tmp = 0;
1501 break; 1340 break;
1502 } 1341 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1342 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1343 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1344 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1345 * perhaps a bad assumption.
1507 */ 1346 */
1508 tmp = NULL; 1347 tmp = 0;
1509 break; 1348 break;
1510 } 1349 }
1350
1511 if (mflags & P_IS_ALIVE) 1351 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1352 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1353 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1354 break;
1521 }
1522 } 1355 }
1523 if (tmp == NULL) 1356
1357 if (!tmp)
1524 return find_arrow (op, type); 1358 return find_arrow (op, type);
1525 1359
1526 if (tmp->head) 1360 if (tmp->head)
1527 tmp = tmp->head; 1361 tmp = tmp->head;
1528 1362
1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1402 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1569 return 0; 1403 return 0;
1570 } 1404 }
1571 1405
1572 // optimisation: move object to top so we will find it quickly again 1406 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below) 1407 splay (bow);
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1579 } 1408 }
1580 1409
1581 if (!bow->race || !bow->skill) 1410 if (!bow->race || !bow->skill)
1582 { 1411 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1412 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1609 } 1438 }
1610 1439
1611 /* this should not happen, but sometimes does */ 1440 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1441 if (arrow->nrof == 0)
1613 { 1442 {
1443 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1444 arrow->destroy ();
1615 return 0; 1445 return 0;
1616 } 1446 }
1617 1447
1618 left = arrow; /* these are arrows left to the player */ 1448 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1449 arrow = arrow->split ();
1620 if (!arrow) 1450 if (!arrow)
1621 { 1451 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1452 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1453 return 0;
1624 } 1454 }
1628 arrow->direction = dir; 1458 arrow->direction = dir;
1629 1459
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1460 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam; 1461 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype; 1462 arrow->stats.grace = arrow->attacktype;
1463 arrow->custom_name = arrow->slaying;
1633 1464
1634 if (arrow->slaying) 1465#if 0
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr) 1466 if (player *pl = op->contr)
1638 { 1467 {
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; 1468 float speed = pl->weapon_sp;
1646 1469
1647 /* penalize ROF for bestarrow */ 1470 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1471 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1472 speed *= .9f;
1650 else 1473 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1474 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1475
1653 op->speed_left += speed - op->speed; 1476 op->speed_left += speed - op->speed;
1477 }
1654#endif 1478#endif
1655 }
1656 1479
1657 SET_ANIMATION (arrow, arrow->direction); 1480 SET_ANIMATION (arrow, arrow->direction);
1658 1481
1659 /* update the speed */ 1482 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1483 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; 1484 + bow->stats.dam / 7.f;
1662 1485
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1486 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1487 arrow->speed_left = 0;
1665 1488
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1489 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1490
1668 if (op->type == PLAYER) 1491 if (op->type == PLAYER)
1691 1514
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1515 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1516 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1517 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1518
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1519 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1520 m->insert (arrow, sx, sy, op);
1698 1521
1699 if (!arrow->destroyed ()) 1522 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1523 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 1524
1710 return 1; 1525 return 1;
1711} 1526}
1712 1527
1713/* Special fire code for players - this takes into 1528/* Special fire code for players - this takes into
1715 * but monsters can't. Putting that code here 1530 * but monsters can't. Putting that code here
1716 * makes the fire_bow code much cleaner. 1531 * makes the fire_bow code much cleaner.
1717 * this function should only be called if 'op' is a player, 1532 * this function should only be called if 'op' is a player,
1718 * hence the function name. 1533 * hence the function name.
1719 */ 1534 */
1720int 1535static int
1721player_fire_bow (object *op, int dir) 1536player_fire_bow (object *op, int dir)
1722{ 1537{
1723 int ret = 0, wcmod = 0; 1538 int ret;
1724 1539
1725 if (op->contr->bowtype == bow_bestarrow) 1540 if (op->contr->bowtype == bow_bestarrow)
1726 { 1541 {
1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1542 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1728 } 1543 }
1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1544 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 { 1545 {
1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1546 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); 1547 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1735 } 1548 }
1736 else if (op->contr->bowtype == bow_threewide) 1549 else if (op->contr->bowtype == bow_threewide)
1737 { 1550 {
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1551 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)]); 1552 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)]); 1553 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 } 1554 }
1742 else if (op->contr->bowtype == bow_spreadshot) 1555 else if (op->contr->bowtype == bow_spreadshot)
1743 { 1556 {
1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1557 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); 1558 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); 1559 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1747 } 1560 }
1748 else 1561 else
1749 { 1562 {
1755} 1568}
1756 1569
1757/* Fires a misc (wand/rod/horn) object in 'dir'. 1570/* Fires a misc (wand/rod/horn) object in 'dir'.
1758 * Broken apart from 'fire' to keep it more readable. 1571 * Broken apart from 'fire' to keep it more readable.
1759 */ 1572 */
1760void 1573static void
1761fire_misc_object (object *op, int dir) 1574fire_misc_object (object *op, int dir)
1762{ 1575{
1763 object *item = op->contr->ranged_ob; 1576 object *item = op->contr->ranged_ob;
1764 1577
1765 if (!item) 1578 if (!item)
1779 1592
1780 if (item->type == WAND) 1593 if (item->type == WAND)
1781 { 1594 {
1782 if (item->stats.food <= 0) 1595 if (item->stats.food <= 0)
1783 { 1596 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1597 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)); 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1599
1787 return; 1600 return;
1788 } 1601 }
1789 } 1602 }
1790 else if (item->type == ROD || item->type == HORN) 1603 else if (item->type == ROD || item->type == HORN)
1791 { 1604 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1605 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1606
1607 // using the maximum of the rods charge allows at least one spell cast
1608 // for a rod or horn, this fixes some broken rods.
1609 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1793 { 1610 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1611 op->contr->play_sound (sound_find ("wand_poof"));
1795 1612
1796 if (item->type == ROD) 1613 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)); 1614 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1615 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 } 1619 }
1803 } 1620 }
1804 1621
1805 if (cast_spell (op, item, dir, item->inv, NULL)) 1622 if (cast_spell (op, item, dir, item->inv, NULL))
1806 { 1623 {
1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1624 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1625
1808 if (item->type == WAND) 1626 if (item->type == WAND)
1809 { 1627 {
1810 if (!(--item->stats.food)) 1628 if (!(--item->stats.food))
1811 { 1629 {
1812 object *tmp; 1630 object *tmp;
1813 1631
1814 if (item->arch) 1632 if (item->arch)
1815 { 1633 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1634 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1635 item->face = item->arch->face;
1818 item->set_speed (0); 1636 item->set_speed (0);
1819 } 1637 }
1820 1638
1821 if ((tmp = item->in_player ())) 1639 if (object *pl = item->visible_to ())
1822 esrv_update_item (UPD_ANIM, tmp, item); 1640 esrv_update_item (UPD_ANIM, pl, item);
1823 } 1641 }
1824 } 1642 }
1825 else if (item->type == ROD || item->type == HORN) 1643 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item); 1644 drain_rod_charge (item);
1827 } 1645 }
1828} 1646}
1829 1647
1830/* Received a fire command for the player - go and do it. 1648/* Received a fire command for the player - go and do it.
