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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 1.267 by root, Wed Apr 7 18:35:56 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
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 80
214 players.erase (this); 81 players.erase (this);
215} 82}
216 83
217// connect the player with a specific client 84// connect the player with a specific client
227 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
228 95
229 ns->update_look = 0; 96 ns->update_look = 0;
230 ns->look_position = 0; 97 ns->look_position = 0;
231 98
232 clear_los (ob); 99 clear_los ();
233 100
234 ns->reset_stats (); 101 ns->reset_stats ();
235 102
236 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
239 106
240 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
241 link_player_skills (ob); 108 link_skills ();
242 109
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
246 111
247 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
249 { 114 {
250 object *tmp, *abil = 0, *skin = 0; 115 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");
254 116
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 120 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 122 skin = tmp;
261 123
262 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
263 } 125 }
264 126
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 128
267 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284 130
285 ob->update_stats (); 131 ob->update_stats ();
132
286 ns->floorbox_update (); 133 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
290 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
291 activate (); 143 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296 144
297 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
299} 147}
300 148
301void 149void
302player::disconnect () 150player::disconnect ()
303{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
304 if (ns) 158 if (ns)
305 { 159 {
306 if (active) 160 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308 162
311 ns->reset_stats (); 165 ns->reset_stats ();
312 ns->pl = 0; 166 ns->pl = 0;
313 ns = 0; 167 ns = 0;
314 } 168 }
315 169
316 if (ob) 170 // this is important for the player scheduler to get the correct refcount
317 ob->close_container (); //TODO: client-specific 171 // when ns = 0
172 observe = viewpoint = ob;
318 173
319 deactivate (); 174 deactivate ();
320} 175}
176
177//-GPL
321 178
322// the need for this function can be explained 179// the need for this function can be explained
323// by load_object not returning the object 180// by load_object not returning the object
324void 181void
325player::set_object (object *op) 182player::set_object (object *op)
326{ 183{
327 ob = op; 184 ob = observe = viewpoint = op;
328 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
329 186
187 ob->speed = 1.0f;
330 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
331 ob->speed = 1.0f; 189
332 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
333} 191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
334 208
335player::player () 209player::player ()
336{ 210{
337 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point. 212 * we deal with that below this point.
344 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
345 219
346 gen_sp_armour = 10; 220 gen_sp_armour = 10;
347 bowtype = bow_normal; 221 bowtype = bow_normal;
348 petmode = pet_normal; 222 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 223 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
352 do_los = 1; 225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
353} 229}
354 230
355void 231void
356player::do_destroy () 232player::do_destroy ()
357{ 233{
362 if (ob) 238 if (ob)
363 { 239 {
364 ob->destroy_inv (false); 240 ob->destroy_inv (false);
365 ob->destroy (); 241 ob->destroy ();
366 } 242 }
243
244 ob = observe = viewpoint = 0;
367} 245}
368 246
369player::~player () 247player::~player ()
370{ 248{
371 /* Clear item stack */ 249 /* Clear item stack */
372 free (stack_items); 250 free (stack_items);
251}
252
253/*
254 * get_player_archetype() return next player archetype from archetype
255 * list. Not very efficient routine, but used only creating new players.
256 * Note: there MUST be at least one player archetype!
257 */
258static archetype *
259get_player_archetype (archetype *at)
260{
261 // archetypes could have been reloaded
262 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
263
264 if (!nat)
265 return at;
266
267 archvec::iterator i = archetypes.find (nat);
268
269 for (;;)
270 {
271 if (++i == archetypes.end ())
272 i = archetypes.begin ();
273 else if (*i == at)
274 cleanup ("not a single player archetype found");
275
276 if ((*i)->type == PLAYER)
277 return *i;
278 }
373} 279}
374 280
375/* Tries to add player on the connection passed in ns. 281/* 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 282 * All we can really get in this is some settings like host and display
377 * mode. 283 * mode.
379player * 285player *
380player::create () 286player::create ()
381{ 287{
382 player *pl = new player; 288 player *pl = new player;
383 289
384 pl->set_object (arch_to_object (get_player_archetype (0))); 290 pl->set_object (get_player_archetype (0)->instance ());
385 291
386 pl->ob->roll_stats (); 292 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2; 293 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */ 294 pl->ob->run_away = 25; /* Then we panick... */
389 295
390 set_first_map (pl->ob); 296 set_first_map (pl->ob);
391 297
392 return pl; 298 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} 299}
422 300
423object * 301object *
424get_nearest_player (object *mon) 302get_nearest_player (object *mon)
425{ 303{
428 unsigned lastdist; 306 unsigned lastdist;
429 rv_vector rv; 307 rv_vector rv;
430 308
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 309 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 310 {
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)) 311 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 312 continue;
462 313
463 if (lastdist > rv.distance) 314 if (lastdist > rv.distance)
464 { 315 {
659 510
660 return firstdir; 511 return firstdir;
661} 512}
662 513
663void 514void
664give_initial_items (object *pl, treasurelist * items) 515give_initial_items (object *pl, treasurelist *items)
665{ 516{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 517 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 518 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 519
671 for (op = pl->inv; op; op = next) 520 for (object *next, *op = pl->inv; op; op = next)
672 { 521 {
673 next = op->below; 522 next = op->below;
674 523
675 /* Forces get applied per default, unless they have the 524 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 525 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 530 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 531 * by this player due to race restrictions
683 */ 532 */
684 if (pl->type == PLAYER) 533 if (pl->type == PLAYER)
685 { 534 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 535 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
536 &&
687 (op->type == ARMOUR || op->type == BOOTS || 537 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 538 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 539 || op->type == SHIELD || op->type == GLOVES
540 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 541 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 542 {
692 op->destroy (); 543 op->destroy ();
693 continue; 544 continue;
694 } 545 }
695 } 546 }
696 547
697 /* This really needs to be better - we should really give 548 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 549 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 550 * generated by bad treasurelists. - elmex
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 551 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 552 if (op->type == SKILL)
704 { 553 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 554 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 555 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 556 {
713 op->destroy (); 557 op->destroy ();
558 LOG (llevError,
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 559 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
715 continue; 560 break;
716 } 561 }
717 562
718 if (op->nrof > 1) 563 if (op->nrof > 1)
719 op->nrof = 1; 564 op->nrof = 1;
720 } 565 }
721 566
722 if (op->type == SPELLBOOK && op->inv) 567 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 568 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 569
727 /* Give starting characters identified, uncursed, and undamned 570 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 571 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 572 * merged properly.
730 */ 573 */
731 if (need_identify (op)) 574 if (need_identify (op))
732 { 575 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 576 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 577 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 578 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 579 }
580
737 if (op->type == SPELL) 581 if (op->type == SPELL)
738 { 582 {
739 op->destroy (); 583 op->destroy ();
740 continue; 584 continue;
741 } 585 }
743 { 587 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 588 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 589 op->stats.exp = 0;
746 op->level = 1; 590 op->level = 1;
747 } 591 }
748 /* lock all 'normal items by default */ 592 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 593 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 594 } /* for loop of objects in player inv */
752 595
753 /* Need to set up the skill pointers */ 596 /* Need to set up the skill pointers */
754 link_player_skills (pl); 597 pl->contr->link_skills ();
755} 598}
756 599
757void 600void
758get_party_password (object *op, partylist *party) 601get_party_password (object *op, partylist *party)
759{ 602{
769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 612 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
770} 613}
771 614
772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 615/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int 616static int
774roll_stat (void) 617roll_stat ()
775{ 618{
776 int a[4], i, j, k; 619 int a[4], i, j, k;
777 620
778 for (i = 0; i < 4; i++) 621 for (i = 0; i < 4; i++)
779 a[i] = (int) rndm (6) + 1; 622 a[i] = (int) rndm (6) + 1;
860static void 703static void
861start_info (object *op) 704start_info (object *op)
862{ 705{
863 char buf[MAX_BUF]; 706 char buf[MAX_BUF];
864 707
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 708 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 709 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} 710}
870 711
871/* This function takes the key that is passed, and does the 712/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 713 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 714 * The function name is for historical reasons - now we have
876 */ 717 */
877void 718void
878player::chargen_race_done () 719player::chargen_race_done ()
879{ 720{
880 /* this must before then initial items are given */ 721 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 722 esrv_new_player (ob->contr);
882 723
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 724 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
884 if (tl) 725 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 726 create_treasure (tl, ob, 0, 0, 0);
886 727
887 INVOKE_PLAYER (BIRTH, ob->contr); 728 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, ob->contr); 729 INVOKE_PLAYER (LOGIN, ob->contr);
889 730
890 ob->contr->ns->state = ST_PLAYING; 731 ob->contr->ns->state = ST_PLAYING;
891 732
892 if (ob->msg) 733 if (ob->msg)
893 ob->msg = 0; 734 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 }
903 735
904 start_info (ob); 736 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 737 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 738 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 739 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 740 ob->update_stats ();
910 741
911 /* This moves the player to a different start map, if there 742 /* This moves the player to a different start map, if there
912 * is one for this race 743 * is one for this race
913 */ 744 */
914 if (*first_map_ext_path) 745 if (*first_map_ext_path)
915 { 746 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 747 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 748 LOG (llevDebug, "first_map_ext_path not set\n");
931} 749}
932 750
933void 751void
943 int x = ob->x, y = ob->y; 761 int x = ob->x, y = ob->y;
944 762
945 ob->remove_statbonus (); 763 ob->remove_statbonus ();
946 ob->remove (); 764 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 765 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 766 ob->arch->copy_to (ob);
