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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 1.263 by root, Sat Apr 3 22:30:21 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 (ob->is_dragon ())
249 { 116 {
250 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254 118
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 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
268 143
269 for (object *op = ob->inv; op; op = op->below) 144 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 145 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 146 switch (op->type)
272 { 147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case SPELL:
273 case WAND: 153 case WAND:
274 case ROD: 154 case ROD:
275 case HORN: 155 case HORN:
276 case BOW: 156 case BOW:
277 case SKILL: 157 case RANGED:
278 case SKILL_TOOL: 158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
279 case WEAPON: 162 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY); 163 combat_ob = op;
281 apply_special (ob, op, AP_APPLY); 164 op->flag [FLAG_APPLIED] = false;
282 break; 165 break;
283 } 166 }
284 167
285 ob->update_stats (); 168 ob->update_stats (); // we unapplied stuff above
286 ns->floorbox_update ();
287 169
288 esrv_send_inventory (ob, ob); 170 ob->current_weapon = 0;
289 esrv_add_spells (this, 0); 171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
290 173
291 activate (); 174 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296 175
297 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
299} 178}
300 179
301void 180void
302player::disconnect () 181player::disconnect ()
303{ 182{
183 if (ob)
184 {
185 ob->close_container (); //TODO: client-specific
186 ob->drop_unpaid_items ();
187 }
188
304 if (ns) 189 if (ns)
305 { 190 {
306 if (active) 191 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308 193
311 ns->reset_stats (); 196 ns->reset_stats ();
312 ns->pl = 0; 197 ns->pl = 0;
313 ns = 0; 198 ns = 0;
314 } 199 }
315 200
316 if (ob) 201 // this is important for the player scheduler to get the correct refcount
317 ob->close_container (); //TODO: client-specific 202 // when ns = 0
203 observe = viewpoint = ob;
318 204
319 deactivate (); 205 deactivate ();
320} 206}
207
208//-GPL
321 209
322// the need for this function can be explained 210// the need for this function can be explained
323// by load_object not returning the object 211// by load_object not returning the object
324void 212void
325player::set_object (object *op) 213player::set_object (object *op)
326{ 214{
327 ob = op; 215 ob = observe = viewpoint = op;
328 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
329 217
218 ob->speed = 1.0f;
330 ob->speed_left = 0.5f; 219 ob->speed_left = 0.5f;
331 ob->speed = 1.0f; 220
332 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
333} 222}
223
224void
225player::set_observe (object *op)
226{
227 observe = viewpoint = op ? op : ob;
228 do_los = 1;
229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
334 239
335player::player () 240player::player ()
336{ 241{
337 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point. 243 * we deal with that below this point.
344 savebed_map = first_map_path; /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
345 250
346 gen_sp_armour = 10; 251 gen_sp_armour = 10;
347 bowtype = bow_normal; 252 bowtype = bow_normal;
348 petmode = pet_normal; 253 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 254 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
352 do_los = 1; 256 do_los = 1;
257
258 weapon_sp = 1.0f;
259 weapon_sp_left = 0.5f;
353} 260}
354 261
355void 262void
356player::do_destroy () 263player::do_destroy ()
357{ 264{
362 if (ob) 269 if (ob)
363 { 270 {
364 ob->destroy_inv (false); 271 ob->destroy_inv (false);
365 ob->destroy (); 272 ob->destroy ();
366 } 273 }
274
275 ob = observe = viewpoint = 0;
367} 276}
368 277
369player::~player () 278player::~player ()
370{ 279{
371 /* Clear item stack */ 280 /* Clear item stack */
372 free (stack_items); 281 free (stack_items);
282}
283
284/*
285 * get_player_archetype() return next player archetype from archetype
286 * list. Not very efficient routine, but used only creating new players.
287 * Note: there MUST be at least one player archetype!
288 */
289static archetype *
290get_player_archetype (archetype *at)
291{
292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
299
300 for (;;)
301 {
302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
373} 310}
374 311
375/* Tries to add player on the connection passed in ns. 312/* 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 313 * All we can really get in this is some settings like host and display
377 * mode. 314 * mode.
379player * 316player *
380player::create () 317player::create ()
381{ 318{
382 player *pl = new player; 319 player *pl = new player;
383 320
384 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
385 322
386 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
389 326
390 set_first_map (pl->ob); 327 set_first_map (pl->ob);
391 328
392 return pl; 329 return pl;
393}
394
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} 330}
422 331
423object * 332object *
424get_nearest_player (object *mon) 333get_nearest_player (object *mon)
425{ 334{
428 unsigned lastdist; 337 unsigned lastdist;
429 rv_vector rv; 338 rv_vector rv;
430 339
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 341 {
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)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 343 continue;
462 344
463 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
464 { 346 {
659 541
660 return firstdir; 542 return firstdir;
661} 543}
662 544
663void 545void
664give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
665{ 547{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 548 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 550
671 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
672 { 552 {
673 next = op->below; 553 next = op->below;
674 554
675 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 556 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 562 * by this player due to race restrictions
683 */ 563 */
684 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
685 { 565 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
687 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 573 {
692 op->destroy (); 574 op->destroy ();
693 continue; 575 continue;
694 } 576 }
695 } 577 }
696 578
697 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 582 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
704 { 584 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 587 {
713 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
715 continue; 591 break;
716 } 592 }
717 593
718 if (op->nrof > 1) 594 if (op->nrof > 1)
719 op->nrof = 1; 595 op->nrof = 1;
720 } 596 }
721 597
722 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 600
727 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 602 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 603 * merged properly.