1831 */ 1649 */
1832void 1650bool
1833fire (object *op, int dir) 1651fire (object *op, int dir)
1834{ 1652{
1835 int spellcost = 0; 1653 int spellcost = 0;
1654
1655 player *pl = op->contr;
1656
1657 if (pl->golem)
1658 {
1659 control_golem (op->contr->golem, dir);
1660 return false;
1661 }
1662
1663 object *ob = pl->ranged_ob;
1664
1665 if (!ob)
1666 return false;
1667
1668 if (op->speed_left > 0.f)
1669 --op->speed_left;
1670 else
1671 return false;
1672
1673 if (!op->change_weapon (ob))
1674 return false;
1836 1675
1837 /* check for loss of invisiblity/hide */ 1676 /* check for loss of invisiblity/hide */
1838 if (action_makes_visible (op)) 1677 if (action_makes_visible (op))
1839 make_visible (op); 1678 make_visible (op);
1840 1679
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) 1680 switch (ob->type)
1858 { 1681 {
1859 case BOW: 1682 case BOW:
1860 player_fire_bow (op, dir); 1683 player_fire_bow (op, dir);
1861 break; 1684 break;
1862 1685
1863 case SPELL: 1686 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1687 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1865 break; 1688 break;
1866 1689
1867 case BUILDER: 1690 case BUILDER:
1868 apply_map_builder (op, dir); 1691 apply_map_builder (op, dir);
1869 break; 1692 break;
1874 1697
1875 default: 1698 default:
1876 fire_misc_object (op, dir); 1699 fire_misc_object (op, dir);
1877 break; 1700 break;
1878 } 1701 }
1879}
1880 1702
1881/* find_key 1703 return true;
1882 * We try to find a key for the door as passed. If we find a key 1704}
1883 * and successfully use it, we return the key, otherwise NULL 1705
1884 * This function merges both normal and locked door, since the logic 1706static object *
1885 * for both is the same - just the specific key is different.
1886 * pl is the player,
1887 * inv is the objects inventory to searched
1888 * door is the door we are trying to match against.
1889 * This function can be called recursively to search containers.
1890 */
1891object *
1892find_key (object *pl, object *container, object *door) 1707find_key_ (object *pl, object *container, object *door)
1893{ 1708{
1894 object *tmp, *key; 1709 object *tmp, *key;
1895 1710
1896 /* Should not happen, but sanity checking is never bad */ 1711 /* Should not happen, but sanity checking is never bad */
1897 if (!container->inv) 1712 if (!container->inv)
1900 /* First, lets try to find a key in the top level inventory */ 1715 /* First, lets try to find a key in the top level inventory */
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1716 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1717 {
1903 if (door->type == DOOR && tmp->type == KEY) 1718 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1719 break;
1720
1905 /* For sanity, we should really check door type, but other stuff 1721 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1722 * (like containers) can be locked with special keys
1907 */ 1723 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1724 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1725 break;
1915 * a key, return 1731 * a key, return
1916 */ 1732 */
1917 if (!tmp) 1733 if (!tmp)
1918 { 1734 {
1919 for (tmp = container->inv; tmp; tmp = tmp->below) 1735 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1921 /* No reason to search empty containers */ 1736 /* No reason to search empty containers */
1922 if (tmp->type == CONTAINER && tmp->inv) 1737 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1924 if ((key = find_key (pl, tmp, door))) 1738 if ((key = find_key_ (pl, tmp, door)))
1925 return key; 1739 return key;
1926 }
1927 }
1928 1740
1929 if (!tmp) 1741 if (!tmp)
1930 return NULL; 1742 return 0;
1931 } 1743 }
1932 1744
1933 /* We get down here if we have found a key. Now if its in a container, 1745 /* 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 1746 * see if we actually want to use it
1935 */ 1747 */
1936 if (pl != container) 1748 if (pl != container)
1937 { 1749 {
1938 /* Only let players use keys in containers */ 1750 /* Only let players use keys in containers */
1939 if (!pl->contr) 1751 if (!pl->contr)
1940 return NULL; 1752 return 0;
1753
1941 /* cases where this fails: 1754 /* cases where this fails:
1942 * If we only search the player inventory, return now since we 1755 * If we only search the player inventory, return now since we
1943 * are not in the players inventory. 1756 * are not in the players inventory.
1944 * If the container is not active, return now since only active 1757 * If the container is not active, return now since only active
1945 * containers can be used. 1758 * containers can be used.
1949 * inv must have been an container and must have been active. 1762 * inv must have been an container and must have been active.
1950 * 1763 *
1951 * Change the color so that the message doesn't disappear with 1764 * Change the color so that the message doesn't disappear with
1952 * all the others. 1765 * all the others.
1953 */ 1766 */
1954 if (pl->contr->usekeys == key_inventory || 1767 if (pl->contr->usekeys == key_inventory
1955 !QUERY_FLAG (container, FLAG_APPLIED) || 1768 || !QUERY_FLAG (container, FLAG_APPLIED)
1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1769 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1957 { 1770 {
1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1771 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)); 1772 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 return NULL; 1773 return NULL;
1961 } 1774 }
1962 } 1775 }
1963 1776
1964 return tmp; 1777 return tmp;
1778}
1779
1780/* find_key
1781 * We try to find a key for the door as passed. If we find a key
1782 * and successfully use it, we return the key, otherwise NULL
1783 * This function merges both normal and locked door, since the logic
1784 * for both is the same - just the specific key is different.
1785 * pl is the player,
1786 * inv is the objects inventory to searched
1787 * door is the door we are trying to match against.
1788 * This function can be called recursively to search containers.
1789 */
1790object *
1791find_key (object *pl, object *container, object *door)
1792{
1793 if (door->slaying && is_match_expr (door->slaying))
1794 {
1795 // for match expressions, we try to find the key by applying the match
1796 // to the op itself, which is supposed to find the "key", instead
1797 // of searching through containers ourselves.
1798
1799 return match_one (door->slaying, container, door, pl, pl);
1800 }
1801 else
1802 return find_key_ (pl, container, door);
1965} 1803}
1966 1804
1967/* moved door processing out of move_player_attack. 1805/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1806 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1807 * such that the caller should not do anything more,
1970 * 0 otherwise 1808 * 0 otherwise
1971 */ 1809 */
1972static int 1810static int
1973player_attack_door (object *op, object *door) 1811player_attack_door (object *op, object *door)
1974{ 1812{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1813 /* 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 - 1814 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1815 * otherwise, we fall through to the rest of the code.
1978 */ 1816 */
1979 object *key = find_key (op, op, door); 1817 object *key = find_key (op, op, door);
1980 1818
1981 /* IF we found a key, do some extra work */ 1819 /* If we found a key, do some extra work */
1982 if (key) 1820 if (key)
1983 { 1821 {
1984 object *container = key->env; 1822 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1823
1988 if (action_makes_visible (op)) 1824 if (action_makes_visible (op))
1989 make_visible (op); 1825 make_visible (op);
1990 1826
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1827 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1829
1994 if (door->type == DOOR) 1830 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1831 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1832 else if (door->type == LOCKED_DOOR)
1997 { 1833 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1834 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1835 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1836 }
2001 1837
2002 /* Do this after we print the message */ 1838 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1839 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 1840
2008 return 1; /* Nothing more to do below */ 1841 return 1; /* Nothing more to do below */
2009 } 1842 }
2010 else if (door->type == LOCKED_DOOR) 1843 else if (door->type == LOCKED_DOOR)
2011 { 1844 {
2012 /* Might as well return now - no other way to open this */ 1845 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1846 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1847 return 1;
2015 } 1848 }
2016 1849
2017 return 0; 1850 return 0;
2018} 1851}
2021 * It should keep the code cleaner. 1854 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1855 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1856 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1857 * going to try and move (not fire weapons).