949 ob->instantiate (); 767 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 768 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 769 ob->name = ob->name_pl = name;
952 ob->x = x; 770 ob->x = x;
953 ob->y = y; 771 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 772 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 773 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 774 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 775 ob->add_statbonus ();
958 } 776 }
959 while (!allowed_class (ob)); 777 while (!allowed_class (ob));
960 778
961 update_object (ob, UP_OBJ_FACE); 779 update_object (ob, UP_OBJ_FACE);
964 ob->stats.hp = ob->stats.maxhp; 782 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp; 783 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0; 784 ob->stats.grace = 0;
967} 785}
968 786
969void 787static void
970flee_player (object *op) 788flee_player (object *op)
971{ 789{
972 int dir, diff; 790 int dir, diff;
973 rv_vector rv; 791 rv_vector rv;
974 792
977 LOG (llevDebug, "Fleeing player is dead.\n"); 795 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 796 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 797 return;
980 } 798 }
981 799
982 if (op->enemy == NULL) 800 if (!op->enemy)
983 { 801 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 802 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 803 CLEAR_FLAG (op, FLAG_SCARED);
986 return; 804 return;
987 } 805 }
988 806
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)) 807 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 { 808 {
1002 op->enemy = NULL; 809 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED); 810 CLEAR_FLAG (op, FLAG_SCARED);
1004 return; 811 return;
1007 get_rangevector (op, op->enemy, &rv, 0); 814 get_rangevector (op, op->enemy, &rv, 0);
1008 815
1009 dir = absdir (4 + rv.direction); 816 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 817 for (diff = 0; diff < 3; diff++)
1011 { 818 {
1012 int m = 1 - (RANDOM () & 2); 819 int m = 1 - rndm (2) * 2;
1013 820
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 821 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1015 return; 822 return;
1016 } 823 }
1017 824
1018 /* Cornered, get rid of scared */ 825 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
1028check_pick (object *op) 835check_pick (object *op)
1029{ 836{
1030 object *tmp, *next; 837 object *tmp, *next;
1031 int stop = 0; 838 int stop = 0;
1032 int wvratio; 839 int wvratio;
1033 char putstring[128];
1034 840
1035 /* if you're flying, you cna't pick up anything */ 841 /* if you're flying, you can't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 842 if (op->move_type & MOVE_FLYING)
1037 return 1; 843 return 1;
1038 844
1039 next = op->below; 845 next = op->below;
846
847 int cnt = MAX_ITEM_PER_ACTION;
848#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1040 849
1041 /* loop while there are items on the floor that are not marked as 850 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 851 * destroyed */
1043 while (next && !next->destroyed ()) 852 while (next && !next->destroyed ())
1044 { 853 {
1045 tmp = next; 854 tmp = next;
1046 next = tmp->below; 855 next = tmp->below;
1047 856
857 if (cnt <= 0)
858 {
859 op->failmsg ("Couldn't pickup all items at once.");
860 return 0;
861 }
862
1048 if (op->destroyed ()) 863 if (op->destroyed ())
1049 return 0; 864 return 0;
1050 865
1051 if (!can_pick (op, tmp)) 866 if (!can_pick (op, tmp))
1052 continue; 867 continue;
1053 868
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 869 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 870 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 871 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 872 CHK_PICK_PICKUP;
873
1058 continue; 874 continue;
1059 } 875 }
1060 876
1061 /* high not bit set? We're using the old autopickup model */ 877 /* pickup handling */
878 if (op->contr->mode & PU_DEBUG)
879 {
880 /* some debugging code to figure out item information */
881 const char *str = tmp->name
882 ? format ("item name: %s item type: %d weight/value: %d",
883 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
884 : format ("item name: %s item type: %d weight/value: %d",
885 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
886
887 new_draw_info (NDI_UNIQUE, 0, op, str);
888 }
889
890 if (op->contr->mode & PU_INHIBIT)
891 return 1;
892
893 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
894 return 1;
895
896 /* philosophy:
897 * It's easy to grab an item type from a pile, as long as it's
898 * generic. This takes no game-time. For more detailed pickups
899 * and selections, select-items should be used. This is a
900 * grab-as-you-run type mode that's really useful for arrows for
901 * example.
902 * The drawback: right now it has no frontend, so you need to
903 * stick the bits you want into a calculator in hex mode and then
904 * convert to decimal and then 'pickup <#>
905 */
906
907 /* the first two modes are exclusive: if NOTHING we return, if
908 * STOP then we stop. All the rest are applied sequentially,
909 * meaning if any test passes, the item gets picked up. */
910
911 /* if mode is set to pick nothing up, return */
912 if (op->contr->mode == PU_NOTHING)
913 return 1;
914
915 /* if mode is set to stop when encountering objects, return */
916 /* take STOP before INHIBIT since it doesn't actually pick
917 * anything up */
918 if (op->contr->mode & PU_STOP)
919 return 0;
920
921 /* useful for going into stores and not losing your settings... */
922 /* and for battles wher you don't want to get loaded down while
923 * fighting */
924 if (op->contr->mode & PU_INHIBIT)
925 return 1;
926
927 /* prevent us from turning into auto-thieves :) */
928 if (QUERY_FLAG (tmp, FLAG_UNPAID))
929 continue;
930
931 /* ignore known cursed objects */
932 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
933 continue;
934
935 /* all food and drink if desired */
936 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 937 if (op->contr->mode & PU_FOOD)
938 if (tmp->type == FOOD)
1063 { 939 {
1064 switch (op->contr->mode) 940 CHK_PICK_PICKUP;
941 continue;
942 }
943
944 if (op->contr->mode & PU_DRINK)
945 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
946 {
947 CHK_PICK_PICKUP;
948 continue;
949 }
950
951 if (op->contr->mode & PU_POTION)
952 if (tmp->type == POTION)
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 /* spellbooks, skillscrolls and normal books/scrolls */
959 if (op->contr->mode & PU_SPELLBOOK)
960 if (tmp->type == SPELLBOOK)
961 {
962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_SKILLSCROLL)
967 if (tmp->type == SKILLSCROLL)
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_READABLES)
974 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* wands/staves/rods/horns */
981 if (op->contr->mode & PU_MAGIC_DEVICE)
982 if (tmp->type == WAND
983 || tmp->type == ROD
984 || tmp->type == HORN
985 || tmp->type == POWER_CRYSTAL)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 /* pick up all magical items */
992 if (op->contr->mode & PU_MAGICAL)
993 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
994 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
995 {
996 CHK_PICK_PICKUP;
997 continue;
998 }
999
1000 if (op->contr->mode & PU_VALUABLES)
1001 {
1002 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 1003 {
1066 case 0: 1004 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1005 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 } 1006 }
1099 } 1007 }
1100 else 1008
1101 { /* old model */ 1009 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 1010 if (op->contr->mode & PU_JEWELS)
1011 if (tmp->type == RING
1012 || tmp->type == AMULET
1013 || tmp->type == GIRDLE
1014 || tmp->type == SKILL_TOOL)
1104 { 1015 {
1105 /* some debugging code to figure out item information */ 1016 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; 1017 continue;
1018 }
1152 1019
1153 /* ignore known cursed objects */ 1020 /* we don't forget dragon food */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1021 if (op->contr->mode & PU_FLESH)
1022 if (tmp->type == FLESH)
1023 {
1024 CHK_PICK_PICKUP;
1155 continue; 1025 continue;
1026 }
1156 1027
1157 /* all food and drink if desired */ 1028 /* bows and arrows. Bows are good for selling! */
1158 /* question: don't pick up known-poisonous stuff? */ 1029 if (op->contr->mode & PU_BOW)
1030 if (tmp->type == BOW)
1031 {
1032 CHK_PICK_PICKUP;
1033 continue;
1034 }
1035
1036 if (op->contr->mode & PU_ARROW)
1037 if (tmp->type == ARROW)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 /* all kinds of armor etc. */
1044 if (op->contr->mode & PU_ARMOUR)
1045 if (tmp->type == ARMOUR)
1046 {
1047 CHK_PICK_PICKUP;
1048 continue;
1049 }
1050
1051 if (op->contr->mode & PU_HELMET)
1052 if (tmp->type == HELMET)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_SHIELD)
1059 if (tmp->type == SHIELD)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1159 if (op->contr->mode & PU_FOOD) 1065 if (op->contr->mode & PU_BOOTS)
1160 if (tmp->type == FOOD) 1066 if (tmp->type == BOOTS)
1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1072 if (op->contr->mode & PU_GLOVES)
1073 if (tmp->type == GLOVES || tmp->type == BRACERS)
1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1079 if (op->contr->mode & PU_CLOAK)
1080 if (tmp->type == CLOAK)
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 /* hoping to catch throwing daggers here */
1087 if (op->contr->mode & PU_MISSILEWEAPON)
1088 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* careful: chairs and tables are weapons! */
1095 if (op->contr->mode & PU_ALLWEAPON)
1096 {
1097 if (tmp->type == WEAPON)
1098 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1161 { 1099 {
1162 pick_up (op, tmp); 1100 CHK_PICK_PICKUP;
1163 continue; 1101 continue;
1164 } 1102 }
1103 }
1165 1104
1105 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1106 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1107 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1108 {
1169 pick_up (op, tmp); 1109 CHK_PICK_PICKUP;
1170 continue; 1110 continue;
1171 } 1111 }
1172 1112
1113 /* any of the last 4 bits set means we use the ratio for value
1114 * pickups */
1173 if (op->contr->mode & PU_POTION) 1115 if (op->contr->mode & PU_RATIO)
1174 if (tmp->type == POTION) 1116 {
1117 /* use value density to decide what else to grab */
1118 /* >=7 was >= op->contr->mode */
1119 /* >=7 is the old standard setting. Now we take the last 4 bits
1175 { 1120 */
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) 1121 wvratio = op->contr->mode & PU_RATIO;
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1122 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 { 1123 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1124#if 0
1125 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1126 if (tmp->name != NULL)
1221 { 1127 {
1222 pick_up (op, tmp); 1128 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1129 }
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 1130 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1131 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1132 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1133 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1362#endif 1134#endif
1135 CHK_PICK_PICKUP;
1363 continue; 1136 continue;
1364 }
1365 } 1137 }
1366 } /* the new pickup model */ 1138 } /* the new pickup model */
1367 } 1139 }
1368 1140
1369 return !stop; 1141 return !stop;
1142}
1143
1144/* routine for both players and monsters. We call this when
1145 * there is a possibility for our action distrubing our hiding
1146 * place or invisiblity spell. Artefact invisiblity causes
1147 * "noise" instead. If we arent invisible to begin with, we
1148 * return 0.
1149 */
1150static int
1151action_makes_visible (object *op)
1152{
1153 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1154 {
1155 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1156 {
1157 // artefact invisibility is permanent, but we still make noise
1158 // this is important for game-balance.
1159 if (op->contr)
1160 op->make_noise ();
1161
1162 return 0;
1163 }
1164
1165 if (op->contr && op->contr->tmp_invis == 0)
1166 return 0;
1167
1168 /* If monsters, they should become visible */
1169 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1170 {
1171 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1172 return 1;
1173 }
1174 }
1175
1176 return 0;
1370} 1177}
1371 1178
1372/* 1179/*
1373 * Find an arrow in the inventory and after that 1180 * Find an arrow in the inventory and after that
1374 * in the right type container (quiver). Pointer to the 1181 * in the right type container (quiver). Pointer to the
1375 * found object is returned. 1182 * found object is returned.