730 */ 604 */
731 if (need_identify (op)) 605 if (need_identify (op))
732 { 606 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 610 }
611
737 if (op->type == SPELL) 612 if (op->type == SPELL)
738 { 613 {
739 op->destroy (); 614 op->destroy ();
740 continue; 615 continue;
741 } 616 }
743 { 618 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 620 op->stats.exp = 0;
746 op->level = 1; 621 op->level = 1;
747 } 622 }
748 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
752 626
753 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
754 link_player_skills (pl); 628 pl->contr->link_skills ();
755} 629}
756 630
757void 631void
758get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
759{ 633{
769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
770} 644}
771 645
772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int 647static int
774roll_stat (void) 648roll_stat ()
775{ 649{
776 int a[4], i, j, k; 650 int a[4], i, j, k;
777 651
778 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
779 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
860static void 734static void
861start_info (object *op) 735start_info (object *op)
862{ 736{
863 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
864 738
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 740 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} 741}
870 742
871/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
876 */ 748 */
877void 749void
878player::chargen_race_done () 750player::chargen_race_done ()
879{ 751{
880 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 753 esrv_new_player (ob->contr);
882 754
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
884 if (tl) 756 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
886 758
887 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
889 761
890 ob->contr->ns->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
891 763
892 if (ob->msg) 764 if (ob->msg)
893 ob->msg = 0; 765 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 }
903 766
904 start_info (ob); 767 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 769 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 770 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 771 ob->update_stats ();
910 772
911 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
912 * is one for this race 774 * is one for this race
913 */ 775 */
914 if (*first_map_ext_path) 776 if (*first_map_ext_path)
915 { 777 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 778 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
931} 780}
932 781
933void 782void
943 int x = ob->x, y = ob->y; 792 int x = ob->x, y = ob->y;
944 793
945 ob->remove_statbonus (); 794 ob->remove_statbonus ();
946 ob->remove (); 795 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 796 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 797 ob->arch->copy_to (ob);
949 ob->instantiate (); 798 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 800 ob->name = ob->name_pl = name;
952 ob->x = x; 801 ob->x = x;
953 ob->y = y; 802 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 805 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 806 ob->add_statbonus ();
958 } 807 }
959 while (!allowed_class (ob)); 808 while (!allowed_class (ob));
960 809
961 update_object (ob, UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
964 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0; 815 ob->stats.grace = 0;
967} 816}
968 817
969void 818static void
970flee_player (object *op) 819flee_player (object *op)
971{ 820{
972 int dir, diff; 821 int dir, diff;
973 rv_vector rv; 822 rv_vector rv;
974 823
977 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 828 return;
980 } 829 }
981 830
982 if (op->enemy == NULL) 831 if (!op->enemy)
983 { 832 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
986 return; 835 return;
987 } 836 }
988 837
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)) 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 { 839 {
1002 op->enemy = NULL; 840 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1004 return; 842 return;
1007 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1008 846
1009 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
1011 { 849 {
1012 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
1013 851
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1015 return; 853 return;
1016 } 854 }
1017 855
1018 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1028check_pick (object *op) 866check_pick (object *op)
1029{ 867{
1030 object *tmp, *next; 868 object *tmp, *next;
1031 int stop = 0; 869 int stop = 0;
1032 int wvratio; 870 int wvratio;
1033 char putstring[128];
1034 871
1035 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1037 return 1; 874 return 1;
1038 875
1039 next = op->below; 876 next = op->below;
877
878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1040 880
1041 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 882 * destroyed */
1043 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1044 { 884 {
1045 tmp = next; 885 tmp = next;
1046 next = tmp->below; 886 next = tmp->below;
1047 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1048 if (op->destroyed ()) 894 if (op->destroyed ())
1049 return 0; 895 return 0;
1050 896
1051 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1052 continue; 898 continue;
1053 899
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 901 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1058 continue; 905 continue;
1059 } 906 }
1060 907
1061 /* high not bit set? We're using the old autopickup model */ 908 /* pickup handling */
909 if (op->contr->mode & PU_DEBUG)
910 {
911 /* some debugging code to figure out item information */
912 const char *str = tmp->name
913 ? format ("item name: %s item type: %d weight/value: %d",
914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
915 : format ("item name: %s item type: %d weight/value: %d",
916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
917
918 new_draw_info (NDI_UNIQUE, 0, op, str);
919 }
920
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
925 return 1;
926
927 /* philosophy:
928 * It's easy to grab an item type from a pile, as long as it's
929 * generic. This takes no game-time. For more detailed pickups
930 * and selections, select-items should be used. This is a
931 * grab-as-you-run type mode that's really useful for arrows for
932 * example.
933 * The drawback: right now it has no frontend, so you need to
934 * stick the bits you want into a calculator in hex mode and then
935 * convert to decimal and then 'pickup <#>
936 */
937
938 /* the first two modes are exclusive: if NOTHING we return, if
939 * STOP then we stop. All the rest are applied sequentially,
940 * meaning if any test passes, the item gets picked up. */
941
942 /* if mode is set to pick nothing up, return */
943 if (op->contr->mode == PU_NOTHING)
944 return 1;
945
946 /* if mode is set to stop when encountering objects, return */
947 /* take STOP before INHIBIT since it doesn't actually pick
948 * anything up */
949 if (op->contr->mode & PU_STOP)
950 return 0;
951
952 /* useful for going into stores and not losing your settings... */
953 /* and for battles wher you don't want to get loaded down while
954 * fighting */
955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
957
958 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
961
962 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
965
966 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1063 { 970 {
1064 switch (op->contr->mode) 971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 if (op->contr->mode & PU_POTION)
983 if (tmp->type == POTION)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 /* spellbooks, skillscrolls and normal books/scrolls */
990 if (op->contr->mode & PU_SPELLBOOK)
991 if (tmp->type == SPELLBOOK)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_SKILLSCROLL)
998 if (tmp->type == SKILLSCROLL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 if (op->contr->mode & PU_READABLES)
1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* wands/staves/rods/horns */
1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1013 if (tmp->type == WAND
1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 if (op->contr->mode & PU_VALUABLES)
1032 {
1033 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 1034 {
1066 case 0: 1035 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1036 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 } 1037 }
1099 } 1038 }
1100 else 1039
1101 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 1041 if (op->contr->mode & PU_JEWELS)
1042 if (tmp->type == RING
1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1104 { 1046 {
1105 /* some debugging code to figure out item information */ 1047 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; 1048 continue;
1049 }
1152 1050
1153 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1155 continue; 1056 continue;
1057 }
1156 1058
1157 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1158 /* question: don't pick up known-poisonous stuff? */ 1060 if (op->contr->mode & PU_BOW)
1061 if (tmp->type == BOW)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_ARROW)
1068 if (tmp->type == ARROW)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* all kinds of armor etc. */
1075 if (op->contr->mode & PU_ARMOUR)
1076 if (tmp->type == ARMOUR)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_HELMET)
1083 if (tmp->type == HELMET)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_SHIELD)
1090 if (tmp->type == SHIELD)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1159 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1160 if (tmp->type == FOOD) 1097 if (tmp->type == BOOTS)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_GLOVES)
1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 if (op->contr->mode & PU_CLOAK)
1111 if (tmp->type == CLOAK)
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1124
1125 /* careful: chairs and tables are weapons! */
1126 if (op->contr->mode & PU_ALLWEAPON)
1127 {
1128 if (tmp->type == WEAPON)
1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1161 { 1130 {
1162 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1163 continue; 1132 continue;
1164 } 1133 }
1134 }
1165 1135
1136 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1139 {
1169 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1170 continue; 1141 continue;
1171 } 1142 }
1172 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1173 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1174 if (tmp->type == POTION) 1147 {
1148 /* use value density to decide what else to grab */
1149 /* >=7 was >= op->contr->mode */
1150 /* >=7 is the old standard setting. Now we take the last 4 bits
1175 { 1151 */
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) 1152 wvratio = op->contr->mode & PU_RATIO;
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1153 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 { 1154 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1221 { 1158 {
1222 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1160 }
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 1161 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1362#endif 1165#endif
1166 CHK_PICK_PICKUP;
1363 continue; 1167 continue;
1364 }
1365 } 1168 }
1366 } /* the new pickup model */ 1169 } /* the new pickup model */
1367 } 1170 }
1368 1171
1369 return !stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1370} 1208}
1371 1209
1372/* 1210/*
1373 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1374 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1375 * found object is returned. 1213 * found object is returned.