2025 */ 1858 */
2026void 1859bool
2027move_player_attack (object *op, int dir) 1860move_player_attack (object *op, int dir)
2028{ 1861{
2029 object *tmp, *mon; 1862 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1863 {
1864 --op->speed_left;
1865 return true;
1866 }
1867
2030 int on_battleground; 1868 int on_battleground;
2031 maptile *m;
2032 1869
2033 sint16 nx = freearr_x[dir] + op->x; 1870 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1871 sint16 ny = freearr_y[dir] + op->y;
2035 1872
2036 on_battleground = op_on_battleground (op, 0, 0); 1873 on_battleground = op_on_battleground (op, 0, 0);
1874
1875 if (out_of_map (op->map, nx, ny))
1876 return false;
2037 1877
2038 /* If braced, or can't move to the square, and it is not out of the 1878 /* 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 1879 * 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 1880 * 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 1881 * 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 1882 * 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 1883 * 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 1884 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 1885 * move_ob uses.
2046 */ 1886 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1887 maptile *m = op->map->xy_find (nx, ny);
1888
1889 /* Go through all the objects, and find ones of interest. Only stop if
1890 * we find a monster - that is something we know we want to attack.
1891 * if its a door or barrel (can roll) see if there may be monsters
1892 * on the space
1893 */
1894 object *mon;
1895 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1896 {
1897 if ((mon->flag [FLAG_ALIVE]
1898 || mon->type == LOCKED_DOOR
1899 || mon->flag [FLAG_CAN_ROLL])
1900 && mon != op)
1901 break;
2048 { 1902 }
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1903
1904 if (!mon) /* This happens anytime the player tries to move */
1905 return false; /* into a wall */
1906
1907 mon = mon->head_ ();
1908
1909 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1910 if (op->contr->weapon_sp_left > 0.f)
1911 if (player_attack_door (op, mon))
1912 {
1913 --op->contr->weapon_sp_left;
1914 return true;
2050 { 1915 }
2051 m = op->map->xy_find (nx, ny); 1916
2052 if (!m) 1917 /* The following deals with possibly attacking peaceful
2053 return; /* Don't think this should happen */ 1918 * or friendly creatures. Basically, all players are considered
1919 * unaggressive. If the moving player has peaceful set, then the
1920 * object should be pushed instead of attacked. It is assumed that
1921 * if you are braced, you will not attack friends accidently,
1922 * and thus will not push them.
1923 */
1924
1925 /* If the creature is a pet, push it even if the player is not
1926 * peaceful. Our assumption is the creature is a pet if the
1927 * player owns it and it is either friendly or unagressive.
1928 */
1929 if (op->type == PLAYER
1930 && ((mon->owner && mon->owner->contr
1931 && same_party (mon->owner->contr->party, op->contr->party))
1932 || mon->owner == op)
1933 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1934 {
1935 /* If we're braced, we don't want to switch places with it */
1936 if (op->contr->braced)
1937 return false;
1938
1939 if (op->speed_left > 0.f)
1940 {
1941 --op->speed_left;
1942
1943 op->play_sound (sound_find ("push_player"));
1944 push_ob (mon, dir, op);
1945
1946 if (action_makes_visible (op))
1947 make_visible (op);
1948
1949 return true;
2054 } 1950 }
2055 else 1951 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return; 1952 return false;
1953 }
2060 1954
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 1955 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 1956 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't 1957 * someone, but put it inside this loop so that you won't
2134 * attack them either. 1958 * attack them either.
2135 */ 1959 */
2136 if ((mon->type == PLAYER || mon->enemy != op) && 1960 if ((mon->type == PLAYER || mon->enemy != op)
2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1961 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2138#ifdef PROHIBIT_PLAYERKILL
2139 (op->contr->peaceful 1962 && ((op->contr->peaceful
2140 || (mon->type == PLAYER 1963 || (mon->type == PLAYER && mon->contr->peaceful))
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground)) 1964 && !on_battleground))
1965 {
1966 if (op->speed_left > 0.f)
2147 { 1967 {
1968 --op->speed_left;
1969
2148 if (!op->contr->braced) 1970 if (!op->contr->braced)
2149 { 1971 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1972 op->play_sound (sound_find ("push_player"));
2151 push_ob (mon, dir, op); 1973 push_ob (mon, dir, op);
2152 } 1974 }
2153 else 1975 else
2154 new_draw_info (0, 0, op, "You withhold your attack"); 1976 op->statusmsg ("You withhold your attack");
2155 1977
2156 if (op->contr->tmp_invis || op->hide) 1978 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2157 make_visible (op); 1979 make_visible (op);
2158 }
2159 1980
1981 return true;
1982 }
1983 }
2160 /* If the object is a boulder or other rollable object, then 1984 /* 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. 1985 * roll it if not braced. You can't roll it if you are braced.
2162 */ 1986 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1987 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1988 {
1989 if (op->speed_left > 0.f)
2164 { 1990 {
1991 --op->speed_left;
1992
2165 recursive_roll (mon, dir, op); 1993 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op)) 1994 if (action_makes_visible (op))
2167 make_visible (op); 1995 make_visible (op);
2168 }
2169 1996
1997 return true;
1998 }
1999 }
2170 /* Any generic living creature. Including things like doors. 2000 /* Any generic living creature. Including things like doors.
2171 * Way it works is like this: First, it must have some hit points 2001 * 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: 2002 * 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 2003 * 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. 2004 * that party_number -1 is no party, so attacks can still happen.
2175 */ 2005 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2006 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))) 2007 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 { 2008 {
2179 if (!op->contr->has_hit) 2009 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2180 { 2010 {
2181 op->contr->has_hit = 1; 2011 --op->contr->weapon_sp_left;
2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2183 }
2184 2012
2185 skill_attack (mon, op, 0, 0, 0); 2013 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 2014
2201 if (action_makes_visible (op)) 2015 if (action_makes_visible (op))
2202 make_visible (op); 2016 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2017
2207int 2018 return true;
2019 }
2020 }
2021
2022 return false;
2023}
2024
2025bool
2208move_player (object *op, int dir) 2026move_player (object *op, int dir)
2209{ 2027{
2210 int pick;
2211
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2028 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2213 return 0; 2029 return 0;
2214 2030
2215 /* Sanity check: make sure dir is valid */ 2031 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9)) 2032 if ((dir < 0) || (dir >= 9))
2217 { 2033 {
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2039 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2040 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225 2041
2226 op->facing = dir; 2042 op->facing = dir;
2227 2043
2228 if (op->hide) 2044 if (op->flag [FLAG_HIDDEN])
2229 do_hidden_move (op); 2045 do_hidden_move (op);
2230 2046
2047 bool retval;
2048 int pick = 0;
2049
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2050 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2051 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2052 else if (op->contr->fire_on)
2234 fire (op, dir); 2053 retval = fire (op, dir);
2235 else 2054 else
2236 { 2055 {
2237 move_player_attack (op, dir); 2056 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2057 pick = check_pick (op);
2239 } 2058 }
2240 2059
2241 /* Add special check for newcs players and fire on - this way, the 2060 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing. 2061 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2068 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2069 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2070 * for players.