1376 */ 1183 */
1377object * 1184static object *
1378find_arrow (object *op, const char *type) 1185find_arrow (object *op, const char *type)
1379{ 1186{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1187 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) 1188 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1189 return splay (tmp);
1190
1191 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1192 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1193 if (object *arrow = find_arrow (tmp, type))
1194 {
1195 splay (tmp);
1386 return op; 1196 return arrow;
1197 }
1387 1198
1388 return tmp; 1199 return 0;
1389} 1200}
1390 1201
1391/* 1202/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1203 * 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 1204 * 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 1205 * 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. 1206 * the hall. Failing that it does it's best to pick the highest plus arrow.
1396 */ 1207 */
1397object * 1208static object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1209find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1210{
1400 object *tmp = NULL, *arrow, *ntmp; 1211 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1212 int attacknum, attacktype, betterby = 0, i;
1402 1213
1403 if (!type) 1214 if (!type)
1407 { 1218 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1219 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 { 1220 {
1410 i = 0; 1221 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1222 ntmp = find_better_arrow (arrow, target, type, &i);
1223
1412 if (i > betterby) 1224 if (i > betterby)
1413 { 1225 {
1414 tmp = ntmp; 1226 tmp = ntmp;
1415 betterby = i; 1227 betterby = i;
1416 } 1228 }
1417 } 1229 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1230 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1231 {
1420 /* allways prefer assasination/slaying */ 1232 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1233 if (target->race && arrow->slaying.contains (target->race))
1422 { 1234 {
1423 if (arrow->attacktype & AT_DEATH) 1235 if (arrow->attacktype & AT_DEATH)
1424 { 1236 {
1425 *better = 100; 1237 *better = 100;
1426 return arrow; 1238 return arrow;
1434 else 1246 else
1435 { 1247 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1248 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1249 {
1438 attacktype = 1 << attacknum; 1250 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1251 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1252 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1253 {
1442 tmp = arrow; 1254 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1255 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1256 }
1445 } 1257 }
1258
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1259 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1260 {
1448 tmp = arrow; 1261 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1262 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1263 }
1264
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1265 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1266 {
1453 tmp = arrow; 1267 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1268 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1269 }
1456 } 1270 }
1457 } 1271 }
1458 } 1272 }
1273
1459 if (tmp == NULL && arrow == NULL) 1274 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1275 return find_arrow (op, type);
1461 1276
1462 *better = betterby; 1277 *better = betterby;
1463 return tmp; 1278 return tmp;
1467 * find_better_arrow to find a decent arrow to use. 1282 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1283 * op = the shooter
1469 * type = bow->race 1284 * type = bow->race
1470 * dir = fire direction 1285 * dir = fire direction
1471 */ 1286 */
1472object * 1287static object *
1473pick_arrow_target (object *op, const char *type, int dir) 1288pick_arrow_target (object *op, shstr_cmp type, int dir)
1474{ 1289{
1475 object *tmp = NULL; 1290 object *tmp = NULL;
1476 maptile *m; 1291 maptile *m;
1477 int i, mflags, found, number; 1292 int i, mflags, found, number;
1478 sint16 x, y; 1293 sint16 x, y;
1493 for (i = 0, found = 0; i < 20; i++) 1308 for (i = 0, found = 0; i < 20; i++)
1494 { 1309 {
1495 x += freearr_x[dir]; 1310 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1311 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1312 mflags = get_map_flags (m, &m, x, y, &x, &y);
1313
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1314 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1315 {
1500 tmp = NULL; 1316 tmp = 0;
1501 break; 1317 break;
1502 } 1318 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1319 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1320 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1321 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1322 * perhaps a bad assumption.
1507 */ 1323 */
1508 tmp = NULL; 1324 tmp = 0;
1509 break; 1325 break;
1510 } 1326 }
1327
1511 if (mflags & P_IS_ALIVE) 1328 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1329 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1330 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1331 break;
1521 }
1522 } 1332 }
1523 if (tmp == NULL) 1333
1334 if (!tmp)
1524 return find_arrow (op, type); 1335 return find_arrow (op, type);
1525 1336
1526 if (tmp->head) 1337 if (tmp->head)
1527 tmp = tmp->head; 1338 tmp = tmp->head;
1528 1339
1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1379 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1569 return 0; 1380 return 0;
1570 } 1381 }
1571 1382
1572 // optimisation: move object to top so we will find it quickly again 1383 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below) 1384 splay (bow);
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1579 } 1385 }
1580 1386
1581 if (!bow->race || !bow->skill) 1387 if (!bow->race || !bow->skill)
1582 { 1388 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1389 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1609 } 1415 }
1610 1416
1611 /* this should not happen, but sometimes does */ 1417 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1418 if (arrow->nrof == 0)
1613 { 1419 {
1420 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1421 arrow->destroy ();
1615 return 0; 1422 return 0;
1616 } 1423 }
1617 1424
1618 left = arrow; /* these are arrows left to the player */ 1425 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1426 arrow = arrow->split ();
1620 if (!arrow) 1427 if (!arrow)
1621 { 1428 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1429 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1430 return 0;
1624 } 1431 }
1628 arrow->direction = dir; 1435 arrow->direction = dir;
1629 1436
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1437 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam; 1438 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype; 1439 arrow->stats.grace = arrow->attacktype;
1440 arrow->custom_name = arrow->slaying;
1633 1441
1634 if (arrow->slaying) 1442#if 0
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr) 1443 if (player *pl = op->contr)
1638 { 1444 {
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; 1445 float speed = pl->weapon_sp;
1646 1446
1647 /* penalize ROF for bestarrow */ 1447 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1448 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1449 speed *= .9f;
1650 else 1450 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1451 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1452
1653 op->speed_left += speed - op->speed; 1453 op->speed_left += speed - op->speed;
1454 }
1654#endif 1455#endif
1655 }
1656 1456
1657 SET_ANIMATION (arrow, arrow->direction); 1457 SET_ANIMATION (arrow, arrow->direction);
1658 1458
1659 /* update the speed */ 1459 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1460 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; 1461 + bow->stats.dam / 7.f;
1662 1462
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1463 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1464 arrow->speed_left = 0;
1665 1465
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1466 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1467
1668 if (op->type == PLAYER) 1468 if (op->type == PLAYER)
1691 1491
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1492 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1493 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1494 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1495
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1496 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1497 m->insert (arrow, sx, sy, op);
1698 1498
1699 if (!arrow->destroyed ()) 1499 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1500 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 1501
1710 return 1; 1502 return 1;
1711} 1503}
1712 1504
1713/* Special fire code for players - this takes into 1505/* Special fire code for players - this takes into
1715 * but monsters can't. Putting that code here 1507 * but monsters can't. Putting that code here
1716 * makes the fire_bow code much cleaner. 1508 * makes the fire_bow code much cleaner.
1717 * this function should only be called if 'op' is a player, 1509 * this function should only be called if 'op' is a player,
1718 * hence the function name. 1510 * hence the function name.
1719 */ 1511 */
1720int 1512static int
1721player_fire_bow (object *op, int dir) 1513player_fire_bow (object *op, int dir)
1722{ 1514{
1723 int ret = 0, wcmod = 0; 1515 int ret;
1724 1516
1725 if (op->contr->bowtype == bow_bestarrow) 1517 if (op->contr->bowtype == bow_bestarrow)
1726 { 1518 {
1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1728 } 1520 }
1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1521 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 { 1522 {
1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1523 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); 1524 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1735 } 1525 }
1736 else if (op->contr->bowtype == bow_threewide) 1526 else if (op->contr->bowtype == bow_threewide)
1737 { 1527 {
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1528 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)]); 1529 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)]); 1530 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 } 1531 }
1742 else if (op->contr->bowtype == bow_spreadshot) 1532 else if (op->contr->bowtype == bow_spreadshot)
1743 { 1533 {
1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1534 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); 1535 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); 1536 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1747 } 1537 }
1748 else 1538 else
1749 { 1539 {
1755} 1545}
1756 1546
1757/* Fires a misc (wand/rod/horn) object in 'dir'. 1547/* Fires a misc (wand/rod/horn) object in 'dir'.
1758 * Broken apart from 'fire' to keep it more readable. 1548 * Broken apart from 'fire' to keep it more readable.
1759 */ 1549 */
1760void 1550static void
1761fire_misc_object (object *op, int dir) 1551fire_misc_object (object *op, int dir)
1762{ 1552{
1763 object *item = op->contr->ranged_ob; 1553 object *item = op->contr->ranged_ob;
1764 1554
1765 if (!item) 1555 if (!item)
1772 { 1562 {
1773 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1563 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1774 return; 1564 return;
1775 } 1565 }
1776 1566
1777 if (!op->change_weapon (item)) 1567 if (!op->apply (item))
1778 return; 1568 return;
1779 1569
1780 if (item->type == WAND) 1570 if (item->type == WAND)
1781 { 1571 {
1782 if (item->stats.food <= 0) 1572 if (item->stats.food <= 0)
1783 { 1573 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1574 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)); 1575 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1576
1787 return; 1577 return;
1788 } 1578 }
1789 } 1579 }
1790 else if (item->type == ROD || item->type == HORN) 1580 else if (item->type == ROD || item->type == HORN)
1791 { 1581 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1582 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1583
1584 // using the maximum of the rods charge allows at least one spell cast
1585 // for a rod or horn, this fixes some broken rods.
1586 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1793 { 1587 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1588 op->contr->play_sound (sound_find ("wand_poof"));
1795 1589
1796 if (item->type == ROD) 1590 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)); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1592 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 } 1596 }
1803 } 1597 }
1804 1598
1805 if (cast_spell (op, item, dir, item->inv, NULL)) 1599 if (cast_spell (op, item, dir, item->inv, NULL))
1806 { 1600 {
1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1601 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1602
1808 if (item->type == WAND) 1603 if (item->type == WAND)
1809 { 1604 {
1810 if (!(--item->stats.food)) 1605 if (!(--item->stats.food))
1811 { 1606 {
1812 object *tmp; 1607 object *tmp;
1813 1608
1814 if (item->arch) 1609 if (item->arch)
1815 { 1610 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1611 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1612 item->face = item->arch->face;
1818 item->set_speed (0); 1613 item->set_speed (0);
1819 } 1614 }
1820 1615
1821 if ((tmp = item->in_player ())) 1616 if (object *pl = item->visible_to ())
1822 esrv_update_item (UPD_ANIM, tmp, item); 1617 esrv_update_item (UPD_ANIM, pl, item);
1823 } 1618 }
1824 } 1619 }
1825 else if (item->type == ROD || item->type == HORN) 1620 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item); 1621 drain_rod_charge (item);
1827 } 1622 }
1828} 1623}
1829 1624
1830/* Received a fire command for the player - go and do it. 1625/* Received a fire command for the player - go and do it.