1376 */ 1214 */
1377object * 1215static object *
1378find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1379{ 1217{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1218 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) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp);
1221
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1224 if (object *arrow = find_arrow (tmp, type))
1225 {
1226 splay (tmp);
1386 return op; 1227 return arrow;
1228 }
1387 1229
1388 return tmp; 1230 return 0;
1389} 1231}
1390 1232
1391/* 1233/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * 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 1235 * 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 1236 * 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. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1396 */ 1238 */
1397object * 1239static object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1241{
1400 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1402 1244
1403 if (!type) 1245 if (!type)
1407 { 1249 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 { 1251 {
1410 i = 0; 1252 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1412 if (i > betterby) 1255 if (i > betterby)
1413 { 1256 {
1414 tmp = ntmp; 1257 tmp = ntmp;
1415 betterby = i; 1258 betterby = i;
1416 } 1259 }
1417 } 1260 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1262 {
1420 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1422 { 1265 {
1423 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1424 { 1267 {
1425 *better = 100; 1268 *better = 100;
1426 return arrow; 1269 return arrow;
1434 else 1277 else
1435 { 1278 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1280 {
1438 attacktype = 1 << attacknum; 1281 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1283 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1284 {
1442 tmp = arrow; 1285 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1287 }
1445 } 1288 }
1289
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1291 {
1448 tmp = arrow; 1292 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1294 }
1295
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1297 {
1453 tmp = arrow; 1298 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1300 }
1456 } 1301 }
1457 } 1302 }
1458 } 1303 }
1304
1459 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1306 return find_arrow (op, type);
1461 1307
1462 *better = betterby; 1308 *better = betterby;
1463 return tmp; 1309 return tmp;
1467 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1314 * op = the shooter
1469 * type = bow->race 1315 * type = bow->race
1470 * dir = fire direction 1316 * dir = fire direction
1471 */ 1317 */
1472object * 1318static object *
1473pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1474{ 1320{
1475 object *tmp = NULL; 1321 object *tmp = NULL;
1476 maptile *m; 1322 maptile *m;
1477 int i, mflags, found, number; 1323 int i, mflags, found, number;
1478 sint16 x, y; 1324 sint16 x, y;
1493 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1494 { 1340 {
1495 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1346 {
1500 tmp = NULL; 1347 tmp = 0;
1501 break; 1348 break;
1502 } 1349 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1351 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1507 */ 1354 */
1508 tmp = NULL; 1355 tmp = 0;
1509 break; 1356 break;
1510 } 1357 }
1358
1511 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1362 break;
1521 }
1522 } 1363 }
1523 if (tmp == NULL) 1364
1365 if (!tmp)
1524 return find_arrow (op, type); 1366 return find_arrow (op, type);
1525 1367
1526 if (tmp->head) 1368 if (tmp->head)
1527 tmp = tmp->head; 1369 tmp = tmp->head;
1528 1370
1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1569 return 0; 1411 return 0;
1570 } 1412 }
1571 1413
1572 // optimisation: move object to top so we will find it quickly again 1414 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below) 1415 splay (bow);
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1579 } 1416 }
1580 1417
1581 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1582 { 1419 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1609 } 1446 }
1610 1447
1611 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1613 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1452 arrow->destroy ();
1615 return 0; 1453 return 0;
1616 } 1454 }
1617 1455
1618 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1620 if (!arrow) 1458 if (!arrow)
1621 { 1459 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1461 return 0;
1624 } 1462 }
1628 arrow->direction = dir; 1466 arrow->direction = dir;
1629 1467
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam; 1469 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype; 1470 arrow->stats.grace = arrow->attacktype;
1471 arrow->custom_name = arrow->slaying;
1633 1472
1634 if (arrow->slaying) 1473#if 0
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr) 1474 if (player *pl = op->contr)
1638 { 1475 {
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; 1476 float speed = pl->weapon_sp;
1646 1477
1647 /* penalize ROF for bestarrow */ 1478 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1479 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1480 speed *= .9f;
1650 else 1481 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1482 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1483
1653 op->speed_left += speed - op->speed; 1484 op->speed_left += speed - op->speed;
1485 }
1654#endif 1486#endif
1655 }
1656 1487
1657 SET_ANIMATION (arrow, arrow->direction); 1488 SET_ANIMATION (arrow, arrow->direction);
1658 1489
1659 /* update the speed */ 1490 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1491 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; 1492 + bow->stats.dam / 7.f;
1662 1493
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1494 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1495 arrow->speed_left = 0;
1665 1496
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1498
1668 if (op->type == PLAYER) 1499 if (op->type == PLAYER)
1691 1522
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1526
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1528 m->insert (arrow, sx, sy, op);
1698 1529
1699 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1531 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 1532
1710 return 1; 1533 return 1;
1711} 1534}
1712 1535
1713/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1715 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1716 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1717 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1718 * hence the function name. 1541 * hence the function name.
1719 */ 1542 */
1720int 1543static int
1721player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1722{ 1545{
1723 int ret = 0, wcmod = 0; 1546 int ret;
1724 1547
1725 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1726 { 1549 {
1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1728 } 1551 }
1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 { 1553 {
1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 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); 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1735 } 1556 }
1736 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1737 { 1558 {
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 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)]); 1560 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)]); 1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 } 1562 }
1742 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1743 { 1564 {
1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1565 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); 1566 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); 1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1747 } 1568 }
1748 else 1569 else
1749 { 1570 {
1755} 1576}
1756 1577
1757/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1758 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1759 */ 1580 */
1760void 1581static void
1761fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1762{ 1583{
1763 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1764 1585
1765 if (!item) 1586 if (!item)
1772 { 1593 {
1773 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1774 return; 1595 return;
1775 } 1596 }
1776 1597
1777 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1778 return; 1599 return;
1779 1600
1780 if (item->type == WAND) 1601 if (item->type == WAND)
1781 { 1602 {
1782 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1783 { 1604 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1605 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)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1607
1787 return; 1608 return;
1788 } 1609 }
1789 } 1610 }
1790 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1791 { 1612 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1614
1615 // using the maximum of the rods charge allows at least one spell cast
1616 // for a rod or horn, this fixes some broken rods.