2252 */ 2071 */
2253 animate_object (op, op->facing); 2072 animate_object (op, op->facing);
2254 return 0; 2073
2074 return retval;
2255} 2075}
2256 2076
2257/* This is similar to handle_player, below, but is only used by the 2077/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2078 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2079 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2080 * the new speed values for commands.
2261 * 2081 *
2262 * Returns true if there are more actions we can do. 2082 * Returns true if there are more actions we can do. Should not do
2083 * many actions in a row, as that would be too unfair to other
2084 * players.
2263 */ 2085 */
2264int 2086bool
2265handle_newcs_player (object *op) 2087handle_newcs_player (object *op)
2266{ 2088{
2267 if (QUERY_FLAG (op, FLAG_SCARED)) 2089 if (QUERY_FLAG (op, FLAG_SCARED))
2268 { 2090 {
2269 flee_player (op); 2091 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 { 2092 {
2274 --op->speed_left; 2093 --op->speed_left;
2094 flee_player (op);
2095
2275 return 0; 2096 return true;
2276 } 2097 }
2098 else
2099 return false;
2277 } 2100 }
2278 2101
2279 /* call this here - we also will call this in do_ericserver, but 2102 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2103 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2104 * called, so we recheck it here.
2282 */ 2105 */
2283 if (op->contr->ns->handle_command ()) 2106 if (op->contr->ns->handle_command ())
2284 return 1; 2107 return true;
2285 2108
2286 if (op->speed_left > 0.f)
2287 {
2288 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2109 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); 2110 return move_player (op, op->direction);
2298 2111
2299 return op->speed_left > 0.f;
2300 }
2301 }
2302
2303 return 0; 2112 return false;
2304} 2113}
2305 2114
2306int 2115static int
2307save_life (object *op) 2116save_life (object *op)
2308{ 2117{
2309 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2118 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2310 return 0; 2119 return 0;
2311 2120
2312 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2121 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2122 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2314 { 2123 {
2315 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2124 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)); 2125 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 2126
2321 tmp->destroy (); 2127 tmp->destroy ();
2322 CLEAR_FLAG (op, FLAG_LIFESAVE); 2128 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323 2129
2324 if (op->stats.hp < 0) 2130 if (op->stats.hp < 0)
2337 return 0; 2143 return 0;
2338} 2144}
2339 2145
2340/* This goes throws the inventory and removes unpaid objects, and puts them 2146/* 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 2147 * 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 2148 * function will descend into containers. op is the object to start the search
2343 * from. 2149 * from.
2344 */ 2150 */
2151static void
2152drop_unpaid_items (object *op, object *env)
2153{
2154 while (op)
2155 {
2156 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2157
2158 if (QUERY_FLAG (op, FLAG_UNPAID))
2159 op->insert_at (env);
2160 else if (op->inv)
2161 drop_unpaid_items (op->inv, env);
2162
2163 op = next;
2164 }
2165}
2166
2345void 2167void
2346remove_unpaid_objects (object *op, object *env) 2168object::drop_unpaid_items ()
2347{ 2169{
2348 while (op) 2170 if (!flag [FLAG_REMOVED])
2349 { 2171 ::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}
2365
2366/*
2367 * Returns pointer a static string containing gravestone text
2368 * Moved from apply.c to player.c - player.c is what
2369 * actually uses this function. player.c may not be quite the
2370 * best, a misc file for object actions is probably better,
2371 * but there isn't one in the server directory.
2372 */
2373char *
2374gravestone_text (object *op)
2375{
2376 static char buf2[MAX_BUF];
2377 char buf[MAX_BUF];
2378 time_t now = time (NULL);
2379
2380 strcpy (buf2, " R.I.P.\n\n");
2381 if (op->type == PLAYER)
2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2383 else
2384 sprintf (buf, "%s\n", &op->name);
2385
2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2387 strcat (buf2, buf);
2388 if (op->type == PLAYER)
2389 sprintf (buf, "who was in level %d when killed\n", op->level);
2390 else
2391 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2392
2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2394 strcat (buf2, buf);
2395 if (op->type == PLAYER)
2396 {
2397 sprintf (buf, "by %s.\n\n", op->contr->killer);
2398 strncat (buf2, " ", 21 - strlen (buf) / 2);
2399 strcat (buf2, buf);
2400 }
2401
2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2404 strcat (buf2, buf);
2405
2406 return buf2;
2407} 2172}
2408 2173
2409void 2174void
2410do_some_living (object *op) 2175do_some_living (object *op)
2411{ 2176{
2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2228 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2464 else 2229 else
2465 { 2230 {
2466 gen_grace = op->stats.maxgrace; 2231 gen_grace = op->stats.maxgrace;
2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2232 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 } 2233 }
2511 2234
2512 /* Regenerate Grace */ 2235 /* Regenerate Grace */
2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2236 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2514 if (--op->last_grace < 0) 2237 if (--op->last_grace < 0)
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2258 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 } 2259 }
2537 /* wearing stuff doesn't detract from grace generation. */ 2260 /* wearing stuff doesn't detract from grace generation. */
2538 } 2261 }
2539 2262
2263 if (op->stats.food > 0)
2264 {
2540 /* Regenerate Hit Points */ 2265 /* Regenerate Spell Points */
2541 if (--op->last_heal < 0) 2266 if (!op->contr->golem && --op->last_sp < 0)
2542 {
2543 if (op->stats.hp < op->stats.maxhp)
2544 { 2267 {
2545 op->stats.hp++; 2268 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 /* dms do not consume food */ 2269
2547 if (!QUERY_FLAG (op, FLAG_WIZ)) 2270 if (op->stats.sp < op->stats.maxsp)
2548 { 2271 {
2272 op->stats.sp++;
2273
2274 /* dms do not consume food */
2275 if (!QUERY_FLAG (op, FLAG_WIZ))
2276 {
2549 op->stats.food--; 2277 op->stats.food--;
2278
2550 if (op->contr->digestion < 0) 2279 if (op->contr->digestion < 0)
2551 op->stats.food += op->contr->digestion; 2280 op->stats.food += op->contr->digestion;
2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2281 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2553 op->stats.food = last_food; 2282 op->stats.food = last_food;
2283 }
2554 } 2284 }
2555 }
2556 2285
2557 if (max_hp > 1) 2286 if (max_sp > 1)
2558 {
2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2560 if (over_hp > 0)
2561 { 2287 {
2562 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2288 over_sp = (gen_sp + 10) / rate_sp;
2289 if (over_sp > 0)
2290 {
2291 if (op->stats.sp < op->stats.maxsp)
2292 {
2293 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2294
2295 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2296 op->stats.sp--;
2297
2298 if (op->stats.sp > op->stats.maxsp)
2299 op->stats.sp = op->stats.maxsp;
2300 }
2301
2563 op->last_heal = 0; 2302 op->last_sp = 0;
2303 }
2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2564 } 2306 }
2565 else 2307 else
2308 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2309 }
2310
2311 /* Regenerate Hit Points */
2312 if (--op->last_heal < 0)
2313 {
2314 if (op->stats.hp < op->stats.maxhp)
2566 { 2315 {
2567 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2316 op->stats.hp++;
2317
2318 /* dms do not consume food */
2319 if (!QUERY_FLAG (op, FLAG_WIZ))
2320 {
2321 op->stats.food--;
2322
2323 if (op->contr->digestion < 0)
2324 op->stats.food += op->contr->digestion;
2325 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2326 op->stats.food = last_food;