1831 */ 1626 */
1832void 1627bool
1833fire (object *op, int dir) 1628fire (object *who, int dir)
1834{ 1629{
1835 int spellcost = 0; 1630 int spellcost = 0;
1836 1631
1632 player *pl = who->contr;
1633
1634 if (pl->golem)
1635 {
1636 control_golem (who->contr->golem, dir);
1637 return false;
1638 }
1639
1640 object *ob = pl->ranged_ob;
1641
1642 if (!ob)
1643 return false;
1644
1645 if (who->speed_left > 0.f)
1646 --who->speed_left;
1647 else
1648 return false;
1649
1650 if (!who->apply (ob))
1651 return false;
1652
1837 /* check for loss of invisiblity/hide */ 1653 /* check for loss of invisiblity/hide */
1838 if (action_makes_visible (op)) 1654 if (action_makes_visible (who))
1839 make_visible (op); 1655 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 1656
1857 switch (ob->type) 1657 switch (ob->type)
1858 { 1658 {
1859 case BOW: 1659 case BOW:
1860 player_fire_bow (op, dir); 1660 player_fire_bow (who, dir);
1861 break; 1661 break;
1862 1662
1863 case SPELL: 1663 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1664 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1865 break; 1665 break;
1866 1666
1867 case BUILDER: 1667 case BUILDER:
1868 apply_map_builder (op, dir); 1668 apply_map_builder (who, dir);
1869 break; 1669 break;
1870 1670
1871 case SKILL: 1671 case SKILL:
1872 do_skill (op, op, ob, dir, 0); 1672 do_skill (who, who, ob, dir, 0);
1873 break; 1673 break;
1874 1674
1675 case RANGED:
1676 do_skill (who, ob, who->chosen_skill, dir, 0);
1677 break;
1678
1875 default: 1679 default:
1876 fire_misc_object (op, dir); 1680 fire_misc_object (who, dir);
1877 break; 1681 break;
1878 } 1682 }
1879}
1880 1683
1881/* find_key 1684 return true;
1882 * We try to find a key for the door as passed. If we find a key 1685}
1883 * and successfully use it, we return the key, otherwise NULL 1686
1884 * This function merges both normal and locked door, since the logic 1687static 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) 1688find_key_ (object *pl, object *container, object *door)
1893{ 1689{
1894 object *tmp, *key; 1690 object *tmp, *key;
1895 1691
1896 /* Should not happen, but sanity checking is never bad */ 1692 /* Should not happen, but sanity checking is never bad */
1897 if (!container->inv) 1693 if (!container->inv)
1900 /* First, lets try to find a key in the top level inventory */ 1696 /* First, lets try to find a key in the top level inventory */
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1697 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1698 {
1903 if (door->type == DOOR && tmp->type == KEY) 1699 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1700 break;
1701
1905 /* For sanity, we should really check door type, but other stuff 1702 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1703 * (like containers) can be locked with special keys
1907 */ 1704 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1705 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1706 break;
1915 * a key, return 1712 * a key, return
1916 */ 1713 */
1917 if (!tmp) 1714 if (!tmp)
1918 { 1715 {
1919 for (tmp = container->inv; tmp; tmp = tmp->below) 1716 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1921 /* No reason to search empty containers */ 1717 /* No reason to search empty containers */
1922 if (tmp->type == CONTAINER && tmp->inv) 1718 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1924 if ((key = find_key (pl, tmp, door))) 1719 if ((key = find_key_ (pl, tmp, door)))
1925 return key; 1720 return key;
1926 }
1927 }
1928 1721
1929 if (!tmp) 1722 if (!tmp)
1930 return NULL; 1723 return 0;
1931 } 1724 }
1932 1725
1933 /* We get down here if we have found a key. Now if its in a container, 1726 /* 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 1727 * see if we actually want to use it
1935 */ 1728 */
1936 if (pl != container) 1729 if (pl != container)
1937 { 1730 {
1938 /* Only let players use keys in containers */ 1731 /* Only let players use keys in containers */
1939 if (!pl->contr) 1732 if (!pl->contr)
1940 return NULL; 1733 return 0;
1734
1941 /* cases where this fails: 1735 /* cases where this fails:
1942 * If we only search the player inventory, return now since we 1736 * If we only search the player inventory, return now since we
1943 * are not in the players inventory. 1737 * are not in the players inventory.
1944 * If the container is not active, return now since only active 1738 * If the container is not active, return now since only active
1945 * containers can be used. 1739 * containers can be used.
1949 * inv must have been an container and must have been active. 1743 * inv must have been an container and must have been active.
1950 * 1744 *
1951 * Change the color so that the message doesn't disappear with 1745 * Change the color so that the message doesn't disappear with
1952 * all the others. 1746 * all the others.
1953 */ 1747 */
1954 if (pl->contr->usekeys == key_inventory || 1748 if (pl->contr->usekeys == key_inventory
1955 !QUERY_FLAG (container, FLAG_APPLIED) || 1749 || !QUERY_FLAG (container, FLAG_APPLIED)
1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1750 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1957 { 1751 {
1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1752 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)); 1753 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 return NULL; 1754 return NULL;
1961 } 1755 }
1962 } 1756 }
1963 1757
1964 return tmp; 1758 return tmp;
1759}
1760
1761/* find_key
1762 * We try to find a key for the door as passed. If we find a key
1763 * and successfully use it, we return the key, otherwise NULL
1764 * This function merges both normal and locked door, since the logic
1765 * for both is the same - just the specific key is different.
1766 * pl is the player,
1767 * inv is the objects inventory to searched
1768 * door is the door we are trying to match against.
1769 * This function can be called recursively to search containers.
1770 */
1771object *
1772find_key (object *pl, object *container, object *door)
1773{
1774 if (door->slaying && is_match_expr (door->slaying))
1775 {
1776 // for match expressions, we try to find the key by applying the match
1777 // to the op itself, which is supposed to find the "key", instead
1778 // of searching through containers ourselves.
1779
1780 return match_one (door->slaying, container, door, pl, pl);
1781 }
1782 else
1783 return find_key_ (pl, container, door);
1965} 1784}
1966 1785
1967/* moved door processing out of move_player_attack. 1786/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1787 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1788 * such that the caller should not do anything more,
1970 * 0 otherwise 1789 * 0 otherwise
1971 */ 1790 */
1972static int 1791static int
1973player_attack_door (object *op, object *door) 1792player_attack_door (object *op, object *door)
1974{ 1793{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1794 /* 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 - 1795 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1796 * otherwise, we fall through to the rest of the code.
1978 */ 1797 */
1979 object *key = find_key (op, op, door); 1798 object *key = find_key (op, op, door);
1980 1799
1981 /* IF we found a key, do some extra work */ 1800 /* If we found a key, do some extra work */
1982 if (key) 1801 if (key)
1983 { 1802 {
1984 object *container = key->env; 1803 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1804
1988 if (action_makes_visible (op)) 1805 if (action_makes_visible (op))
1989 make_visible (op); 1806 make_visible (op);
1990 1807
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1808 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1810
1994 if (door->type == DOOR) 1811 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1812 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1813 else if (door->type == LOCKED_DOOR)
1997 { 1814 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1815 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1816 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1817 }
2001 1818
2002 /* Do this after we print the message */ 1819 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1820 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 1821
2008 return 1; /* Nothing more to do below */ 1822 return 1; /* Nothing more to do below */
2009 } 1823 }
2010 else if (door->type == LOCKED_DOOR) 1824 else if (door->type == LOCKED_DOOR)
2011 { 1825 {
2012 /* Might as well return now - no other way to open this */ 1826 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1827 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1828 return 1;
2015 } 1829 }
2016 1830
2017 return 0; 1831 return 0;
2018} 1832}
2021 * It should keep the code cleaner. 1835 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1836 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1837 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1838 * going to try and move (not fire weapons).
2025 */ 1839 */
2026void 1840bool
2027move_player_attack (object *op, int dir) 1841move_player_attack (object *op, int dir)
2028{ 1842{
2029 object *tmp, *mon; 1843 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2030 int on_battleground; 1844 {
2031 maptile *m; 1845 --op->speed_left;
1846 return true;
1847 }
2032 1848
2033 sint16 nx = freearr_x[dir] + op->x; 1849 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1850 sint16 ny = freearr_y[dir] + op->y;
2035 1851
2036 on_battleground = op_on_battleground (op, 0, 0); 1852 if (out_of_map (op->map, nx, ny))
1853 return false;
2037 1854
2038 /* If braced, or can't move to the square, and it is not out of the 1855 /* 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 1856 * 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 1857 * 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 1858 * 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 1859 * 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 1860 * 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 1861 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 1862 * move_ob uses.
2046 */ 1863 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1864 maptile *m = op->map->xy_find (nx, ny);
1865
1866 /* Go through all the objects, and find ones of interest. Only stop if
1867 * we find a monster - that is something we know we want to attack.
1868 * if its a door or barrel (can roll) see if there may be monsters
1869 * on the space
1870 */
1871 object *mon;
1872 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1873 {
1874 if ((mon->flag [FLAG_ALIVE]
1875 || mon->type == LOCKED_DOOR
1876 || mon->flag [FLAG_CAN_ROLL])
1877 && mon != op)
1878 break;
2048 { 1879 }
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1880
1881 if (!mon) /* This happens anytime the player tries to move */
1882 return false; /* into a wall */
1883
1884 mon = mon->head_ ();
1885
1886 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1887 if (op->contr->weapon_sp_left > 0.f)
1888 if (player_attack_door (op, mon))
1889 {
1890 --op->contr->weapon_sp_left;
1891 return true;
2050 { 1892 }
2051 m = op->map->xy_find (nx, ny); 1893
2052 if (!m) 1894 /* The following deals with possibly attacking peaceful
2053 return; /* Don't think this should happen */ 1895 * or friendly creatures. Basically, all players are considered
1896 * unaggressive. If the moving player has peaceful set, then the
1897 * object should be pushed instead of attacked. It is assumed that
1898 * if you are braced, you will not attack friends accidently,
1899 * and thus will not push them.