1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1793 { 1618 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1795 1620
1796 if (item->type == ROD) 1621 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)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1623 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 } 1627 }
1803 } 1628 }
1804 1629
1805 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1806 { 1631 {
1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
1808 if (item->type == WAND) 1634 if (item->type == WAND)
1809 { 1635 {
1810 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1811 { 1637 {
1812 object *tmp; 1638 object *tmp;
1813 1639
1814 if (item->arch) 1640 if (item->arch)
1815 { 1641 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1643 item->face = item->arch->face;
1818 item->set_speed (0); 1644 item->set_speed (0);
1819 } 1645 }
1820 1646
1821 if ((tmp = item->in_player ())) 1647 if (object *pl = item->visible_to ())
1822 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1823 } 1649 }
1824 } 1650 }
1825 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item); 1652 drain_rod_charge (item);
1827 } 1653 }
1828} 1654}
1829 1655
1830/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1831 */ 1657 */
1832void 1658bool
1833fire (object *op, int dir) 1659fire (object *who, int dir)
1834{ 1660{
1835 int spellcost = 0; 1661 int spellcost = 0;
1836 1662
1663 player *pl = who->contr;
1664
1665 if (pl->golem)
1666 {
1667 control_golem (who->contr->golem, dir);
1668 return false;
1669 }
1670
1671 object *ob = pl->ranged_ob;
1672
1673 if (!ob)
1674 return false;
1675
1676 if (who->speed_left > 0.f)
1677 --who->speed_left;
1678 else
1679 return false;
1680
1681 if (!who->apply (ob))
1682 return false;
1683
1837 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1838 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
1839 make_visible (op); 1686 make_visible (who);
1840
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 1687
1857 switch (ob->type) 1688 switch (ob->type)
1858 { 1689 {
1859 case BOW: 1690 case BOW:
1860 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1861 break; 1692 break;
1862 1693
1863 case SPELL: 1694 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1695 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1865 break; 1696 break;
1866 1697
1867 case BUILDER: 1698 case BUILDER:
1868 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1869 break; 1700 break;
1870 1701
1871 case SKILL: 1702 case SKILL:
1872 do_skill (op, op, ob, dir, 0); 1703 do_skill (who, who, ob, dir, 0);
1873 break; 1704 break;
1874 1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1875 default: 1710 default:
1876 fire_misc_object (op, dir); 1711 fire_misc_object (who, dir);
1877 break; 1712 break;
1878 } 1713 }
1879}
1880 1714
1881/* find_key 1715 return true;
1882 * We try to find a key for the door as passed. If we find a key 1716}
1883 * and successfully use it, we return the key, otherwise NULL 1717
1884 * This function merges both normal and locked door, since the logic 1718static 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) 1719find_key_ (object *pl, object *container, object *door)
1893{ 1720{
1894 object *tmp, *key; 1721 object *tmp, *key;
1895 1722
1896 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1897 if (!container->inv) 1724 if (!container->inv)
1900 /* First, lets try to find a key in the top level inventory */ 1727 /* First, lets try to find a key in the top level inventory */
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1729 {
1903 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1731 break;
1732
1905 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1907 */ 1735 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1737 break;
1915 * a key, return 1743 * a key, return
1916 */ 1744 */
1917 if (!tmp) 1745 if (!tmp)
1918 { 1746 {
1919 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1921 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1922 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1924 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1925 return key; 1751 return key;
1926 }
1927 }
1928 1752
1929 if (!tmp) 1753 if (!tmp)
1930 return NULL; 1754 return 0;
1931 } 1755 }
1932 1756
1933 /* We get down here if we have found a key. Now if its in a container, 1757 /* 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 1758 * see if we actually want to use it
1935 */ 1759 */
1936 if (pl != container) 1760 if (pl != container)
1937 { 1761 {
1938 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1939 if (!pl->contr) 1763 if (!pl->contr)
1940 return NULL; 1764 return 0;
1765
1941 /* cases where this fails: 1766 /* cases where this fails:
1942 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1943 * are not in the players inventory. 1768 * are not in the players inventory.
1944 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1945 * containers can be used. 1770 * containers can be used.
1949 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1950 * 1775 *
1951 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1952 * all the others. 1777 * all the others.
1953 */ 1778 */
1954 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1955 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1957 { 1782 {
1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 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)); 1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 return NULL; 1785 return NULL;
1961 } 1786 }
1962 } 1787 }
1963 1788
1964 return tmp; 1789 return tmp;
1790}
1791
1792/* find_key
1793 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different.
1797 * pl is the player,
1798 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers.
1801 */
1802object *
1803find_key (object *pl, object *container, object *door)
1804{
1805 if (door->slaying && is_match_expr (door->slaying))
1806 {
1807 // for match expressions, we try to find the key by applying the match
1808 // to the op itself, which is supposed to find the "key", instead
1809 // of searching through containers ourselves.
1810
1811 return match_one (door->slaying, container, door, pl, pl);
1812 }
1813 else
1814 return find_key_ (pl, container, door);
1965} 1815}
1966 1816
1967/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1970 * 0 otherwise 1820 * 0 otherwise
1971 */ 1821 */
1972static int 1822static int
1973player_attack_door (object *op, object *door) 1823player_attack_door (object *op, object *door)
1974{ 1824{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1825 /* 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 - 1826 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1827 * otherwise, we fall through to the rest of the code.
1978 */ 1828 */
1979 object *key = find_key (op, op, door); 1829 object *key = find_key (op, op, door);
1980 1830
1981 /* IF we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
1982 if (key) 1832 if (key)
1983 { 1833 {
1984 object *container = key->env; 1834 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1835
1988 if (action_makes_visible (op)) 1836 if (action_makes_visible (op))
1989 make_visible (op); 1837 make_visible (op);
1990 1838
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1839 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1841
1994 if (door->type == DOOR) 1842 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1843 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1844 else if (door->type == LOCKED_DOOR)
1997 { 1845 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1846 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1848 }
2001 1849
2002 /* Do this after we print the message */ 1850 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1851 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 1852
2008 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
2009 } 1854 }
2010 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
2011 { 1856 {
2012 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1858 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1859 return 1;
2015 } 1860 }
2016 1861
2017 return 0; 1862 return 0;
2018} 1863}
2021 * It should keep the code cleaner. 1866 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1867 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1868 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2025 */ 1870 */
2026void 1871bool
2027move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
2028{ 1873{
2029 object *tmp, *mon; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2030 int on_battleground; 1875 {
2031 maptile *m; 1876 --op->speed_left;
1877 return true;
1878 }
2032 1879
2033 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2035 1882
2036 on_battleground = op_on_battleground (op, 0, 0); 1883 if (out_of_map (op->map, nx, ny))
1884 return false;
2037 1885
2038 /* If braced, or can't move to the square, and it is not out of the 1886 /* 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 1887 * 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 1888 * 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 1889 * 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 1890 * 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 1891 * 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 1892 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 1893 * move_ob uses.
2046 */ 1894 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1895 maptile *m = op->map->xy_find (nx, ny);
1896
1897 /* Go through all the objects, and find ones of interest. Only stop if
1898 * we find a monster - that is something we know we want to attack.