2327 }
2568 } 2328 }
2329
2330 if (max_hp > 1)
2331 {
2332 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2333
2334 if (over_hp > 0)
2335 {
2336 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2337 op->last_heal = 0;
2338 }
2339 else
2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2569 } 2341 }
2570 else 2342 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2343 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 } 2344 }
2574 } 2345 }
2575 2346
2576 /* Digestion */ 2347 /* Digestion */
2577 if (--op->last_eat < 0) 2348 if (--op->last_eat < 0)
2578 { 2349 {
2579#ifdef COZY_SERVER 2350 int bonus = max (0, op->contr->digestion),
2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2351 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 2352
2586 if (op->contr->gen_hp > 0)
2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2353 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 2354
2591 /* dms do not consume food */ 2355 /* dms do not consume food */
2592 if (!QUERY_FLAG (op, FLAG_WIZ)) 2356 if (!QUERY_FLAG (op, FLAG_WIZ))
2593 op->stats.food--; 2357 op->stats.food--;
2594 } 2358 }
2595 2359
2596 if (op->stats.food < 0 && op->stats.hp >= 0) 2360 if (op->stats.food < 0 && op->stats.hp >= 0)
2597 { 2361 {
2598 object *tmp, *flesh = 0; 2362 object *flesh = 0;
2599 2363
2600 for (tmp = op->inv; tmp; tmp = tmp->below) 2364 for_inv_removable (op, tmp)
2601 { 2365 {
2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2366 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2367 continue;
2368
2369 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2603 { 2370 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2371 op->statusmsg ("You blindly grab for a bite of food. "
2605 { 2372 "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); 2373 manual_apply (op, tmp, 0);
2374
2608 if (op->stats.food >= 0 || op->stats.hp < 0) 2375 if (op->stats.food >= 0 || op->stats.hp < 0)
2609 break; 2376 break;
2610 } 2377 }
2611 else if (tmp->type == FLESH) 2378 else if (tmp->type == FLESH)
2612 flesh = tmp; 2379 flesh = tmp;
2613 } /* End if paid for object */ 2380 }
2614 } /* end of for loop */
2615 2381
2616 /* If player is still starving, it means they don't have any food, so 2382 /* If player is still starving, it means they don't have any food, so
2617 * eat flesh instead. 2383 * eat flesh instead.
2618 */ 2384 */
2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2385 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2620 { 2386 {
2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2387 op->statusmsg ("You blindly grab for a bite of food. "
2388 "H<To prevent you from starving, you ate some random item from your backpack.>");
2622 manual_apply (op, flesh, 0); 2389 manual_apply (op, flesh, 0);
2623 } 2390 }
2391
2392 // If player is still starving, alert him!
2393 if (op->stats.food < 0)
2394 op->failmsg ("You are starving! "
2395 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2396 }
2397
2398 if (op->stats.food < 0)
2624 } 2399 {
2400 op->stats.hp += op->stats.food;
2401 op->stats.food = 0;
2625 2402
2626 while (op->stats.food < 0 && op->stats.hp >= 0) 2403 if (op->stats.hp < 0)
2627 op->stats.food++, op->stats.hp--; 2404 {
2405 op->contr->killer = archetype::get ("killer_starvation");
2406 op->contr->killer->destroy ();
2407 }
2408 }
2628 2409
2410 /* killer should be set here already */
2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2411 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2630 kill_player (op); 2412 kill_player (op);
2631 } 2413 }
2632} 2414}
2633 2415
2637 * file. 2419 * file.
2638 */ 2420 */
2639void 2421void
2640kill_player (object *op) 2422kill_player (object *op)
2641{ 2423{
2642 char buf[MAX_BUF];
2643 int x, y; 2424 int x, y;
2644
2645 //int i;
2646 maptile *map; /* this is for resurrection */ 2425 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; 2426 int will_kill_again;
2654 archetype *at; 2427 archetype *at;
2655 object *tmp; 2428 object *tmp;
2656 2429
2657 if (save_life (op)) 2430 if (save_life (op))
2658 return; 2431 return;
2659 2432
2433 dynbuf_text deathtab;
2434
2435 /* restore player */
2436 at = archetype::find (shstr_poisoning);
2437 if (object *tmp = present_arch_in_ob (at, op))
2438 {
2439 tmp->destroy ();
2440 deathtab << "Your body feels cleansed...\r";
2441 }
2442
2443 at = archetype::find (shstr_confusion);
2444 if (object *tmp = present_arch_in_ob (at, op))
2445 {
2446 tmp->destroy ();
2447 deathtab << "Your mind feels clearer...\r";
2448 }
2449
2450 cure_disease (op, 0, 0); /* remove any disease */
2451
2452 max_it (op->stats.hp , op->stats.maxhp);
2453 max_it (op->stats.sp , op->stats.maxsp);
2454 max_it (op->stats.grace, op->stats.maxgrace);
2455
2456 if (op->stats.food <= 0)
2457 op->stats.food = 999;
2458
2459 // remove all spell effects that are active
2460 // to avoid long-term effects such as word-of-recall
2461 for (object *item = op->inv; item; )
2462 {
2463 object *next = item->below;
2464
2465 if (item->type == SPELL_EFFECT && item->active)
2466 item->destroy ();
2467
2468 item = next;
2469 }
2660 2470
2661 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2471 /* 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. 2472 * in cities ONLY!!! It is very important that this doesn't get abused.
2663 * Look at op_on_battleground() for more info --AndreasV 2473 * Look at op_on_battleground() for more info --AndreasV
2664 */ 2474 */
2665 if (op_on_battleground (op, &x, &y)) 2475 if (op_on_battleground (op, &x, &y))
2666 { 2476 {
2667 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2477 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 2478
2690 /* create a bodypart-trophy to make the winner happy */ 2479 /* create a bodypart-trophy to make the winner happy */
2691 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2480 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2692 { 2481 {
2693 sprintf (buf, "%s's finger", &op->name); 2482 tmp->name = format ("%s's finger" , &op->name);
2694 tmp->name = buf; 2483 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; 2484 tmp->msg = format (
2485 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2486 &op->name, op->contr->title,
2487 (int)op->level,
2488 op->contr->killer_name ()
2489 );
2699 tmp->value = 0, tmp->type = 0; 2490 tmp->value = 0, tmp->type = 0;
2700 tmp->materialname = "organics"; 2491 tmp->material = name_to_material (shstr_organic);
2701 tmp->insert_at (op, tmp); 2492 tmp->insert_at (op, tmp);
2702 } 2493 }
2703 2494
2704 /* teleport defeated player to new destination */ 2495 /* teleport defeated player to new destination */
2705 transfer_ob (op, x, y, 0, NULL); 2496 transfer_ob (op, x, y, 0, NULL);
2706 op->contr->braced = 0; 2497 op->contr->braced = 0;
2498
2499 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2707 return; 2500 return;
2708 } 2501 }
2709 2502
2503 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2504 deathtab << "T<YOU HAVE DIED>\n\n";
2505
2710 INVOKE_PLAYER (DEATH, op->contr); 2506 INVOKE_PLAYER (DEATH, op->contr);
2711 2507
2712 command_kill_pets (op, 0); 2508 command_kill_pets (op, 0);
2713 2509
2714 if (op->stats.food < 0) 2510 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 2511
2724 /* save the map location for corpse, gravestone */ 2512 /* save the map location for corpse, gravestone */
2725 x = op->x; 2513 x = op->x;
2726 y = op->y; 2514 y = op->y;
2727 map = op->map; 2515 map = op->map;
2755 2543
2756 lost_a_stat = 0; 2544 lost_a_stat = 0;
2757 2545
2758 for (z = 0; z < num_stats_lose; z++) 2546 for (z = 0; z < num_stats_lose; z++)
2759 { 2547 {
2760 i = RANDOM () % NUM_STATS; 2548 i = rndm (NUM_STATS);
2761 2549
2762 if (settings.stat_loss_on_death) 2550 if (settings.stat_loss_on_death)
2763 { 2551 {
2764 /* Pick a random stat and take a point off it. Tell the player 2552 /* Pick a random stat and take a point off it. Tell the player
2765 * what he lost. 2553 * what he lost.