1900 */
1901
1902 /* If the creature is a pet, push it even if the player is not
1903 * peaceful. Our assumption is the creature is a pet if the
1904 * player owns it and it is either friendly or unagressive.
1905 */
1906 if (op->type == PLAYER
1907 && ((mon->owner && mon->owner->contr
1908 && same_party (mon->owner->contr->party, op->contr->party))
1909 || mon->owner == op)
1910 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1911 {
1912 /* If we're braced, we don't want to switch places with it */
1913 if (op->contr->braced)
1914 return false;
1915
1916 if (op->speed_left > 0.f)
1917 {
1918 --op->speed_left;
1919
1920 op->play_sound (sound_find ("push_player"));
1921 push_ob (mon, dir, op);
1922
1923 if (action_makes_visible (op))
1924 make_visible (op);
1925
1926 return true;
2054 } 1927 }
2055 else 1928 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return; 1929 return false;
1930 }
2060 1931
2061 mon = 0; 1932 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 1933
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 1934 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 1935 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't 1936 * someone, but put it inside this loop so that you won't
2134 * attack them either. 1937 * attack them either.
2135 */ 1938 */
2136 if ((mon->type == PLAYER || mon->enemy != op) && 1939 if ((mon->type == PLAYER || mon->enemy != op)
2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1940 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2138#ifdef PROHIBIT_PLAYERKILL
2139 (op->contr->peaceful 1941 && ((op->contr->peaceful
2140 || (mon->type == PLAYER 1942 || (mon->type == PLAYER && mon->contr->peaceful))
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground)) 1943 && !on_battleground))
1944 {
1945 if (op->speed_left > 0.f)
2147 { 1946 {
1947 --op->speed_left;
1948
2148 if (!op->contr->braced) 1949 if (!op->contr->braced)
2149 { 1950 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1951 op->play_sound (sound_find ("push_player"));
2151 push_ob (mon, dir, op); 1952 push_ob (mon, dir, op);
2152 } 1953 }
2153 else 1954 else
2154 new_draw_info (0, 0, op, "You withhold your attack"); 1955 op->statusmsg ("You withhold your attack");
2155 1956
2156 if (op->contr->tmp_invis || op->hide) 1957 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2157 make_visible (op); 1958 make_visible (op);
2158 }
2159 1959
1960 return true;
1961 }
1962 }
2160 /* If the object is a boulder or other rollable object, then 1963 /* 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. 1964 * roll it if not braced. You can't roll it if you are braced.
2162 */ 1965 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1966 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1967 {
1968 if (op->speed_left > 0.f)
2164 { 1969 {
1970 --op->speed_left;
1971
2165 recursive_roll (mon, dir, op); 1972 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op)) 1973 if (action_makes_visible (op))
2167 make_visible (op); 1974 make_visible (op);
2168 }
2169 1975
1976 return true;
1977 }
1978 }
2170 /* Any generic living creature. Including things like doors. 1979 /* Any generic living creature. Including things like doors.
2171 * Way it works is like this: First, it must have some hit points 1980 * 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: 1981 * 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 1982 * 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. 1983 * that party_number -1 is no party, so attacks can still happen.
2175 */ 1984 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1985 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))) 1986 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 { 1987 {
2179 if (!op->contr->has_hit) 1988 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2180 { 1989 {
2181 op->contr->has_hit = 1; 1990 --op->contr->weapon_sp_left;
2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2183 }
2184 1991
2185 skill_attack (mon, op, 0, 0, 0); 1992 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 1993
2201 if (action_makes_visible (op)) 1994 if (action_makes_visible (op))
2202 make_visible (op); 1995 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 1996
2207int 1997 return true;
1998 }
1999 }
2000
2001 return false;
2002}
2003
2004bool
2208move_player (object *op, int dir) 2005move_player (object *op, int dir)
2209{ 2006{
2210 int pick;
2211
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2007 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2213 return 0; 2008 return 0;
2214 2009
2215 /* Sanity check: make sure dir is valid */ 2010 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9)) 2011 if (dir < 0 || dir >= 9)
2217 { 2012 {
2218 LOG (llevError, "move_player: invalid direction %d\n", dir); 2013 LOG (llevError, "move_player: invalid direction %d\n", dir);
2219 return 0; 2014 return 0;
2220 } 2015 }
2221 2016
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2018 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2019 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225 2020
2226 op->facing = dir; 2021 op->facing = dir;
2227 2022
2228 if (op->hide) 2023 if (op->flag [FLAG_HIDDEN])
2229 do_hidden_move (op); 2024 do_hidden_move (op);
2230 2025
2026 bool retval;
2027 int pick = 0;
2028
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2029 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2030 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2031 else if (op->contr->fire_on)
2234 fire (op, dir); 2032 retval = fire (op, dir);
2235 else 2033 else
2236 { 2034 {
2237 move_player_attack (op, dir); 2035 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2036 pick = check_pick (op);
2239 } 2037 }
2240 2038
2241 /* Add special check for newcs players and fire on - this way, the 2039 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing. 2040 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2047 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2048 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2049 * for players.
2252 */ 2050 */
2253 animate_object (op, op->facing); 2051 animate_object (op, op->facing);
2254 return 0; 2052
2053 return retval;
2255} 2054}
2256 2055
2257/* This is similar to handle_player, below, but is only used by the 2056/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2057 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2058 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2059 * the new speed values for commands.
2261 * 2060 *
2262 * Returns true if there are more actions we can do. 2061 * Returns true if there are more actions we can do. Should not do
2062 * many actions in a row, as that would be too unfair to other
2063 * players.
2263 */ 2064 */
2264int 2065bool
2265handle_newcs_player (object *op) 2066handle_newcs_player (object *op)
2266{ 2067{
2267 if (QUERY_FLAG (op, FLAG_SCARED)) 2068 if (QUERY_FLAG (op, FLAG_SCARED))
2268 { 2069 {
2269 flee_player (op); 2070 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 { 2071 {
2274 --op->speed_left; 2072 --op->speed_left;
2073 flee_player (op);
2074
2275 return 0; 2075 return true;
2276 } 2076 }
2077 else
2078 return false;
2277 } 2079 }
2278 2080
2279 /* call this here - we also will call this in do_ericserver, but 2081 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2082 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2083 * called, so we recheck it here.
2282 */ 2084 */
2283 if (op->contr->ns->handle_command ()) 2085 if (op->contr->ns->handle_command ())
2284 return 1; 2086 return true;
2285 2087
2286 if (op->speed_left > 0.f)
2287 {
2288 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2088 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); 2089 return move_player (op, op->direction);
2298 2090
2299 return op->speed_left > 0.f;
2300 }
2301 }
2302
2303 return 0; 2091 return false;
2304} 2092}
2305 2093
2306int 2094static int
2307save_life (object *op) 2095save_life (object *op)
2308{ 2096{
2309 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2097 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2310 return 0; 2098 return 0;
2311 2099
2312 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2100 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2101 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2314 { 2102 {
2315 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2103 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)); 2104 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 2105
2321 tmp->destroy (); 2106 tmp->destroy ();
2322 CLEAR_FLAG (op, FLAG_LIFESAVE); 2107 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323 2108
2324 if (op->stats.hp < 0) 2109 if (op->stats.hp < 0)
2325 op->stats.hp = op->stats.maxhp; 2110 op->stats.hp = op->stats.maxhp;
2326 2111
2327 if (op->stats.food < 0) 2112 if (op->stats.food < 0)
2328 op->stats.food = 999; 2113 op->stats.food = MAX_FOOD;
2329 2114
2330 op->update_stats (); 2115 op->update_stats ();
2331 return 1; 2116 return 1;
2332 } 2117 }
2333 2118
2337 return 0; 2122 return 0;
2338} 2123}
2339 2124
2340/* This goes throws the inventory and removes unpaid objects, and puts them 2125/* 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 2126 * 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 2127 * function will descend into containers. op is the object to start the search
2343 * from. 2128 * from.