1899 * if its a door or barrel (can roll) see if there may be monsters
1900 * on the space
1901 */
1902 object *mon;
1903 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1904 {
1905 if ((mon->flag [FLAG_ALIVE]
1906 || mon->type == LOCKED_DOOR
1907 || mon->flag [FLAG_CAN_ROLL])
1908 && mon != op)
1909 break;
2048 { 1910 }
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1911
1912 if (!mon) /* This happens anytime the player tries to move */
1913 return false; /* into a wall */
1914
1915 mon = mon->head_ ();
1916
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
1919 if (player_attack_door (op, mon))
1920 {
1921 --op->contr->weapon_sp_left;
1922 return true;
2050 { 1923 }
2051 m = op->map->xy_find (nx, ny); 1924
2052 if (!m) 1925 /* The following deals with possibly attacking peaceful
2053 return; /* Don't think this should happen */ 1926 * or friendly creatures. Basically, all players are considered
1927 * unaggressive. If the moving player has peaceful set, then the
1928 * object should be pushed instead of attacked. It is assumed that
1929 * if you are braced, you will not attack friends accidently,
1930 * and thus will not push them.
1931 */
1932
1933 /* If the creature is a pet, push it even if the player is not
1934 * peaceful. Our assumption is the creature is a pet if the
1935 * player owns it and it is either friendly or unagressive.
1936 */
1937 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op)
1941 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1942 {
1943 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced)
1945 return false;
1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
2054 } 1958 }
2055 else 1959 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return; 1960 return false;
1961 }
2060 1962
2061 mon = 0; 1963 bool on_battleground = op_on_battleground (op, 0, 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 1964
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 1965 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2134 * attack them either. 1968 * attack them either.
2135 */ 1969 */
2136 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1971 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2138#ifdef PROHIBIT_PLAYERKILL
2139 (op->contr->peaceful 1972 && ((op->contr->peaceful
2140 || (mon->type == PLAYER 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground)) 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
2147 { 1977 {
1978 --op->speed_left;
1979
2148 if (!op->contr->braced) 1980 if (!op->contr->braced)
2149 { 1981 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2151 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2152 } 1984 }
2153 else 1985 else
2154 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2155 1987
2156 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2157 make_visible (op); 1989 make_visible (op);
2158 }
2159 1990
1991 return true;
1992 }
1993 }
2160 /* If the object is a boulder or other rollable object, then 1994 /* 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. 1995 * roll it if not braced. You can't roll it if you are braced.
2162 */ 1996 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2164 { 2000 {
2001 --op->speed_left;
2002
2165 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2167 make_visible (op); 2005 make_visible (op);
2168 }
2169 2006
2007 return true;
2008 }
2009 }
2170 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2171 * Way it works is like this: First, it must have some hit points 2011 * 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: 2012 * 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 2013 * 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. 2014 * that party_number -1 is no party, so attacks can still happen.
2175 */ 2015 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 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))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 { 2018 {
2179 if (!op->contr->has_hit) 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2180 { 2020 {
2181 op->contr->has_hit = 1; 2021 --op->contr->weapon_sp_left;
2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2183 }
2184 2022
2185 skill_attack (mon, op, 0, 0, 0); 2023 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 2024
2201 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2202 make_visible (op); 2026 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2027
2207int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2208move_player (object *op, int dir) 2036move_player (object *op, int dir)
2209{ 2037{
2210 int pick;
2211
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2213 return 0; 2039 return 0;
2214 2040
2215 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2217 { 2043 {
2218 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2219 return 0; 2045 return 0;
2220 } 2046 }
2221 2047
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225 2051
2226 op->facing = dir; 2052 op->facing = dir;
2227 2053
2228 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2229 do_hidden_move (op); 2055 do_hidden_move (op);
2230 2056
2057 bool retval;
2058 int pick = 0;
2059
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2061 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2234 fire (op, dir); 2063 retval = fire (op, dir);
2235 else 2064 else
2236 { 2065 {
2237 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2067 pick = check_pick (op);
2239 } 2068 }
2240 2069
2241 /* Add special check for newcs players and fire on - this way, the 2070 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing. 2071 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2080 * for players.
2252 */ 2081 */
2253 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2254 return 0; 2083
2084 return retval;
2255} 2085}
2256 2086
2257/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2088 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2090 * the new speed values for commands.
2261 * 2091 *
2262 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2263 */ 2095 */
2264int 2096bool
2265handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2266{ 2098{
2267 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (QUERY_FLAG (op, FLAG_SCARED))
2268 { 2100 {
2269 flee_player (op); 2101 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 { 2102 {
2274 --op->speed_left; 2103 --op->speed_left;
2104 flee_player (op);
2105
2275 return 0; 2106 return true;
2276 } 2107 }
2108 else
2109 return false;
2277 } 2110 }
2278 2111
2279 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2114 * called, so we recheck it here.
2282 */ 2115 */
2283 if (op->contr->ns->handle_command ()) 2116 if (op->contr->ns->handle_command ())
2284 return 1; 2117 return true;
2285 2118
2286 if (op->speed_left > 0.f)
2287 {
2288 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2119 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); 2120 return move_player (op, op->direction);
2298 2121
2299 return op->speed_left > 0.f;
2300 }
2301 }
2302
2303 return 0; 2122 return false;
2304} 2123}
2305 2124
2306int 2125static int
2307save_life (object *op) 2126save_life (object *op)
2308{ 2127{
2309 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2310 return 0; 2129 return 0;
2311 2130
2312 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2314 { 2133 {
2315 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 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)); 2135 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 2136
2321 tmp->destroy (); 2137 tmp->destroy ();
2322 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323 2139
2324 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2325 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2326 2142
2327 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2328 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2329 2145
2330 op->update_stats (); 2146 op->update_stats ();
2331 return 1; 2147 return 1;
2332 } 2148 }
2333 2149
2337 return 0; 2153 return 0;
2338} 2154}
2339 2155
2340/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* 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 2157 * 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 2158 * function will descend into containers. op is the object to start the search
2343 * from. 2159 * from.