2772 lost_a_stat = 1; 2560 lost_a_stat = 1;
2773 } 2561 }
2774 else 2562 else
2775 { 2563 {
2776 /* deplete a stat */ 2564 /* deplete a stat */
2777 archetype *deparch = archetype::find ("depletion"); 2565 archetype *deparch = archetype::find (shstr_depletion);
2778 object *dep; 2566 object *dep;
2779 2567
2780 dep = present_arch_in_ob (deparch, op); 2568 dep = present_arch_in_ob (deparch, op);
2781 if (!dep) 2569 if (!dep)
2782 { 2570 {
2816 } 2604 }
2817 } 2605 }
2818 2606
2819 if (lose_this_stat) 2607 if (lose_this_stat)
2820 { 2608 {
2821 this_stat = get_attr_value (&(dep->stats), i); 2609 this_stat = get_attr_value (&dep->stats, i);
2822 /* We could try to do something clever like find another 2610 /* We could try to do something clever like find another
2823 * stat to reduce if this fails. But chances are, if 2611 * stat to reduce if this fails. But chances are, if
2824 * stats have been depleted to -50, all are pretty low 2612 * stats have been depleted to -50, all are pretty low
2825 * and should be roughly the same, so it shouldn't make a 2613 * and should be roughly the same, so it shouldn't make a
2826 * difference. 2614 * difference.
2834 lost_a_stat = 1; 2622 lost_a_stat = 1;
2835 } 2623 }
2836 } 2624 }
2837 } 2625 }
2838 } 2626 }
2627
2839 /* If no stat lost, tell the player. */ 2628 /* If no stat lost, tell the player. */
2840 if (!lost_a_stat) 2629 if (!lost_a_stat)
2841 { 2630 {
2842 /* determine_god() seems to not work sometimes... why is this? 2631 /* determine_god() seems to not work sometimes... why is this?
2843 Should I be using something else? GD */ 2632 Should I be using something else? GD */
2844 const char *god = determine_god (op); 2633 shstr_tmp god = determine_god (op);
2845 2634
2846 if (god && (strcmp (god, "none"))) 2635 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); 2636 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2848 else 2637 else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2638 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2850 } 2639 }
2851#else 2640#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2641 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2853#endif 2642#endif
2854 2643
2855 /* Put a gravestone up where the character 'almost' died. List the 2644 /* Put a gravestone up where the character 'almost' died. List the
2856 * exp loss on the stone. 2645 * exp loss on the stone.
2857 */ 2646 */
2858 tmp = arch_to_object (archetype::find ("gravestone")); 2647 tmp = arch_to_object (archetype::find (shstr_gravestone));
2859 sprintf (buf, "%s's gravestone", &op->name); 2648 tmp->name = format ("%s's gravestone", &op->name);
2860 tmp->name = buf; 2649 tmp->name_pl = format ("%s's gravestones", &op->name);
2861 sprintf (buf, "%s's gravestones", &op->name); 2650 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2862 tmp->name_pl = buf; 2651 &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; 2652 tmp->x = op->x, tmp->y = op->y;
2866 insert_ob_in_map (tmp, op->map, NULL, 0); 2653 insert_ob_in_map (tmp, op->map, NULL, 0);
2867 2654
2868 /**************************************/ 2655 /**************************************/
2869 /* */ 2656 /* */
2870 /* Subtract the experience points, */ 2657 /* Subtract the experience points, */
2871 /* if we died cause of food, give us */
2872 /* food, and reset HP's... */
2873 /* */ 2658 /* */
2874 /**************************************/ 2659 /**************************************/
2875 2660
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)); */ 2661 /*add_exp(op, (op->stats.exp * -0.20)); */
2898 apply_death_exp_penalty (op); 2662 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 2663
2905 /* 2664 /*
2906 * Check to see if the player has any unpaid items. If so, remove them 2665 * Check to see if the player has any unpaid items. If so, remove them
2907 * and put them back in the map. 2666 * and put them back in the map.
2908 */ 2667 */
2909 remove_unpaid_objects (op->inv, op); 2668 op->drop_unpaid_items ();
2910 2669
2911 /****************************************/ 2670 /****************************************/
2912 /* */ 2671 /* */
2913 /* Move player to his current respawn- */ 2672 /* Move player to his current respawn- */
2914 /* position (usually last savebed) */ 2673 /* position (usually last savebed) */
2943 if (will_kill_again & (1 << at)) 2702 if (will_kill_again & (1 << at))
2944 force->resist[at] = 100; 2703 force->resist[at] = 100;
2945 2704
2946 insert_ob_in_ob (force, op); 2705 insert_ob_in_ob (force, op);
2947 op->update_stats (); 2706 op->update_stats ();
2948
2949 } 2707 }
2950 2708
2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2709 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2952} 2710}
2953 2711
2954void 2712static void
2955loot_object (object *op) 2713loot_object (object *op)
2956{ /* Grab and destroy some treasure */ 2714{ /* Grab and destroy some treasure */
2957 object *tmp, *tmp2, *next; 2715 object *tmp, *tmp2, *next;
2958 2716
2959 op->close_container (); /* close open sack first */ 2717 op->close_container (); /* close open sack first */
2973 2731
2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2732 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2975 { 2733 {
2976 if (tmp->nrof > 1) 2734 if (tmp->nrof > 1)
2977 { 2735 {
2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2736 tmp->decrease (rndm (1, tmp->nrof - 1));
2979 tmp2->destroy ();
2980 insert_ob_in_map (tmp, op->map, NULL, 0); 2737 insert_ob_in_map (tmp, op->map, NULL, 0);
2981 } 2738 }
2982 else 2739 else
2983 tmp->destroy (); 2740 tmp->destroy ();
2984 } 2741 }
2995void 2752void
2996fix_weight (void) 2753fix_weight (void)
2997{ 2754{
2998 for_all_players (pl) 2755 for_all_players (pl)
2999 { 2756 {
3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2757 sint32 old = pl->ob->carrying;
3001 2758
3002 if (old == sum) 2759 pl->ob->update_weight ();
3003 continue; 2760
2761 if (old != pl->ob->carrying)
2762 {
3004 pl->ob->update_stats (); 2763 pl->ob->update_stats ();
3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2764 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2765 }
3006 } 2766 }
3007} 2767}
3008 2768
3009void 2769void
3010fix_luck (void) 2770fix_luck (void)
3052} 2812}
3053 2813
3054void 2814void
3055make_visible (object *op) 2815make_visible (object *op)
3056{ 2816{
3057 op->hide = 0; 2817 op->flag [FLAG_HIDDEN] = 0;
3058 op->invisible = 0; 2818 op->invisible = 0;
2819
3059 if (op->type == PLAYER) 2820 if (op->type == PLAYER)
3060 { 2821 {
3061 op->contr->tmp_invis = 0; 2822 op->contr->tmp_invis = 0;
3062 op->contr->invis_race = 0; 2823 op->contr->invis_race = 0;
3063 } 2824 }
3066} 2827}
3067 2828
3068int 2829int
3069is_true_undead (object *op) 2830is_true_undead (object *op)
3070{ 2831{
3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2832 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3072 return 1; 2833 return 1;
3073 2834
3074 return 0; 2835 return 0;
3075} 2836}
3076 2837
3077/* look at the surrounding terrain to determine 2838/* look at the surrounding terrain to determine
3078 * the hideability of this object. Positive levels 2839 * the hideability of this object. Positive levels
3079 * indicate greater hideability. 2840 * indicate greater hideability.