2344 */ 2129 */
2130static void
2131drop_unpaid_items (object *op, object *env)
2132{
2133 while (op)
2134 {
2135 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2136
2137 if (QUERY_FLAG (op, FLAG_UNPAID))
2138 op->insert_at (env);
2139 else if (op->inv)
2140 drop_unpaid_items (op->inv, env);
2141
2142 op = next;
2143 }
2144}
2145
2345void 2146void
2346remove_unpaid_objects (object *op, object *env) 2147object::drop_unpaid_items ()
2347{ 2148{
2348 while (op) 2149 if (!flag [FLAG_REMOVED])
2349 { 2150 ::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} 2151}
2408 2152
2409void 2153void
2410do_some_living (object *op) 2154do_some_living (object *op)
2411{ 2155{
2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2207 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2464 else 2208 else
2465 { 2209 {
2466 gen_grace = op->stats.maxgrace; 2210 gen_grace = op->stats.maxgrace;
2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2211 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 } 2212 }
2511 2213
2512 /* Regenerate Grace */ 2214 /* Regenerate Grace */
2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2215 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2514 if (--op->last_grace < 0) 2216 if (--op->last_grace < 0)
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2237 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 } 2238 }
2537 /* wearing stuff doesn't detract from grace generation. */ 2239 /* wearing stuff doesn't detract from grace generation. */
2538 } 2240 }
2539 2241
2242 if (op->stats.food > 0)
2243 {
2540 /* Regenerate Hit Points */ 2244 /* Regenerate Spell Points */
2541 if (--op->last_heal < 0) 2245 if (!op->contr->golem && --op->last_sp < 0)
2542 {
2543 if (op->stats.hp < op->stats.maxhp)
2544 { 2246 {
2545 op->stats.hp++; 2247 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 /* dms do not consume food */ 2248
2547 if (!QUERY_FLAG (op, FLAG_WIZ)) 2249 if (op->stats.sp < op->stats.maxsp)
2548 { 2250 {
2251 op->stats.sp++;
2252
2253 /* dms do not consume food */
2254 if (!QUERY_FLAG (op, FLAG_WIZ))
2255 {
2549 op->stats.food--; 2256 op->stats.food--;
2257
2550 if (op->contr->digestion < 0) 2258 if (op->contr->digestion < 0)
2551 op->stats.food += op->contr->digestion; 2259 op->stats.food += op->contr->digestion;
2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2260 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2553 op->stats.food = last_food; 2261 op->stats.food = last_food;
2262 }
2554 } 2263 }
2555 }
2556 2264
2557 if (max_hp > 1) 2265 if (max_sp > 1)
2558 {
2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2560 if (over_hp > 0)
2561 { 2266 {
2562 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2267 over_sp = (gen_sp + 10) / rate_sp;
2268 if (over_sp > 0)
2269 {
2270 if (op->stats.sp < op->stats.maxsp)
2271 {
2272 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2273
2274 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2275 op->stats.sp--;
2276
2277 if (op->stats.sp > op->stats.maxsp)
2278 op->stats.sp = op->stats.maxsp;
2279 }
2280
2563 op->last_heal = 0; 2281 op->last_sp = 0;
2282 }
2283 else
2284 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2564 } 2285 }
2565 else 2286 else
2287 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2288 }
2289
2290 /* Regenerate Hit Points */
2291 if (--op->last_heal < 0)
2292 {
2293 if (op->stats.hp < op->stats.maxhp)
2566 { 2294 {
2567 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2295 op->stats.hp++;
2296
2297 /* dms do not consume food */
2298 if (!QUERY_FLAG (op, FLAG_WIZ))
2299 {
2300 op->stats.food--;
2301
2302 if (op->contr->digestion < 0)
2303 op->stats.food += op->contr->digestion;
2304 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2305 op->stats.food = last_food;
2306 }
2568 } 2307 }
2308
2309 if (max_hp > 1)
2310 {
2311 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2312
2313 if (over_hp > 0)
2314 {
2315 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2316 op->last_heal = 0;
2317 }
2318 else
2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2569 } 2320 }
2570 else 2321 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2322 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 } 2323 }
2574 } 2324 }
2575 2325
2576 /* Digestion */ 2326 /* Digestion */
2577 if (--op->last_eat < 0) 2327 if (--op->last_eat < 0)
2578 { 2328 {
2579#ifdef COZY_SERVER 2329 int bonus = max (0, op->contr->digestion),
2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2330 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 2331
2586 if (op->contr->gen_hp > 0)
2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2332 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 2333
2591 /* dms do not consume food */ 2334 /* dms do not consume food */
2592 if (!QUERY_FLAG (op, FLAG_WIZ)) 2335 if (!QUERY_FLAG (op, FLAG_WIZ))
2593 op->stats.food--; 2336 op->stats.food--;
2594 } 2337 }
2595 2338
2596 if (op->stats.food < 0 && op->stats.hp >= 0) 2339 if (op->stats.food < 0 && op->stats.hp >= 0)
2597 { 2340 {
2598 object *tmp, *flesh = 0; 2341 object *flesh = 0;
2599 2342
2600 for (tmp = op->inv; tmp; tmp = tmp->below) 2343 for_inv_removable (op, tmp)
2601 { 2344 {
2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2345 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2346 continue;
2347
2348 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2603 { 2349 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2350 op->statusmsg ("You blindly grab for a bite of food. "
2605 { 2351 "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."); 2352 op->apply (tmp);
2607 manual_apply (op, tmp, 0); 2353
2608 if (op->stats.food >= 0 || op->stats.hp < 0) 2354 if (op->stats.food >= 0 || op->stats.hp < 0)
2609 break; 2355 break;
2610 } 2356 }
2611 else if (tmp->type == FLESH) 2357 else if (tmp->type == FLESH)
2612 flesh = tmp; 2358 flesh = tmp;
2613 } /* End if paid for object */ 2359 }
2614 } /* end of for loop */
2615 2360
2616 /* If player is still starving, it means they don't have any food, so 2361 /* If player is still starving, it means they don't have any food, so
2617 * eat flesh instead. 2362 * eat flesh instead.
2618 */ 2363 */
2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2364 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2620 { 2365 {
2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2366 op->statusmsg ("You blindly grab for a bite of food. "
2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2622 manual_apply (op, flesh, 0); 2368 op->apply (flesh);
2623 } 2369 }
2370
2371 // If player is still starving, alert him!
2372 if (op->stats.food < 0)
2373 op->failmsg ("You are starving! "
2374 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2375 }
2376
2377 if (op->stats.food < 0)
2624 } 2378 {
2379 op->stats.hp += op->stats.food;
2380 op->stats.food = 0;
2625 2381
2626 while (op->stats.food < 0 && op->stats.hp >= 0) 2382 if (op->stats.hp < 0)
2627 op->stats.food++, op->stats.hp--; 2383 {
2384 op->contr->killer = archetype::get ("killer_starvation");
2385 op->contr->killer->destroy ();
2386 }
2387 }
2628 2388
2389 /* killer should be set here already */
2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2390 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2630 kill_player (op); 2391 kill_player (op);
2631 } 2392 }
2632} 2393}
2633 2394
2637 * file. 2398 * file.
2638 */ 2399 */
2639void 2400void
2640kill_player (object *op) 2401kill_player (object *op)
2641{ 2402{
2642 char buf[MAX_BUF];
2643 int x, y; 2403 int x, y;
2644
2645 //int i;
2646 maptile *map; /* this is for resurrection */ 2404 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; 2405 int will_kill_again;
2654 archetype *at; 2406 archetype *at;
2655 object *tmp; 2407 object *tmp;
2656 2408
2657 if (save_life (op)) 2409 if (save_life (op))
2658 return; 2410 return;
2659 2411
2412 dynbuf_text deathtab;
2413
2414 /* restore player */
2415 at = archetype::find (shstr_poisoning);
2416 if (object *tmp = present_arch_in_ob (at, op))
2417 {
2418 tmp->destroy ();
2419 deathtab << "Your body feels cleansed...\r";
2420 }
2421
2422 at = archetype::find (shstr_confusion);
2423 if (object *tmp = present_arch_in_ob (at, op))
2424 {
2425 tmp->destroy ();
2426 deathtab << "Your mind feels clearer...\r";
2427 }
2428
2429 cure_disease (op, 0, 0); /* remove any disease */
2430
2431 max_it (op->stats.hp , op->stats.maxhp);
2432 max_it (op->stats.sp , op->stats.maxsp);
2433 max_it (op->stats.grace, op->stats.maxgrace);
2434 max_it (op->stats.food , 200);
2435
2436 // remove all spell effects that are active
2437 // to avoid long-term effects such as word-of-recall
2438 for (object *item = op->inv; item; )
2439 {
2440 object *next = item->below;
2441
2442 if (item->type == SPELL_EFFECT && item->active)
2443 item->destroy ();
2444
2445 item = next;
2446 }
2660 2447
2661 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2448 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2662 * in cities ONLY!!! It is very important that this doesn't get abused. 2449 * in cities ONLY!!! It is very important that this doesn't get abused.
2663 * Look at op_on_battleground() for more info --AndreasV 2450 * Look at op_on_battleground() for more info --AndreasV
2664 */ 2451 */
2665 if (op_on_battleground (op, &x, &y)) 2452 if (op_on_battleground (op, &x, &y))
2666 { 2453 {
2667 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2454 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2669
2670 /* restore player */
2671 at = archetype::find ("poisoning");
2672 if (object *tmp = present_arch_in_ob (at, op))
2673 {
2674 tmp->destroy ();
2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2676 }
2677
2678 at = archetype::find ("confusion");
2679 if (object *tmp = present_arch_in_ob (at, op))
2680 {
2681 tmp->destroy ();
2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2683 }
2684
2685 cure_disease (op, 0); /* remove any disease */
2686 op->stats.hp = op->stats.maxhp;
2687 if (op->stats.food <= 0)
2688 op->stats.food = 999;
2689 2455
2690 /* create a bodypart-trophy to make the winner happy */ 2456 /* create a bodypart-trophy to make the winner happy */
2691 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2457 object *tmp = archetype::find (shstr_finger)->instance ();
2692 { 2458
2693 sprintf (buf, "%s's finger", &op->name); 2459 tmp->name = format ("%s's finger" , &op->name);
2694 tmp->name = buf; 2460 tmp->name_pl = format ("%s's fingers", &op->name);
2695 sprintf (buf, " This finger has been cut off %s\n" 2461 tmp->msg = format (
2696 " the %s, when he was defeated at\n level %d by %s.\n", 2462 "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); 2463 &op->name, op->contr->title,
2698 tmp->msg = buf; 2464 (int)op->level,
2465 op->contr->killer_name ()
2466 );
2699 tmp->value = 0, tmp->type = 0; 2467 tmp->value = 0, tmp->type = 0;
2700 tmp->materialname = "organics"; 2468 tmp->material = name_to_material (shstr_organic);
2701 tmp->insert_at (op, tmp); 2469 tmp->insert_at (op, tmp);
2702 }
2703 2470
2704 /* teleport defeated player to new destination */ 2471 /* teleport defeated player to new destination */
2705 transfer_ob (op, x, y, 0, NULL); 2472 transfer_ob (op, x, y, 0, NULL);
2706 op->contr->braced = 0; 2473 op->contr->braced = 0;
2474
2475 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2707 return; 2476 return;
2708 } 2477 }
2709 2478
2479 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2480 deathtab << "T<YOU HAVE DIED>\n\n";
2481
2710 INVOKE_PLAYER (DEATH, op->contr); 2482 INVOKE_PLAYER (DEATH, op->contr);
2711 2483
2712 command_kill_pets (op, 0); 2484 command_kill_pets (op, 0);
2713 2485
2714 if (op->stats.food < 0) 2486 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 2487
2724 /* save the map location for corpse, gravestone */ 2488 /* save the map location for corpse, gravestone */
2725 x = op->x; 2489 x = op->x;
2726 y = op->y; 2490 y = op->y;
2727 map = op->map; 2491 map = op->map;
2755 2519
2756 lost_a_stat = 0; 2520 lost_a_stat = 0;
2757 2521
2758 for (z = 0; z < num_stats_lose; z++) 2522 for (z = 0; z < num_stats_lose; z++)
2759 { 2523 {
2760 i = RANDOM () % NUM_STATS; 2524 i = rndm (NUM_STATS);
2761 2525
2762 if (settings.stat_loss_on_death) 2526 if (settings.stat_loss_on_death)
2763 { 2527 {
2764 /* Pick a random stat and take a point off it. Tell the player 2528 /* Pick a random stat and take a point off it. Tell the player
2765 * what he lost. 2529 * what he lost.