2344 */ 2160 */
2161static void
2162drop_unpaid_items (object *op, object *env)
2163{
2164 while (op)
2165 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167
2168 if (QUERY_FLAG (op, FLAG_UNPAID))
2169 op->insert_at (env);
2170 else if (op->inv)
2171 drop_unpaid_items (op->inv, env);
2172
2173 op = next;
2174 }
2175}
2176
2345void 2177void
2346remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2347{ 2179{
2348 while (op) 2180 if (!flag [FLAG_REMOVED])
2349 { 2181 ::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} 2182}
2408 2183
2409void 2184void
2410do_some_living (object *op) 2185do_some_living (object *op)
2411{ 2186{
2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2464 else 2239 else
2465 { 2240 {
2466 gen_grace = op->stats.maxgrace; 2241 gen_grace = op->stats.maxgrace;
2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2242 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 } 2243 }
2511 2244
2512 /* Regenerate Grace */ 2245 /* Regenerate Grace */
2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2246 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2514 if (--op->last_grace < 0) 2247 if (--op->last_grace < 0)
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2268 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 } 2269 }
2537 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2538 } 2271 }
2539 2272
2273 if (op->stats.food > 0)
2274 {
2540 /* Regenerate Hit Points */ 2275 /* Regenerate Spell Points */
2541 if (--op->last_heal < 0) 2276 if (!op->contr->golem && --op->last_sp < 0)
2542 {
2543 if (op->stats.hp < op->stats.maxhp)
2544 { 2277 {
2545 op->stats.hp++; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 /* dms do not consume food */ 2279
2547 if (!QUERY_FLAG (op, FLAG_WIZ)) 2280 if (op->stats.sp < op->stats.maxsp)
2548 { 2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ))
2286 {
2549 op->stats.food--; 2287 op->stats.food--;
2288
2550 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2551 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2553 op->stats.food = last_food; 2292 op->stats.food = last_food;
2293 }
2554 } 2294 }
2555 }
2556 2295
2557 if (max_hp > 1) 2296 if (max_sp > 1)
2558 {
2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2560 if (over_hp > 0)
2561 { 2297 {
2562 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2298 over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2563 op->last_heal = 0; 2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2564 } 2316 }
2565 else 2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320
2321 /* Regenerate Hit Points */
2322 if (--op->last_heal < 0)
2323 {
2324 if (op->stats.hp < op->stats.maxhp)
2566 { 2325 {
2567 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2326 op->stats.hp++;
2327
2328 /* dms do not consume food */
2329 if (!QUERY_FLAG (op, FLAG_WIZ))
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2568 } 2338 }
2339
2340 if (max_hp > 1)
2341 {
2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2343
2344 if (over_hp > 0)
2345 {
2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2347 op->last_heal = 0;
2348 }
2349 else
2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2569 } 2351 }
2570 else 2352 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2353 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 } 2354 }
2574 } 2355 }
2575 2356
2576 /* Digestion */ 2357 /* Digestion */
2577 if (--op->last_eat < 0) 2358 if (--op->last_eat < 0)
2578 { 2359 {
2579#ifdef COZY_SERVER 2360 int bonus = max (0, op->contr->digestion),
2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2361 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 2362
2586 if (op->contr->gen_hp > 0)
2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2363 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 2364
2591 /* dms do not consume food */ 2365 /* dms do not consume food */
2592 if (!QUERY_FLAG (op, FLAG_WIZ)) 2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2593 op->stats.food--; 2367 op->stats.food--;
2594 } 2368 }
2595 2369
2596 if (op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2597 { 2371 {
2598 object *tmp, *flesh = 0; 2372 object *flesh = 0;
2599 2373
2600 for (tmp = op->inv; tmp; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2601 { 2375 {
2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2376 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2377 continue;
2378
2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2603 { 2380 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 op->statusmsg ("You blindly grab for a bite of food. "
2605 { 2382 "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."); 2383 op->apply (tmp);
2607 manual_apply (op, tmp, 0); 2384
2608 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2609 break; 2386 break;
2610 } 2387 }
2611 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2612 flesh = tmp; 2389 flesh = tmp;
2613 } /* End if paid for object */ 2390 }
2614 } /* end of for loop */
2615 2391
2616 /* If player is still starving, it means they don't have any food, so 2392 /* If player is still starving, it means they don't have any food, so
2617 * eat flesh instead. 2393 * eat flesh instead.
2618 */ 2394 */
2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2620 { 2396 {
2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2397 op->statusmsg ("You blindly grab for a bite of food. "
2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2622 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2623 } 2400 }
2401
2402 // If player is still starving, alert him!
2403 if (op->stats.food < 0)
2404 op->failmsg ("You are starving! "
2405 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2406 }
2407
2408 if (op->stats.food < 0)
2624 } 2409 {
2410 op->stats.hp += op->stats.food;
2411 op->stats.food = 0;
2625 2412
2626 while (op->stats.food < 0 && op->stats.hp >= 0) 2413 if (op->stats.hp < 0)
2627 op->stats.food++, op->stats.hp--; 2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2417 }
2418 }
2628 2419
2420 /* killer should be set here already */
2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2630 kill_player (op); 2422 kill_player (op);
2631 } 2423 }
2632} 2424}
2633 2425
2637 * file. 2429 * file.
2638 */ 2430 */
2639void 2431void
2640kill_player (object *op) 2432kill_player (object *op)
2641{ 2433{
2642 char buf[MAX_BUF];
2643 int x, y; 2434 int x, y;
2644
2645 //int i;
2646 maptile *map; /* this is for resurrection */ 2435 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; 2436 int will_kill_again;
2654 archetype *at; 2437 archetype *at;
2655 object *tmp; 2438 object *tmp;
2656 2439
2657 if (save_life (op)) 2440 if (save_life (op))
2658 return; 2441 return;
2659 2442
2443 dynbuf_text deathtab;
2444
2445 /* restore player */
2446 at = archetype::find (shstr_poisoning);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your body feels cleansed...\r";
2451 }
2452
2453 at = archetype::find (shstr_confusion);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your mind feels clearer...\r";
2458 }
2459
2460 cure_disease (op, 0, 0); /* remove any disease */
2461
2462 max_it (op->stats.hp , op->stats.maxhp);
2463 max_it (op->stats.sp , op->stats.maxsp);
2464 max_it (op->stats.grace, op->stats.maxgrace);
2465 max_it (op->stats.food , 200);
2466
2467 // remove all spell effects that are active
2468 // to avoid long-term effects such as word-of-recall
2469 for (object *item = op->inv; item; )
2470 {
2471 object *next = item->below;
2472
2473 if (item->type == SPELL_EFFECT && item->active)
2474 item->destroy ();
2475
2476 item = next;
2477 }
2660 2478
2661 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2479 /* 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. 2480 * in cities ONLY!!! It is very important that this doesn't get abused.