3080 */ 2841 */
3081
3082int 2842int
3083hideability (object *ob) 2843hideability (object *ob)
3084{ 2844{
3085 int i, level = 0, mflag; 2845 int i, level = 0, mflag;
3086 sint16 x, y; 2846 sint16 x, y;
3087 2847
3088 if (!ob || !ob->map) 2848 if (!ob || !ob->map)
3089 return 0; 2849 return 0;
3090 2850
3091 /* so, on normal lighted maps, its hard to hide */ 2851 /* so, on normal lighted maps, its hard to hide */
3092 level = ob->map->darkness - 2; 2852 level = ob->map->darklevel () - 2;
3093 2853
3094 /* this also picks up whether the object is glowing. 2854 /* this also picks up whether the object is glowing.
3095 * If you carry a light on a non-dark map, its not 2855 * If you carry a light on a non-dark map, its not
3096 * as bad as carrying a light on a pitch dark map */ 2856 * as bad as carrying a light on a pitch dark map */
3097 if (has_carried_lights (ob)) 2857 if (ob->has_carried_lights ())
3098 level = -(10 + (2 * ob->map->darkness)); 2858 level = -(10 + (2 * ob->map->darklevel ()));
3099 2859
3100 /* scan through all nearby squares for terrain to hide in */ 2860 /* 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]) 2861 for (i = 0, x = ob->x, y = ob->y;
2862 i <= SIZEOFFREE1;
2863 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3102 { 2864 {
3103 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2865 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3104 if (mflag & P_OUT_OF_MAP) 2866 if (mflag & P_OUT_OF_MAP)
3105 {
3106 continue; 2867 continue;
3107 } 2868
3108 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2869 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3109 level += 2; 2870 level += 2;
3110 else /* open terrain! */ 2871 else /* open terrain! */
3111 level -= 1; 2872 level -= 1;
3112 } 2873 }
3120/* For Hidden creatures - a chance of becoming 'unhidden' 2881/* For Hidden creatures - a chance of becoming 'unhidden'
3121 * every time they move - as we subtract off 'invisibility' 2882 * every time they move - as we subtract off 'invisibility'
3122 * AND, for players, if they move into a ridiculously unhideable 2883 * AND, for players, if they move into a ridiculously unhideable
3123 * spot (surrounded by clear terrain in broad daylight). -b.t. 2884 * spot (surrounded by clear terrain in broad daylight). -b.t.
3124 */ 2885 */
3125
3126void 2886void
3127do_hidden_move (object *op) 2887do_hidden_move (object *op)
3128{ 2888{
3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2889 int hide = 0;
3130 object *skop;
3131 2890
3132 if (!op || !op->map) 2891 if (!op || !op->map)
3133 return; 2892 return;
3134 2893
3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2894 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2895 int num = random_roll (0, 19, op, PREFER_LOW);
3136 2896
3137 /* its *extremely* hard to run and sneak/hide at the same time! */ 2897 /* its *extremely* hard to run and sneak/hide at the same time! */
3138 if (op->type == PLAYER && op->contr->run_on) 2898 if (op->type == PLAYER && op->contr->run_on)
3139 if (!skop || num >= skop->level) 2899 if (!skop || num >= skop->level)
3140 { 2900 {
3150 num -= hide; 2910 num -= hide;
3151 2911
3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2912 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3153 { 2913 {
3154 make_visible (op); 2914 make_visible (op);
2915
3155 if (op->type == PLAYER) 2916 if (op->type == PLAYER)
3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2917 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3157 } 2918 }
3158 else if (op->type == PLAYER && skop) 2919 else if (op->type == PLAYER && skop)
3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2920 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3212 * object op. This function works fine for monsters, 2973 * object op. This function works fine for monsters,
3213 * but we dont worry if the object isnt the top one in 2974 * but we dont worry if the object isnt the top one in
3214 * a pile (say a coin under a table would return "viewable" 2975 * a pile (say a coin under a table would return "viewable"
3215 * by this routine). Another question, should we be 2976 * by this routine). Another question, should we be
3216 * concerned with the direction the player is looking 2977 * concerned with the direction the player is looking
3217 * in? Realistically, most of use cant see stuff behind 2978 * in? Realistically, most of us can't see stuff behind
3218 * our backs...on the other hand, does the "facing" direction 2979 * our backs...on the other hand, does the "facing" direction
3219 * imply the way your head, or body is facing? Its possible 2980 * 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. 2981 * for them to differ. Sigh, this fctn could get a bit more complex.
3221 * -b.t. 2982 * -b.t.
3222 * This function is now map tiling safe. 2983 * This function is now map tiling safe.
3223 */ 2984 */
3224
3225int 2985int
3226player_can_view (object *pl, object *op) 2986player_can_view (object *pl, object *op)
3227{ 2987{
3228 rv_vector rv; 2988 rv_vector rv;
3229 int dx, dy; 2989 int dx, dy;
3241 3001
3242 get_rangevector (pl, op, &rv, 0x1); 3002 get_rangevector (pl, op, &rv, 0x1);
3243 3003
3244 /* starting with the 'head' part, lets loop 3004 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any 3005 * through the object and find if it has any
3246 * part that is in the los array but isnt on 3006 * part that is in the los array but isn't on
3247 * a blocked los square. 3007 * a blocked los square.
3248 * we use the archetype to figure out offsets. 3008 * we use the archetype to figure out offsets.
3249 */ 3009 */
3250 while (op) 3010 while (op)
3251 { 3011 {
3252 dx = rv.distance_x + op->arch->clone.x; 3012 dx = rv.distance_x + op->arch->x;
3253 dy = rv.distance_y + op->arch->clone.y; 3013 dy = rv.distance_y + op->arch->y;
3254 3014
3255 /* only the viewable area the player sees is updated by LOS 3015 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; 3016 return 1;
3017
3263 op = op->more; 3018 op = op->more;
3264 } 3019 }
3265 return 0;
3266}
3267 3020
3268/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not
3271 * effected by this. If we arent invisible to begin with, we
3272 * return 0.