2772 lost_a_stat = 1; 2536 lost_a_stat = 1;
2773 } 2537 }
2774 else 2538 else
2775 { 2539 {
2776 /* deplete a stat */ 2540 /* deplete a stat */
2777 archetype *deparch = archetype::find ("depletion"); 2541 archetype *deparch = archetype::find (shstr_depletion);
2778 object *dep; 2542 object *dep;
2779 2543
2780 dep = present_arch_in_ob (deparch, op); 2544 dep = present_arch_in_ob (deparch, op);
2781 if (!dep) 2545 if (!dep)
2782 { 2546 {
2783 dep = arch_to_object (deparch); 2547 dep = deparch->instance ();
2784 insert_ob_in_ob (dep, op); 2548 insert_ob_in_ob (dep, op);
2785 } 2549 }
2786 lose_this_stat = 1; 2550 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss) 2551 if (settings.balanced_stat_loss)
2788 { 2552 {
2816 } 2580 }
2817 } 2581 }
2818 2582
2819 if (lose_this_stat) 2583 if (lose_this_stat)
2820 { 2584 {
2821 this_stat = get_attr_value (&(dep->stats), i); 2585 this_stat = get_attr_value (&dep->stats, i);
2822 /* We could try to do something clever like find another 2586 /* We could try to do something clever like find another
2823 * stat to reduce if this fails. But chances are, if 2587 * stat to reduce if this fails. But chances are, if
2824 * stats have been depleted to -50, all are pretty low 2588 * stats have been depleted to -50, all are pretty low
2825 * and should be roughly the same, so it shouldn't make a 2589 * and should be roughly the same, so it shouldn't make a
2826 * difference. 2590 * difference.
2834 lost_a_stat = 1; 2598 lost_a_stat = 1;
2835 } 2599 }
2836 } 2600 }
2837 } 2601 }
2838 } 2602 }
2603
2839 /* If no stat lost, tell the player. */ 2604 /* If no stat lost, tell the player. */
2840 if (!lost_a_stat) 2605 if (!lost_a_stat)
2841 { 2606 {
2842 /* determine_god() seems to not work sometimes... why is this? 2607 /* determine_god() seems to not work sometimes... why is this?
2843 Should I be using something else? GD */ 2608 Should I be using something else? GD */
2844 const char *god = determine_god (op); 2609 shstr_tmp god = determine_god (op);
2845 2610
2846 if (god && (strcmp (god, "none"))) 2611 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); 2612 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2848 else 2613 else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2614 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2850 } 2615 }
2851#else 2616#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2617 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2853#endif 2618#endif
2854 2619
2855 /* Put a gravestone up where the character 'almost' died. List the 2620 /* Put a gravestone up where the character 'almost' died. List the
2856 * exp loss on the stone. 2621 * exp loss on the stone.
2857 */ 2622 */
2858 tmp = arch_to_object (archetype::find ("gravestone")); 2623 tmp = archetype::find (shstr_gravestone)->instance ();
2859 sprintf (buf, "%s's gravestone", &op->name); 2624 tmp->name = format ("%s's gravestone", &op->name);
2860 tmp->name = buf; 2625 tmp->name_pl = format ("%s's gravestones", &op->name);
2861 sprintf (buf, "%s's gravestones", &op->name); 2626 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2862 tmp->name_pl = buf; 2627 &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; 2628 tmp->x = op->x, tmp->y = op->y;
2866 insert_ob_in_map (tmp, op->map, NULL, 0); 2629 insert_ob_in_map (tmp, op->map, NULL, 0);
2867 2630
2868 /**************************************/ 2631 /**************************************/
2869 /* */ 2632 /* */
2870 /* Subtract the experience points, */ 2633 /* Subtract the experience points, */
2871 /* if we died cause of food, give us */
2872 /* food, and reset HP's... */
2873 /* */ 2634 /* */
2874 /**************************************/ 2635 /**************************************/
2875 2636
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)); */ 2637 /*add_exp(op, (op->stats.exp * -0.20)); */
2898 apply_death_exp_penalty (op); 2638 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 2639
2905 /* 2640 /*
2906 * Check to see if the player has any unpaid items. If so, remove them 2641 * Check to see if the player has any unpaid items. If so, remove them
2907 * and put them back in the map. 2642 * and put them back in the map.
2908 */ 2643 */
2909 remove_unpaid_objects (op->inv, op); 2644 op->drop_unpaid_items ();
2910 2645
2911 /****************************************/ 2646 /****************************************/
2912 /* */ 2647 /* */
2913 /* Move player to his current respawn- */ 2648 /* Move player to his current respawn- */
2914 /* position (usually last savebed) */ 2649 /* position (usually last savebed) */
2943 if (will_kill_again & (1 << at)) 2678 if (will_kill_again & (1 << at))
2944 force->resist[at] = 100; 2679 force->resist[at] = 100;
2945 2680
2946 insert_ob_in_ob (force, op); 2681 insert_ob_in_ob (force, op);
2947 op->update_stats (); 2682 op->update_stats ();
2948
2949 } 2683 }
2950 2684
2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2685 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2952} 2686}
2953 2687
2954void 2688static void
2955loot_object (object *op) 2689loot_object (object *op)
2956{ /* Grab and destroy some treasure */ 2690{ /* Grab and destroy some treasure */
2957 object *tmp, *tmp2, *next; 2691 object *tmp, *tmp2, *next;
2958 2692
2959 op->close_container (); /* close open sack first */ 2693 op->close_container (); /* close open sack first */
2973 2707
2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2708 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2975 { 2709 {
2976 if (tmp->nrof > 1) 2710 if (tmp->nrof > 1)
2977 { 2711 {
2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2712 tmp->decrease (rndm (1, tmp->nrof - 1));
2979 tmp2->destroy ();
2980 insert_ob_in_map (tmp, op->map, NULL, 0); 2713 insert_ob_in_map (tmp, op->map, NULL, 0);
2981 } 2714 }
2982 else 2715 else
2983 tmp->destroy (); 2716 tmp->destroy ();
2984 } 2717 }
2991 * fix_weight(): Check recursively the weight of all players, and fix 2724 * fix_weight(): Check recursively the weight of all players, and fix
2992 * what needs to be fixed. Refresh windows and fix speed if anything 2725 * what needs to be fixed. Refresh windows and fix speed if anything
2993 * was changed. 2726 * was changed.
2994 */ 2727 */
2995void 2728void
2996fix_weight (void) 2729fix_weight ()
2997{ 2730{
2998 for_all_players (pl) 2731 for_all_players (pl)
2999 { 2732 {
3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2733 sint32 old = pl->ob->carrying;
3001 2734
3002 if (old == sum) 2735 pl->ob->update_weight ();
3003 continue; 2736
2737 if (old != pl->ob->carrying)
2738 {
3004 pl->ob->update_stats (); 2739 pl->ob->update_stats ();
3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2740 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2741 }
3006 } 2742 }
3007} 2743}
3008 2744
3009void 2745void
3010fix_luck (void) 2746fix_luck ()
3011{ 2747{
3012 for_all_players (pl) 2748 for_all_players (pl)
3013 if (!pl->ob->contr->ns->state) 2749 if (!pl->ob->contr->ns->state)
3014 pl->ob->change_luck (0); 2750 pl->ob->change_luck (0);
3015} 2751}
3052} 2788}
3053 2789
3054void 2790void
3055make_visible (object *op) 2791make_visible (object *op)
3056{ 2792{
3057 op->hide = 0; 2793 op->flag [FLAG_HIDDEN] = 0;
3058 op->invisible = 0; 2794 op->invisible = 0;
2795
3059 if (op->type == PLAYER) 2796 if (op->type == PLAYER)
3060 { 2797 {
3061 op->contr->tmp_invis = 0; 2798 op->contr->tmp_invis = 0;
3062 op->contr->invis_race = 0; 2799 op->contr->invis_race = 0;
3063 } 2800 }
3066} 2803}
3067 2804
3068int 2805int
3069is_true_undead (object *op) 2806is_true_undead (object *op)
3070{ 2807{
3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2808 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3072 return 1; 2809 return 1;
3073 2810
3074 return 0; 2811 return 0;
3075} 2812}
3076 2813
3077/* look at the surrounding terrain to determine 2814/* look at the surrounding terrain to determine
3078 * the hideability of this object. Positive levels 2815 * the hideability of this object. Positive levels
3079 * indicate greater hideability. 2816 * indicate greater hideability.
3080 */ 2817 */
3081
3082int 2818int
3083hideability (object *ob) 2819hideability (object *ob)
3084{ 2820{
3085 int i, level = 0, mflag; 2821 int i, level = 0, mflag;
3086 sint16 x, y; 2822 sint16 x, y;
3087 2823
3088 if (!ob || !ob->map) 2824 if (!ob || !ob->map)
3089 return 0; 2825 return 0;
3090 2826
3091 /* so, on normal lighted maps, its hard to hide */ 2827 /* so, on normal lighted maps, its hard to hide */
3092 level = ob->map->darkness - 2; 2828 level = ob->map->darklevel () - 2;
3093 2829
3094 /* this also picks up whether the object is glowing. 2830 /* this also picks up whether the object is glowing.
3095 * If you carry a light on a non-dark map, its not 2831 * If you carry a light on a non-dark map, its not
3096 * as bad as carrying a light on a pitch dark map */ 2832 * as bad as carrying a light on a pitch dark map */
3097 if (has_carried_lights (ob)) 2833 if (ob->has_carried_lights ())
3098 level = -(10 + (2 * ob->map->darkness)); 2834 level = -(10 + (2 * ob->map->darklevel ()));
3099 2835
3100 /* scan through all nearby squares for terrain to hide in */ 2836 /* 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]) 2837 for (i = 0, x = ob->x, y = ob->y;
2838 i <= SIZEOFFREE1;
2839 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3102 { 2840 {
3103 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2841 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3104 if (mflag & P_OUT_OF_MAP) 2842 if (mflag & P_OUT_OF_MAP)
3105 {
3106 continue; 2843 continue;
3107 } 2844
3108 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2845 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3109 level += 2; 2846 level += 2;
3110 else /* open terrain! */ 2847 else /* open terrain! */
3111 level -= 1; 2848 level -= 1;
3112 } 2849 }
3120/* For Hidden creatures - a chance of becoming 'unhidden' 2857/* For Hidden creatures - a chance of becoming 'unhidden'
3121 * every time they move - as we subtract off 'invisibility' 2858 * every time they move - as we subtract off 'invisibility'
3122 * AND, for players, if they move into a ridiculously unhideable 2859 * AND, for players, if they move into a ridiculously unhideable
3123 * spot (surrounded by clear terrain in broad daylight). -b.t. 2860 * spot (surrounded by clear terrain in broad daylight). -b.t.