2663 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2664 */ 2482 */
2665 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2666 { 2484 {
2667 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2485 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 2486
2690 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2691 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2692 { 2489
2693 sprintf (buf, "%s's finger", &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2694 tmp->name = buf; 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2695 sprintf (buf, " This finger has been cut off %s\n" 2492 tmp->msg = format (
2696 " the %s, when he was defeated at\n level %d by %s.\n", 2493 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2494 &op->name, op->contr->title,
2698 tmp->msg = buf; 2495 (int)op->level,
2496 op->contr->killer_name ()
2497 );
2699 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2700 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2701 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2702 }
2703 2501
2704 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2705 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2706 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2707 return; 2507 return;
2708 } 2508 }
2709 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2710 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2711 2514
2712 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2713 2516
2714 if (op->stats.food < 0) 2517 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 2518
2724 /* save the map location for corpse, gravestone */ 2519 /* save the map location for corpse, gravestone */
2725 x = op->x; 2520 x = op->x;
2726 y = op->y; 2521 y = op->y;
2727 map = op->map; 2522 map = op->map;
2755 2550
2756 lost_a_stat = 0; 2551 lost_a_stat = 0;
2757 2552
2758 for (z = 0; z < num_stats_lose; z++) 2553 for (z = 0; z < num_stats_lose; z++)
2759 { 2554 {
2760 i = RANDOM () % NUM_STATS; 2555 i = rndm (NUM_STATS);
2761 2556
2762 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
2763 { 2558 {
2764 /* Pick a random stat and take a point off it. Tell the player 2559 /* Pick a random stat and take a point off it. Tell the player
2765 * what he lost. 2560 * what he lost.
2772 lost_a_stat = 1; 2567 lost_a_stat = 1;
2773 } 2568 }
2774 else 2569 else
2775 { 2570 {
2776 /* deplete a stat */ 2571 /* deplete a stat */
2777 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2778 object *dep; 2573 object *dep;
2779 2574
2780 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2781 if (!dep) 2576 if (!dep)
2782 { 2577 {
2783 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2784 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2785 } 2580 }
2786 lose_this_stat = 1; 2581 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2788 { 2583 {
2816 } 2611 }
2817 } 2612 }
2818 2613
2819 if (lose_this_stat) 2614 if (lose_this_stat)
2820 { 2615 {
2821 this_stat = get_attr_value (&(dep->stats), i); 2616 this_stat = get_attr_value (&dep->stats, i);
2822 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2823 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2824 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2825 * and should be roughly the same, so it shouldn't make a 2620 * and should be roughly the same, so it shouldn't make a
2826 * difference. 2621 * difference.
2834 lost_a_stat = 1; 2629 lost_a_stat = 1;
2835 } 2630 }
2836 } 2631 }
2837 } 2632 }
2838 } 2633 }
2634
2839 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2840 if (!lost_a_stat) 2636 if (!lost_a_stat)
2841 { 2637 {
2842 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2843 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2844 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
2845 2641
2846 if (god && (strcmp (god, "none"))) 2642 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); 2643 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2848 else 2644 else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2645 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2850 } 2646 }
2851#else 2647#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2648 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2853#endif 2649#endif
2854 2650
2855 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2856 * exp loss on the stone. 2652 * exp loss on the stone.
2857 */ 2653 */
2858 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2859 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2860 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2861 sprintf (buf, "%s's gravestones", &op->name); 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2862 tmp->name_pl = buf; 2658 &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; 2659 tmp->x = op->x, tmp->y = op->y;
2866 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2867 2661
2868 /**************************************/ 2662 /**************************************/
2869 /* */ 2663 /* */
2870 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2871 /* if we died cause of food, give us */
2872 /* food, and reset HP's... */
2873 /* */ 2665 /* */
2874 /**************************************/ 2666 /**************************************/
2875 2667
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)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2898 apply_death_exp_penalty (op); 2669 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 2670
2905 /* 2671 /*
2906 * Check to see if the player has any unpaid items. If so, remove them 2672 * Check to see if the player has any unpaid items. If so, remove them
2907 * and put them back in the map. 2673 * and put them back in the map.
2908 */ 2674 */
2909 remove_unpaid_objects (op->inv, op); 2675 op->drop_unpaid_items ();
2910 2676
2911 /****************************************/ 2677 /****************************************/
2912 /* */ 2678 /* */
2913 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
2914 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
2943 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
2944 force->resist[at] = 100; 2710 force->resist[at] = 100;
2945 2711
2946 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
2947 op->update_stats (); 2713 op->update_stats ();
2948
2949 } 2714 }
2950 2715
2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2952} 2717}
2953 2718
2954void 2719static void
2955loot_object (object *op) 2720loot_object (object *op)
2956{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2957 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2958 2723
2959 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2973 2738
2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2739 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2975 { 2740 {
2976 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
2977 { 2742 {
2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
2979 tmp2->destroy ();
2980 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
2981 } 2745 }
2982 else 2746 else
2983 tmp->destroy (); 2747 tmp->destroy ();
2984 } 2748 }
2991 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2992 * what needs to be fixed. Refresh windows and fix speed if anything 2756 * what needs to be fixed. Refresh windows and fix speed if anything
2993 * was changed. 2757 * was changed.
2994 */ 2758 */
2995void 2759void
2996fix_weight (void) 2760fix_weight ()
2997{ 2761{
2998 for_all_players (pl) 2762 for_all_players (pl)
2999 { 2763 {
3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
3001 2765
3002 if (old == sum) 2766 pl->ob->update_weight ();
3003 continue; 2767
2768 if (old != pl->ob->carrying)
2769 {
3004 pl->ob->update_stats (); 2770 pl->ob->update_stats ();
3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2771 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2772 }
3006 } 2773 }
3007} 2774}
3008 2775
3009void 2776void
3010fix_luck (void) 2777fix_luck ()
3011{ 2778{
3012 for_all_players (pl) 2779 for_all_players (pl)
3013 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
3014 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
3015} 2782}
3052} 2819}
3053 2820
3054void 2821void
3055make_visible (object *op) 2822make_visible (object *op)
3056{ 2823{
3057 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3058 op->invisible = 0; 2825 op->invisible = 0;
2826
3059 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3060 { 2828 {
3061 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3062 op->contr->invis_race = 0; 2830 op->contr->invis_race = 0;
3063 } 2831 }
3066} 2834}
3067 2835
3068int 2836int
3069is_true_undead (object *op) 2837is_true_undead (object *op)
3070{ 2838{
3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3072 return 1; 2840 return 1;
3073 2841
3074 return 0; 2842 return 0;
3075} 2843}
3076 2844
3077/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3078 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3079 * indicate greater hideability. 2847 * indicate greater hideability.