3273 */
3274int
3275action_makes_visible (object *op)
3276{
3277
3278 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3279 {
3280 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3281 return 0;
3282
3283 if (op->contr && op->contr->tmp_invis == 0)
3284 return 0;
3285
3286 /* If monsters, they should become visible */
3287 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3288 {
3289 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3290 return 1;
3291 }
3292 }
3293 return 0; 3021 return 0;
3294} 3022}
3295 3023
3296/* op_on_battleground - checks if the given object op (usually 3024/* op_on_battleground - checks if the given object op (usually
3297 * a player) is standing on a valid battleground-tile, 3025 * 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 3030 * Default is to do the same as before, so only people wanting to have different points need worry about this
3303 */ 3031 */
3304int 3032int
3305op_on_battleground (object *op, int *x, int *y) 3033op_on_battleground (object *op, int *x, int *y)
3306{ 3034{
3307 object *tmp;
3308
3309 /* A battleground-tile needs the following attributes to be valid: 3035 /* 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), 3036 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3311 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3037 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3312 * and the exit-coordinates sp/hp must both be > 0. 3038 * and the exit-coordinates sp/hp must both be > 0.
3313 * => The intention here is to prevent abuse of the battleground- 3039 * => The intention here is to prevent abuse of the battleground-
3314 * feature (like pickable or hidden battleground tiles). */ 3040 * feature (like pickable or hidden battleground tiles). */
3315 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3041 for (object *tmp = op->below; tmp; tmp = tmp->below)
3316 { 3042 {
3317 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3043 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3318 { 3044 {
3319 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3045 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3320 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3046 && tmp->type == BATTLEGROUND
3047 && tmp->name == shstr_battleground
3048 && EXIT_X (tmp) && EXIT_Y (tmp))
3321 { 3049 {
3322 /*before we assign the exit, check if this is a teambattle */ 3050 /* before we assign the exit, check if this is a teambattle */
3323 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3051 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3324 { 3052 {
3325 object *invtmp;
3326
3327 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3053 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 { 3054 {
3329 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3055 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 { 3056 {
3331 if (x != NULL && y != NULL) 3057 if (x && y)
3332 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3058 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3059
3333 return 1; 3060 return 1;
3334 } 3061 }
3335 } 3062 }
3336 } 3063 }
3064
3337 if (x != NULL && y != NULL) 3065 if (x && y)
3338 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3066 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3067
3339 return 1; 3068 return 1;
3340 } 3069 }
3341 } 3070 }
3342 } 3071 }
3072
3343 /* If we got here, did not find a battleground */ 3073 /* If we got here, did not find a battleground */
3344 return 0; 3074 return 0;
3345} 3075}
3346 3076
3347/* 3077/*
3363 char buf[MAX_BUF]; /* tmp. string buffer */ 3093 char buf[MAX_BUF]; /* tmp. string buffer */
3364 int i = 0, j = 0; 3094 int i = 0, j = 0;
3365 3095
3366 /* get the appropriate treasurelist */ 3096 /* get the appropriate treasurelist */
3367 if (atnr == ATNR_FIRE) 3097 if (atnr == ATNR_FIRE)
3368 trlist = treasurelist::find ("dragon_ability_fire"); 3098 trlist = treasurelist::find (shstr_dragon_ability_fire);
3369 else if (atnr == ATNR_COLD) 3099 else if (atnr == ATNR_COLD)
3370 trlist = treasurelist::find ("dragon_ability_cold"); 3100 trlist = treasurelist::find (shstr_dragon_ability_cold);
3371 else if (atnr == ATNR_ELECTRICITY) 3101 else if (atnr == ATNR_ELECTRICITY)
3372 trlist = treasurelist::find ("dragon_ability_elec"); 3102 trlist = treasurelist::find (shstr_dragon_ability_elec);
3373 else if (atnr == ATNR_POISON) 3103 else if (atnr == ATNR_POISON)
3374 trlist = treasurelist::find ("dragon_ability_poison"); 3104 trlist = treasurelist::find (shstr_dragon_ability_poison);
3375 3105
3376 if (trlist == NULL || who->type != PLAYER) 3106 if (trlist == NULL || who->type != PLAYER)
3377 return; 3107 return;
3378 3108
3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3109 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]); */ 3113 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3384 return; 3114 return;
3385 } 3115 }
3386 3116
3387 /* everything seems okay - now bring on the gift: */ 3117 /* everything seems okay - now bring on the gift: */
3388 item = &(tr->item->clone); 3118 item = tr->item;
3389 3119
3390 if (item->type == SPELL) 3120 if (item->type == SPELL)
3391 { 3121 {
3392 if (check_spell_known (who, item->name)) 3122 if (check_spell_known (who, item->name))
3393 return; 3123 return;
3452 { 3182 {
3453 /* forces in the treasurelist can alter the player's stats */ 3183 /* forces in the treasurelist can alter the player's stats */
3454 object *skin; 3184 object *skin;
3455 3185
3456 /* first get the dragon skin force */ 3186 /* 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) 3187 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3459 ; 3188 ;
3460 3189
3461 if (!skin) 3190 if (!skin)
3462 return; 3191 return;
3463 3192
3498 else 3227 else
3499 { 3228 {
3500 /* generate misc. treasure */ 3229 /* generate misc. treasure */
3501 tmp = arch_to_object (tr->item); 3230 tmp = arch_to_object (tr->item);
3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3231 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); 3232 who->insert (tmp);
3504 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp);
3506 } 3233 }
3507} 3234}
3508 3235
3509/** 3236/**
3510 * Unready an object for a player. This function does nothing if the object was 3237 * Unready an object for a player. This function does nothing if the object was
3521 3248
3522 if (pl->ranged_ob == ob) 3249 if (pl->ranged_ob == ob)
3523 pl->ranged_ob = 0; 3250 pl->ranged_ob = 0;
3524} 3251}
3525 3252
3253//-GPL
3254
3526sint8 3255sint8
3527player::visibility_at (maptile *map, int x, int y) const 3256player::darkness_at (maptile *map, int x, int y) const
3528{ 3257{
3529 if (!ns) 3258 if (!ns)
3530 return 0; 3259 return LOS_BLOCKED;
3531 3260
3532 int dx, dy; 3261 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3262 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0; 3263 return LOS_BLOCKED;
3535 3264
3536 x += dx - ns->current_x + ns->mapx / 2; 3265 x += dx - ns->current_x;
3537 y += dy - ns->current_y + ns->mapy / 2; 3266 y += dy - ns->current_y;
3538 3267
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]; 3268 return blocked_los (x, y);
3543} 3269}
3270
3271void
3272player::infobox (const char *title, const char *msg, int color)
3273{
3274 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3275}
3276
3277void
3278player::statusmsg (const char *msg, int color)
3279{
3280 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3281}
3282
3283void
3284player::failmsg (const char *msg, int color)
3285{
3286 play_sound (sound_find ("generic_failure"));
3287 statusmsg (msg, color);
3288}
3289

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