3124 */ 2861 */
3125
3126void 2862void
3127do_hidden_move (object *op) 2863do_hidden_move (object *op)
3128{ 2864{
3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2865 int hide = 0;
3130 object *skop;
3131 2866
3132 if (!op || !op->map) 2867 if (!op || !op->map)
3133 return; 2868 return;
3134 2869
3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2870 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2871 int num = random_roll (0, 19, op, PREFER_LOW);
3136 2872
3137 /* its *extremely* hard to run and sneak/hide at the same time! */ 2873 /* its *extremely* hard to run and sneak/hide at the same time! */
3138 if (op->type == PLAYER && op->contr->run_on) 2874 if (op->type == PLAYER && op->contr->run_on)
3139 if (!skop || num >= skop->level) 2875 if (!skop || num >= skop->level)
3140 { 2876 {
3150 num -= hide; 2886 num -= hide;
3151 2887
3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2888 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3153 { 2889 {
3154 make_visible (op); 2890 make_visible (op);
2891
3155 if (op->type == PLAYER) 2892 if (op->type == PLAYER)
3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3157 } 2894 }
3158 else if (op->type == PLAYER && skop) 2895 else if (op->type == PLAYER && skop)
3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2896 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3212 * object op. This function works fine for monsters, 2949 * object op. This function works fine for monsters,
3213 * but we dont worry if the object isnt the top one in 2950 * but we dont worry if the object isnt the top one in
3214 * a pile (say a coin under a table would return "viewable" 2951 * a pile (say a coin under a table would return "viewable"
3215 * by this routine). Another question, should we be 2952 * by this routine). Another question, should we be
3216 * concerned with the direction the player is looking 2953 * concerned with the direction the player is looking
3217 * in? Realistically, most of use cant see stuff behind 2954 * in? Realistically, most of us can't see stuff behind
3218 * our backs...on the other hand, does the "facing" direction 2955 * our backs...on the other hand, does the "facing" direction
3219 * imply the way your head, or body is facing? Its possible 2956 * 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. 2957 * for them to differ. Sigh, this fctn could get a bit more complex.
3221 * -b.t. 2958 * -b.t.
3222 * This function is now map tiling safe. 2959 * This function is now map tiling safe.
3223 */ 2960 */
3224
3225int 2961int
3226player_can_view (object *pl, object *op) 2962player_can_view (object *pl, object *op)
3227{ 2963{
3228 rv_vector rv; 2964 rv_vector rv;
3229 int dx, dy; 2965 int dx, dy;
3241 2977
3242 get_rangevector (pl, op, &rv, 0x1); 2978 get_rangevector (pl, op, &rv, 0x1);
3243 2979
3244 /* starting with the 'head' part, lets loop 2980 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any 2981 * through the object and find if it has any
3246 * part that is in the los array but isnt on 2982 * part that is in the los array but isn't on
3247 * a blocked los square. 2983 * a blocked los square.
3248 * we use the archetype to figure out offsets. 2984 * we use the archetype to figure out offsets.
3249 */ 2985 */
3250 while (op) 2986 while (op)
3251 { 2987 {
3252 dx = rv.distance_x + op->arch->clone.x; 2988 dx = rv.distance_x + op->arch->x;
3253 dy = rv.distance_y + op->arch->clone.y; 2989 dy = rv.distance_y + op->arch->y;
3254 2990
3255 /* only the viewable area the player sees is updated by LOS 2991 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; 2992 return 1;
2993
3263 op = op->more; 2994 op = op->more;
3264 } 2995 }
3265 return 0;
3266}
3267 2996
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; 2997 return 0;
3294} 2998}
3295 2999
3296/* op_on_battleground - checks if the given object op (usually 3000/* op_on_battleground - checks if the given object op (usually
3297 * a player) is standing on a valid battleground-tile, 3001 * 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 3006 * Default is to do the same as before, so only people wanting to have different points need worry about this
3303 */ 3007 */
3304int 3008int
3305op_on_battleground (object *op, int *x, int *y) 3009op_on_battleground (object *op, int *x, int *y)
3306{ 3010{
3307 object *tmp;
3308
3309 /* A battleground-tile needs the following attributes to be valid: 3011 /* 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), 3012 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3311 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3013 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3312 * and the exit-coordinates sp/hp must both be > 0. 3014 * and the exit-coordinates sp/hp must both be > 0.
3313 * => The intention here is to prevent abuse of the battleground- 3015 * => The intention here is to prevent abuse of the battleground-
3314 * feature (like pickable or hidden battleground tiles). */ 3016 * feature (like pickable or hidden battleground tiles). */
3315 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3017 for (object *tmp = op->below; tmp; tmp = tmp->below)
3316 { 3018 {
3317 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3019 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3318 { 3020 {
3319 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3021 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3320 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3022 && tmp->type == BATTLEGROUND
3023 && tmp->name == shstr_battleground
3024 && EXIT_X (tmp) && EXIT_Y (tmp))
3321 { 3025 {
3322 /*before we assign the exit, check if this is a teambattle */ 3026 /* before we assign the exit, check if this is a teambattle */
3323 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3027 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) 3028 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3029 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 { 3030 {
3329 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3330 {
3331 if (x != NULL && y != NULL) 3031 if (x && y)
3332 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3032 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3033
3333 return 1; 3034 return 1;
3334 }
3335 } 3035 }
3336 } 3036
3337 if (x != NULL && y != NULL) 3037 if (x && y)
3338 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3038 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3039
3339 return 1; 3040 return 1;
3340 } 3041 }
3341 } 3042 }
3342 } 3043 }
3044
3343 /* If we got here, did not find a battleground */ 3045 /* If we got here, did not find a battleground */
3344 return 0; 3046 return 0;
3345} 3047}
3346 3048
3347/* 3049/*
3363 char buf[MAX_BUF]; /* tmp. string buffer */ 3065 char buf[MAX_BUF]; /* tmp. string buffer */
3364 int i = 0, j = 0; 3066 int i = 0, j = 0;
3365 3067
3366 /* get the appropriate treasurelist */ 3068 /* get the appropriate treasurelist */
3367 if (atnr == ATNR_FIRE) 3069 if (atnr == ATNR_FIRE)
3368 trlist = treasurelist::find ("dragon_ability_fire"); 3070 trlist = treasurelist::find (shstr_dragon_ability_fire);
3369 else if (atnr == ATNR_COLD) 3071 else if (atnr == ATNR_COLD)
3370 trlist = treasurelist::find ("dragon_ability_cold"); 3072 trlist = treasurelist::find (shstr_dragon_ability_cold);
3371 else if (atnr == ATNR_ELECTRICITY) 3073 else if (atnr == ATNR_ELECTRICITY)
3372 trlist = treasurelist::find ("dragon_ability_elec"); 3074 trlist = treasurelist::find (shstr_dragon_ability_elec);
3373 else if (atnr == ATNR_POISON) 3075 else if (atnr == ATNR_POISON)
3374 trlist = treasurelist::find ("dragon_ability_poison"); 3076 trlist = treasurelist::find (shstr_dragon_ability_poison);
3375 3077
3376 if (trlist == NULL || who->type != PLAYER) 3078 if (trlist == NULL || who->type != PLAYER)
3377 return; 3079 return;
3378 3080
3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3081 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]); */ 3085 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3384 return; 3086 return;
3385 } 3087 }
3386 3088
3387 /* everything seems okay - now bring on the gift: */ 3089 /* everything seems okay - now bring on the gift: */
3388 item = &(tr->item->clone); 3090 item = tr->item;
3389 3091
3390 if (item->type == SPELL) 3092 if (item->type == SPELL)
3391 { 3093 {
3392 if (check_spell_known (who, item->name)) 3094 if (check_spell_known (who, item->name))
3393 return; 3095 return;
3452 { 3154 {
3453 /* forces in the treasurelist can alter the player's stats */ 3155 /* forces in the treasurelist can alter the player's stats */
3454 object *skin; 3156 object *skin;
3455 3157
3456 /* first get the dragon skin force */ 3158 /* 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) 3159 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3459 ; 3160 ;
3460 3161
3461 if (!skin) 3162 if (!skin)
3462 return; 3163 return;
3463 3164
3477 else 3178 else
3478 j = 1; 3179 j = 1;
3479 strcat (buf, spellpathnames[i]); 3180 strcat (buf, spellpathnames[i]);
3480 } 3181 }
3481 } 3182 }
3183
3482 strcat (buf, "."); 3184 strcat (buf, ".");
3483 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3185 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3484 } 3186 }
3485 3187
3486 /* evtl. adding flags: */ 3188 /* evtl. adding flags: */
3496 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3198 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3497 } 3199 }
3498 else 3200 else
3499 { 3201 {
3500 /* generate misc. treasure */ 3202 /* generate misc. treasure */
3501 tmp = arch_to_object (tr->item); 3203 tmp = tr->item->instance ();
3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3204 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); 3205 who->insert (tmp);
3504 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp);
3506 } 3206 }
3507} 3207}
3508 3208
3509/** 3209//-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 3210
3526sint8 3211sint8
3527player::visibility_at (maptile *map, int x, int y) const 3212player::darkness_at (maptile *map, int x, int y) const
3528{ 3213{
3529 if (!ns) 3214 if (!ns)
3530 return 0; 3215 return LOS_BLOCKED;
3531 3216
3532 int dx, dy; 3217 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3218 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0; 3219 return LOS_BLOCKED;
3535 3220
3536 x += dx - ns->current_x + ns->mapx / 2; 3221 x += dx - ns->current_x;
3537 y += dy - ns->current_y + ns->mapy / 2; 3222 y += dy - ns->current_y;
3538 3223
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]; 3224 return blocked_los (x, y);
3543} 3225}
3226
3227void
3228player::infobox (const char *title, const char *msg, int color)
3229{
3230 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3231}
3232
3233void
3234player::statusmsg (const char *msg, int color)
3235{
3236 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3237}
3238
3239void
3240player::failmsg (const char *msg, int color)
3241{
3242 play_sound (sound_find ("generic_failure"));
3243 statusmsg (msg, color);
3244}
3245

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