3080 */ 2848 */
3081
3082int 2849int
3083hideability (object *ob) 2850hideability (object *ob)
3084{ 2851{
3085 int i, level = 0, mflag; 2852 int i, level = 0, mflag;
3086 sint16 x, y; 2853 sint16 x, y;
3087 2854
3088 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3089 return 0; 2856 return 0;
3090 2857
3091 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3092 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3093 2860
3094 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3095 * If you carry a light on a non-dark map, its not 2862 * If you carry a light on a non-dark map, its not
3096 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3097 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3098 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3099 2866
3100 /* scan through all nearby squares for terrain to hide in */ 2867 /* 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]) 2868 for (i = 0, x = ob->x, y = ob->y;
2869 i <= SIZEOFFREE1;
2870 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3102 { 2871 {
3103 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3104 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3105 {
3106 continue; 2874 continue;
3107 } 2875
3108 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3109 level += 2; 2877 level += 2;
3110 else /* open terrain! */ 2878 else /* open terrain! */
3111 level -= 1; 2879 level -= 1;
3112 } 2880 }
3120/* For Hidden creatures - a chance of becoming 'unhidden' 2888/* For Hidden creatures - a chance of becoming 'unhidden'
3121 * every time they move - as we subtract off 'invisibility' 2889 * every time they move - as we subtract off 'invisibility'
3122 * AND, for players, if they move into a ridiculously unhideable 2890 * AND, for players, if they move into a ridiculously unhideable
3123 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3124 */ 2892 */
3125
3126void 2893void
3127do_hidden_move (object *op) 2894do_hidden_move (object *op)
3128{ 2895{
3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3130 object *skop;
3131 2897
3132 if (!op || !op->map) 2898 if (!op || !op->map)
3133 return; 2899 return;
3134 2900
3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2901 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2902 int num = random_roll (0, 19, op, PREFER_LOW);
3136 2903
3137 /* its *extremely* hard to run and sneak/hide at the same time! */ 2904 /* its *extremely* hard to run and sneak/hide at the same time! */
3138 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3139 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3140 { 2907 {
3150 num -= hide; 2917 num -= hide;
3151 2918
3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3153 { 2920 {
3154 make_visible (op); 2921 make_visible (op);
2922
3155 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2924 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3157 } 2925 }
3158 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2927 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3212 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3213 * but we dont worry if the object isnt the top one in 2981 * but we dont worry if the object isnt the top one in
3214 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3215 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3216 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3217 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3218 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3219 * imply the way your head, or body is facing? Its possible 2987 * 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. 2988 * for them to differ. Sigh, this fctn could get a bit more complex.
3221 * -b.t. 2989 * -b.t.
3222 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3223 */ 2991 */
3224
3225int 2992int
3226player_can_view (object *pl, object *op) 2993player_can_view (object *pl, object *op)
3227{ 2994{
3228 rv_vector rv; 2995 rv_vector rv;
3229 int dx, dy; 2996 int dx, dy;
3241 3008
3242 get_rangevector (pl, op, &rv, 0x1); 3009 get_rangevector (pl, op, &rv, 0x1);
3243 3010
3244 /* starting with the 'head' part, lets loop 3011 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any 3012 * through the object and find if it has any
3246 * part that is in the los array but isnt on 3013 * part that is in the los array but isn't on
3247 * a blocked los square. 3014 * a blocked los square.
3248 * we use the archetype to figure out offsets. 3015 * we use the archetype to figure out offsets.
3249 */ 3016 */
3250 while (op) 3017 while (op)
3251 { 3018 {
3252 dx = rv.distance_x + op->arch->clone.x; 3019 dx = rv.distance_x + op->arch->x;
3253 dy = rv.distance_y + op->arch->clone.y; 3020 dy = rv.distance_y + op->arch->y;
3254 3021
3255 /* only the viewable area the player sees is updated by LOS 3022 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; 3023 return 1;
3024
3263 op = op->more; 3025 op = op->more;
3264 } 3026 }
3265 return 0;
3266}
3267 3027
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; 3028 return 0;
3294} 3029}
3295 3030
3296/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3297 * a player) is standing on a valid battleground-tile, 3032 * 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 3037 * Default is to do the same as before, so only people wanting to have different points need worry about this
3303 */ 3038 */
3304int 3039int
3305op_on_battleground (object *op, int *x, int *y) 3040op_on_battleground (object *op, int *x, int *y)
3306{ 3041{
3307 object *tmp;
3308
3309 /* A battleground-tile needs the following attributes to be valid: 3042 /* 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), 3043 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3311 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3312 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3313 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3314 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3315 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3316 { 3049 {
3317 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3318 { 3051 {
3319 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3320 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3053 && tmp->type == BATTLEGROUND
3054 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3321 { 3056 {
3322 /*before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3323 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3058 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3324 {
3325 object *invtmp;
3326
3327 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 { 3061 {
3329 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3330 {
3331 if (x != NULL && y != NULL) 3062 if (x && y)
3332 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3333 return 1; 3065 return 1;
3334 }
3335 } 3066 }
3336 } 3067
3337 if (x != NULL && y != NULL) 3068 if (x && y)
3338 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3339 return 1; 3071 return 1;
3340 } 3072 }
3341 } 3073 }
3342 } 3074 }
3075
3343 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3344 return 0; 3077 return 0;
3345} 3078}
3346 3079
3347/* 3080/*
3363 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3364 int i = 0, j = 0; 3097 int i = 0, j = 0;
3365 3098
3366 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3367 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3368 trlist = treasurelist::find ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3369 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3370 trlist = treasurelist::find ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3371 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3372 trlist = treasurelist::find ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3373 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3374 trlist = treasurelist::find ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3375 3108
3376 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3377 return; 3110 return;
3378 3111
3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3112 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]); */ 3116 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3384 return; 3117 return;
3385 } 3118 }
3386 3119
3387 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3388 item = &(tr->item->clone); 3121 item = tr->item;
3389 3122
3390 if (item->type == SPELL) 3123 if (item->type == SPELL)
3391 { 3124 {
3392 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3393 return; 3126 return;
3452 { 3185 {
3453 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3454 object *skin; 3187 object *skin;
3455 3188
3456 /* first get the dragon skin force */ 3189 /* 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) 3190 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3459 ; 3191 ;
3460 3192
3461 if (!skin) 3193 if (!skin)
3462 return; 3194 return;
3463 3195
3496 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3497 } 3229 }
3498 else 3230 else
3499 { 3231 {
3500 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3501 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 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); 3235 who->insert (tmp);
3504 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp);
3506 } 3236 }
3507} 3237}
3508 3238
3509/** 3239//-GPL
3510 * Unready an object for a player. This function does nothing if the object was
3511 * not readied.
3512 */
3513void
3514player_unready_range_ob (player *pl, object *ob)
3515{
3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3518
3519 if (pl->combat_ob == ob)
3520 pl->combat_ob = 0;
3521
3522 if (pl->ranged_ob == ob)
3523 pl->ranged_ob = 0;
3524}
3525 3240
3526sint8 3241sint8
3527player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3528{ 3243{
3529 if (!ns) 3244 if (!ns)
3530 return 0; 3245 return LOS_BLOCKED;
3531 3246
3532 int dx, dy; 3247 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0; 3249 return LOS_BLOCKED;
3535 3250
3536 x += dx - ns->current_x + ns->mapx / 2; 3251 x += dx - ns->current_x;
3537 y += dy - ns->current_y + ns->mapy / 2; 3252 y += dy - ns->current_y;
3538 3253
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]; 3254 return blocked_los (x, y);
3543} 3255}
3256
3257void
3258player::infobox (const char *title, const char *msg, int color)
3259{
3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275

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